#ue4-general
1 messages ยท Page 75 of 1
I wanna do something similar
Want some of my minigames to involve multiple controllers
My game is a mix of my old favorite game deathball and a mod of it. Gibball
Like thirdperson for most and switch to first for some stuff
So it's like dodgeball soccer
Hah! I remember deathball! At LAN parties! Wow.
Yeah i think I remember it
The dev well project leader Davidm has made a mess of it I still like suoraball a lil but I miss the arcade feel
Death...
Soaking my own ๐
So making
If i make a map in third person. Then compile a copy.of the server only with first person and new map and copy it to dedi2 then when i client travel. It will auto go into first person no?
Because that server is default to thT
That*
Use the same character for third and first unless crazy changes I keep@my camera on a spring arm and move it out for third and change its basemlocation
Hmmm
And use the hide from owner on the third person mesh when in fps
And hide the fps arms when zoomed in to fps
Hmmmmmm
Which is always otherwise owner only see
So zoom into head on load and hode avatar and show hands for say guns?
I think there's example of this type of thing for shooter project somewhere making it 3rd person
Hode= hide*
Have the fps arms attached to camera but if not in fps you hide it from@owner
It look funny in class editor but works
Can you imagine the horror if people were to see the arms in third
Kids be offing themselves
But seriously. That seems like an easier way to do it
Hmmm now i gotta work out how and put it into action.
Looks way funnier now I felt camera was to close to ground in fps so the second arms are next to his head if you see the third person model
Yep
Internet is borked at the mom t so can't share lol
Kk
@livid haven can't believe you played db I used to run A na league. Made maps for it n junk too
@everyone please sub to my channel https://www.youtube.com/channel/UC7ccF8oKekaRCgi_5mz2xIg
@magic hawk what can you do for us?
Like what?
@magic hawk Please don't use this server for self promotion.
Does anyone know any tutorials on how to get grass movement (that uses blender). I don't like using the basic grass ones... it looks weird. Also, heres a pic... why... well why not?
@dark pike hopefully this helps https://www.youtube.com/watch?v=JyX6LvdYLag https://www.youtube.com/watch?v=vMX5qiWd18w
Normal map plugin gimp : - https://code.google.com/archive/p/gimp-normalmap/downloads (To install, extract the normalmap.exe file to your GIMP plugins direct...
Hello everyone, In this tutorial I will show you how to make interactive grass , like the one in breath of the wild.This tutorial is based on a forum post th...
@onyx hawk That looks delicious
Please welcome @ivory beacon to the community! :beers:
Welcome!
not sure if thats what you were looking for
i just want to know how to use weight paints
hmm
Simple wind looks stupid when the bottom of the model pokes back out
so i need to buy perforce and set it up?
@plush yew What do you mean by localhost for FMOD? And what has Perforce got to do with either of those things?
Please welcome @radiant grail to the community! :beers:
Hey does anyone know how I would protect my game from getting cracked?
(I mean.. Make it more complicated so it takes more time I guess cuz totally protected is not possible xD)
@sharp crest making it a bad game / hope it doesnt get popular
Not the answer to my question.
Still a good answer though
I wouldnt put huge efforts to it, if you release on steam, you can force the app to launch via steam + use steam drm
I mean for example how would I do that if someone buys the game and then copies the files to his friends PC, how would I stop that from working
Yea I do use Steam, thats what I mean ^^
Steam DRM is what you're looking for
Yup
k ty
We decided not to use it, FWIW
FWIW? xD
For what it's worth
Because we're indies, not a giant game developer churning out the same game every 6 months. If people aren't willing to pay for our game, they're not going to be playing it at all
Please welcome @plucky widget to the community! :beers:
They'll be playing it for sure if they want to
Yea even if a kid, thats what parents are for xD
Spending time and effort to slow down piracy a bit instead of using that time to make the game better seems like a worthless effort to me
Well.. It might get you more money no? xD
Issue with drm is that it also often affects paying customers
~thats where you explain~ xD
It might cost you money and customers, too
Steam drm seems to fail on some comps
They have different levels of drm in their tool for this reason I think
It seems pretty easy to setup
As it can prevent legit user
The only scenario you're really preventing is what you described - guy copypasting a game from his computer
The common steamworks trick (allow launch only via steam applink) is also dead easy to hack
My friend released a popular indie game on steam, people shared the pirated version online hours after release.. With steam emulation dlls...
Thing is, if you're copying the game from someone, it means that
- someone bought the game in the first place
- convinced someone else to play it
and at that point most people are going to just buy the game too
In other scenarios, any DRM is worthless
Yea ok not doing it, you really make it sound useless xD
You can do it, but dont put lots of energy to it
xD
Please welcome @wet pendant to the community! :beers:
So back to my question yesterday, does anyone know how to package a plugin as a PAK file?
@sharp crest why need that ?
Mod support
hi
plugins are compiled into the exe from what I know
the pak files need to be made by the users in the editor
Can I get a invite link?
@wet pendant !invite
I can package a plugin from here but it packages as regular files and not PAK
@wet pendant no invite links today for you
Please welcome @jade ginkgo to the community! :beers:
got it anyway
It's the slackers website anyways
yeah I just sent the webpage
Yeah, that is what the bot command should have linked too
@cloud cobalt actually happen the same with Minecraft without DRM
Not sure I got you @teal tulip
@cloud cobalt the descriptiong your giving before of "In other scenarios, any DRM is worthless"
Happened the same in DRM free games
so the DRM means nothing about that
Yeah
I think DRM has value if you're selling a high-profile expensive game that happens to be the 14th of its kind
Dont you love when you start working on something and then find out it's gonna be way more complicated then you expected? xD
Nothing is ever simple in game development ๐
although sometimes some fundamental core stuff that you expect to be hard is super easy
it's the small details that always get you
Please welcome @granite ridge to the community! :beers:
Hey people, is there anyway to disable context menu when we right click on UE Webbrowser? (I dont want solution like "put some transparent image on it", cuz there will be some buttons to use on page) ๐
Does anyone know how to only package a specific folder?
