#ue4-general
1 messages ยท Page 76 of 1
It says sign-in to buy
...isn't that what you wanted?
It is, but I'd have to learn like PHP or something
Also, I would advise thinking twice about paid products in game development (even is that particular one is free). Spending 50$ to spare days of work is 100% a good idea.
What's your API for ?
Authentication
So you make a user/pass login
And then you get sent a auth token
And that token verifies it's you and is saved on your client
So when you join the only server.. it verifies that authentication token
And then lets you in
Not really sure how you planned to do this writing nothing custom
Well, i just asked if it requires c++ coding
What's the auth used for, @tawny brook ?
Then you linked me this plugin
It probably doesn't, but you still have to write the API
Why do you want that to be on a server ? Curious
?
"Kill, deaths, etc" - why do you need a server for that ? Are you doing a ranking system ? Scoreboard ?
The reason i'm asking is, API implementation + server code + server costs + security work is not trivial, so that has to be an important feature
Please welcome @versed hinge to the community! :beers:
I'm excited to join this community and absolutely love UE4. Hi!
Please welcome @lost ember to the community! :beers:
sup
currently thinking about my life choices if I should study C# and Unity or C++ and UE4
C++ and UE4
Totally not biased :P
not at all
Actually I've used Unity, and have used C# for years. I do like C# but c++ is just generally powerful, and UE4 is honestly just superior which is why I came here.
I do, and I know plenty of others that do, it's not without its problems, but the same statement goes for unity.
That and by far the most powerful feature. source access.
Yeah saw that
Also saw that you get access to all of the UE4 editor
Without paying any fee
Yeah
Welp gonna try it out then
Go for it! There's plenty of people around here that can help if you need it.
Yeah saw that
I started learned UE4 a while ago but had to stop for a bit
Didn't go far, never touched blueprints only level design
One feature I do like is the ability to create shaders and materials using nodes
Yeah, you can build entire games without touching c++ or hlsl (not necessarily suggesting that, it depends on the project)
I wanna touch C++ anyway
I read yesterday that Blueprints are great but have a huge cost in performance
I honestly haven't done anying super heavy in them, so I'm not too familiar with their performance. I knew c++ coming into it, and doing alot of work in procedural content I just work almost exlusively in c++. I just use BP's for settings and things. I know there is now the whole nativization thing which converts it to c++ and compiles it into the game project but I'm sure it's still not as efficient. BP's without that are basically interpreted so they will be substantially slower.
Yeah
Please welcome @plush yew to the community! :beers:
hi
help me
I have a problem with my game online ๐ฆ
I using Steam multiplayer and LAN:
when I want join to a lan game
I can't join, because the game say error :(, idk why
I think best I send screenshot
HELP D:
Yeah @plush yew Best to take that to #multiplayer
C++ is gonna be weird after a year of C#
Is there a lot of differences between the two?
how about c++ after probably 8 years of C#? haha
they're definitely different, they function fundamentally different, syntactically there's not too much difference, but there are obviously differences. The C# BCL/FCL vs C++ Standard Library are the biggest visible differences. Then there's UE4 which has basically its own base library, so it's even likely you won't need the C++ standard library for most things. Also UE4 has some garbage collection so that's kind of a question that's hard to answer quickly
Also tried opening the demo FPS project but it was complaining that I didn't have Windows 8.1 SDK installed
Do I really need it?
Yes, that doesn't mean having win 8.1, it just means having the sdk which you can get from https://developer.microsoft.com/en-us/windows/downloads/windows-8-1-sdk
Well yea fortunately ^^
You shouldn't have to download it all manually, you just have to install the C++ tools alongisde VS
that works too, but if you already have VS installed you could go that route.
Gonna do it, I need to install the C++ components on my VS install anyway
There's a big "Unreal C++" type button on the VS installer
I've never actually used that, I thought it only got the launcher, but I guess it might enable the other needed parts. I had VS installed before I started into UE4, and then when 2017 rolled around I had UE before I installed VS lol.
Got VS2017 the day it launched
Yeah, since you have 2017 just open "Visual Studio Installer" (it's an installed program, not the exe you downloaded)
Best install experience since 2015
Go to modify on your installation, then it's "Game Development with C++"
I had to select additional components to compile from source though, YMMV
@lost ember As Unity dev transitioned to UE4
I'll say with 100% certainty; get into UE4 and C++
Or even just BP
Okii
Please welcome @lime flare to the community! :beers:
Hey guys, is there a help text channel here or can I ask for help anywhere?
