#ue4-general
1 messages · Page 77 of 1
arent you the guy who was stuck making a vector triangle?
You can call me new to unreal
never asked for vector triangle
Right i get you jacob haha, i was on the wrong page
wtf
Im sure u where asking few days ago how to spawn soldiers in a triangle formation
i was asking for ways to make a reverse pyramid triangle formation for strategy games
Yeah it was you
which i already accomplished
and u asked about how to use transparancy in ue4
Yeah you are new to ue4(not a bad thing man)
says mr. pro
Im not saying im a pro? im just saying from what i can see if your asking for help with them things u would struggle locate and rip a image from memory
hello im new here 😃
@pallid compass Don't bother.
gotcha.
Welcome, @dapper patio .
btw Sion do u mind if i bash you with questions about good practices ever now and again
I really want to refine my foundation with good logic and understanding
i have .uasset files is there a way to migrate them for my project ?
you have to put them under the Content folder in your project folder
@dapper patio Open the project that the files are from and right click the assets when they're selected to migrate them to another project.
ive done that but its coming up with 2 folders and there all empty in ue4
Do not merely copy/paste the files as Kreator is suggesting.
ahhh thanks
The proper migration tool will actually make sure to copy over dependencies too.
Oh god, i closed my engine by mistake before through task manager & now every time i click play my engine crashes, something hasent saved rip
is that within the engine ?
Meaning if BP Foo is derived from BP Bar, it'll make sure you get Bar as well.
Within the editor.
ah sweet thanks guys
The content browser is that window/tab at the bottom of the main window, where it lists assets.
NP
@pallid compass Yeah, I try to teach those in general too.
do you guys like work together on stuff ?
opening up every bp and clicking compile oh god what have i done
How does one import animations from Mixamo to unreal again
Not really Mitty, im just a generalist specialist, and i love to learn and Sion has amazing experiance in the industry
Knowledge can be figured out with some searching, but best practices and techniques require refining over time and are harder to just discover.
http://i.imgur.com/P06V6OM.jpg i made this in 4 hours in the hammer editor and then i imported it to unreal http://i.imgur.com/fVKYP1K.jpg
I guess u could say this is a place where we all help each other out
Thats awesome jacob
I get what u mean now
It's much faster to work in a tool i know (been working in it for like 4 years)
and then import
ahh thats cool i love to learn to like ive worked with cryengine but i moved to unreal about a year ago and this is very complex compared to most engines and its very smooth engine too
@livid haven if your not busy and before it gets too late might if u shoot a few small questions at you in regards to good practice.
I don't know why a lot of people diss older engines such as Source when it arguably still has one of the best editors around
Go for it.
In this 2016 GDC talk, independent designer Robin-Yann Storm explains both the good and bad sides of many different engines and editors, from a level designe...
best defined here
@tulip vault Engine and toolset are related but it's obviously easier for people to criticize something that is dated.
this is my favorite gdc talk
What's good about the toolset doesn't necessarily save the engine from being dated or obsolete. Not that I'm saying it is, but they're different issues.
I understand and struggle with its downfalls every day
have you seen the amazing effect you can do with unreal though ?
it literally unreal
i badly need a game writer
I don't argue against unreal's case or any engine and i respect them for what they do
to write out the story for my game
I'm not arguing at all, @tulip vault. We're good.
Where Source is strong, Unreal is weak, and vice versa.
oh, sorry Sion
not saying you are
I was simply saying that it's easy to dismiss Source because it's dated.
I agree
Say i have say two values for health on a AChar, we can say Shield and Health for this, on Health Replicate rep notify, i use this to update the HUD(Health & shield bars) to keep the HUD stuff Client sided only
What im refing too is when ever i do damage calculation, even if the Health takes no damage i replicate it anyway as i need the rep notify to update the UI as it does hp and shield
, do u think there is a better way to do this?
That is prob a crap description lmao
The reason for the rep notify as well is that i would have to use a multi cast rep otherwise and i feel that be alot more expensive?
You could do the rep notify approach, that works fine.
Your client needs to know when those values have changed, they're changing via replication, so that's about all you can do.
Yeah it got abit messy and im always aiming for good baseline peformance to save back tracking
Otherwise you're stuck cacheing the last frame's values and comparing them to the current frame's values to see if they changed, which means having duplicate sets of values and doing the comparisons on every tick.
Gotcha
Another wierd thing i had too do
I had to basically cache the Health % and Shield %
Because if it updated too fast before the lineline had finished updating the bars over around 0.8 seconds
There would be no animation
timeline*
I don't totally follow what the BP is doing.
When you take damage
You have a timeline for animating the health amounts?