Mod support, trying to figure how how to package a mod as a pak file
Well, the regular way to package mods is, you package it as a patch against your previous build
I think I can do that with adding all the folders I dont want but thats gonna be kinda of a mess lol, need a "Directiories To Only Cook" option XD
When you create a release, that generates an archive of contents
And then when creating a mod, you build a DLC on top of that archive
Creating updated content packages which allow you to update your project after release.
Yea I tried doing that but it gives me an error when I cook the mod
Try solving that error then - you're not going to succeed by trying something completely different
You probably have errors above in the log
Paste that log file on pastebin somewhere ?
@sharp crest its a read only issue
go to your project folder
and uncheck read only
in windows
Please welcome @upbeat loom to the community! :beers:
Also you have many warnings in that log about lots of things
lol disabled read only on my project folder and then I checked if it still was read only and it did O.o
I cant disable read only
After I disable it it just automatically goes on
Also when I post my source files so people can make mods is there a way to block them from going into the C++ files?
@sharp crest If you want people to mod using C++ gameplay, the only choice you have is to redistribute your compiled editor through the Epic Games launcher
Or you can share your C++ sources and ask people to recompile
thats so convoluted
and distributing your own editor through epic games launcher is not as easy
you need to talk with epic to do so
Yep
It's a clusterfuck
It's also the only way
(That I know of, but feel free to suggest alternatives)
Hi everyone! I''m moving from Unity to Unreal because I need to use NVIDIA Flex/Gameworks in a project. I'm trying to install the github branch with Flex or gameworks, but nothing works. There's always a problem with the compile in Visual Studio 2015(just removed it and installed update 2 from scratch). I'm mostly getting errors C2227 and C2027. I've tried with different computers and different builds(like galaxyman's gameworks branch), but no.
Please welcome @burnt anchor to the community! :beers:
I'm running out of things to try, even though I have more install to try, with clean installed visual studio
Any ideas?
*one more install
Hi guys, glad i found this place ๐
Still same error.. :/
Well got it to work in my way
Got 2 things I need to do now, figure out how to get all the childs of a specific class & how to disable mods (disabling the pak files from loading)
Asset registry
is anyone else having troubles dropping photos into discord to add to a chat today?
Sigh, have tried updating firefox and installing different versions of it also disabled all plugins and check my virus software, but no luck. So it must be gremlins.
Please welcome @little coyote to the community! :beers:
Please welcome @azure prairie to the community! :beers:
Expect a bunch of people from Perth (hopefully) joining shortly ๐
Please welcome @merry dust to the community! :beers:
Please welcome @potent quiver to the community! :beers:
hey guys
Any ideas regarding the UE4 Flex install? I now have visual studio 2015 update 2 clean installed, so it can't be up to that either.
Here's few errors:
Error C2027 use of undefined type 'FPhysScene' UE4 D:\3D\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\RadialForceComponent.cpp 103
Error C2227 left of '->AddRadialForceToFlex' must point to class/struct/union/generic type UE4 D:\3D\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\RadialForceComponent.cpp 103
Error C4430 missing type specifier - int assumed. Note: C++ does not support default-int UE4 D:\3D\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 507
55 errors combined and most of them are either C2027 and C2227.
What the hell can I do to get this working?
Please welcome @empty cave to the community! :beers:
@upbeat loom have you seen this discussion?
It strikes me as a little odd that you're on update 2 rather than 3 if you're sticking with VS2015 as well
Many threads were saying update 3 could be the reason, but it doesn't appear to have been. I've also tried with update 3 and VS 2017
I hadn't seen the thread, looking through it now. Definitely the same problem
I remember one of the versions of UE4 just broke on update 3, but it was quickly hotfixed, so I wouldn't really worry about compatibility issues now
yeah, I thought so. Installing the VS update 2 was my last idea, but trying this next:
"I finally got it to compile, the issue was that I had selected the deprecated Update 2 Extensibility Tools in my Visual Studios install. To prevent this error, you need to manually select Update 3 Extensibility Tools in the install options for Visual Studio and uncheck Update 2."
Sounds like you may need update 3 for that, haha
Alright, it's compiling now, but since it takes forever I'm gonna leave the office. Thanks for the help @glossy flame , I actually think this will work, since I didn't have the Extensibility Tools installed before.
I might've been also missing Windows 8.1 sdk.
Hi all Can anyone tell me how to fix a pivot problem I am having. I made a mesh in Blender set the origin point where I want it. Then when I export the file as a .fbx and inmport it to unreal the pivots are at default 0,0,0,.
Hey Slackers!
I'm having a PC I'm trying to add to the Swarm. It pings Swarm coordinator regurarly, it says it's in the swarm, but there is no data transfer and I'm getting just an empty progress bar. Has anyone encountered anything similar?
Huzzah. I finally worked out a fix for my nodes unplugging on restart! Been plaguing me for months and such a progress halter to have to re-plug everything just to add a variable, but it's good now :)))))
Or don't, it's your call.
Please welcome @vagrant viper to the community! :beers:
Please welcome @neon crow to the community! :beers:
Please welcome @lusty basin to the community! :beers:
Hey everyone!
