#ue4-general
1 messages ยท Page 71 of 1
In order to make a change you have to be up-to-date (or mergeable).
(which BP will never be as far as I can tell)
Another one of the big advantages of version control is it tracks all of your changes you ever make, and you can revert to an old copy of something if you screw up or lose your files
(so "up to date" is the important bit)
Oh, ok. So for example, lets say I model something and add it to the level on my computer. If I want everyone to see that change, I would have to add that model into the github project file?
Am I understanding correctly?
Essentially, yes
There's a few steps in the middle there that we're glossing over, but you've got the idea down :p
So is there anyway for me to just make a change, and have that automatically update the git repository>
so that everyone is up to date
Not really without some third-party tool, but IMO you'll be glad that doesn't exist
The thing with Git is that you have to manually share your changes to the repo once you're doneโyou can do whatever you want locally before doing that and your teammates will have no adverse effects
so when I upload a new model or something, how does the original project file that i uploaded to the git know where it is placed in 3d space in the scene?
Well, that's because you'll be tracking your maps as well
Here's a pretty basic interactive tutorial to get you going, if you want https://try.github.io/
Yes, but Git and the services that host it aren't the same thing
Git is simply a piece of software, servers for it don't exist out of magic :p, but Git itself is open-source and free, yes
There are certain sites that host your files and provide other services like pull requests and things like that, some examples are GitHub and GitLab
They both have free basic repo stuff, but they both have size limits before you have to start paying
GitHub is 1GB and public-only repos for free, GitLab is 10GB and also private repos
Well, you can always host your own server if you think the services they provide aren't worth what they're charging ๐
10GB is the better one
No, I definitely think that they are worth it!
Yeah, GitHub is more established and has a better reputation, but GitLab has much better free offerings on paper
That said, I've had trouble with GitLab's bandwidth while pushing in the past
And I wasn't meaning that last comment as snarky or anything haha, just that you have options
Okay sweet, I'm going to start with gitla just because I'm already over a gig
How do I duplicate or make a copy of an actor?
Do you mean as a class or in the viewport?
In the viewport/world, I know you can ctrl+C just like any other copy, I'm not 100% sure if you can do that on classes or not but you should be able to copy it somehow
which is right way to save apex cloth file so I can continue where Ieft incase of crash?
save mesh did nothing I had to pin all vextex again and do from the start
so I've got this building and it's procedurally generated. A decal gives it the distressed look. However it's also showing up as streaks on the rooftops. Is there a good way to prevent this from happening? Can I tell a material never to accept decals? Positioning them exactly will be very difficult. Please help thanks ๐
maybe there's some way to get the normal that the decal is projected onto, in the shader?
I really only need to mask out Z-Up
Can UE4 help me get a gamedev job?
ahhh I fixed it myself! sweet!!
Do you think they will ever release a UE5? or they will focus and keep updating the engine since the way its basically open source(just a curious thought)
@pallid compass They will do a UE5 when they decide to remove Blueprint, or move from C++ to Rust, or support the PS6 only, etc
Whats rust? ๐ฎ
Basically dramatic changes in the engine
gotcha
(Rust is a trendy programming language that aims at basically replacing C++ with more modern features)
I cant see them removing blueprints though? its such a good system for saving time where you dont need insane amounts of speed tbh
oh dam
Sure, just saying "UE5" would mean "we're changing lots of stuff", just like UE3 didn't have Blueprints, or had a virtualized scripting language that is gone now
Also, UE4 is not open-source, it's "shared source"
Like, Epic could release UE5 with a different business model and ask people not to release UE4 titles anymore (that has zero chance of happening, again, just an example)
Yeah makes sense haha
I was just thinking about it like hmmm what happens if company invests X amount of time in too a game and then anew engine comes out
haha
Well that's what happened to plenty of UE3 devs
But Epic timed that with a new console gen, so the devs had stuff to learn either way
Makes sense
Imagine if u made something like destiny tho
and ihad to move it too anew engine
R I P
So Any Idea how to ensure controller takes on the pawns rotation when its spawned?
@pallid compass The Destiny guys actually started Destiny on a different engine and put the new one in place while in development, brick by brick
holy fuck, that must of cost a bomb
@vast pine you could just set the controller rotation too it on posses
on it using OnPosses*
yeah thats what i'm trying must be setting the wrong controller its always aiming wrong ๐
cept server version
oh maybe i need to begin play adjust this
its a pawn i'm moving to face something and then posessing it
This works at begin play to ensure the spawned object faces the center of map
I can't make up my mind regarding to how to struture my folders. Currently I'm using nr 1, but what do you think is more optimal? It's for a modular pack.
https://www.dropbox.com/s/k5jdensqn1yquo1/ue4_folder_structure.JPG?dl=1
So you are saying that it doesn't really matter?
omg ITS LUOS
Dude i watch your particle effect videos all the time
There amazing
@fierce tulip i have a question for you thats always baffled me
Your Lous mask distorer node is amazing, seriously how did you made that node?(totally understand if u dont want to give the jist behind it as it is in your selling bundle i believe)
I gave it away for free hehe
really ๐ฎ
gimme a min
I have something similar but its no where near as good
Link to first video: https://www.youtube.com/watch?v=d32neP8Io68 Linkto second video: https://www.youtube.com/watch?v=YRfIpIBeAYU Link to gumroad: https://gu...
its in this download
That what i do haha, no where near as good but you gave me the idea, turned a cloud render in photoshop in too a normal for it
ahh wow thanks man!
np ๐
Am i allowed to use this material function in my own hobby &/or commerical products?