Plenty of them, look at the channels โบ๏ธ
They're organized into the topic of the issue
Ah right I thought they were just general talking about the topics, I'm stupid no worries. ๐
Well that occurs too in them, but issues are always welcome
Alright, thank you. ๐
Smooth Camera Kit released! :D
https://www.unrealengine.com/marketplace/smooth-camera-kit
So every time I try to create a new C++ project I get this:
ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe
I think it's using my old VS2015 install
Any way to change that?
there is setting somewhere about default VS..
Would uninstalling VS2015 fix it?
Yes. But I really remember version selector, sorry but cant find that place again
ah k
kk
is there anyone who used or using houdini with unreal engine? (with plugin? )
maybe some developers of houdini themselves? lol
Hello world from my new PC ^^
Heya
@feral echo that didn't fix it
Set it to VS2017 and it still gives me the same error
well...uninstall is you way then)
Please welcome @candid willow to the community! :beers:
Please welcome @haughty rapids to the community! :beers:
Please welcome @strong kayak to the community! :beers:
Yoo. Quick Question, udk is completely unsupported now. But is there a way to still download it?
for RL mods?
or some other reason to use such ancient piece of software?
they kinda removed the archive links but I think there was some thread in the forums where people collected all the old installer exes
they are user hosted in google drive, so use with caution
Ty. Picked-up another smaller team and wanted to use their projects. They were built on UDK :/ so now we want to xfer the fbx
Ty ty
np
Anyone got any advice for alternative for ontick for something like updating a widget component
@pallid compass It depends on how often you need to update the widget.
If you need to update it on every frame, you need to use tick. If you don't, need to update it on every frame I recommend using event dispatchers.
Zak Parish did a great intro to event dispatchers in this video (timestamped for convenience): https://youtu.be/EM_HYqQdToE?t=1h33m52s
Announce Post: https://forums.unrealengine.com/showthread.php?101051 This Training Stream takes a look at Blueprint Communication. We find that Unreal Develo...
Please welcome @oak marsh to the community! :beers:
Welcome
34 users are currently using Unity and 16 users are currently using UE4
This is unacceptable
needs more Cryengine users?
Mmm didn't check for that
kinda odd if there's none
can't compile c++ class (4.15.3) and VS2017 any fix?
well, has c++ compilation ever worked on your VS installation?
it doesn't install the needed c++ tools by default, you need to install them manually
I'm still new to a lot of conventional things, so is this acceptable in terms of project backup?
I have a Google Drive folder on a separate harddrive with dated and zipped copies of my project. One copy per week for the past five weeks.
It syncs with Google Drive so that it's stored in the cloud as well.
This is acceptable, right?
Why not just use a traditional source control system?
Much more accurate and easier to interface with in case of something going wrong
I've tried setting it up and I get frusterated with it
Places like GitLab have free 10gb remote repos, no real setup there
I'll give you that setting up a Perforce server can be a PITA, but normal Git isn't that difficult
Yeah, it keeps track of every change you've ever made and you can revert to a specific one, it's not like backing up an entire week :p
You can always self-host Git if GitLab doesn't give you the features you desire, but I think they're pretty solid
I don't use Git with UE4 just because it's just too slow for binaries, but it's not like it's unusable
And compared to a Drive backup, it's definitely better ๐
lmao, well as long as it keeps my project safe, i'm happy
It's not like it only serves as a backup tool though, it's a full collaboration suite which is great
Even using it solo you'll get a ton of benefits from being able to branch for new features and things of that sort
(but that might not work great in BP since they're binaries)
Mmmmm I uninstalled VS2015, set the source editor to VS2017, now I'm getting this:
LINK : fatal error LNK1181: cannot open input file 'ws2_32.lib'
gitlab with LFS works great
im using it right now
but ffs MAKE SURE you dont upload BuildData and other temporary files to git
they will bloat your repo a ton
but i worry about it becouse i only have 120 gb of space on my raspberry
I've had bandwidth issues with GitLab specifically in the past, so I just kinda shy away from it for anything besides a code repo
Could've been a routing issue or something dumb like that, but personally it was just crawling for me
And I could be wrong but doesn't Git (even with LFS) make you upload the whole binary file when changed rather than just the delta?
Does anybody use VS2017 with UE?
yes. Thats why keep the files small
normal unreal files arent that big
unless they are 4k textures or similar
and maps with lightmaps (built_data)
Yeah, I've just settled in with P4 due to UE4
@lost ember I do, but I haven't come across that error
I had to verify my installation to get the source to build (even when pretty much every C++ component in the list was selected), so I would give that a shot
Verify the VS2017 install?
the perfect would be to keep perforce for Content, and use git for code
Yeah, it's in your VS installer
git is reaaaally good for code
Kk
Github has a nice .gitignore file for Unreal projects. https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore
I agree for sure @frank escarp, but I've just had to force myself to use P4 a little more with UE4
I might go back and try out LFS sometime again
We're still using Perforce for our main game project, too.
