#ue4-general

1 messages · Page 77 of 1

fluid basin
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wtf

pallid compass
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arent you the guy who was stuck making a vector triangle?

tulip vault
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You can call me new to unreal

fluid basin
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never asked for vector triangle

pallid compass
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Right i get you jacob haha, i was on the wrong page

fluid basin
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wtf

pallid compass
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Im sure u where asking few days ago how to spawn soldiers in a triangle formation

fluid basin
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i was asking for ways to make a reverse pyramid triangle formation for strategy games

pallid compass
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Yeah it was you

fluid basin
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which i already accomplished

pallid compass
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and u asked about how to use transparancy in ue4

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Yeah you are new to ue4(not a bad thing man)

fluid basin
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says mr. pro

pallid compass
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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

dapper patio
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hello im new here 😃

livid haven
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@pallid compass Don't bother.

pallid compass
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gotcha.

livid haven
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Welcome, @dapper patio .

pallid compass
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btw Sion do u mind if i bash you with questions about good practices ever now and again

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I really want to refine my foundation with good logic and understanding

dapper patio
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i have .uasset files is there a way to migrate them for my project ?

fluid basin
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you have to put them under the Content folder in your project folder

livid haven
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@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.

dapper patio
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ive done that but its coming up with 2 folders and there all empty in ue4

livid haven
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Do not merely copy/paste the files as Kreator is suggesting.

dapper patio
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ahhh thanks

livid haven
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The proper migration tool will actually make sure to copy over dependencies too.

pallid compass
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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

dapper patio
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is that within the engine ?

livid haven
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Meaning if BP Foo is derived from BP Bar, it'll make sure you get Bar as well.

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Within the editor.

dapper patio
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ah sweet thanks guys

livid haven
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The content browser is that window/tab at the bottom of the main window, where it lists assets.

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NP

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@pallid compass Yeah, I try to teach those in general too.

dapper patio
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do you guys like work together on stuff ?

pallid compass
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opening up every bp and clicking compile oh god what have i done

regal drum
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How does one import animations from Mixamo to unreal again

pallid compass
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Not really Mitty, im just a generalist specialist, and i love to learn and Sion has amazing experiance in the industry

livid haven
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Knowledge can be figured out with some searching, but best practices and techniques require refining over time and are harder to just discover.

tulip vault
pallid compass
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I guess u could say this is a place where we all help each other out

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Thats awesome jacob

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I get what u mean now

tulip vault
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It's much faster to work in a tool i know (been working in it for like 4 years)

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and then import

dapper patio
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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

pallid compass
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@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.

tulip vault
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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

livid haven
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Go for it.

tulip vault
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best defined here

livid haven
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@tulip vault Engine and toolset are related but it's obviously easier for people to criticize something that is dated.

tulip vault
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this is my favorite gdc talk

livid haven
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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.

tulip vault
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I understand and struggle with its downfalls every day

dapper patio
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have you seen the amazing effect you can do with unreal though ?

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it literally unreal

plush yew
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i badly need a game writer

tulip vault
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I don't argue against unreal's case or any engine and i respect them for what they do

plush yew
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to write out the story for my game

livid haven
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I'm not arguing at all, @tulip vault. We're good.

tulip vault
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Where Source is strong, Unreal is weak, and vice versa.

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oh, sorry Sion

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not saying you are

livid haven
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I was simply saying that it's easy to dismiss Source because it's dated.

tulip vault
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I agree

pallid compass
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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

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, do u think there is a better way to do this?

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That is prob a crap description lmao

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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?

livid haven
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You could do the rep notify approach, that works fine.

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Your client needs to know when those values have changed, they're changing via replication, so that's about all you can do.

pallid compass
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Yeah it got abit messy and im always aiming for good baseline peformance to save back tracking

livid haven
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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.

pallid compass
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Gotcha

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Another wierd thing i had too do

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I had to basically cache the Health % and Shield %

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Because if it updated too fast before the lineline had finished updating the bars over around 0.8 seconds

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There would be no animation

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timeline*

livid haven
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I don't totally follow what the BP is doing.

pallid compass
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When you take damage

livid haven
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You have a timeline for animating the health amounts?

pallid compass
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It updates the bars from your last % to the new %

livid haven
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Doesn't seem like something you should use a timeline for, I don't think.