It updates the bars from your last % to the new %
Doesn't seem like something you should use a timeline for, I don't think.
I mean, you're just trying to LERP some values, right?
Remember you cant use timelines in UMG
Yeah it just animates the progress bar
over around a second
UMG animation only supports static values so it cant be done through unreal motion graphics animation things
You'll basically need to track the current displayed amount versus the actual amount.
I dont think so anyway
What would u recommend
Just do a plain old LERP(CurrentDisplayed, CurrentActual, RateOfChange * DeltaSeconds)
In your tick. Not much choice there.
You can, of course, early out of that logic if CurrentDisplayed is the same as CurrentActual.
Omg i was taking screen shots of the system for u and i bsod
Woops.
Why in tick? Isent it better too just run it on timeline only when its needed
Runs for a second whenever u take dmg to update bars over x time
For something this trivial, I don't think you gain anything.
What does your timeline even have/do?
It's just a thing you have that runs for 1 second?
Yeah and over that second every timeline update adjusts the bar
So it becomes animated
Il make quick gif
Yeah, that's awkward. Also, changes while it's playing will keep resetting it.
The reset is fine
Why did Epic remove so many things and replace them
Just LERP it and call it a day, do it in the tick. It's a negligible overhead.
I can't find the Advanced Options in the skeleton tree or the save pose in the retarget manager
I have like 40 of these things on the screen at once
Yep. Which is kind of true anyways, just with an empty tick function.
@regal drum Probably been relocated somewhere.
Look at release notes.
My reason was for this, if your not taking damage the timeline is not tickng so your saving peformance instead of calling the UMG widget to update the bars 24/7
omg engine crashing again
time to open all blueprints
woo
I'm not so sure that having timelines that aren't ticking is as free as you might assume.
oh?
my worry was
if i have 100 people/ai on the field
id have 100 things ticking to update bars 24/7
I think you might be prematurely worrying about an optimization that isn't likely to be a bottleneck.
Well im getting my hands on anew server box with two 2690's Xeons
So i wann optimize like mad
and see how far i can push it in terms of players/ai
Health bars ticking will be the least of your worries.
lmao true
and when you do have issues, the profiler will help you find it real easy.
Can you just give me the jist of why why timelines are not as free as i think
As well, even if the ticking becomes the issue, it's self-contained. You can very easily change how exactly you update this with minimal knock on effects on the rest of the system.
true true
heres another insanely mad question lmao
Do u think its worth putting on a 2-3 bool check system, too see if your changing shields, health or both?
so u only set one and it will only replicate whats needed
to save bandwidth
i know that sounds insane but, the more things going on the more bandwith your gonna suck up
Again, hard to say.
I suspect you want less granularity here.
They probably both tend to change at the same time.
I know it sounds mad, but i built a master server platform that will control sub dedicated servers and id like to see how far i can push them
yeah that makes sense
It's going to be very difficult to know ahead of time exactly what your bottlenecks will be.
But I think you'll find that unfortuantely they're not going to be the simple ones.
Just saving in every little corner helps i guess
Yeah prob haha
My main concern is actually my cpu bottlenecking
From uploading so much data
witch has nothing to do with the engine really
My engine kept crashing because I deleted animations that were borked
I'm about to take a shower, so you may want to save it. :X
I can imagine it to be super costly in terms of cpu
It's certainly not where my experience lie.
and data storage
I don't know about CPU or data costs, I mean actual human brain power to understand and resolve.
Haha true true
God why isn't this working
It keeps saying I don't have a preview mesh even when it actually does
Can anyone please help
gonna need to show me something
Regarding the timeline thing, have you ever tried to put a timeline on a component?
@pallid compass
Is that a thing o_O
Well, no. :p
That's because when you put a timeline on a BP, it actually creates a whole new component for it, because reasons.
Oh
I think that was Sion's point—using a timeline actually comes with a lot more engine dependencies than you think
My thought was it was better to have it on a timeline and tick only when needed
than on tick
if there is 100 going at once
ahh
that makes sense
I think you're stressing out a lot more than you need to be about using tick 😃
Yeah kinda but
If you go all out and calculate pi to 1000 digits on every tick, yeah, you're going to have a problem.