It's a hate/hate relationship.
lol
I use Git for my personal Unreal projects, though.
My way of testing it for the future of my company since I'd like to use Git for our next big project.
It's come a really long way.
PERFORCE IS LOVE
Perforce is stable and powerful, but it's a pain for most people to use and the ecosystem is weak.
and you better not pass 5 users
โ
and branching/merging is a fucking shitshow
i got git becouse i wanted to do a more branchy approach to development
@frank escarp Haha yeah the 5 user limit is a big one.
Great for very small teams, but if you pass that...
The p4 merge tool is crazy good :0
I hope you've got a good revenue stream.
Love perforce its great ๐
Because beyond "free for 5 users", Perforce is optimized for enterprise and it shows.
They don't even discuss pricing in public, and they canned their indie-friendly hosted service.
perforce performance is definitely good
its binary patching system is one of a kind
Instead they just try to convince indies to host on AWS and charge an arm and a leg.
anyone got any idea how to recreate the red part ? http://imgur.com/a/NlMbU (c++ can't compile ) in blueprints if possible
Create a bunch of variables
Some asset references, some ints, a string, another asset reference, an int, and an array of asset references
boom
Or if you mean recreate its functionality
Thats a far different thing
functionality ๐
Aye, then that image is no where near enough to reproduce functionality
its the construction blueprint from the strategy game project
Hey Indie Devs, just wondering if anyone has been successful with Kickstarter?
I've seen Kickstarter do some great job
in 4.16 doesn't the compiler tell you anymore a path doesn't end in a return node?
Talking BPs, @sacred crater ?
Yeah, its fucking bullshit
Is it a bug or they just decided to be ;like "nah, remove it"
I've found zero info
Tweet time
Eeverything is now @wicked tiger 's fault
What'd I do now???
my bad, guys
Is okay
@wicked tiger related tweet: https://twitter.com/CatherineCel/status/882721773686575104
@UnrealEngine, Any explanation why BP functions no longer warm you of no return nodes or unreachable paths in 4.16? Can't find info.
@Celeste ๐#4080 Sorry, was helping elsewhere.
LINK : fatal error LNK1181: cannot open input file 'ws2_32.lib'
Gaaaaah
Discord bug
I didn't, I changed spacing in my message and it broke it?
Yeah, figured.
I think my pizza is breaking people's messages
IS there any issues with UE4 and VS2017? so far i been using VS2015 on my old PC :>
Welp yeah
LINK : fatal error LNK1181: cannot open input file 'ws2_32.lib'
Installed C++ for game dev on VS2017
refuses to compile
It works correctly for some people
The check for return nodes is still in source code
well i about to instal VS so i will see myself
i be doung build from source so definitly gonna get error if anything is wrong
first seprice of my new PC... my 1080Ti auto overclocks to 19000MHZ on default drivers ๐ฎ still temps reach 70C so i guess this is fine
lol
Okay so according to some people ws2_32 is Windows 8.1 SDK related
weird I just installed it
i gind of thought it might be it
Gonna re-install it then
Thanks VS2017 for not enabling the Windows 8.1 box last time I installed
i cri
4 hours of trying to find the problem because the installer doesn't know that UE4 needs it
Wooo new VS installer has option to install UE4 out of the box
Please welcome @frail iron to the community! :beers:
Hey guys if you're in San Francisco we're hosting a meetup on the 13th https://www.meetup.com/UNREAL-SF/events/241344421/
Wih new PC i finally be able to pla around with UE4 on Linux ;3 cant wait to try it out
@wild kestrel Nice! Sounds like fun. Be sure to let us know what it's like. ๐
Please welcome @hot ledge to the community! :beers:
Please welcome @distant geyser to the community! :beers:
Iโve set up my blue print with Just three anims idle walk and run but when I play the character moves with the idle pose and doesnโt play the run anim or walk
I still need to install linux, i probably do hat in few days, first im setuping win10
Please welcome @jolly olive to the community! :beers:
now building UE4
I also gonna do maste build to experment with latest features
now i have a lot of state to lot of more stuff ;3 it was one of main issues with my old PC
hello any concept artists here?