Hmm whats weird
all meshes tend to come in with X axis facing forward
but my particle emitter is taking meshes in with X as forward and pointing them in Y
the fuq do u rotate particles
Still streaming Youri? Your work last night was awesome! ๐
Hey, quick question, is there a way to use deferred decal using an atlas map? like cropping or grabbing one section, to center and scale?
I feel like there is a way, but not sure if that's a common or preferred workflow when doing that
hi all, I packet my game and it too big o.O
Where is the problem?
is a simple level, i dont think that is correct his size, 700 mbs aprox
You probably have lots of assets in your project folder you didnt use
Also. Even basic fps template is like 300+ mb out of the box
How to reduce the size of your packaged game.
@karmic thistle Is it just puting the files into a zip?
So whats the different if you check that? It just magically makes the game less heavy? xD @karmic thistle
i dont know what or how it resize your project, but it works xD
click it and test
UE4 question. What do you call files in the Content Browser?
I wanted to make a custom content file for animation, similar how you have a material file in the content browser.
How you double click a material and it does something. I want to do that for a custom file format.
Any idea what the terminology might be?
Assets I guess
That's it thanks!
uh, no problem
Hey on a content asset when you double-click does it ever come up without any properties?
I saw them earlier but they've disappeared
gone
It's details
Window-Details was closed
so noob
I thought I borked it
I have my custom assets working now
I need to learn things for the editor, like how if I change an enum property can I edit other properties
There must be an editor changed event or something
I need to add some custom UI to the editor details view
Like when I click on a frame element it should show a virtual keyboard or something
@solid jungle Does it work? If so, yes. If not, no. But should work
Since that's all that Input does
I don't think there's a more performant way of doing that
if that's what you're asking
Yeah, that's pretty good performance wise
Not the cleanest way graph-wise IMO, but it works
But my suggestion would make it less performant, so if that's your target
Extra event so that you don't have to keep those wires linked so directly
Something like MovementKeyPressed
think id rather prioritize performance, but thanks for the suggestion
Hey, I hope it's ok to post this here ... there was talk of a Blogs channel on here but I don't think that ever happened..? Anyway, we have a new blog post - and a tool for UE4 - that some of you may be interested in for profiling memory allocations, track memory leaks etc? http://coconutlizard.co.uk/blog/ue4/mallocprofiler2-introducing/
so annoying why wont my visual studio's #include "AbilitySystemInterface.h" work
ffs
regenerate vs project, make sure it's in the right folder. Filename mismatch...
copy/paste is your friend against typos
As well as possibly forgetting to include the module? If you're getting red squigglies without a compile error you can ignore it, but if you're not compiling that's most likely user error :p
module is in
regenerated the files
will compile in my .cpp
but wont in the .h
-.-
fixed it im an idiot ๐
fuq do component pointers go in headers
The third person player character doesn't function quite right for third person
in third person games, the player doesnt usually turn with the camera
it turns with the relative movement input, so that you can move the camera without turning the character
I dont know how to fix that in UE4, I've only done first person in it.
If anybody knows what I'm talking about, a PM would be appreciated
even for people who just want to know the answer when I figure it out
the 3rd person mode spring arm is not using controler yaw
the character should always face the direction it's moving, unless you're using some kind of lock on mechanic like in Zelda
hey i have c++ fps template and there is any tutorial to change pawn movement like TPS C++ ?
@oblique trench open up TPS C++ project and CP it?
Is there something weird with material/gpu tick vs game ticks? Im trying to add bouyancy to objects that are in my water system using gerstner waves, but using the exact same math I get very rapid jittery data from the BP vs the Material.
Yellow boxes represent where the bp functions think the height of the wave should be.
Feeding the game time into the shader every tick as well to try and make sure they are synced
So guys, any way to generate Mac builds without spending $1000 on a Mac I don't need or want ?
is it possible get camera data ? I mean like texture and need output for show another platform? for example showing web browser?
@cloud cobalt You can rent a Mac for much cheaper
http://www.macincloud.com/
@tulip narwhal Oh, cool ! Did you try packaging UE4 games with that ? I know Windows VMs have trouble with packaging because of the large memory cost
Honestly I haven't tried with UE4. According to their Twitter it sounds reasonable to give it a shot (https://twitter.com/macincloud/status/596798118814949376). Also if you're making iOS builds remember you only need a Mac for submitting to the AppStore, everything else can be done on Windows
last time i checked it wasnt possible to use stuff like meteor on macincloud because the lack of access rights..maybe that changed.
wasn't UE4 related tho.
Hello!! I am getting error when I am trying to do packaging. Here is the error: The first include statement in source file 'D:\Yogita\city_ghost\City_08-03-2017 - Copy - Copy\city_withplayfabcode\Plugins\PlayFab\Source\PlayFab\Private\UE4ClientGameModeBase.cpp' is trying to include 'PlayFab.h' as the precompiled header, but that file could not be located in any of the module's include search paths.
Program.Main: AutomationTool exiting with ExitCode=5 (5)
Can someone help me in getting through this
What's that PlayFab plugin ?
It's a backend platform for games, like it handles all the login's.
Well, maybe check with them why their code is wrong
is there away to make your project open with VS?