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I mean, you're just trying to LERP some values, right?

pallid compass
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Remember you cant use timelines in UMG

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Yeah it just animates the progress bar

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over around a second

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UMG animation only supports static values so it cant be done through unreal motion graphics animation things

livid haven
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You'll basically need to track the current displayed amount versus the actual amount.

pallid compass
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I dont think so anyway

livid haven
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As you are currently doing.

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I just wouldn't try to use a timeline for this.

pallid compass
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What would u recommend

livid haven
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Just do a plain old LERP(CurrentDisplayed, CurrentActual, RateOfChange * DeltaSeconds)

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In your tick. Not much choice there.

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You can, of course, early out of that logic if CurrentDisplayed is the same as CurrentActual.

pallid compass
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Omg i was taking screen shots of the system for u and i bsod

livid haven
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Woops.

pallid compass
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Why in tick? Isent it better too just run it on timeline only when its needed

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Runs for a second whenever u take dmg to update bars over x time

livid haven
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For something this trivial, I don't think you gain anything.

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What does your timeline even have/do?

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It's just a thing you have that runs for 1 second?

pallid compass
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Yeah and over that second every timeline update adjusts the bar

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So it becomes animated

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Il make quick gif

livid haven
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Yeah, that's awkward. Also, changes while it's playing will keep resetting it.

pallid compass
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The reset is fine

regal drum
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Why did Epic remove so many things and replace them

livid haven
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Just LERP it and call it a day, do it in the tick. It's a negligible overhead.

pallid compass
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As it just quick nudges the bar down

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Then it be ticking all the time?

regal drum
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I can't find the Advanced Options in the skeleton tree or the save pose in the retarget manager

pallid compass
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I have like 40 of these things on the screen at once

livid haven
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Yep. Which is kind of true anyways, just with an empty tick function.

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@regal drum Probably been relocated somewhere.

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Look at release notes.

pallid compass
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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

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omg engine crashing again

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time to open all blueprints

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woo

livid haven
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I'm not so sure that having timelines that aren't ticking is as free as you might assume.

pallid compass
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oh?

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my worry was

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if i have 100 people/ai on the field

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id have 100 things ticking to update bars 24/7

livid haven
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I think you might be prematurely worrying about an optimization that isn't likely to be a bottleneck.

pallid compass
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Well im getting my hands on anew server box with two 2690's Xeons

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So i wann optimize like mad

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and see how far i can push it in terms of players/ai

livid haven
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Health bars ticking will be the least of your worries.

pallid compass
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lmao true

livid haven
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and when you do have issues, the profiler will help you find it real easy.

pallid compass
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Can you just give me the jist of why why timelines are not as free as i think

livid haven
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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.

pallid compass
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true true

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heres another insanely mad question lmao

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Do u think its worth putting on a 2-3 bool check system, too see if your changing shields, health or both?

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so u only set one and it will only replicate whats needed

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to save bandwidth

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i know that sounds insane but, the more things going on the more bandwith your gonna suck up

livid haven
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Again, hard to say.

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I suspect you want less granularity here.

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They probably both tend to change at the same time.

pallid compass
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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

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yeah that makes sense

livid haven
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It's going to be very difficult to know ahead of time exactly what your bottlenecks will be.

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But I think you'll find that unfortuantely they're not going to be the simple ones.

pallid compass
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Just saving in every little corner helps i guess

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Yeah prob haha

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My main concern is actually my cpu bottlenecking

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From uploading so much data

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witch has nothing to do with the engine really

regal drum
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My engine kept crashing because I deleted animations that were borked

pallid compass
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Another question on my head for you sion

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Lag compensation systems

livid haven
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I'm about to take a shower, so you may want to save it. :X

pallid compass
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I imagine them to be pretty hefty

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Ahh oki!

livid haven
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Lag compensation thought is a huge can of worms.