UE build in 21 minutes :>
in a multiplayer environment, is there some kind of common issue/fix for where players on a vertically moving platform appear to jitter up/down to all of the other players while the platform is moving?
to the player on the platform, everything is smooth as butter, only the other clients see it as a jittering player
What do you use for movement?
actually scratch that, the player on the moving platform's entire world jitters lmao
I've taken the shooter game project and simply added moving platforms, virtually everything else is default.
for movement I'm using move componant yp
to^
and the platform is a static mesh in a blueprint with replication enablede
enabled^
its worth noting that the "platform" is massive, basically a FBX copy of the entire room from the shooter game project
also using complex collision as simple, just remembered that I had done that
anyone need a composer for their project?
tried using a collsion box instead of the ground with the same result
going to try using a different method of moving crap next :/
Please welcome @lone scaffold to the community! :beers:
so apparently moving platforms are hard lol
wohoooo I figured it out. Using such a large complex mesh as a simple mesh must have been freaking out my characters. I created a new, much simpler room in Maya and imported it into my level and moved it using the same method I screenshotted above - works smooth as butter
the only difference I can find, is the simple collision mesh vs the larger room's super complex collision mesh being used as a simple mesh
is object pooling a thing in unreal like it is in unity?
i'm forced to use unity, so i'm hoping what i learn there transfers to unreal
object pooling? :>
Hmm by googleing, this is possible in UE4 too i think
if i understood it right
I've never heard of it in UE4
there definitly no build in solution for that
UE4 does not have object pooling.
it confuses me if that plugin offers performance gains and epic didn't include the feature in UE4 if its actually needed
coming from someone who knows nothing about object pooling that is lol
because it isn't perfect and like every kind of system has pros/cons
an RPG doesnt really get any benefit from object pooling
a shmup does
ahh
Yeah, there's a cost to having a pool
Comes down to if allocation/deallocation is your 'bottleneck'
that makes sense
doesn't it also kinda front load loading times?
It can
since you have to kinda generate all those objects before they are ready
or are the first ones generated first on an "as needed" basis?
You can easily do it differently
basically any number of ways you can implement a pool pattern
i think i wrote an object pooler thing in university
yeah makes sense
that would be another reason why epic didnt include it i guess
And I'd want to write my optimizations myself
Well, at least that kind
Not going overboard with it
Please welcome @swift swift to the community! :beers:
Hi!
Hello
question - everything in the level BP runs on the server right?
I feel like it would have to
Nope
The Level exists for all clients and the server, thus anything in the level blueprint will be called on all instances of it.
Unless you use HasAuthority to filter what you want to execute
interesting, not what I was thinking at all lol. If you were making a multiplayer arena that consisted of a bunch of rooms that moved around, both vertiaclly and horizontally - would the level BP be the place to do it? and if so, should I be specifying the server to run it?
Please welcome @plush yew to the community! :beers:
moving rooms without speicfying anything, from the level BP is working so far, albeit buggy when walking around in them while they move
would it be better to move actors instead of the room itself?
also i think there is a setting which helps the physics when standing on things
i know thats very vague i cant think of the right word to use
my idea is a huge space cube battle arena, where players have to make their way to the center of the cube. the big cube is made of smaller compartment cubes that move around and the outer layers shed off periodically, pushing everyone toward the center cubes
I might be able to ditch moving the cubes around for now since its not critical for the prototype
was also thinking about disabling gravity while cubes/rooms move about, then enabling gavity once they all stop again - if it helps work around the bug
just write it into the "story" lol
^ smart thinking
I'll go with that route lol, seems like it would open some doors for cool mechanics too
@lost ember whats the problem?
Somehow missing ws2_32.lib
anyone worked with houdini plugin in ue4?? I have a simple question about plugin integration..nothing hard about modelin ))
Installed the Win8.1 and Win10 SDKs
I swear to god if it's in the Win7 SDK i'm ripping my head off
Do you only have those installed?
in case anyone runs into it, moving the rooms around from the server, but running the event as multicast, totally seems to work better than just running it everywhere
no more glitching/jittering players when they walk around in a moving room
@kind pumice cant you just make the rooms actors and set them to replicate movement?
yep, that's how I have them
telling them to move from the level BP though
hrrrm
I'm getting the root component and moving it though
instead of the whole actor
not sure if there's a difference
it will be the same
are they set to "replicate movement" /
?
you shouldnt need to notify the actor with multicast or anything
set that, and make sure "replicates" is also set
then the server moving them should be handled over the network automatically
it should be! engine code is the most solid
sweet, I appriciate the help!
Does VS always take 10 minutes to load a UE4 project or is it just the first time?
Just the first time
okay
welp just enough time for me to get a coffee then
i hope compiling with VS will fix the problem
always make time for coffee ๐
Nope
do you know about pointers?