What do you mean? @pallid compass
Just open your project in VS without opening the project in unreal and opening a C++ file?
hey guys, quick question, can anyone link me a page where ue4 has the royalties listed for projects that generate X amount of revenue using ue4?
i thought it was 10% if the project made over 80k income yearly. A mate says 30%, an other source said 5
nevermind, got it
Do someone knows how I can separate body members of the Unreal skeletal mesh in 3ds max for dismemberment?
some limbs are attached and when they break, instead of chopping off, they stretch
so they need to be unattached from each other
When you open your UE4 project have ur VS studio open with it
I need a hand.
I have a networked project going where the character can look around and shoot. The direction the projectile shoots is based on an aimRotation variable. This is set each tick, and fed into an event run on the server that also updates the aim rotation.
The issue is that the client can not aim. Looking at the variable at runtime, it appears to update. The only aiming the client can do is left/right and based on the characters rotation from a piece of redundant logic.
I can't work out why the client can't aim when the variable is set as replicated, updated on client and updated on the server too.I've also tried setting replicate on the components it uses to set aimRotation but nothing works.
Any help is greatly appreciated
Anybody here using Git & Git LFS with UE4 and experiencing slow down in the editor when it is enabled?
I use Git with UE4, although not with the UE integration (I use Sourcetree)
Haven't seen slow stuff
ya i did the same. using UE integration seems to slow it down a lot now though
Do anyone know how to separate limbs of a skeleton on 3ds max for dismemberment purposes?
Are .ini files like DefaultScalability.ini "hot-reloaded"? AKA, if I update it while the game is running, will it automatically update the settings? (looking for a way to find finer quality control; Using the individual r. parameters instead of TextureQuality 1-4)
@fluid basin You could try having objects/meshs of the limbs you want to dismember, spawn them at the location of the current bones for those limbs, and hide the bones on the character mesh
Hey guy, I'm new to discord, but not the UE4 or game design in general. Can I get some tips on how to use discord properly?
THanks
Be polite, describe issues well to help people trying to respond, do your best to help others if you can, if you put in what you take out people will notice ๐
There's a list of official rules in the #more-resources channel, you might want to check those out
In general though, as long as you use common sense you'll be fine, haha
I have an issue where the clients aim doesn't affect where the projectile is shot towards. The projectile shoots straight forward from the set location.
Using the debugging tools says that the clients aim rotation updates, and this is fed directlyinto the transform of the projectile.
It is an issue with replication but i cannot figure it out.
My aimRotation variable is set to replicate, and i also run a custom event on server to update the variable each time it is set so as to keep the server updated.
The spawning of the projectile is also done on the server.
cannot work out for the life of me why the issue is happening
A video of the client misbehaviour. Mind the flickering with shadowplay handling multiple instances
Any help appreicated โค
I made some progress by feeding aim rotation into my custom event, to then feed into spawning the projectile.
This allows aiming in any direction, as wanted, BUT....
any yaw change to aimRotation make projectiles shoot parrallel to the floor
Asked in lounge but i'll ask here too, "What is the option "Local map options" in maps and modes in project settings used for?"
Also is there a good explanation of streaming usage somewhere?
I dunno exactly where this would go, but I have a noob question...
Ya know the (BSPs?) things that you drag in from the left side of the screen (i.e. box, cone, staircase, etc...)? How would I convert it to a static mesh/bp. I need both.
Thank you for suffering through this noob question. ๐
there should be an Create Static Mesh panel in your BSP details
I remembered there being one too.
But there is not...
I checked all of the panel
Its still there for me. Have you clicked on the downwards arrow to expand the details?
hehe np ๐
I think I found a 4.16 bug
I updated a project from 4.15 to 4.16 and in 4.16 the Child ACtor Component Template was not there. If I reselect the Class the template shows up and I can edit it. However, once I restart the engine (after saving my changes of course) its missing again.
How is unreal engine on linux? Is it stable?
I have tried to use unity on linux before but that was horrible
@heady raptor You have to build it for yourself. It worked pretty well for me when I did it but when I tried the only platform available for exporting was Linux
Ah ok
It proves that there WILL be decent support soon
Fine with me
but if you want to build it now and use it, you can
Cool thanks
if you're not working on any huge public projects, it'll be totally fine
Oh I'm defenitly not
and it might be possible to copy the project's source files to a windows system an edit them there anyway
That's what I figured
If I want a windows build and I can't do it on linux I'll dualt boot and build it there.
Waste of space but I like my linux ๐
Even with the lightmap resolution at 256, one of my meshes says there is lightmap overlapping.
has anyone tried setting up a dedicated server with 4.16.1
simplygon is mildly infuriating
it keeps stealing focus
and I'm getting thrown out of full screen applications because of that
Was able to succesfully build UE4 on manjaro from the AUR, I'm now installing with pacman.
anyone knows how to use dungeon arcitect
http://prntscr.com/fkt46w Will it still work? @ me pls
Alright I almost got this working
Now when I create and open a project it opens an xml file in libreoffice ๐
hmm
Found it:
C++ code project problems
After creating a code project, the new project opens in a text editor instead of in UE4Editor as it should. After re-launching the editor, the new project shows up and can be opened, but on the first run, it takes a half-hour or so to compile, and since this happens in the background (no GUI) it might not seem to be doing anything. The CPU usage should show that it's still compiling, and you may want to launch the editor from a console to see progress.
Does somebody now any sit to chair animation tutorial? ??
why my character being vibrate when I get back? any possibilities?