Is it worth it to connect remote computers to swarm or is it worth it only for fast local network?
Please welcome @dire tartan to the community! :beers:
hello comunity ๐
Hello Old Mike, I am current Mike.
lel. ๐
Please welcome @whole scroll to the community! :beers:
Please welcome @quartz berry to the community! :beers:
Oh gee influx of people
hai whats up?
Please welcome @candid schooner to the community! :beers:
Please welcome @junior zodiac to the community! :beers:
Where do we complain about the Unreal forum theme, it makes me feel like it's the mobile site and code snippets are really hard to read ๐ฆ
Please welcome @fringe pike to the community! :beers:
Hey folks, is this normal? I switched from 4.143 to 4.162 because of the bug that doesn't allow to delete animation notifications and now this variable in an AI spawner doesn't seem to have effect in its respective blueprint
Here is the same thing in 4.162
The first one gives the correct result, second one doesn't ๐ฆ
Please welcome @tropic tapir to the community! :beers:
What is the best way to do an implementation of FACS in an animation blueprint?
Is it a knowing issue, that vertex painting crashes the editor some times, when I switch from vertex painting to place tool or something? 4.16.2
Any pointers to improving performance when there are many actors?
First things first. Figure out what is eating up most of your frame time. https://docs.unrealengine.com/latest/INT/Engine/Performance/
How to identify performance problems and fix them.
Then figure out a way to make it take up less frame time
Thank you for that, I didn't know it existed.
Gunna guess that it's not actually that you have too many actors so much as each actor has it's own meshes or you've programmed something that happens lot in a way that could be done more optimally
in the case of art, you need to make your shaders less complex or use instanced meshes in place of static meshes.
Writing efficient programs is trickier though. But the rubber ducky starting point is "how do i do that without doing that?"
if I have a spawner box that spawns bluetprintA and then casts to blueprintA and sets a variable inside it that is used at event beginplay for blueprintA, is it possible the variable will not be set in time for event beginplay to run?
to where this would happen? sorry for repost, trying to figure out what changed to where this is now incorrect
I think i finally able to get GPU ^^
This might be a stupid question
But as far as I can tell
The only way to script per se in UE4 is through the flowgraph
I hate the flowgraphs
I know how to code
Is it possible
Also in C++
yes
you practicly extending engine with it so you can prawcticlly do anything
and it easy as UnrealScript imo
You'll find some things are easier visually such as dealing with actors, but you can do 99% of the stuff in C++.
Wait what do you mean
However the documentation is really poor in most places.
oh yeas and tool in engine allows oyu to easily make bluepritn nodes ๐
and C++
You can mix them.
no UnrealScript got removed
No more UEScript.
Yeah @kindred marlin Was gonna ask about that documentation
i just saying it as same as easy
only extra thing is that you need to do header files ;p
So Im moving to an engine that actually works
Some major features' documentation cough replay cough is non-existant.
@wild kestrel Header files referencing what exactly?
Is there a certain way I have to set them up
Referencing what though
you know in C++ you need to make main code file cpp and header file for other code able to link to it
My own code
Yeah
Oh yeah no, don't worry about that
Obv I know about it
I thought you mean I have to reference certain stuff from the engine
and pull it
that I wouldn't know about
but if its just like normal
Like Visual Studio
I know
Eh
yes, but if you look at typycal gameplay code in C++ it not much diffrent from unrealscript, APIs are quite the same but there ofcorse some diffrences in naming
al ot of them in fact ;p
but if you knwo UnrealScript from UE3 i think you will be able to find yourself
just search in API refrence
I just moved
I don't know anything
I'm looking more as a thing to practice programming more than anything
I can barely run the engine
I have Integrated Graphics
Just wanted to code RPG systems
And possibly plugins
you run on intel?
you might hit some problems
Good luck, the engine is a resource hog.
Engine bugging out
Messages that it's gone into low performance mode
No improvement of framerate in low performance mdoe
mode
etc...
but other then that UE4 runs on verly low GPUs, i run UE4 (until next wenday i hope ;p) on very old GF9600GT
empty level run on 40FPS, so its enouth to do some copde testing
but i know intel is quite buggy with UE4
yea think about getting GPU... but now it a pain in a ass
hopefuly GPU situation calm down until then ^^' I just bearly able to order GPU with little overprice
When you say Radeon which cards are you refering to?
Fury?
or just the RX in general
I heard the 580s/480s, etc... are good
i think RX
Yeah was gonna say
not sure about lower once
it's pretty much only RX
But it's bs
because 1070s
and the entire
mid range market
is fkd
1070s are going out because people selling rx 580s for 400$
so they buy 1070
then 1060
everyone is buyng 1060s
because 580s are taken
gg
they generly betteri n mining then NVidia, not to mention NV requires some hacking to makit work with mining, but that didnt stop miners to buy whole pallets of NV cards
entire mid range market fkd
So you either stoop low af
Like 1050ti
or you leap
all the way to 1080
and 1080tis
which
Is not viable
Im also not about
to stoop as low as 1050 ti
I mean
RN I would appreciate
literally anything
xD
A G4560 + 1050ti machine
would be welcome af
because atm i cant even boot a game thats out later than 2011
xD
But if I'm paying
600 - ยฃ800
I'm expecting something really good out of that
like
lasting me about half a decade
CPUs thankfully is not tached ;] i didnt have problem to get Ryzen 1700X
only other compoinent is PCBs over 600W
that also is shortaged
Yes amazon is best option rightn ow
(more expensive here because 20% tax + [screw that apparently we're out])
but when i was trying to buy GPU from them, the block my account and demed bank statement from my card
What?