When I was learning C++ I stopped on pointers
So I kinda know what they are but I'm gonna go back and check them out again
if you have a class like
myClass() {
void myFunc();
}
and you get
myClass* theFinger;
you have to do theFinger->myFunc();
theFinger.myFunc(); doesnt work
i think in c# you have a thing for passing variable by value or reference right?
if you pass an int[40] thats a ton of data
if you pass a Character variable, also a ton of data
but if you send a character* its the same as an int
Oh I get it
So basically say where it is in memory and get it from there without sending the whole thing every time right?
cool
lol
so you can add a bunch of if (myPointer) {} checks
because if it's null, its 0, which evaluates to false
yeah its nice
i was thinking about java script. is 0 false? but "0" is true
and "false" is false
they have something crazy like that
that language is voodoo
whats the error?
LNK1181 cannot open input file 'ws2_32.lib'
Failed to produce item: C:\Users\Username\Documents\Unreal Projects\Game\Binaries\Win64\UE4Editor-Game-3399.dll
mmm
are you using development editor config?
x64?
and setup your VS install like this? https://docs.unrealengine.com/latest/images/Programming/Development/VisualStudioSetup/VS2017_SettingsInstaller.jpg
did you download the source from git?
from the launcher?
yep
and what OS are you on?
Win10
and clicking "compile" in the editor makes the same problem im guessing right
did you ever install older VS versions?
try this
Time to purge my system of the forever slow VS2015
other places say that older versions can mess with your system
maybe thats the problem
I wouldn't just yet, ue4 still needs it even if you use 2017 (at least, according to some forum post with a lot of links)
o you already did
i never installed 2015 and im able to build no problem
So the file you sent me just killed explorer
rip
help meeee
Process.Start("explorer.exe");```
No such file or directory
: (
oh man
forgot it's on my linux vps and not on my pc
how old is your pc?
but its on virtual machien?
nah
Okay the uninstaller finished
Rebooting VS17
Okay so, new errors now
cannot open source file insafe.h/strsafe.h
and
vs 2015 must be installed in order to build this target
the fuck
reinstall vs2017
or uninstall all VS
restart, reinstall vs2017
you can download the engine too just for kicks
i cri
sorry :<
would a repair work or just a full reinstall?
you can try repair
i'd just go all out with full reinstall
uninstall -> restart pc -> reinstall
vs 2015 must be installed in order to build this target
heh
Someone here have released a game for PS4 or XBOX?
nope
Anyone has an example for an EULA for a dev kit download?
in windows control panel
I don't see it though
unreal launcher?
I only see the Epic Games Launcher
yeah that one
Oh so uninstall the full launcher?
gr888
Anyone heard about changed to LOD import? Because I cannot get my LODs to import from 3Ds max. I always gets multiple meshes combined instead of LODs.
Please welcome @umbral wing to the community! :beers:
Welcome
Hey. I'm going to be honest I was not expecting a bot to tag me, I was just going to lurk and look at what you're all doing with unreal.
Well, now you are screwed and we will eat you!! ๐
lol
i wonder what would happen if i was editing in-game an object (say it's color with a color picker bp) and i change map (to a map that this object isn't in)
would i still be able to edit it's color or sth?
if it was multiplayer.. would the player on the map with the object see live-update?
does anyone have problems launching new versions of editor? I have to launch 4.10.4, close it and then launch 4.16.2. Otherwise I just get 14 MB process hanging in my process explorer and doing nothing
doing nothing except using one processor core for unknown purposes
@full atlas you can edit properties of objects of level (not classes) live in property editor
@wild kestrel i don't understand what you mean.. my question is "If i have the reference of an object but i am in a different map.. will the object's ref still be valid?"*
Object is tied to the world, when world dies objects related o it also dies
alright thank you
objects need to be linked to something
or they will get gc-d
ive used the Game Instance to create global objects like that
they need to be refrenced somewhere ofcorse
well.. by objects i meant actors
ok ๐
what do you mean by objects?
UObject that is not actor
there class Object
and it is not actor
thee class Actor tha is also object but it is most minimal class that can be placed on level
it has component system etc
and it assign to world
when oyu place it
raw OBjects can't be placed on level
Please welcome @plush yew to the community! :beers:
i dont understand
where can i look the class viewer
omg i feel like such a newbie rn
sry might said too in too much confusing way ^^'
you can find class viewer in window->Devlopment Tools
there turn off al filters to see all classes
and you will see inherence tree of all classes
so anything that isn't under the actor tab, can be valid in different maps?
in the past this was default view on actor classes, but in UE4 this got replaced content browser. But because content browser show them as assets lot of people don't see them as classes but as assets
no
i dont even understand what all that stuff are
Does anybody have a good link to start coding in C++ for UE4?