Fam i found two xeon 2690s for sale second hand for dirt cheap, i cant wait too see what i could get running on it
Every little adds up is what im always thinking haha
If you're running it on the server, you shouldn't even be doing that in the first place, it's just a UI thing, no?
say u have 500 players/ai/w/e it be so intresting to see what peformance i can get
Oh yeah its for the clients
But im just aiming for all around good peformance, and building my foundation on good core
hence why im always asking for best practices haha
Well, I'll tell you upfront, avoid tick at all costs isn't "good foundation"
Knowing when to use it is, though
true true
when ever im just checking stat game
man my world tick and tick is always the highest
Are you disabling tick on actors that aren't using it?
i did
I know its not alot
But thats only looking at 20 ai
I have nothing running on any ticks either witch is what baffles me
Source still has one of the best toolsets ever
I'm guessing a lot more power is going into the actual AI mechanism than would go into updating a UMG widget on tick
which*
That's not free, you have to remember
hammer is a pipe dream and so is its animation pipeline
Well are you accounting for all of the pathfinding and other things that go into AI?
It's not cheap
UE4's animation is kind of annoying if you want to do certain things
Oh, okay
Ok now it is working
Hammer Editor is still one of the most time consuming and nauseating editors out there though
Even just typing the name makes me gag
Not because I hate the engine
But because working on it made me physically sick
How can u find out whats doing the call count of tick timer and world tick timer>
Too bad Valve won't let you make games in Source anymore
i actually data captured
loading it in to the profiler because curious
nvm non of this makes sense to me lmao
note to self, learn to profile.
hey anyone know how to make rate scale into fps rather than a float?
wat
Recorded fps and actual animation playback fps is different
I'd like to just specify that X animation plays at 30 fps
instead of it plays at rate scale 1.0
you know nothing of animation do you
animation fps =/= game fps
Greetings!
I just said that.
I'm saying unreal deals in terms of rate scale
1.0 being animation fps of 30
I want that number to just be 30
After switching to cinematic mode, i could not set rotation to the local axes anymore, anyone know how to fix that?
Rate is just speed
yes
rebuild the engine source
and change it your self then
or float range clamp 30 in to 1
or via versa
I was asking if there was a way to do that other than rebuilding the engine source
hm lame
it's easier to work with
Where is the preset for WorldStatic in the collisions tab for an object
1 / 30
wait nvm
0.03
Nvm
oh I see where you were going
0.033 x 30 = 1 basically
range clamp it
well
I just wanted to specify fps in the animations themselves
because of weapon timings being finnicky
Are your animations not baked in 30?
no, but it doesn't really matter
u can still match the timing up
All animations are float based. At least all animations in FBX
and I might need to change animation timings
use a range map clamped
whats it in?
the animation editor
do the math with a calculator then
that's an annoying process for a bunch of animations
for every 1 fps u want x 0.333
when I could just type 16
hes not trying to sample at 30, he wants to change animation length to certian fps
just do the math man with a calculator
never met anyone before who wanted to work in fps
I'm used to an engine that uses fps
fair enough
and I find it's easier
what engine is that?
ah
well normally
u bake ur animation down in your software at 30
then u know your animation length
so u can adjust acordingly by sclae
well sure, but gameplay is a fickle thing
scale*
you might change the timings later
yes I know that exists
and?
it's not in terms of fps
Yeah u can get super accurate by knowing your length and using scale
also ul find the math is better and easier
by increasing scale
than it is too increase fps
Because realistically increasing fps for scale
makes no fucking sense
yeah doubles the fps of the animation
not exactly a hard concept
@toxic wagon cause FPS is arbitrary
what if u have framedrops
what if someone is running 244hz screen like me
i wouldnt wann tune my animation to frame length system
id pref to tune it by scale
@toxic wagon those fps animations are true until it;s not for games
animation frames =/= monitor refresh rate/gameplay framerate
You can call me a ninny all u want
those are irrelevant in a good engine
But wanting to work in fps for rate is abit stupid :p
mainly fps animations made for cinematics, so that's the reason behind
if u cant fine tune ur animation
it means u either bought shit animation
or u didnt make it right
I never said I couldn't I said it's easier to work with
random question: does the UE forum ever just shit the bed for you guys? like not letting you embed photos or anything else
i have 30 fps animation
i want to increase it by 28%
or
i want to increase it by 18.4 fps
its the same thing
say I want a 56 frame animation to play in exactly 2 seconds
make the framerate 28fps
if I use rate scale
I go, okay that's 30 fps
I feel so happy that I accomplished this
Just need to get the finger bones fixed in a later reworking
ah nice goju
so a rate scale of 0.924
make macro calculator for it
if ur struggling
or just make
a Macro range clamp
and have it adjust all the animations in game
ez
no, I'm not using a blueprint to adjuct the fps of my animation
as I'm just doing it in the animation asset
so there's no need
animation blueprint?
I'm just not touching the blueprint to change the animation rate
How are you gonna play
the animation
in game
If your not gonna use an animation bp
I never said I wasn't?