Anyone got any recommends for good website development tools that are free?
I would love to learn more about how to incorporate components with my stuff for modularizing game mechanics.
For MyProject\Saved\Config\X, is X equal to the platform name? (Linux, Windows, Android, OSX etc.)
(pretty much, could I get the path to Saved/Config/Platform by using https://docs.unrealengine.com/latest/INT/BlueprintAPI/Game/GetPlatformName/index.html/`UGameplayStatics::GetPlatformName();`
(or would I have to bodge something like GGameIni - Game.ini up to get me the path?)
copy pasta attacked Epic games. in FJsonObject
are there any tutorials about setting up your project to be expandable via DLCs, building and packaging DLCs, etc. ?
Im unable to build the ue4 engine with varest plugin, any advice?
actually im not sure what the issue is
I remember seeing it somewhere, not sure if it was an editor plugin or something, but I found a feature that would enable me to track my time while working within the engine.
is emissive colour the same as emissive from udk?
For MyProject\Saved\Config\X, is X equal to the platform name? (Linux, Windows, Android, OSX etc.)
(pretty much, could I get the path to Saved/Config/Platform by using https://docs.unrealengine.com/latest/INT/BlueprintAPI/Game/GetPlatformName/index.html/`UGameplayStatics::GetPlatformName();`(edited)
(or would I have to bodge something like GGameIni - Game.ini up to get me the path?
Does anyone know if u can add a alpha selector to photoshop colour picker?
im so use to raising and lowering how dark and light a colour is with alpha
Is there any way I can get some weapon models/textures and some sounds too?
for free?
I'm making a third person shooter game
I want the shooting mechanics to be just like PLAYERUNKNOWN'S BATLLEGROUNDS
can someone please reply
can anyone answer my question?
pls
did u even look on the market place
well if u want decent assets
u gotta fork out
pretty sure starter content has some free assets too
let me check
is there any website that gives weapon models for free?
crap
is your best bet
and the ones you can find are either copyrighted or not optimal for gamedev
See if there is allow downloads
ok ty
Look for low Polygon count downloads
why?
also ur not planning to make a game to sell it right?
Okay my advice
Is too stop what your doing
and go do some research
If u dont know why u would want low polygon weapons then u shouldnt be using the engine right now in your current set of knwoledge
lmao
no
thats not how it works
tldr with out sounding rude from what i can see is
U have no idea wtf ur doing
So the first thing u should do
Is go look for the most basic Ue4 tutorials
and actually understand how the kit works first
and with tons and tons of money
^
oh ok then :(
think of it this way
i actually wanted to make something similar
Your trying to paint a master piece, and u dont even know what colours are
That is litrally you now
start small, make a pong or pacman game first
actually, import a texture first :p
take it easy, small steps, have fun, find tutorials on everything
It is
any engine is hard to use, unless you learn how to use it
But you dont even know how to turn it on
i worked in leadwerks game engine before
I think what we are all trying to say is
"you have no idea the scope of what your trying to do"
okay
like story mode and multiplayer
U want too sell the game?
U got a company setup?
no
u better have commerical licences for everything
and set a company up
get a lawyer too
crap
before u even touch any engine
U better go and learn the actual legal side too it
so you dont end your self in BIG trouble.
what do you mean by big trouble
@pallid compass dont scare the poor kid, just let him enjoy the small steps.
haha sorry, its for his safety
when I started out 14 years ago I thought I could make a high poly cloud out of bsp
(cloud as in ff7)
omg
XD
Amazing man, amazing
I have finished pong, though there is a quite annoying error, and I don't know what's causing it.
The player's paddle is spawning on the menu level, though there is no references that I can find that tell it to be there. It is the default pawn, however, there is no player start in the menu level...
Anyone know what is causing this?
(I'm really sorry to interrupt...)
i will try to do some research on the legal stuff
when i started college i tried to model a gun in maya, and tried to do extrudes manually with out the tool witch is impossible too do, i got so mathing mad
@pallid compass please refrain from using swear words :)
Apologies
Yes i was mad AM
(as math)
takes a huge team to even make small multiplayer games
if u want to keep decent quality
what if i made the game only singleplayer
Do you know how char models are made?
btw im not trying to scare you off, but your trying to jump in too something that takes ALOT of practice and reserach and education
yea people have to go in blender or another software similar and then ccreate the mesh and then rig it
ok
No need for legal side of things when you're just learning
Need to warn people though who think they can just get free assets,, make game and sell so they dont get in too trouble
Just learn to make pac man, checkers, blackjack, tetris
i didn't even know you can get into trouble using free assets
Don't try to make a MMO
Actually, don't ever make an MMO unless you got serious funding and a large team
licenses*
the thing is I don't want to waste time making these small game I want to go straight to a tps game and finally make my #1 dream come true
*games
Then my friend
You are totally out of your mind
You cant sprint against Usain bolt if u cant even walk man
we all been there, we all know better now haha
You are not going to make a tps and make your dream come true without first learning the basic concepts of game development
actually better wording lmao i got it
You cant even craw man and your trying to race usain bolt
(sigh) ok then...
learn how to print a string
then learn how to move a block
then learn how to rotate a block
then learn how to let the block move when you click on it
then learn how to spawn a block when you click somewhere
etc etc
ik how to do #2 and #3
megaman starforce would have cost around ugh im gonna guess maybe 5mil?