whats their use and all
Actor class is most minimal class htat can be placed on level
any level
and all classes based from Actor can be placed on level, atleast (because ther exception like AInfo) assigned to the world as a part of the world
anything other then actor can't be placed on level
yeah there is a placeable only filter
yes because there non-placable actors like GameMode
but GameMode atleast is assign to the world
and it dies with the world
that host it
but i still dont see what all these stuff are useful for
an example maybe?
if i cant place them, then what can i?
i dont know what they are etc
is not matter of useful ness i just explaining it
i have no idea
world = map?
the non-placable actor
world is a instance, and level is loaded to world
there class UWorld
instance of world
Blueprint automaticly deal with interaction with this class thats why you don't see it much
if you would be in C++ you will be forced to interact with
simply for simplicity this is automatic in blueprint
but i something you can touch
but in C++
yea i understand
generly i don't like how people say they can't touch engine code.... engine is part of your game, you 100% free to use it at it fullest even modify if needed
Please welcome @plush yew to the community! :beers:
Ofcorse in bouderies of EULA ;p
Please welcome @tulip pond to the community! :beers:
Please welcome @glass wind to the community! :beers:
man kite demo not only downloads for hours, it build shaders and meshs for ages. somethig is not multithreaded there as it only uses one CPU thread
i spend lik 30 minutes to build hilltrees
Please welcome @plush yew to the community! :beers:
anyone have a cunning technique to copy / paste painted foliage?
(I'm creating a mirrored map)
Please welcome @nova nimbus to the community! :beers:
k
@wary wave cant you just duplicate the map itself?
I'm not sure
yes
sorry
it's a Capture the Flag map, ergo symmetrical
which means I want the foliage symmetrical
i don't know sorry
no worries
@full atlas @wild kestrel you can touch everything regarding to the engine but there is one thing to keep in mind: you can't include any editor code in your actual game, that's forbidden by the license
in practise, this limits you from using any editor code for fbx importing or landscape modifications at your own games runtime
WEll i said in bonderies of EULA ;p
yeah, I just wanted to make a practical example what you can't do
Someone ban him pls @magic hawk
just tag <@&213101288538374145>
I did it! You can mirror foliage by:
- In foliage painter, copy foliage details from current level to new level
- Select current level, select foliage instances in viewport and edit->copy
- Select new level and edit->paste
- Save and quit
- Load new level, select foliage in viewport
- Transform by Mirroring in X
bit of a faff when you have 10 streaming foliage levels, but it works
Wake up mods
I'd like to ask how to fix some crashes with some games that run on unreal if this is the place to ask.
go ahead
Postal Redux crashes on startup with a crash report.
And UT too
Is there anyone I can DM to get some help?
Please welcome @vestal cloak to the community! :beers:
Welcome
Thanks!
How long have you been working with UE4?
Hmm about a year now.
Loved every minute of it!
I use blueprints a lot because of their easy to use work flow and because i made the transition from unity.
Ahh
I'm just chilling here seeing how others make their projects... And read the messages of people helping eachother
Mainly because I'm not home for another week and a bit
I am also a 3d modeler. I have a bunch of really cool models on my computer but I can't uv map or texture ๐คฆโโ๏ธ
Just need to find a mini team then lol
Does anybody have a link on how to start coding in C++ with UE?
Thanks
Hello guys, I have a question; I have been trying to learn to code for 5-6 months. I have been reading books and stuff and until now i'm not able to code. What should I do?
Some people tells me not to read books. Rather than that start coding and read only when I want to know a specific thing by using documentation or a book.
?
Just code
I learn faster when testing around
Ask for help (not spoonfeeding) on forums or discord servers like this one
Read some code and try to figure out how it works
@half crag
OMFG LOL
That's an expensive game
Lol
I got it for like $20 bucks for the survivor's pack deal
With the DLCs soo
That's $20 Canadian..
So like yeah
mind you, it was during the summer sale
They also apparently don't know how to change the title of the game
The game is called "ShooterGame.exe"
omfg
it also won run well
on ANY pc
no matter the settings
and rubberbands hardcore on online
I keep importing this, but no matter what, it keeps popping up.. Is this a bug?
(It pops up on starting the project up again)
@cursive dirge Took care of Jovanni. Thanks for the heads up.
Ark had so much potential but it just became a ridiculous waiting game, that and going offline on a popular server meant a 50/50 of all your stuff being gone when you log back in
Big ol' mess
Ark is good if you play on a small community server
runs fine on my machine, even with both dedicated server and client running at the same time
holy shit though, that price, wtf?