:v
"I'm just not touching the blueprint to change the animation rate"
change the rate scale in the animation bp
using a map clamp Macro
from a macro library
that's kind of pointless and would take longer than actually doing the conversions
no it wouldnt
It would be faster
to fix a bunch of animations
U build 1 animation b
bp
with the macro in
then create children of it
use it for all ur animations
heck no
scrap that
im tired af
just make a macro u can use in all anim bp
super lazy way to do it
if u have alot of animations
asuming that will even work
no idea
but i dont see why not
when i use a ue4 default mesh for a spline, it is very smooth, but after importing my own custom pipe, it snaps to the points rather than using the smoothing. Does anyone know why/how i can fix it?
if you set lighting to dynamic only in the projcet settings, is there somewhere else that it needs to be set? I'm still seeing "preview" on my shadows weirdly
So I bought AssetForge in order to make some stuff for a quick game but it won't load on my computer. Are there any alternatives that are easier to use than Blender3D
freaking everything is easier to use than blender lol
not sure about free stuff though
doesn't have to be free
😃
I don't think I could sell my liver for Mya or 3DS Max though
Maya*
lol I feel you there for sure
Asset forge looks interesting
haven't heard of it before
you can always model in BSP then convert to FBX in-engine. I'm not sure if there are limitations or caviats to it though. seems like it would be a little more useful than asset forge
BSP?
The basics of the BSP brush. https://www.unrealengine.com/
its like in-engine modeling. Before, it was only for prototyping but now you can convert your BSPs to FBX models - it might be what you're looking for
not sure if there are issues with using converted crap though, I've never really used it
Use hammer editor and then the plugin HammUEr
that gets the best results
http://i.imgur.com/P06V6OM.jpg i made this in 4 hours in the hammer editor and then i imported it to unreal http://i.imgur.com/fVKYP1K.jpg
if that helps with the idea any
it's like $40
yeah
do you guys ever see people group up and work together?
like form a team or whatever?
it happens
Mostly when people work on jams games together
But its definitely not unheard of
Please welcome @analog burrow to the community! :beers:
@everyone i need some help with something so if you can help plz call me
Please welcome @vivid canyon to the community! :beers:
Please welcome @wise trench to the community! :beers:
Please welcome @half moth to the community! :beers:
So I've got a massive cube of individual rooms spawning from the level blueprint on the server. For loops spawn each room until the big cube is generated. When I select one of the rooms, it selects all of them
is there a reason its attaching them all, or grouping them all together? not the behavior I expected at all
woops
I'm guessing I need to find a non-child componant way to do it
the other obstacle is keeping it managable. I'll want to select rooms and move/destroy them during runtime from a BP
http://i.imgur.com/Cvp6KpH.png i had a friggin happy accident i made a cloud
Like no cloud I've ever seen. Maybe a loofa.
and it moves, too
like, it's fully dynamic
move this baby and it changes
here's its material
@floral heart whatcha think
Please welcome @mellow nebula to the community! :beers:
Hello there🙂
Welcome, i made a friggin cloud and i don't know why it makes me happy
its a pretty satisfying cloud
nice and fluffy, looks like one of these guys should ride on it
Please welcome @echo arch to the community! :beers:
Please welcome @plush yew to the community! :beers:
Hi there everyone!
https://answers.unrealengine.com/questions/672505/how-can-i-achieve-floating-monsters-tentacles-look.html <- i'm getting this problem, please can someone help ? 😃
You probably want animation with a bit of IK
Please welcome @simple swallow to the community! :beers:
Please welcome @tender blaze to the community! :beers:
Hi guys!
I'm not sure how hammer is any easier than using UE4
Hammer now that's something I haven't used in a long time
Moving to UE3 was a revelation
So you like UE3 better?
What are you working on ? i'm fairly sure it was updated more recently than that
well
Valve shipped Source games recently yoo
I bought Assetforge
and it doesn't load on my PC
so, I wanted to find an alternative
and someone recommended I use Hammer
so I got home from work and tried it
I feel like I'm in the 90s
But what are you trying to do with Hammer ? I mean it's specifically a level editor for Source Engine games
Okay
So the reason people like Hammer, and HammUer, is that they used to model stuff right in the level editor
Which UE4 doesn't really support well
The way things are supposed to work is to use something like Blender, and import that in UE4
You're going to have lots to learn, but it's also much more powerful
i see
brb
sorry
yeah i bought assetforge as an alternative to blender for prototyping
I guess I can try it on another pc
Yeah
The only thing I'm certain of is, you're better off with learning Blender, than learning Hammer + using HammUer
noted
Please welcome @raw wharf to the community! :beers:
'ello
Welcome!
hey guys quick question
I am preparing an asset pack for the market place
should I include just the version of the assets optimized for games
or should I also include the fully modelled assets as well that the optimized assets were made from
You should include Unreal assets, so the optimized one
gotcha
so I'll leave out the original ones
these are the optimize assets
the back faces have been removed
and in this case so are the top
You have lighting issues 😃
ah yea
just a quick lighting set up haha
to make sure the colors are working right
Not sure if you're looking for feedback yet, but I think the assets look really low quality though :/
gotcha
and all good stranger
i'm still learning haha
is there any reason that makes it seem low quality?
is the engine still limited to 5 materials per blend for landscape component?