That sounds BS
Also
FYI
Amazon
Can cancel your order
any time they please
if it hasn't arrived
When it was released, the MSI Gaming X 1060 6GB
Please welcome @frosty wolf to the community! :beers:
Was ยฃ310
but basically
the guy forgot the 3
so it went for
just ยฃ10
lol what a fucking ripoff that card
My friend snatched it asap
But they cancelled it like 3 days into his order
@frank escarp Thats the prices we have in the UK
its more expensive than a 970
Id be glad they're not higher
and its 4 gen lower
xx60's are ยฃ300 these days? ๐ฎ
doesnt a 1050 have more power than a 580 this days?
ah damn
Are you trolling
its alright then
yea they do so if oyu make big price buy with new account and new card
yea they do so if oyu make big price buy with new account and new card
@plush yew No
That was when it was literally
after release
a few months ago
Idk
its not that now
I don't think
Oh nope
it still is
xD
still is
yeah
Still seems kind of expensive. Good enough for most games, but still kind of nvidia dragging their feet
but defo not getting this
It is very
you can get RX 58
580
for 260
and it beats(?)
or at least equals it
that being said
other coolers
not the MSI Gaming X
they are cheaper
Gigabyte Nvidia GTX 1060 WF2 3GB GDDR5 PCI-E
by Gigabyte
ยฃ225.99
I don't think they sell aorus
in the UK
so MSI Gaming X is my best option atm
My mistake
Apparently they will
but its not out yet
we can pre-order it for ยฃ265
What worries me though
is the frequently bought together
like who in their right mind
buys these 3 together
miners
Three different brands?
Yeah
it doesn't matter though
When mining
Crossfire is amazing
Doesn't even need mobo that is compatible
You can run 2 GPUs
as long as they're the same chipset
because as far as the hardware is concerned
its the same graphics card
only difference is the shroud
which just cools
Does crossfire do 3+? Does SLI?
It does as much as they allow it to do
However it's a controversial topic
While it offers cheaper longevity
The cards don't scale 100%
And games aren't optimised
for multiple GPU setups
or they are
I'm just wondering if miners like crossfire because SLI doesn't cram as many cards in or something.
they just don't take advantage of them as much
No no defo not the cas
case
They achieve the same purpose
Games can't be optimized to run twice faster with two GPUs, though
That's just not really possible
@cloud cobalt I talked about the scaling
Or if they could, the graphics programmer would hate your guts.
I suppose none, just tests.
Please welcome @tepid blaze to the community! :beers:
does 4.16 have issues across the board? I can't even drag assets into the content browser, the engine doesn't register them.
I didn't have any issues with the 4.16 preview
huh
That doesn't really sound like an overall 4.16 thing, haha
If a restart doesn't fix it and it happens on all projects, maybe try an engine verify?
Please welcome @hardy shard to the community! :beers:
I have no issues with prior versions
I just freshly reinstalled 4.16, too
this occurred with both 4.16.1 and 4.16.2
and never occurred with the 4.16 previews
which largely leads me to believe it's an issue with 4.16
Please welcome @vital seal to the community! :beers:
Please welcome @warped widget to the community! :beers:
Please welcome @final ginkgo to the community! :beers:
Please welcome @plush yew to the community! :beers:
I honestly hate some people. I have close friends, close friends who I've put my faith, my trust in, just simply bail out on me and take all my project work for themselves. No wonder everyone suggests to work solo.
Less assholes trying to take over your projects.
Please welcome @plush yew to the community! :beers:
Please welcome @marsh mist to the community! :beers:
@daring bloom Well that was fast.
I think that was literally a day between my mentioning how you need legal documents when you involve contributions from others, due to ownership of the intellectual property.
I have an excuse to trash it.
Also, when money isn't involved, it's a whole lot easier for people to only contribute out of a feeling of guilt or obligation for some time until they get tired of it.
Not everyone is going to be as equally invested in a project.
And it's extremely typical that someone manages to wrangle a bunch of people who are half-interested in to signing up, but they don't actually want to commit to someone else's big idea.
FWIW: Your experience just now is practically 100% of how that goes.
Sooner or later, someone's not pulling their weight but no documents were signed so that person bails but takes their work with them.
OR
The project gets further along and no documents were signed, now there's no formal agreement for who gets paid what.
OR maybe worse, no one made a fuss when someone didn't pull their weight but their legal agreements mean that they still get a big slice of the pie
I can't link it here since it's absolutely NSFW, but there was a porn game, I forget the name, where they were some ways deep in to development and the artist had a falling out. So he left. With all his art.
Because he had every right to his art and he never signed any document claiming that he gave anyone else exclusive and permanent rights to his works.
I believe the game was Breeding Season (NSFW) and the artist went on to make another game called Cloud Meadow (NSFW).
Anyways, consider it a learning experience @daring bloom, and be humbled by it.
That sounds like.. Furry shit.
Oh god... FURRIES.
The worst thing in the world from my eyes, aside from anime.
@daring bloom that sucks dude
whatever
i can start fresh at least and learn from my mistakes
:V
Third time's the charm
"oh but aqua dats only da second time's da charm fam"
.p.
already failed once
so yay
two failures
lel
THIRD TIME'S DA CHARM
Have fun with that
:V
Please welcome @supple heath to the community! :beers:
what do you mean @jade moon
@thorn topaz I just want to make very simple camera sequance, not animating a character or something
Like 5-6 seconds in few directions
you could use splines
Please welcome @true glacier to the community! :beers:
Please welcome @smoky snow to the community! :beers:
Please welcome @daring tundra to the community! :beers:
Hey peeps. My name is Isabella and I own Pivot Business Consulting. My crew is building a game called Intern Pursuit. It is a single player tower defense game. It is an unpaid internship and we are looking to have the demo ready end of this month. Distance is cool, flex schedule, and ability to include it in your demo reel. Looking for individuals that are 3D Modelers with skills in environment, props, robots, aliens and humans. Animators, sound, rigging and programmers. If interested contacts me at ijohnston@pivotbusinessconsulting.com
Programmer should have skills with Unreal 4, c++, and JavaScript
@smoky snow you should post that in #career-chat
Oh thanks. I am new ๐
Please welcome @bitter garnet to the community! :beers:
Hello !