WHAT
that should give u an idea
Yeah man
what the math do u expect
horizon sero dawn cost 47mil
why does it cost so much to make it?
and that is CHEAP AF
47mil for horizon zero dawn
my god
idk how they did that
but they kept the costs down
Where do u think all the assets come from
Voice acting
textures
Models
Animation
that costs 500mil?
oh wow
i think it was ugh 150mil they spent
just on producing the raw assets
nothing else
its on the wiki somewhere
i got a lot to learn about game development. A TON
How old are you?
why?
Im just curious thats all
im 24.
Iv been in the industry 4 years
and programming for 8 years.
I personally don't like sharing my age online
The following is a list of the most expensive video games ever developed, with a minimum total cost of US$50 million and sorted by the total cost adjusted for inflation.
no ones gonna judge you
i could prob push u in the right direction
depending on your age
If you really like the idea of games development
I'm 38, just starting in the industry
erm 1 sec
oh and payday 2?
Im not sure
il take a decent guess
of at least 10mil for PUBG
then again they went the market way
so maybe 1-7mil
payday2
prob around 10-30mil
My team and I created a tps for our final project. There were four of us. We had 4 months to do it. It was a nightmare. Great learning experience, but nothing I want to do again in the near future. Not without a competent team backing up the game.
did you make money off of it?
Lol no.
I think they mean education project
ah
Is there a way to see why a variable's value isn't being read from a widget?
check your information flow
printS all over till u find out why its not being passed out
wait what
ur storing a variable in widget?
what type of veriable
as in what u using it f or
That dosent sound right too me
I built a full inventory system, equip system & bag slot system for sorting
and didnt read store much inside widgets
It had potential to make money, but by the end we realized all of the mistakes we made, we'd have to start over from the ground up. Everyone else was sick to death of it. We were one of three teams that didn't put our game on steam (out of 10)
i always ready it from player dataholder
I know your feels angry, i own my own little startup lmao
THE PAIN
im actually learning to use epics abilirty system atm
its SO COMPLEX
but so amazing
@karmic sleet Poravity you can find our development videos and post mortem on YouTube
I bought the able ability system plugin and and currently learning it
lmao i know that feel LOL
"we originally planned too"
then tanget off
im the master of that
lol yeah
Epic's abilitysystem
is GOD TIER
its so efficient and powerful its unreal
however the whole system is basically
C++ EVERYWHERE
I'm not there yet still getting the feel of c++, they taught us c#
dw fam, i SUCK AT IT
been using it for years but never ever
stuck too it like clue
glue*
what id give for c++ teacher
@wet spire That's a really cool game!
Thanks
I'm doing udemy, I like it because I can go at my own pace and the instructors run a discord server so you can get help at any time
ahh that sounds amazing its crap in the uk
however
i do have connections to LA, so i get to fly out soon and learn from big studio
woop
Sounds cool. This is the on I am doing https://www.udemy.com/unrealcourse/
wtf only ยฃ10
Figured for ten bucks, it should at the very least get me started
@wet spire is there any way I can try your game?
It's on itch.io @karmic sleet I'm on my phone ATM. It's multiplayer only so you might want to get a friend or two to play with, but you can run around the maps and play the training areas
i bet u guys had fun figuring replication out lmao
I like that idea halcyon
ok
๐ฒ I actually got a lot of help here in the last month because our "networking" had some stuff set up wrong from day one. But he followed the wicked old UE4 mp blueprint tutorials. Anyway we learned really fast that we had to basically do everything twice
man first time i did replication
i got
REKT
couldnt get my head around
"SERVER DOES EVERYTHING"
E V E R Y T H I N G
This was also our first UE4 project
oh wow u did good job then!
We asked for ALL of the problems, ๐
sounds like u have a good team though
Mine is not so balanced
Me doing most of everything, 3d Modeller, 2 sound engineers, 2 artists, project manager, photoshop guy
lmao
Mostly. We had one member that was just a name in the credits basically
That member was a restart from the class ahead of us
We never got any of our art assets from the game art students assigned to us or audio from the sound kids.
Lol
10 hours aday on average
i dont understand people who come to the industry and dont work for it
Me either. Well any industry actually
Game compositing
Photoshop skills
photography
Light manipulation and understanding
Modelling
Rigging
Animation
Programming
Blueprinting
Advanced Materials
Advanced masks & RGBA injection
Networking
basic char sculpting
VFX
at the moment
Thats my list of skills
BUT NEED MOAR
my animation is only basic tho*
Pretty decent with system design (spreadsheets) and data driven design
ah yeah i do data too i just dont put it in there because im not amazing at it
haha
i can do concept art too, but not amazing
I had one of the best systems designers ever from the industry as one of my course directors.
omg thats amazing
Worked on several Star Wars games and he's actually part of the Star Wars canon, lol
I love level design and world building though. (Environmental level design) depends on who you talk to
I can make 3D cube's
lmao
amazing
well im going out to work with tng visual effects so im super excited
Now you mention it, particle fx is missing on your list
I assumed VFX would be more post-processing related, my bad
ah true thats prob more better, just my naming convention
wth
one of my classes has vanished D:<
Severity Code Description Project File Line Suppression State
Error C2144 syntax error: 'UAbilitySystemComponent' should be preceded by ';'
the fuck
time to rebuild all lmao
the fuck is going on
I'm trying to understand what sweep collisions are and how they are different from other collisions. I looked at the documentation but it didn't help me much
Like why /when would you use a sweep collision over a standard sphere or box collision
btw whats the deal with using ExtraModuleNames.Add now?
how do i delete all the engine build stuff
so i can recompile it all
nothing is working
wait wtf iv got 2017 open and in solution explorere is says 20156
20165
2015
ah it is the little things isn't it?
no idea whats causing this
i cant get my shit to compile and its driving me mental
are you getting an error log?