@warm mountain Overall, it's too blocky. At the very least, you need smoothing on the corners for a wooden material
I'm having trouble reading what material the middle part is supposed to be, too
And the wood looks a bit too contrasted, I mean it looks like exotic wood you would put on a knife rack or something decorative.
Just my 2 cents 😉
ah all good!
for smoothing
I tried to avoid hard edges
and ed a few edge loops that were really close to each other
this is a close up
Oh, it does look better
Yeah, definitely. In that case i'd just recommend having a few color variations for the central part
i measured it to be 2 meters
but it seems huge
nya!
thx man!
i'm working on this set as a personal project
i use 3d so I can reuse certain assets I work with with comics
working to improve them to a standard where I could sell it to make a side income
your advice really helps!
Anyone gto an idea what these horriable shadows are?
Please welcome @silver mist to the community! :beers:
Hi everyone!
Please welcome @karmic cargo to the community! :beers:
Assets are not traded
Anyone that are looking to create a project together?
Morning all
Sorry if this has been asked 100 times. But has anyone run across a good tutorial for tps using a comprehensive anim set like kubold
Please welcome @night robin to the community! :beers:
Please welcome @plush yew to the community! :beers:
Herzlich willkommen!
Not sure which channel to ask... Is it possible somehow to paint on landscape in realtime?
Example: I have some grass level, and I want to change grass to burned ground after a blast
Please welcome @plush yew to the community! :beers:
Does anyone have a fbx lying around with just ID colour materials in? i cant make one my hyper shader is crashing non stop
Need low poly trees for android game
Please welcome @river widget to the community! :beers:
Please welcome @plush yew to the community! :beers:
@fluid basin we don't pirate assets on this group
in fact, you are talking with people here who create and sell those assets so show some respect
Please welcome @pure swallow to the community! :beers:
Hello guys!
Please welcome @subtle tulip to the community! :beers:
Howdy!
Please welcome @stone crater to the community! :beers:
U got a question
Anyone think steam should rework early access?
leaves
every. single. game. is just filled with angry 12 year olds who flood out any useful feedback
every single one
without fail.
got AssetForge to work ❤
Now to learn how to use it properly.Tried making and importing a simple column and it loaded in UE4 as 3 separate pieces
i dunno. People think you owe them something cause they download your shit
I mean, when i comes down to it.... 😃
nvm i'm too lazy to clearly convey what i'm thinking
was looking at asset forge a while back
how is it?
kenney makes some good stuff
was thinking about using it for creating varied equipment on enemies
whats the main benefit though? since its basically just a prefab?
Please welcome @quiet wave to the community! :beers:
Please welcome @oblique raptor to the community! :beers:
Please welcome @regal idol to the community! :beers:
Please welcome @void quarry to the community! :beers:
Please welcome @naive raven to the community! :beers:
hello
I have been having a very frustrating issue that has seemed to span all versions of UE4 that i've gone through
sometimes, my fbx re-import just doesnt update
i think it has something to do with where the file is located on disk but I'm not certain
all my fbx's are on a different drive than the project
I suppose you can find a way to shove them in there.
But you could probably go about authoring your own "Feature or Content Pack".
H:\Unreal Engine\Epic Games\UE_4.16\FeaturePacks
yeah, maybe go in the content browser and save out your own
I'm not sure if they require any kind of particular processing or if you can really just shove stuff in a folder.
I don't think the content browser offers any functionality to make a feature/content pack.
hm
You may be able or even need to use the migrate/export functionality to make sure that all your assets for the pack have all their dependencies, just in case, both otherwise...
I don't know that there's any docs on how to make one of these. You'll have to practically work backwards and find out how the editor actually enumerates them and adds them so you can provide all the same info.
It may honesly be as easy as having a folder full of content, I don't know.
think i might have figured out one cause of my re-import issue..
the fbx version was too new for the UE4 engine version
project is on 4.15, once i changed the fbx to 2013 it imported
Does anyone know if Rama frequents these parts?
Gods I hope not...
can someone give us a link to vertex painting landscapes ?