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Network programming in general.

pallid compass
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I can imagine it to be super costly in terms of cpu

livid haven
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It's certainly not where my experience lie.

pallid compass
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and data storage

livid haven
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I don't know about CPU or data costs, I mean actual human brain power to understand and resolve.

pallid compass
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Haha true true

regal drum
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God why isn't this working

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It keeps saying I don't have a preview mesh even when it actually does

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Can anyone please help

pallid compass
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gonna need to show me something

glossy flame
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Regarding the timeline thing, have you ever tried to put a timeline on a component?

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@pallid compass

pallid compass
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Is that a thing o_O

glossy flame
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Well, no. :p

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That's because when you put a timeline on a BP, it actually creates a whole new component for it, because reasons.

pallid compass
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Oh

glossy flame
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I think that was Sion's point—using a timeline actually comes with a lot more engine dependencies than you think

pallid compass
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My thought was it was better to have it on a timeline and tick only when needed

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than on tick

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if there is 100 going at once

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ahh

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that makes sense

glossy flame
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I think you're stressing out a lot more than you need to be about using tick 😃

pallid compass
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Yeah kinda but

glossy flame
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If you go all out and calculate pi to 1000 digits on every tick, yeah, you're going to have a problem.

pallid compass
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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

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Every little adds up is what im always thinking haha

glossy flame
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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?

pallid compass
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say u have 500 players/ai/w/e it be so intresting to see what peformance i can get

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Oh yeah its for the clients

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But im just aiming for all around good peformance, and building my foundation on good core

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hence why im always asking for best practices haha

glossy flame
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Well, I'll tell you upfront, avoid tick at all costs isn't "good foundation"

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Knowing when to use it is, though

pallid compass
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true true

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when ever im just checking stat game

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man my world tick and tick is always the highest

glossy flame
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Are you disabling tick on actors that aren't using it?

pallid compass
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i did

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I know its not alot

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But thats only looking at 20 ai

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I have nothing running on any ticks either witch is what baffles me

toxic wagon
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Source still has one of the best toolsets ever

glossy flame
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I'm guessing a lot more power is going into the actual AI mechanism than would go into updating a UMG widget on tick

pallid compass
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which*

glossy flame
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That's not free, you have to remember

toxic wagon
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hammer is a pipe dream and so is its animation pipeline

pallid compass
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Yeah i thought this was super simple too

glossy flame
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Well are you accounting for all of the pathfinding and other things that go into AI?

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It's not cheap

toxic wagon
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UE4's animation is kind of annoying if you want to do certain things

pallid compass
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0 path finding

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i dont have nav mesh

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as they fly

glossy flame
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Oh, okay

pallid compass
regal drum
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Ok now it is working

pallid compass
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See lethal

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They just kinda fly round randomly

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lmao

regal drum
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Hammer Editor is still one of the most time consuming and nauseating editors out there though

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Even just typing the name makes me gag

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Not because I hate the engine

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But because working on it made me physically sick

pallid compass
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How can u find out whats doing the call count of tick timer and world tick timer>

regal drum
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Too bad Valve won't let you make games in Source anymore

pallid compass
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well spawning 1200 AI with them umg widgets

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brought me to 30 fps

glossy flame
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Try it without the UMG.