I'm new on unreal and I just need a little help with blue print stuff
I'm new on with unreal
I just wanted to know if there's any way to have "sub conditions"
I mean I want that an object toggles his visibility each time I click on it
somehow I figured out how to make it work on left click event
but now I want it work only when the mouse is overlapping the object
Btw, anyone knows if there's any html code tag like [Code] blablba [/Code] in discord?
UFUNCTION(Server, Reliable, WithValidation)
testing something here sorry
Testing something to put code here and see if it's working
Does it highlight html?
[b][/b][span style="barf"]I forgot how %26 HTML works[/span]
Good morning
Morn
<p> lets see </p>
@floral heart You can highlight a variety of languages by making a special designation immediately proceeding the first set of backticks.
<p class="lead">Hello Discord</p>
Source: http://i.imgur.com/rh8LHiC.png
Guess I used brackets instead of angled brackets. Too much time on vbulletin. ๐
Please welcome @cursive mango to the community! :beers:
Welcome
Please welcome @twilit gate to the community! :beers:
yo
#include <stdlib.h> // card > aek.ppm
#include <stdio.h>
#include <math.h>
typedef int i;typedef float f;struct v{
f x,y,z;v operator+(v r){return v(x+r.x
,y+r.y,z+r.z);}v operator*(f r){return
v(x*r,y*r,z*r);}f operator%(v r){return
x*r.x+y*r.y+z*r.z;}v(){}v operator^(v r
){return v(y*r.z-z*r.y,z*r.x-x*r.z,x*r.
y-y*r.x);}v(f a,f b,f c){x=a;y=b;z=c;}v
operator!(){return*this*(1/sqrt(*this%*
this));}};i G[]={247570,280596,280600,
249748,18578,18577,231184,16,16};f R(){
return(f)rand()/RAND_MAX;}i T(v o,v d,f
&t,v&n){t=1e9;i m=0;f p=-o.z/d.z;if(.01
<p)t=p,n=v(0,0,1),m=1;for(i k=19;k--;)
for(i j=9;j--;)if(G[j]&1<<k){v p=o+v(-k
,0,-j-4);f b=p%d,c=p%p-1,q=b*b-c;if(q>0
){f s=-b-sqrt(q);if(s<t&&s>.01)t=s,n=!(
p+d*t),m=2;}}return m;}v S(v o,v d){f t
;v n;i m=T(o,d,t,n);if(!m)return v(.7,
.6,1)*pow(1-d.z,4);v h=o+d*t,l=!(v(9+R(
),9+R(),16)+h*-1),r=d+n*(n%d*-2);f b=l%
n;if(b<0||T(h,l,t,n))b=0;f p=pow(l%r*(b
>0),99);if(m&1){h=h*.2;return((i)(ceil(
h.x)+ceil(h.y))&1?v(3,1,1):v(3,3,3))*(b
*.2+.1);}return v(p,p,p)+S(h,r)*.5;}i
main(){printf("P6 512 512 255 ");v g=!v
(-6,-16,0),a=!(v(0,0,1)^g)*.002,b=!(g^a
)*.002,c=(a+b)*-256+g;for(i y=512;y--;)
for(i x=512;x--;){v p(13,13,13);for(i r
=64;r--;){v t=a*(R()-.5)*99+b*(R()-.5)*
99;p=S(v(17,16,8)+t,!(t*-1+(a*(R()+x)+b
*(y+R())+c)*16))*3.5+p;}printf("%c%c%c"
,(i)p.x,(i)p.y,(i)p.z);}} ```
alright it works well
hey guys. i'm following "The Unreal Engine Developer Course" form Udemy and all is pretty interesting but I have a doubt... As a developer, I would rather just have Blueprints and other configs solo on the code, at least for now (I know that is unflexible for designers but I would rather just deal with code and less with the editor). Is it possible? Is it possible to set default pawns, modes and whatnot just by code?
yes
but not recomended
changing a value on C++ needs a full recompile
changing a value on a blueprint is instant
We use mostly C++ for everything here and it works well.
Blueprints are still pretty cool
hm
when i go "near full" c++ i still use blueprints for the editable variables
i understand the compile thing but...
yes, you can add a mesh from C++, but its better to put the mesh variable from the editor
and will work far better
@versed rain Basically for a large project you're looking at ~2min of full rebuild after changing some headers, and a minimum of ~20s after changing one variable value
So Blueprints have some real value
you should use blueprints before C++ in ue4
becouse ue4 c++ is kind of weird, you learn how UE4 and its API works better with blueprints
yes but then... as a developer that seems kind of weird ehehe
i'm just so much used to develop and see things happening...
for a first approach, definetly use BPs. I mostly use C++ for engine branch compiling and plugins
As someone who uses Blueprints only as prefabs and interfaces to tweak stuff and lots of C++ for everything else, i'd definitely advise trying Blueprint first, and using them anyway if you also do C++
mostly to tinker with ue4 to see how its API works
ye
you can see how ShooterGame works @versed rain
its pretty much all C++
they use blueprints as the last class basically to tweak variables
Not to mention that most C++ pogrammers have little experience with concepts UE4 use, like garbage collection
Please welcome @plush yew to the community! :beers:
oh damn i'm late. i'll definitely check that out thanks
how can i debug why my packaging does not work ? I get in output UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
@silent chasm you have to look at the whole log and see if there's a problem with a blueprint or script somewhere
ctrl + F ERROR to go faster
Like in all "compiler" outputs, you need to read from the start and look down for errors - the first error is usually the most informative, subsequent errors are often just a consequence
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: No Visual C++ installation was found. Please download and install Visual Studio 2015 with C++ components.