@dapper patio you can't paint landscape vertex
Please welcome @plush yew to the community! :beers:
━━━━╮ This is memedog. Help
╰┃ ┣▇━▇ memedog take over
┃ ┃ ╰━▅╮ Discord by pasting
╰┳╯ ╰━━┳╯ him in 10 other
╰╮ ┳━━╯ servers or he will
▕▔▋ ╰╮╭━╮ never be a memedog
╱▔╲▋╰━┻┻╮╲╱▔▔▔╲
▏ ▔▔▔▔▔▔▔ O O┃
╲╱▔╲▂▂▂▂╱▔╲▂▂▂╱
▏╳▕▇▇▕ ▏╳▕▇▇▕
╲▂╱╲▂╱ ╲▂╱╲▂╱
Please welcome @plush yew to the community! :beers:
Please welcome @trim osprey to the community! :beers:
Please welcome @broken remnant to the community! :beers:
hello @plush yew @everyone
@teal tulip how would i paint my landscapes ?
@dapper patio Epic Have some tutorials but basically you have to make a landscape, make a material with channels, apply to the landscape and the go to the edit landscape tab -> paint and you paint there add the paint layers and paint there
ah cool thanks ill look into it 😃
oh nice, more spammers
ive been wondreing, do you guys recommend blender?
i have maya on my home machine, but my laptop is a linux hackbox, so not only does it not support maya but it would die if i used it
blender seems to work, but ive never used it
is it worth learning?
blender is really good but importing can be a pain in ue4
any work arounds?
@dense crest I haven't discovered any benefit at the moment, aside from the fact that I can open it up and get cracking pretty fast.
My experience level is pretty low, so I'll believe anything you tell me, and this video prompted me to make the purchase:
https://www.youtube.com/watch?v=tXUyR2D8Pxc&lc=z13scz4bknrgvbjkd22fh3ajrxfmex1vr
Hey everyone! Today we look at Asset Forge. We will see if it can be a great indie game development tool or if it needs more time before it is useful. I hope...
gonna try this:
https://youtu.be/QNwVUECefgM
Hey everyone this is my first ever tutorial video for anything ever! If you learned something let me know! If you want me to cover something in asset forge a...
Is there a quicker way to spawn a model in UE4 that will be aligned to the ground properly?
!help
@rugged seal, Sent you a DM with information.
!coin
Heads
!dice
@rugged seal, How many dice?
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
100
@rugged seal, Please roll a maximum of 10 dice.
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
10
@rugged seal, Please roll a maximum of 10 dice.
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
cancel
@rugged seal, Cancelled command.
!dice 3
@whole quarry, What type should they be?
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
@whole quarry, Supported types of dice: d4, d6, d8, d10, d12 and d20.
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.
10
:game_die: [4] [2] [4]
!dice 1 d20
:game_die: [9]
meh
!help
@pallid compass, Sent you a DM with information.
!gameidea
A strategy game where you mock bats for reasons you can't explain on an uncharted island and you start with a new power each time.
A shooting game where you hide from allegories to establish your brand in the audience of a rock concert.
!gameidea
A fighting game where you devastate nazis to recover an ancient artifact.
!gameidea
A horror game where you grab squids because you were outcast by your family but you lose health every time you do it.
!gameidea
A racing game where you fly experimental aircraft to avenge your family.
!gameidea
A simulation game where you uppercut flesh-eating bacteria to unlock achievements.
God i love unreal bot
hows it going today guys? 😃
watching 80s/90s Janet Jackson videos experimenting with a procedural texture generator. Fun
sounds interesting 😮
How about you?
Please welcome @plush yew to the community! :beers:
Morning everyone
Please welcome @honest hearth to the community! :beers:
morning
Any reason i cant drag a bp in from a map in too a array of its type ref in another bp?
doing alright, working on trying to get some audio components to spawn dynamically 😛 @hollow crescent
in c++
Awesome 😃
anyone got any advice for making object breaks better?
in most games when you break something
like a building
it doesnt look very good
and it always breaks in the same way
for example world of tanks
it just goes from one state (intact) to another state (broken) immidiately
its a small thing but i think it would add a lot
to improve this
hey guys any idea what might be behind this imbalance shading?
I tried testing it in maya and it seems fine
but i dunno maybe too much work
but when I build lighting for it in UE4
it comes out like this
with random dark spots
this is the screen from maya
for comparison
@final owl Battlefield 2 seemd to do it pretty well
Hadn't seen it done better or at all in any other game in the series
*if at all
interesting
i thinkwhats actually needed to get it done right is to add proper physics to objects but i guess thats easier said than done
for example if you break a supporting wall on a structure the entire structure should collapse
Please welcome @soft wedge to the community! :beers:
Hello and thank you for the invite.