Hey peeps. Anyone has an idea how to fix a /script/PluginName error missing?
We are trying to use PlayFab, and when we want to package the game it says that /script/PlayFab is missing, and that none of it's code will be packaged.
Is there away to not have vs build certian files?
how can u disable plugins via config file
@pallid compass did you fix it, I'm assuming it's because you're upgrading to 4.16.x?
hahaha
@pallid compass if you have an corrupt BP the chances of you being able to fix it are slim. If you have source control your only option is to revert to an stable version
If you don't have Source Control, but Auto-Saves etc (default settings) enabled, you can check the folder <project folder>\Saved\Backup for older versions of the BP to restore it
What is the correct setup to import LOD meshes to UE4? And does it import separate meshes for each LOD that I need to then manually assign? Or is there more automated process?
If I import fbx with LODGroup1 with Mesh Mesh_1 Mesh_2 etc it loads them up as single mesh
or splits them into different meshes if I choose not to group the meshes
What is the correct way?
@lavish glacier https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/HowTo/AutomaticLODGeneration/ Read this
How To use the Automatic LOD Generation system in UE4.
Grass material/blend test for @SleepyPlanetDev. Opinions?
#gamedev #indiegame #indiedev #UE4 #gameart https://t.co/MkFJgkT2Kr
@quartz patrol i have, it covers manual lod assignment
i am asking how do i set it up so it imports and sets up lods based on fbx layout
automatically
also i think this article covers 4.14
i am using 4.13.2
nm its 4.12
4.14 introduced automatic lod generation, i am going to try latest version
Hey guys, we put another blog post up that you might find useful? http://coconutlizard.co.uk/blog/ue4/the-quickening/
horrible site
hijacking mouse scrolling is a good way to turn off visitors
just saying
while I am like, hnnng fast mouse scrolling
Hey Jonimake/Yoeri, what OS/browser are you viewing the website on? Seems ok to me (similar in speed to Visual Studio for instance) but we're using a Wordpress Template ..... it might be something I can have the devs fix..
Why are people such incredible dicks on the UE forums sometimes ?
The Linux support thread is now a cesspool of "but Linux sucks lol"
Nice
oh damn. Adds to list of things to check when I can't build @pallid compass
does anyone know how to setup project to be DLC-ready and then how to author DLC for it ? (paid DLC that is)
@vale silo The cooking process is described in the "Patching" docs, I think
Patches, mods and DLCs between mostly the same thing
Not sure if you're asking about something specific
Does someone know what kind of witchery is needed to get this working? It worked in my test map, but not in the game map.. ๐
well, @cloud cobalt , I can't simply make a patch for existing project, can I? I assume there gotta be some particular setup that would ensure that when user has no DLC (or hasn't paid for it), DLC won't show up in-game. And when player purchased DLC, downloaded DLC is detected properly by the main game and users sees the content in-game.
@whole quarry if you post that in #blueprint you'll probably get help faster ๐
I found the proper ritual... It was something dumb (had to do SpawnAIFromClass...)
is it better to create a custom font for use with an object when the player interacts with it or should i use a custom image?
Am I correct in thinking that there is nothing about age restrictions in the UE4 EULA, meaning that a minor can also apply for dev grants?
I think it was 18+, but then again the youngest marketplace person is 13 now or so
so.. dunno actually
I can't find anything about age in the EULA (but then, I may be an idiot)
Nor anything about parents/guardians/minors
when in doubt, answerhub/forums
yea might be best
And also on the topic of the grants, if you are to apply, there's a tickbox whether you're applying for a Vive - if I'm applying for both a Vive and an actual grant, do I apply twice or just tick that box?
Dont suppose someone would explain the term magnitude in the AbilitySystem plugin too me, as if i am about 12
Is there a better way to implement a Facial Action Coding System than doing each pose as an additive animation? I looked into doing a pose asset, but I couldn't get it to allow me to change each value on the fly.
Right now I have a bunch of things that look like this:
I also asked in #animation, but the channel is extremely slow today.
@vale silo Yes you can, if you used the release process
Every release you generate yields a content archive you can build against to generate a patch
If you didn't, you can always do it now, get the update out, and then build DLC
Distribution is something that e.g. Steam handles
People shouldn't get the content without downloading it
If you're talking about having everyone download the DLC, and only activate it for peopke who paid, then you'd need a separate system, but people hate that, imho
right, distribution will be handles by the platform holder (Steam, Oculus)
the way it works with steam is that you get your DLC files (with other engines I worked with it was just a zip file that contained folders structure and content files and game logic DLLs that overrode original ones) and Steam packages it and uploads it. When user buys DLC, it gets downloaded into where you set it up via Steam's dev web interface and since it was just a zip file, the game engine would automatically detect it and load it.
Yeah, sounds like how UE4 works with patches
mfw i cant even do classes someone shoot me
@cloud cobalt https://forums.unrealengine.com/showthread.php?61385-DLC-System based on this DLC stuff hasn't been implemented ? :/
That was two years ago
@vale silo What I've been doing for a year now is content patches, you just need to paste a binary package in the content folder and it will just add the contents there
We use the asset registry to look for new classes
So we can basically add anything to the game just by patches, new levels, new ships etc.