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Visual Studio 2015 must be installed in order to build this target.
could this be the problem ?
i have vs 2013 installed
ok, thanks, i'll get the latest one and see what hapens
Please welcome @shadow jolt to the community! :beers:
it should work with 2017 right ?
I use 2017, yes
can i manually tell ue4 to use vs 2017
Not sure what you mean.
i think is still using VS 2013
it should be an option ot change the build VS right ?
Did you reboot after installing and try packaging again ?
There is an option to use 2017 instead of 2015 in the project settings
But you don't have 2015, do you ?
2013 is supposed to be plainly unsupported
@silent chasm you can do that by changing Visual Studio version in Editor Prefs > Source Code
and then generate VS project again
hello guys. Can u share if you have realistic leap motion hand material?
Please welcome @nocturne summit to the community! :beers:
Hey everyone, just registered onto this forum. Looks amazing!
Welcome!
This is a forum? ๐ฏ
Forum: a meeting or medium where ideas and views on a particular issue can be exchanged.
Thanks!
I'm having issues with iOS development for a project. Followed the official UE4 documentation and still get stuck on the mobile provisions part of things. Don't get the 2 green checks like in the tutorials
Please welcome @normal halo to the community! :beers:
Have done, no luck so far
Please welcome @plush yew to the community! :beers:
@frank escarp https://docs.unrealengine.com/latest/INT/Resources/SampleGames/ShooterGame/ was this it? Or is it inside the engine? I don't have it in this computer so I can't check...
Documentation for the C++ example game project ShooterGame
Please welcome @viscid hazel to the community! :beers:
@viscid hazel WELCOMETH
Please welcome @north kelp to the community! :beers:
What are possible reasons that two connected PCs can ping each other but can not join a session today when it worked fine yesterday.... I didn't touch the session system at all... (yeah I know you should ask that in the #multiplayer but nobody is responding to my question)
I also did restart both PCs
blueprint compiler is broken in 4.16.2
it's possible to get it stuck in an infinite loop somewhere internally
Observe this example:
https://snag.gy/r1hCNa.jpg
this compiles and runs fine
however, if I plug that simple statement into the branch then hit compile, the editor completely freezes
how do you debug package failing errors ?
for me it says that some asset is inexistent ( actually is in the wrong place ), how do i fix that ?
cleaned up redirects prior to packaging?
how do i clean up redirects ?
Right click in a folder and it'll be something to the effect of "fix redirectors in this folder"
I'm not sure if it does it recursively or not though
@versed rain yes its that one
thanks. i'll check it out
to use BP for variables and such makes sense but the rest... i think sticking with codeis better
Please welcome @outer dawn to the community! :beers:
Hello!
Not sure how to solve this crash...
https://pastebin.com/AiNuwTvf
bRenderStateCreated causes assert to fail for some reason. No idea why this would happen or how to fix it.. ๐ฆ
your first step is to panic
looks like you're trying to destroy something that the renderer is trying to use
how or why that's happening, I couldn't say
not enough information in the call stack / assert
I am panicking. Game is sent for review tomorrow ๐ฆ
Please welcome @compact forge to the community! :beers:
@plush yew review?
Please welcome @plush yew to the community! :beers:
How can I set the map that the game starts when packaged ? The option in project setings -> default map does not seem to work
@frank escarp press
nvm, there was some option (Event Driven Loader Enabled) that made some stuff to not load properly
Please welcome @dim steppe to the community! :beers:
Centimeters
huh ok I am trying to import models from blender to unreal and when they are opened in unreal they are super tiny
Yeah
Blender has a default unit that looks like meters, basically (default grid has a size of a few units)
One Blender unit is a lot, with default settings
I usually export with 0.01 scale
Yeah I changed it to metric when I started using it
You can also tweak the size, grid, camera settings in Blender so that the default scene features centimeters as a unit size
But you have to enjoy woking with 0.0x
yeah now if i made a model say using a size setting of inches and then i change blender to do metric will it change the model when I export it to metric ???
let me look at the export settings
So if your object is has coordinates from 0 to 25.4, well, in UE4 that will be a foot long
If it has coordinates between 0 and 100, by default you're looking at a meter-sized object
It's up to you to decide a standard for yourself
so you would set it under scale
The most obvious method is to tweak the default settings in Blender to have the same unit range - so the default cube would be 100 wide, instead of the default 1
You can also tweak the world settings in your UE4 level, but that has consequences on physics, so it's not adviseable
I'm not even sure you can do it at all, really
You can also apply a scale at Blender export
And at UE4 import
So you have choices
Where do i do this "So if your object is has coordinates from 0 to 25.4, well, in UE4 that will be a foot long(edited)
If it has coordinates between 0 and 100, by default you're looking at a meter-sized object"
That's what happens if you don't change anything
In Blender you're just going to need some tweaks because the grid will be smaller than a garbage bin, and the camera will clip very fast
Yeah, you can use that too
So once I set it if i close bleder will i have to go back in and reset it
Do you make alot of assets in blender and export to Unreal
Uh, no. That's a scene setting
So it's saved with the scene
Once you know that works you can edit that in the default scene, and do ctrl + U I think( saves the default scene)
And yes I do all my assets with Blender
Ok so when you do your models and import them to unreal what setting in Blender do you change ?