@final owl yeah, I think there would have to be "joints" or even invisible hinge points with different levels of resistance
this is all my imagination. I've never really worked with physics outside of character movement
Please welcome @frigid harness to the community! :beers:
random but does anyone know how to display a sounds location during runtime for debugging purposes?
Please welcome @gilded violet to the community! :beers:
Please welcome @plush yew to the community! :beers:
Please welcome @flat epoch to the community! :beers:
Please welcome @opaque jacinth to the community! :beers:
@final owl glad to help! Good Luck! 😃
@gaunt arch i'm curious, would that be the pan position?
you know how to display general messages on screen in C++ right?
yeah
essentially the issue is the audio components location does not seem to be properly moving
its definitely updating the location, but the audio doesn't actually seem to be moving
until its deactivated and reactivated
and that's not a requirement?
Please welcome @lavish compass to the community! :beers:
seems you need to perform some realtime audio processing
it is a requirement, it sounds totally off haha
I don't know at all but it sounds like it
you'd image just updating the world location of the component would be enough to move the sound
*imagine
Yeah, in an engine as developed as UE4
i've never done anything liek that in UE4 though
like*
So I wouldn't know for sure
just curious/find it interesting
Please welcome @indigo rapids to the community! :beers:
i think the problem is that i made a audio component 'from scratch' so to speak, might be some setting im missing thats not set
Please welcome @tacit glen to the community! :beers:
so is there a prefab component you could use?
Please welcome @plush yew to the community! :beers:
i ended up figuring it out @hollow crescent
forgot to register the component after creating it
Please welcome @lusty gate to the community! :beers:
Please welcome @cedar iron to the community! :beers:
Please welcome @manic tree to the community! :beers:
Please welcome @bright heron to the community! :beers:
@gaunt arch good stuff man 😃
Please welcome @plain flicker to the community! :beers:
Please welcome @sturdy geyser to the community! :beers:
so I converted the blueprint VR project to C++ but the C++ classes folder isn't showing in the content browser. Any easy fix? google didn't turn up anything obvious
Please welcome @plush yew to the community! :beers:
Please welcome @amber spear to the community! :beers:
hello, I have a tiled map, how can I tell on which tile am I?
@topaz kettle custom weapons ?
like Guns
You should make a system for the weapon I imagine xd
Bone Skeleton in the Editor
Oh you mean to replace the default weapon in the FPS template ?
you have to make a weapon skeletam mesh model
I imagine
and import it replace the default one
already have
import error
saying name is same on all bones lol
which is import error
mmm
Well I imagine you can check the default ones or that or you can even make you custom hands
Scene does not contain a Bind Pose
im using third person
How to add your own weapon to the shooter game demo from epic games. - take a look at my custom weapon showcase video to see a good result The obj file: http...
Please welcome @honest copper to the community! :beers:
Ahhh love the sound that UE4 makes when you succesfully compile your code
😃
Hi people, can help me pls?
Please welcome @frank void to the community! :beers:
help
hi
how can, when I open the game, before of show the menu, show a picture
Please welcome @calm barn to the community! :beers:
Hmm, how would one go about making Company of Heroes style selection circles in UE4 do you think?
(image ref: https://lutris.net/media/games/screenshots/coh.jpg)
in epic example of rts game it was decal
hm, I did not notice, that circles continue each other...that is interesting
that's an important detail
also, UE4's decals are absolutely terrible
so I'd prefer to avoid them...
@feral echo they also don't merge with heroes from a different squad.
is there a way to modify the engine location in the launcher? I just moved the installed engine dir from one drive to the other and it is kinda messed up, the launcher want to download everything again
I copy pasted UnrealVersionSelector.exe to the binaries folder and executed it, now i could select this engine version in ".uproject -> right click -> select version" dialogue, and I can start my project, but the launcher does not displays it and I won't be able to update, any idea?
@buoyant echo @wary wave could it be some kind of post process? you could project something white or black on the ground and then use it as a mask for the circle outline. so when they'd get close they combine? not really sure, thinking out loud here
considered post processing, yeah
but then I'd have to do something weird with custom depth maybe
It has a polygonal outer shape, and the overlap prevention with squad members doesn't seem to be perfect.
it also dont overlap other meshes
overlapping works perfectly in the given screenshot
squad members do not overlap, but different squads do
it actually does overlap meshes, you can see it overlapping the triage center if you look at it
@wary wave if I remember correctly too, the outline can be seen through buildings and stuff'
I think they're using the stencil buffer
"overlap prevention" As in, the juncture between two shapes from the same squad member don't seem to be merged.