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😉

pallid compass
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i actually data captured

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loading it in to the profiler because curious

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nvm non of this makes sense to me lmao

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note to self, learn to profile.

toxic wagon
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hey anyone know how to make rate scale into fps rather than a float?

pallid compass
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wat

toxic wagon
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animations

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rate scale 1.0 is 30 fps

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but that's annoying to work with

pallid compass
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Recorded fps and actual animation playback fps is different

toxic wagon
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I'd like to just specify that X animation plays at 30 fps

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instead of it plays at rate scale 1.0

pallid compass
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cap ur game to 30 fps then

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Because thats not how animation baking works

toxic wagon
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you know nothing of animation do you

pallid compass
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I do all my animation in 30 fps

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and it plays fine out in 244fps

toxic wagon
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animation fps =/= game fps

next badger
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Greetings!

pallid compass
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I just said that.

toxic wagon
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I'm saying unreal deals in terms of rate scale

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1.0 being animation fps of 30

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I want that number to just be 30

next badger
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After switching to cinematic mode, i could not set rotation to the local axes anymore, anyone know how to fix that?

pallid compass
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Rate is just speed

toxic wagon
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yes

pallid compass
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30/1.0

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ez

toxic wagon
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I know

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I want to deal in terms of fps

pallid compass
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rebuild the engine source

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and change it your self then

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or float range clamp 30 in to 1

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or via versa

toxic wagon
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I was asking if there was a way to do that other than rebuilding the engine source

pallid compass
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no

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Your not really giving a reason why u want to swap it out for 30

toxic wagon
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hm lame

pallid compass
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instead of 1

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when 1 = 30

toxic wagon
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it's easier to work with

pallid compass
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u can work with it the same

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just do a bit of math

regal drum
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Where is the preset for WorldStatic in the collisions tab for an object

pallid compass
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1 / 30

regal drum
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wait nvm

pallid compass
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0.03

regal drum
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Nvm

toxic wagon
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uh

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math does not check out

pallid compass
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every 1 fps = 0.033 rate

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Yes it does.

toxic wagon
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oh I see where you were going

pallid compass
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0.033 x 30 = 1 basically

toxic wagon
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30 fps is rate scale 1

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yeah

pallid compass
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range clamp it

toxic wagon
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well

pallid compass
toxic wagon
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I just wanted to specify fps in the animations themselves

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because of weapon timings being finnicky

pallid compass
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Are your animations not baked in 30?

toxic wagon
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no, but it doesn't really matter

pallid compass
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u can still match the timing up

next badger
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All animations are float based. At least all animations in FBX

toxic wagon
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and I might need to change animation timings

pallid compass
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use a range map clamped

toxic wagon
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it's not for use in blueprint

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per say

pallid compass
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whats it in?

toxic wagon
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the animation editor

pallid compass
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do the math with a calculator then

toxic wagon
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that's an annoying process for a bunch of animations

pallid compass
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for every 1 fps u want x 0.333

toxic wagon
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when I could just type 16

next badger
pallid compass
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hes not trying to sample at 30, he wants to change animation length to certian fps

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just do the math man with a calculator

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never met anyone before who wanted to work in fps

toxic wagon
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I'm used to an engine that uses fps

pallid compass
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fair enough

toxic wagon
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and I find it's easier

pallid compass
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what engine is that?

toxic wagon
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since you key in frams

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*frames

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source

pallid compass
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ah

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well normally

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u bake ur animation down in your software at 30

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then u know your animation length

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so u can adjust acordingly by sclae

toxic wagon
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well sure, but gameplay is a fickle thing

pallid compass
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scale*

toxic wagon
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you might change the timings later

next badger
toxic wagon
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yes I know that exists

next badger
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and?

toxic wagon
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it's not in terms of fps

pallid compass
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Yeah u can get super accurate by knowing your length and using scale

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also ul find the math is better and easier

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by increasing scale

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than it is too increase fps

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Because realistically increasing fps for scale

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makes no fucking sense

toxic wagon
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I don't understand why it wouldn't

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60 fps

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60 frames play per second

pallid compass
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yeah doubles the fps of the animation

toxic wagon
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not exactly a hard concept

pallid compass
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but why not just say

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increase by 100%

next badger
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@toxic wagon cause FPS is arbitrary

toxic wagon
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not really?