@wary wave its due to "final release" in consoles
and to then put it on sale constantly
it's still hilarious
they will now put it at 75% constantly
Waiting for Steam to confirm the tax stuff, so impatient
@frank escarp cuz sales make people want to buy it
Please welcome @rain prism to the community! :beers:
It's a general strategy. Your game should sell for $20 for you to make any profit, sell it originally for $60, gain profits from few people who want to pay it, put it on sale for $20, still make profit, and people think they're getting their money's worth.
yup
really basic sales strategy
thats why Steam only lets you do X number of sales
so you dont abuse that system completely
for cases of abuse, check Udemy
that ue4 course is abused to death
it is "200$"
but i have never seen it at full price
people allways post it here becouse "holy shit its at 90% discount"
when its at 90% discount half the time
lol
12 hours for this sale!!
nah bullshit they will put it on sale the next week too
it spends more days on sale, than days not on sale
@frank escarp that's how udemy works. Almost all courses have big price, but half of the time they are on sale with very big discount
I still suppose there is several persones who spent 200$ before new sale lol
Have people here recently applied for a foreign EIN with the IRS ? Did it a week ago, curious how long Steam usually takes to find the number in the IRS's database
yes i have
in Spain, foreign EIN is just the tax number of your company
or your personal ID number
same in the UK
it did take them a while to approve tho
I'm pretty sure it's not that - we had to call the IRS, be issued an EIN number
To avoid double tax from the US
(France here, so basically the same process I think)
Anyway, how long did that take ?
I need 4 players to play this gamejam with me https://drive.google.com/open?id=0ByXh4mQm_nc2ZWVTVG9uQWhQeGc on https://www.twitch.tv/victorburgosgames
Please welcome @plush yew to the community! :beers:
Please welcome @late girder to the community! :beers:
Please welcome @pine marten to the community! :beers:
Please welcome @uneven rivet to the community! :beers:
Hi there from Spain
Guys is this a new bug on the launcher?
http://img.gpu.yt/NVIDIA Share_2017-07-06_21-38-20.png
I've upgraded from 4.16.2 to 4.16.2 Preview 3 without updating
yo hello
hum, what's a good place to talk about things like
game dev not taken seriously in insert home country here
:p
Please welcome @rigid anchor to the community! :beers:
Please welcome @plush yew to the community! :beers:
Whats world tick time i cant find any doc on it
@frank escarp Is udemy doing that out of their own pocket? Or do the course creators sign away their product to perpetual site-wide sales?
@sinful pier it's happening for me too it disappeared after I restarted the launcher though
Please welcome @plush yew to the community! :beers:
Hi guys
Guys what do I do if I have love for Unity And UnrealEngine4. And also also I have love for C++ and C#, but I think I like C++ more, because more complicated.
Any idea when the UE4 summer sale begins?
I keep on blundering around UE4 clueless and have no direction because i have nothing to work off of, no assets, etc ๐ฆ
kinda squashes my morale
@sand wolf ue4 is already free! you want a discount on it on top that!?
He meant the Marketplace Summer Sale....
I know ๐
@Jacob#6804 Seems like you answered your own question "but I think I like C++ more" im an convert from Unity C# and XNA, but that was over 4 years ago now lol
I'm curious too though. I've found a few of the things I bought good as a learning experience. In a see how they work kind of way. Might be picking up a few things myself
Because some questionable advice was posted elsewhere, I'm going to take the opportunity to remind people to take all of the advice in this infamous powerpoint and toss it in the firepit where it belongs along with plenty of other extremely toxic and abusive approaches to leading and managing teams: http://www.alexstjohn.com/WP/download/Recruiting Giants.pdf
Garbage from one of the guys who created DirectX.
Wow haha
Who felt that his accomplishments justified some pretty damn awful mentalities towards employees, especially engineers. Someone shared some advice of their own that sounded far too familiar to this kind of stuff.
Was this part of an Talk or something?
Yeah, it was part of a talk he gave, Alex Saint John.
He's not involved with Microsoft or DirectX, not for a long while.
So much wrong in that powerpoint
He just sees employees as tools to producing wealth.
Simple as that
Basically the powerpoint is saying find the tool that will get the job done at the most efficient means possible
I like the part where he was fired or quit, unsure, Microsoft because he was burned out.
Its no surprise though, his experiences shape his opinions of employees and whats expected of them from an employers perspective.
Tell me all your secrets sion
But seriously my bping has gotten so much better just from yesterday!
๐ Glad to hear it
I mean, not so much that it's BP, because I hate BP, but your logic is better.
Yeah so much ๐ going to keep checking the programming channel now incase u ever give any more talks to anyone else!
I lurk here and in GDL. I just help out between builds and such.