@cloud cobalt so if I follow patch making doc, I'll end up with shipping build binary package that needs to be downloaded into game's Content/ folder and then whatever is in the binary package automatically becomes available in the game (assuming main game has logic for it) ?
@slim mica that looks great
@vale silo Yep
@cloud cobalt I see. So how do I patch logic then ? (for example, adding new AI content and having improved / new logic for it)
same thing?
I guess I am concerned with how to separate new stuff added into the project after the initial release from existing content / BP (or separating content in the project to go into main release and into DLC)
Patches usually generate a new executable that replaces the original
But you could also just detect existence of patch assets to enable the new behaviour, which is what most games do AFAIK
Or just stop updating the core game
What are the .generate.h files for with your headers? as one of mine aparently cant be found and a regen did not fix it
@pallid compass Those are generated by UE4 from your UCLASS properties
They should be generated every time you change headers
yeah i think iv got typo somewhere bringing up unusual errors like last time
ugh whyyy
yeah it wont compile
iv commented out litrally everything i have put in
cant get it to compile in vs or in the engine
So what's the error in the output log ?
engine or vs?
VS
what the hell
i found the issue
the word
"harp"
was randomly in my source
what the hell is going on, i had lol in the source the other day
I think i might actually be losing my mind
oh wow exposing functions is pretty easy ๐ฎ
Can you reverse the default "Scroll Box" widget so it opens up instead of down? basically the opposite of this example.
https://gyazo.com/e645922a776aca36e9cf7fb4fa142746
@pallid compass glad you figured it out.
@cloud cobalt so when project is build and packaged, BP stuff goes into .exe ?
Nope
BP is content
So it'll stay in the content archive / patch in release / patch
Been lurking here for a week or so and noticed the announcement of the jam coming up at the end of the month. I've been interested in trying Unreal out instead of Unity, so I can decide which I like better as a platform for developing VR. Any good sites or courses to recommend to prepare me for the jam?
I've got a Udemy course already: Learn to code by building 5 games in the Unreal Engine. But there might be other resources to look at as well, obviously. ๐
@cloud cobalt what's "assets registry" btw?
It's a class that allows you to iterate over assets, look for some, etc
Like "find me all blueprints inheriting this"
Aye, asset registry lets you run queries and find assets, without having loaded them.
is it built-in stuff or something you had to create yourself ?
Built-in
cool
Wait a sec
thanks, now I'll do some digging and testing with DLCs
Look at the constructor
oh, I don't do CPP
I don't do BP ๐
hehe
im so ready for bed omg, cant get my calculation modifiers to work @_@
Does anyone see anything wrong with this setup?
the calculation class grabs the HP.Max attribute
Could anyone here suggest an inexpensive laptop that can run ue4? I just want something that can get BP running, and the editor at minimum settings. I have a good PC, but I also go out of town from time to time so it'd be nice to take my work with me
Budget and country?
$500ish, US
ugh thats not alot
I know...if I could go back 6 months I would have built a laptop instead of a PC
wat
well...I mean, it just sucks only being able to work at home
u better be out of town ALOT
haha
i paid around 1400$ for my laptop
it runs ue4 alright like
@misty grove like @pallid compass said.. $500 isn't alot
nothing special tho
still takes awhile to compile shaders and stuff, produces alot of heat too
I know. $500 is super low for computers, but I just need to run BP really, and basic stuff in the editor to test scripts and whatnot
I was looking at a Microsoft Pro
alright. 900 series
2017 version for ue4
look for refurbished laptop
Yeah, I doubt you can get even a 1050laptop for 500
I'm looking right now, so far no luck
1050 start at like 900$ think
I'm on a low level of knowledge when it comes to hardware, so do you guys mind if I post some links and get your opinions?
Acer Aspire E 15 E5-575G-57D4 15.6-Inches Full HD Notebook (i5-7200U, 8GB DDR4 SDRAM, 256GB SSD, Windows 10 Home), Obsidian Black https://www.amazon.com/dp/B01LD4MGY4/ref=cm_sw_r_cp_apa_qZeszbA2DFEPQ
will it be sluggish? Or will I at least be able to get it working smoothly on the low settings?
Yeah, if you do lowest settings, should be fine.
The issue is CPU
if ur compiling stuff, running high end functions and stuff
cpu is gonna be ur slowdown
and thats one thing laptops tend to lack if u cant fork out
I see. So it's kind of looking like, maybe it'll get me by for a while, but as I keep going, I'm probably going to hit a wall and need to upgrade anyways
so I'm better off spending the money now and just getting something decent...
it really depends what ur doing in the editor
but even i sit here with an i7 laptop and 980m
and its so mathing slow man
its annoying as hell
so what do you think is the lowest price I can get a laptop at, that will run ue without slowing me down
cause I really dno'
don't want to run into a scenario like that
i wonder if u can get a laptop running like haswell i7 thats refurbished
960, haswell i7 and 8gb of ram
would prob do u
id wann get a second opinion on that from someone though
as iv not ran the editor with such low specs before.