I didn't change anything, I work with a cm scale in Blender, and export with 0.01 scale.
Ok so your scene setting is set to Centimeters and then under Eport you make sure scale under main is set to 0.01?
Sorry I am fairly new to all this and really trying to understand
It's really simple
Keep the default settings
And every position for an object is going to map to centimeters in UE4
And that's it
So you build in the default size blender uses then you export scale is set to 0.01
Sorry, I import with a scale of 0.01
Take Blender's default cube, it has a size of one
I export as-is
Import in UE4 with 0.01 scale
And it has a size of 0.01
... i think i'm confusiong myself now
-_-
Sorry, I mixed it up
I know I am I am sorry for not getting it
np
Look, you have an export scale, an import scale - play with that
Hey guys for some reason the game keeps spawning the DefaultPawn
I added a gamemode
set my preffered pawn
and yet I still get Default Pawn
Try compiling your GameMode, if that doesn't fix it restart the engine
@mint raptor
Tried both
I've got it to not spwn the DefaultPawn
but now it spawns a CameraActor and takes control of that
How is this such a wide spread issue
What are people doing to get around it?
Could it be your pawn is failing to spawn due to collision?
Please welcome @humble adder to the community! :beers:
Please welcome @deft thicket to the community! :beers:
Anyone has any idea of how to download subscribed workshop items to a specific folder in your game? (From Steam)
Are there any shortcuts for blueprints to simultaneously set a node to execute while assigning it's parameter?
So drag a player controller reference somewhere and perhaps hold shift to get it to set execution as well?
I guess it's trickier than that due to pure nodes having implicit execution order. Just finding myself connecting a lot of things twice
What exactly do you mean by that?
Say you want to set a variable. You draw a line to connect a reference then immediately draw a line to connect the same two nodes execution pins. Just wondered if there was an all-in-one shortcut.
Extremely minor thing, but it seems like it would be handy just to hold a shortcut key down while dragging the initial reference to say "I want these nodes to execute sequentially as well"
I guys, I recently switched computers and opened my project in my new computer, just to check that the map files are all missing from the editor itself, but are present inside the content folder, any ideas?
@spare wharf same engine versions?
Yes
delete your saved and intermediate folders and reopen it
If I were to have movable rooms in a multiplayer building, like every two minutes the rooms slide around and rearrange the layout of the building... am I going to need to invent something to make players move around with the rooms? Meaning stick to the floor and minimize sliding to the wall? Wondering if this has been tackled before or if I'm treading new ground
Now that I think of It, the platforms people must have to do something to keep characters from sliding off of moving platforms.
Please welcome @last citrus to the community! :beers:
Please welcome @tender dome to the community! :beers:
hi everyone!!
hello
Just finished a little scene for Unreal, there's a breakdown inside for those interested! :)
Please welcome @harsh juniper to the community! :beers:
Dumb question but I'm after some thoughts. I'm a designer and have my own blog where I post concept art etc.. My drawings also reflect the games I plan to release. Do you think I should release games using my name as the brand (e.g. Owen Prescott present...). The alternative is to create a studio style brand but maybe that's more impersonal?
@pallid compass That is an incredibly vague question about an incredibly broad subject
@merry gazelle Odds of people remembering a decent studio name and/or logo are usually better, I think
The impersonality can be compensated for by how you handle 'customer care' so to speak
I think the way you communicate is more important than the name
For instance: Communicating as if your fans are awesome people while using a company name > Communicating as if they're business partners while using your own name
...
Bit of an iffy example, but you get the point
xD
The basis of flying AI is that it flies.
Besides that, flying AI varies from air units in RTS that are basically ground units with no pathfinding restrictions, to sector based AI in 6DoF shooters that do magic, to real world military drone AI that Skynet will surely use to destroy us.
Sorry i mean haha
Is it just grabbing a random point in a forward cone and navigating towards it
kinda thing
@keen birch Thanks, I already have something in mind ๐
Please welcome @novel sequoia to the community! :beers:
Please welcome @normal gorge to the community! :beers:
I wonder if you can get ansel working in any game with unreal engine
There's this game I play and I followed the instructions for testing
and it says Ansel session can't be activated at the momen
@heady raptor the developer needs to enable the Ansel plugin and be on a version of Unreal which supports it?
I know for a fact that the version of unreal supports it
I'm going to pass them the idea of enabling ansel
They'd probably want to disable it in some parts of the game
@devout tiger @heady raptor The developer also needs to contact NVIDIA to have their game whitelisted for Ansel when it's published.
@maiden swift er... you should probably get that added to the plugin documentation then D:
It's not on the in-editor plugin docs, which is arguably the more important one lol
Since that plugin doesn't link to the actual plugin docs
cc @heady raptor who had the original question
Ah
That sucks
I didn't even know about the in-editor plugin docs being different.
I've always used the ones on the docs site.
I don't think they actually use the Documentation field on the plugin, so it doesn't show there's any documentation.
That's unfortunate.
Worth contacting Epic about.
Integration of Nvidia's Ansel in-game photography tool that enables capturing and sharing enhanced images from games
On the bottom of the overview page: "Studios, please contact the NVIDIA Ansel team to arrange for your title's Ansel support to be universally whitelisted for all players"
Right.
Ah and it looks like you need to run the NVidia capture plugin with a special command line ("whitelist-everything") to test
Indeed.