we need to find someone from relic :d
i think its custom depth/stencil yeah
@gaunt arch - yes, I think you're correct
you can see unit outlines too, so that makes perfect sense
Please welcome @hushed thunder to the community! :beers:
Please welcome @weary aspen to the community! :beers:
those are from different squad members
Different members same squad, is what I meant.
it does look like seperate squads overlap though
they do, which is intentional
means you can see the divide between units when you have them together
yeah
also, i actually dont see the lines through buildings or anything, so not sure if it is stencil
at least from that picture
but they do this
with the tanks
this thing is also aligns with height level of ground
so, ignoring the finer details of what is actually happening with CoH, let's say our requirements are:
Circles around individuals, that merge when overlapping with other individuals. Projects perfectly onto terrain, but does not clip through other intervening scenery
bonus points for visibility through intervening scenery, much like you can see with the tanks and the bushes
maybe there is some tricky stuff with materials? Like if two same material overlap each other they start to subtract each other
you can't really do that in materials to my knowledge
cheers
those both require access to things I don't have access to without modifying the source though
I did not even understand what they do with the help of Z-buffer lol
looks like UE4 does now have a 'custom stencil' though, I shall look into that
Please welcome @plush yew to the community! :beers:
anyone care to answer my question?
@topaz kettle no
a bit rude tbf
Because I don't know your question
eyyy
@topaz kettle but if you want to ask it. Someone will definitely answer. Eventually.
unless it just gets ignored
Custom rigged weapon into UE4
That is not a question
im getting errors while trying to import a 3d rigged weapon
Okay
We need more than that
Such as, where are eyou importing them from?
What settings are you using
What errors are you getting exactly?
@topaz kettle ∆
Maya 2016
question
Read up on that. Can't really help you without any more information.
What's the question @topaz kettle?
By the power invested in me! i sacrifce this c++ in order to summon Sion, knows of good practice and debugging
Sion left the building
He and his ego couldnt both fit the building
Well the guy is super arrogant
Hmm... Of course he is
But he does seem to know quite a bit. I had it out with him myself but I mean, he's helpful.
summon failed D:<
\o/
How is everyone doing?
I am so glad that there is an UE4 Discord server
Oh god there is a channel for everything I needed
Please welcome @plush yew to the community! :beers:
Ooooooo an Unreal Discord group! Cool!
best group
hey guys I saw a video recently https://www.youtube.com/watch?v=E3LtFrMAvQ4
For the ones who might have missed the showcases from Unrealengine 4.0, they are almost photorealism. :) In a couple of videos I will demonstrate how the Unr...
looks really really good, does anyone know who made it and if its available to download?
I want to check his render settings lol
I want to peek at his lightmass build times. Possibly followed by booze.
Should i be using a pak file for my shipping build if i will be putting it on steam? will that allow incremental updates later? or does steam need me to not use a pak file, and leave all the uasset files so that it can replace the ones that updated?
@plush yew do not use pak
Steam does it anyway
So yes, if you don't do it, it will allow patches
thanks @safe rose
Please welcome @graceful quest to the community! :beers:
Please welcome @plush yew to the community! :beers:
does fog not affect occlusion?
@uneven shard
Please welcome @misty helm to the community! :beers:
time to figure out how to use LaunchCharacter
So I went to Project Settings > Engine > Input >Bindings >action Mappings and created one named Dash and mapped it to Gamepad Face Button Bottom
But I can't find it anywhere in my list of variables in my character's bluepring
nvm i could right click and search for it
Good evening!
And a fabulous evening to you, @vestal cloak !
help
when i set position on viewport of a widget, it appears behind other widgets.
how do I make it appear in front of the other
Please welcome @pearl wyvern to the community! :beers:
is this engine fcking lagged or what
Please welcome @shy heron to the community! :beers:
hi :>
i have a question , is it possible to make a massive multiplayer game with just blueprints ?
Maybe - I do not know.
My gut feeling is you will need to know some C++ for third party libraries.
I know that someone has made a mmo starter kit but that is just a template
it does not include the server
@shy heron Just pick up SpatialOS
@safe rose - He will need to code
@safe rose what is that?
with spatial
What's the supposed point for a massive mutiplayer game?
SpatialOS has a plugin?
not yet
no - I am in their discord
They don't seem very profitable or rewarding to make in general case
Hmm, that's not what I heard
It has basic bp support but yeah
I guess I'll have to check it out myself, I just have little time to learn something that big
I have been talking for spatailos engineers
well i want to make a game /3d chat , kinda like Second life ,
but i suck at coding , but i might want to get into blueprints , so i just want to hear my options
They should have the .uplugin out soon