Alright
lets see if anyone else replies
also does anyone see anything wrong with this, dam thing wont increase my max hp by 80, it just does nothing Q_Q
I must have some setting on my monitor messed up, but I can't read anything in that screenshot
its because its not small screen shot
u need to open it
and it will clear up
open original
ohhhh much better
how's this look?
looks perfect
but overkill on the 4k screen
ugh
HDD issue
would not buy that
u need at least an SSD
or ur gonna be sobbin
alright. I'll keep looking
More assets u build up in your project
the more ur storage devices get wacked
got too the point where i bought two 700$ storage devices
cus got sick of it lmao
of course
yeah that's what I'm thinking....
orrrrrrrr. I could maybe set up screen sharing from my macbook pro to my PC....
this the right channel to ask for help? my right mouse click is going crazy and idk how to fix it. It's moves inverted and randomly for some reason.
you are holding your mouse backwards. ๐
LOL
i was using the right mouse click to rotate and all that, and then suddenly now when i move down for example. when i hold and drag, it goes like left and right
i tried to restart but that didnt work
how about
you actually tell us with what / on what
In game?
in the editor?
just your pc in general
no just in the editor as im making a level
sounds like inverted axis on the editor
i mighta clicked something
there might be an option for that or even a shortcut
tried rebooting ur pc
my money is on a setting in the editor
i know that sounds stupid, but can fix most issues
then u will know if its hardware issue or not
i just clicked the snap rotation thing and it fixed itself
on the little menu
lool
im new to all this
dw fam idk what the math im doing half the time
I just press buttons and hope things work
lol
if u think im joking im not ๐
oops didn't see you had fixed it, well, in case you want to invert the orbit, there it is ๐
Core i9-7980XE: 18 cores/36 threads, $1,999
my god
can it hurry up
want it so bad
POWERRRRRRRR
Eh?
Masively parallelized processing isn't going to do anyone here much good.
Besides build times, but you'll get shit performance on those nerfed core speeds when you actually try to run your game.
Great for a build farm of any sort, but not good for a dev machine, since you actually need to run what you're developing and run it in an unoptimized, debuggable configuration.
yeah I was being sarcastic.
I figured the last line was, but you weren't the only one making comments that seemed hyped about using i9s for dev. :X
oh heh
I don't know how feasible it really is for game engines to really make use of lots of cores - it's a complex problem.
And there are always innate dependecies that mean that, truly, only so much can be parallelized.
And compute shaders are probably a lot more fun anyway.
Say, like, making discrete sets of physical objects that can collide (where you can guarantee no collisions between objects belonging to different sets), you could try to parallelize the sets, but not necessarily the elements in a set.
How much of these gains with multi-core processors are from higher TDPs? E.g. Comparing a 4-core 65W to a 10-core 140W seems a little unfair.
No clue. I was just on about how low frequency, high core count processors perform poorly for predominantly non-parallel processing that engines typically do.
You want to get an Incredibuild license and hook up a few machines with these 18 core monstrosities though? Oh yeah. Sweet sweet build time reductions.
-_-
has anyone setup perforce for 4.16?
it worked 100% fine for me in 4.15 but now it seems to be fighting with perforce when i add certain files and it doesnt save some of the changes i make to files and seems to load my project as if i didnt change anything
some BPs add fine though...
basically it just seems buggy in 4.16
Hi. I am making a multiplayer tower defense game. Very simple. Just making it to learn really. I want to tag all of the towers as belonging to a specific player. I noticed that the player state has a variable called player id. I'm assuming it would just be best to create a similar variable on the tower and give it the value of the player id in player state. That's pretty much the most efficient way right?
just a follow up, perforce is fine. the bug was with a struct select getting changed everytime i loaded up my project. i had to delete the select node and start the node from a source struct (not drag from the output of the node), and the other issue fixed after i created new uassets then fixed the snipped wires (which were an array of that same struct type)
which was also snipped in another place... but that fixed after i reconnected the wires once, no file recreation necessary
and all of those uassets were created in 416. most of my converted bp's from 415 worked fine
@ruby aspen you could ask in the BP channel, they might be able to help ๐
I dont know if you even looked but the core clock on the i9s is not low at all
does anyone know wat does fix all redirectors option do?
Remove redirector files left after moving / deleting assets
@plush yew redirector tells where the real asset is after it's been moved form the original place: Since some assets still look for the uasset on the old place, redirector is there to guide them to right place. When you fix up redir, it basically looks up for the assets that ref the redirector and not the actual asset, changes them to ref the actual asset and after that, it removes the redirector
ever since I've used UE4, I've wished they would allow editor to do that automatically
redirs kinda make sense when you work in a team though, but very little when you are the only one who manages the project structure
@cursive dirge so there is no harm if I do that right?
Nope
Oh ok thanks
well, it could break things sometimes, but you can then always assign the refs manually back in
But can anyone help me I am getting packaging failed
haven't seen that happening when I do that instantly after moving things around though
The output log is in the lounge
oUTPUT.txt
Here it is
Pls take a look at it and help me fix this problem plsssss๐
uh
read the log
it literally tells the issues if you read it carefully
you can't expect people to read these for you
I really tried to solve each of them but didn't work out
What's the first error in the log ?
well, if you can't read a log for error text, you'll have way more difficult issues to solve in the future
just look what is the first error in the log and solve it
don't even try to solve it last error first as often the issues propagate
so, if you can't find the error by looking at the log, open it in text editor and search for word error or something...
Debugging, stop 1 of developing
Hey, whats the best way to implement the disembodied player? I.e. just a fixed camera with custom blueprint logic
I dont understand the example