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it's animation fps

pallid compass
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what if u have framedrops

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what if someone is running 244hz screen like me

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i wouldnt wann tune my animation to frame length system

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id pref to tune it by scale

toxic wagon
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that's what interpolation is for you ninny

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:p

next badger
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@toxic wagon those fps animations are true until it;s not for games

toxic wagon
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animation frames =/= monitor refresh rate/gameplay framerate

pallid compass
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You can call me a ninny all u want

toxic wagon
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those are irrelevant in a good engine

pallid compass
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But wanting to work in fps for rate is abit stupid :p

next badger
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mainly fps animations made for cinematics, so that's the reason behind

pallid compass
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if u cant fine tune ur animation

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it means u either bought shit animation

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or u didnt make it right

toxic wagon
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I never said I couldn't I said it's easier to work with

pallid compass
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but thats just my opinion

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is it rly though

stiff marlin
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random question: does the UE forum ever just shit the bed for you guys? like not letting you embed photos or anything else

pallid compass
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i have 30 fps animation

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i want to increase it by 28%

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or

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i want to increase it by 18.4 fps

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its the same thing

toxic wagon
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say I want a 56 frame animation to play in exactly 2 seconds

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make the framerate 28fps

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if I use rate scale

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I go, okay that's 30 fps

pallid compass
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u increase by 56%

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ez

regal drum
toxic wagon
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56 frames in one second is 1.848

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divide by 2 we get 0.924

regal drum
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Just need to get the finger bones fixed in a later reworking

pallid compass
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ah nice goju

toxic wagon
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so a rate scale of 0.924

pallid compass
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make macro calculator for it

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if ur struggling

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or just make

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a Macro range clamp

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and have it adjust all the animations in game

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ez

toxic wagon
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thing is

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I'm not touching blueprint

pallid compass
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ur not gonna use

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an animation bp

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for ur animation

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wot

toxic wagon
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no, I'm not using a blueprint to adjuct the fps of my animation

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as I'm just doing it in the animation asset

pallid compass
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how u gonna play the animation

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in game

toxic wagon
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so there's no need

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animation blueprint?

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I'm just not touching the blueprint to change the animation rate

pallid compass
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How are you gonna play

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the animation

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in game

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If your not gonna use an animation bp

toxic wagon
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I never said I wasn't?

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:v

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"I'm just not touching the blueprint to change the animation rate"

pallid compass
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change the rate scale in the animation bp

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using a map clamp Macro

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from a macro library

toxic wagon
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that's kind of pointless and would take longer than actually doing the conversions

pallid compass
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no it wouldnt

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It would be faster

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to fix a bunch of animations

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U build 1 animation b

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bp

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with the macro in

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then create children of it

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use it for all ur animations

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heck no

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scrap that

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im tired af

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just make a macro u can use in all anim bp

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super lazy way to do it

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if u have alot of animations

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asuming that will even work

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no idea

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but i dont see why not

ornate juniper
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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?

kind pumice
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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

hollow crescent
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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

kind pumice
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freaking everything is easier to use than blender lol

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not sure about free stuff though

hollow crescent
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doesn't have to be free

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😃

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I don't think I could sell my liver for Mya or 3DS Max though

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Maya*

kind pumice
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lol I feel you there for sure

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Asset forge looks interesting

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haven't heard of it before

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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

hollow crescent
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BSP?

kind pumice
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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

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not sure if there are issues with using converted crap though, I've never really used it

tulip vault
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Use hammer editor and then the plugin HammUEr

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that gets the best results

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if that helps with the idea any

hollow crescent
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ok

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I see HammUEr on itch

tulip vault
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it's like $40

hollow crescent
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yeah

kind pumice
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do you guys ever see people group up and work together?