Or if I need a break from debugging input related bugs. X|
Haha sounds like fun! honestly if u get ever bored i imagine u could write amazing articles for the wiki, even if its only small things
Good practice you know
Input bugs? Awww hell no.
Anything you do to actively try to debug it inherently involves input and thus affects what you're debugging. :/
Lots of trial and error, putting breakpoints with conditions, or actually invasively splicing in some code to only log/break when conditions are right.
Dam i hope they pay you well for that ๐ engine diving sounds nasty
I'm happy with my compenstation. Be happier when I get back to not debugging difficult to reproduce/debug bugs though.
I've been meaning to actually write some articles and such for quite some time.
But I just never get around to it.
Relating to earlier link: It's pretty well established that when it comes to "brainy" work, employee satisfaction only increases up to a point by increasing compensation - beyond that, employees want to feel satisfied about their work, not their paycheck.
People will take pay cuts (within reason) to work a job that they actually find satisfying.
Not hard to understand. If you're comfortable with your current lifestyle, as far as what you can afford, then making more money won't fix that you're unsatisfied with what you spend nearly half (or more) of your waking hours doing - work.
I wish i could find reliable asset creators willing to work with me
but they're either busy with Source engine projects
or their own vr titles
being a level designer / "creative director" sucks
Yeah understandable sion, i really enjoy this as a learning / work experiance i hope one day i can nab the employment i want ^^
Jacob why dont u just make your own assets? its what i do
If i had any skill for it i would
I mean, i've made a flashlight and other small items in blender
but it takes forever and i can't texture
I work best when i have resources to pull from, like source games
if i wanna map for Portal 2
i can do that great
because assets exist
I can model a ship, animate it, texture it, get it in to ue4 and rigged up properly within few hours
just practice
actually i need to make a landscape pack tomorrow, you have just reminded me ๐
I also have this problem where to learn i need to have someone there to point me around and answer dumb questions
how do people rip UI graphics from games?
What do u mean RIP? do u wann get sued ๐
not gonna use them commercially
ahh modeling is just practice man, but your right the examples out there for game ready assets is shit
U cant really rip UI graphics out of games
maybe taking a screenshot a extract manually in image editor softwares
maybe
wanna rip wow ui
Even ripping assets for personnel use is still illegal lol
How would u go about designing a level that was way above normal scale
Say you fly a big ship or your godzilla
how would u say you capture the look
of BIG
with out being BIG
Well, I'd design it in hammer, my tool of choice
because obviously issues
presenting the world's vistas at the right times
Hammer is Source's mapping tool
because I have hammUEr
and it's much faster than in engine with no assets
it all ends up in a model anyways
Seams like a massive waste of time to me
When u can map it in the engine
and just hot swap things
wth
honestly, Hammer is the best geometry editor
it's super ergonomic
may be 20 years old but still packs a punch
Dont see how its gonna be better than ue4 its self
when u can just click and drag
and snap
and have 4 view ports
and can see the lighting at the same time
and scale, and animation
and particle layout
I have all that in hammer
and check ur quad overdraw
sure, less advanced, but i have it
I doubt hammer is gonna show you your ue4 lighting
and let u adjust your ue4 lighting
and alot of other things
It's a geometry editor
Please welcome @celest zenith to the community! :beers:
no but your not giving any reason i could justify adding another step in too pipline production
diablo 3 hud ripped
no idea kreator
You can rip textures from just about anything.
ue4 has 4 view ports
Either by decrypting the assets OR by pulling them from memory.
geometry creation wat
Brushes
thought it was a mapping tool
BSP
it's based on geometry
source engine
I have a plugin that converts it to meshes
any input "vmf"
or valve map file
can u show me one of the meshes in wireframe
@livid haven how do you decrypt them
As for legality, ripping assets is generally against NDA EULA, but no one is going to give a dman if you don't release anything.
Please welcome @dapper patio to the community! :beers:
NDA? don't you mean EULA
Im still struggling too see justifcation for using an extra step in production
By using software that can decrypt whatever particular encryption is used.
@tulip vault Yes, EULA, not NDA. Woops.
http://i.imgur.com/UCK3cLc.png is the tool's wireframe mode
that's props and brushes
Yeah i get you, im just trying to grasp my head around why u wouldnt work in the engine
what do u mean by pulling them from memory lol
To me from what i can see, its slow down step, i could do it all and more and see what its gonna look like better in the engine
@livid haven
Kreator your not going to be able to rip it from memory.
It is possible to do it.
I suck within Unreal (i have nothing to work off of) but what i could make with the base geometry in unreal in an hour i can do in 5 minutes in hammer
Just not without knowing what the hell you're doing, which means having a tool for it.
Yeah but hes not going to be able to do it hes new to UE4
Right
new?