Please welcome @undone wind to the community! :beers:
Welcome @undone wind
thanks!
How long have you worked with UE4?
What's your speciality
Like graphics.. networking...
almost a year now, programmer
worked on a senior project spent most of the time netowrk/gameplay
So you know C++?
ya that is my core langauge i use
Ahh ok
Just starting soon
Please welcome @regal veldt to the community! :beers:
Is it possible to remove envmaps and screen space reflections in a material?
Please welcome @hardy lava to the community! :beers:
A cool tool that lets you paint vector fields in VR and export them. Made with UE4, but you can use the vector fields in whatever software or engine. Coming ...
get psyched
how would i do old-school level loading with unreal
@tulip vault just put a widget on the screen with a loading bar
no, like real level loading.
not fake stuff
I have no use of the huge open-world possibilities
what do you mean "real" level loading?
LIke one level, reach end, load next
you use the "Open Level" node to open a different level
45+ hours of free healing info at my site, http://evernewjoy.com if you sign up for my free newsletter at: http://evernewjoy.net/signup.htm ~~~ I Sing Live I...
Lol
wat
Please welcome @glacial pollen to the community! :beers:
oh a bot, neat. i heard this would be a good place for live code help
im the sort of girl who'll throw out 500 tiny coding questions a day, about stuff thats too minor to makea forum/reddit thread for
Please welcome @earnest token to the community! :beers:
@glacial pollen You've come to the right place. Check #more-resources for server rules and a channel directory. ๐
Enjoy your stay! ๐
Please welcome @elfin socket to the community! :beers:
Please welcome @glad gate to the community! :beers:
@toxic wagon So what DO you want the specular to show?
They're designed to show reflections
And you want to keep it from using any kind of reflection...?
Please welcome @still ingot to the community! :beers:
Is it possible for an author to sue someone who has gotten written permission to use their content commerically?
hi, I don't know where to ask this uber beginner question so I chose general channel. What is this Engine Content folder? forums says these are contents used by the UE Editor. why am I not seeing it? where can I download it? BTW I'm using UE 4.16.1 and currently following the tutorial for VR MotionControllers
I saw the h3h3 vs matt issue
part of the tutorial is accessing files from that Engine Content folder.
I was wondering could matt actually get through with his sue if h3h3 in the first place got permission to use his videos in the first place?
@fallen valley in your content browser, there is a an eye. click on it an dthen "show Engine Content"
yes, I already did that, but still there is no Engine Content folder
I wanted to e-mail warner bros if I could pay a homage to bugs bunny in my game
is sending files (images, screenshots) allowed here?
ofc I know getting a license would cost me
or written permission
but if I do and I do use it, could the company just turn their back and nullify the agreement and sue me?
@sudden agate Engine Content should be included even on an empty project right?
oh wow files from it are now showing from details. i guess I could proceed on other things now. thanks guys
@warm mountain IANAL, and for any proper legal advice you should seriously ask a lawyer, but ideally, a waterproof contract giving you permission to use it can't have them coming back for you
IANAL but I would always advise just not do anything risky in the first place
You have so many issues doing a video game, 1% of personal projects actually ship to players - don't add problems that are easily avoided
Especially problems of the legal kind
Please welcome @ornate juniper to the community! :beers:
hey everyone, i wanted a pdf version of UE docs.(also to share). so just for trial i made 1 for "programming quick start". do tell me if any corrections/clean up required. cheers!!
Please welcome @dusty sandal to the community! :beers:
thinking of making one complete for programming and it would be same like this
Please welcome @opal trellis to the community! :beers:
Seems legit
hey guys since i'm porting my 3d models for ue 4 and creating a seperate optimize mesh for em
should I also include the high poly meshes in the package? if i'm to sell it at the marketplace?
since i'm not changing the uv maps just reducing and clearing geometry that won't be seen in-game
this is an example of the game model with 148 faces
the full one for vray is 286
using the same uv map
Heres question how do you u change mouse sensativity for menu's?
!ping
@rugged seal, Pong! The message round-trip took 87ms. The heartbeat ping is 25ms.
thank you sir
!ping
@tawny brook, Pong! The message round-trip took 71ms. The heartbeat ping is 24ms.
Is it possible to use a PHP website for a authentication server on ue4?
So you login with the PHP website... And get an access token that will authenticate you.
!ping
@remote beacon, Pong! The message round-trip took 171ms. The heartbeat ping is 37ms.
!ping
@full atlas, Pong! The message round-trip took 61ms. The heartbeat ping is 19ms.
@tawny brook sure, interacting with an external API isn't that difficult within UE
!ping
@frank escarp, Pong! The message round-trip took 117ms. The heartbeat ping is 17ms.
USA server?
whats a ue4 jam
!ping
@buoyant echo, Pong! The message round-trip took 59ms. The heartbeat ping is 23ms.
Whoa
!ping
@paper glacier, Pong! The message round-trip took 0ms. The heartbeat ping is 20ms.
!ping
@cloud cobalt, Pong! The message round-trip took 110ms. The heartbeat ping is 20ms.
Yep, US server.
Im in P.R. ๐
Anyone got a clue why debug lines or arrows wont draw? just give two squares
could anyone help me? I'm trying to create a slippery ice surface using blueprints... like character goes on surface - has no ground friction anymore and slides down the slope
ah crap, maybe should've posted that in blueprints ^^
@glossy flame I presume it requires c++ coding... Correct?
I believe there are plugins out there that let you do HTTP communication in BP, but I'm not sure of the extent that they'll let you accomplish a full authentication flow
Only HTTP? What about HTTPS