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like form a team or whatever?

worn granite
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it happens

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Mostly when people work on jams games together

#

But its definitely not unheard of

plush yew
#

Please welcome @analog burrow to the community! :beers:

plucky widget
#

@everyone i need some help with something so if you can help plz call me

plush yew
#

Please welcome @vivid canyon to the community! :beers:

#

Please welcome @wise trench to the community! :beers:

plush yew
#

Please welcome @half moth to the community! :beers:

kind pumice
#

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

tulip vault
floral heart
#

Like no cloud I've ever seen. Maybe a loofa.

tulip vault
#

and it moves, too

#

like, it's fully dynamic

#

move this baby and it changes

#

here's its material

#

@floral heart whatcha think

plush yew
#

Please welcome @mellow nebula to the community! :beers:

mellow nebula
#

Hello there🙂

tulip vault
#

Welcome, i made a friggin cloud and i don't know why it makes me happy

kind pumice
#

its a pretty satisfying cloud

#

nice and fluffy, looks like one of these guys should ride on it

plush yew
#

Please welcome @echo arch to the community! :beers:

#

Please welcome @plush yew to the community! :beers:

#

Hi there everyone!

left trench
wary wave
#

You probably want animation with a bit of IK

plush yew
#

Please welcome @simple swallow to the community! :beers:

#

Please welcome @tender blaze to the community! :beers:

tender blaze
#

Hi guys!

hollow crescent
#

Hi

#

Oh wow

#

Hammer is butt-ugly

hollow crescent
#

I'm not sure how hammer is any easier than using UE4

cloud cobalt
#

Hammer now that's something I haven't used in a long time

#

Moving to UE3 was a revelation

hollow crescent
#

So you like UE3 better?

cloud cobalt
#

Than Hammer, in 2006

#

Haven't even though about Source in a decade

hollow crescent
#

well i'm telling you, it looks that old

#

if not older

cloud cobalt
#

What are you working on ? i'm fairly sure it was updated more recently than that

hollow crescent
#

well

cloud cobalt
#

Valve shipped Source games recently yoo

hollow crescent
#

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

cloud cobalt
#

But what are you trying to do with Hammer ? I mean it's specifically a level editor for Source Engine games

hollow crescent
#

no to import into UE4

#

was gonna use HammUEr if i liked it

cloud cobalt
#

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

hollow crescent
#

i see

#

brb

#

sorry

#

yeah i bought assetforge as an alternative to blender for prototyping

#

I guess I can try it on another pc

cloud cobalt
#

Yeah

#

The only thing I'm certain of is, you're better off with learning Blender, than learning Hammer + using HammUer

hollow crescent
#

noted

plush yew
#

Please welcome @raw wharf to the community! :beers:

raw wharf
#

'ello

main cobalt
#

Welcome!

warm mountain
#

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

cloud cobalt
#

You should include Unreal assets, so the optimized one

warm mountain
#

gotcha

#

so I'll leave out the original ones

#

the back faces have been removed

cloud cobalt
#

You have lighting issues 😃

warm mountain
#

ah yea

#

just a quick lighting set up haha

#

to make sure the colors are working right

cloud cobalt
#

Not sure if you're looking for feedback yet, but I think the assets look really low quality though :/

warm mountain
#

gotcha

#

and all good stranger

#

i'm still learning haha

#

is there any reason that makes it seem low quality?

pallid compass
#

is the engine still limited to 5 materials per blend for landscape component?

cloud cobalt
#

@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 😉

warm mountain
#

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

cloud cobalt
#

Oh, it does look better

warm mountain
#

i guess I took a shot from too far haha

#

i might have to shrink the room down

cloud cobalt
#

Yeah, definitely. In that case i'd just recommend having a few color variations for the central part

warm mountain
#

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!

pallid compass
plush yew
#

Please welcome @silver mist to the community! :beers:

silver mist
#

Hi everyone!

plush yew
#

Please welcome @karmic cargo to the community! :beers:

cloud cobalt
#

Assets are not traded

grizzled needle
#

Anyone that are looking to create a project together?

plush yew
#

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

plush yew
#

Please welcome @night robin to the community! :beers:

plush yew
#

Please welcome @plush yew to the community! :beers:

tawny brook
#

Herzlich willkommen!

inner mountain
#

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

plush yew
#

Please welcome @plush yew to the community! :beers:

pallid compass
#

Does anyone have a fbx lying around with just ID colour materials in? i cant make one my hyper shader is crashing non stop

humble rivet
#

Need low poly trees for android game

plush yew
#

Please welcome @river widget to the community! :beers:

#

Please welcome @plush yew to the community! :beers:

cursive dirge
#

@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

plush yew
#

Please welcome @pure swallow to the community! :beers:

pure swallow
#

Hello guys!

plush yew
#

Please welcome @subtle tulip to the community! :beers:

subtle tulip
#

Howdy!

plush yew
#

Please welcome @stone crater to the community! :beers:

subtle tulip
#

U got a questing

#

Question

hollow crescent
#

U got a question

dense crest
#

Anyone think steam should rework early access?

polar hawk
#

leaves

dense crest
#

every. single. game. is just filled with angry 12 year olds who flood out any useful feedback

#

every single one

#

without fail.

hollow crescent
#

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

dense crest
#

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?

plush yew
#

Please welcome @quiet wave to the community! :beers:

plush yew
#

Please welcome @oblique raptor to the community! :beers:

#

Please welcome @regal idol to the community! :beers:

plush yew
#

Please welcome @void quarry to the community! :beers:

#

Please welcome @naive raven to the community! :beers:

naive raven
#

hello

balmy venture
#

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

livid haven
#

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".

balmy venture
#

H:\Unreal Engine\Epic Games\UE_4.16\FeaturePacks

#

yeah, maybe go in the content browser and save out your own

livid haven
#

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.

balmy venture
#

hm

livid haven
#

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.

balmy venture
#

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

devout tiger
#

Does anyone know if Rama frequents these parts?

livid haven
#

Gods I hope not...

analog blaze
#

Velveeta, UE4 supports up to 2016 for now

dapper patio
#

can someone give us a link to vertex painting landscapes ?

teal tulip
#

@dapper patio you can't paint landscape vertex

plush yew
#

Please welcome @plush yew to the community! :beers:

subtle tulip
#

━━━━╮ This is memedog. Help
╰┃ ┣▇━▇ memedog take over
 ┃ ┃  ╰━▅╮ Discord by pasting
 ╰┳╯ ╰━━┳╯ him in 10 other
  ╰╮ ┳━━╯ servers or he will
 ▕▔▋ ╰╮╭━╮ never be a memedog
╱▔╲▋╰━┻┻╮╲╱▔▔▔╲
▏  ▔▔▔▔▔▔▔  O O┃
╲╱▔╲▂▂▂▂╱▔╲▂▂▂╱
 ▏╳▕▇▇▕ ▏╳▕▇▇▕
 ╲▂╱╲▂╱ ╲▂╱╲▂╱

plush yew
#

Please welcome @plush yew to the community! :beers:

#

Please welcome @trim osprey to the community! :beers:

plush yew
#

Please welcome @broken remnant to the community! :beers:

broken remnant
#

hello @plush yew @everyone

dapper patio
#

@teal tulip how would i paint my landscapes ?

teal tulip
#

@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

dapper patio
#

ah cool thanks ill look into it 😃

cursive dirge
#

oh nice, more spammers

stone tide
#

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?

dapper patio
#

blender is really good but importing can be a pain in ue4

stone tide
#

any work arounds?

hollow crescent
#

@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...

▶ Play video
fossil ore
#

Is there a quicker way to spawn a model in UE4 that will be aligned to the ground properly?

fossil socket
#

quicker than what?

#

if at runtime, you'll have to perform a trace to the ground

rugged seal
#

!help

plush yew
#

@rugged seal, Sent you a DM with information.

rugged seal
#

!coin

plush yew
#

Heads

rugged seal
#

!dice

plush yew
#

@rugged seal, How many dice?
Respond with cancel to cancel the command. The command will automatically be cancelled in 30 seconds.

rugged seal
#

100

plush yew
#

@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.

rugged seal
#

10

plush yew
#

@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.

rugged seal
#

cancel

plush yew
#

@rugged seal, Cancelled command.

pallid compass
#

How do u mask a mask with a mask

#

😂

whole quarry
#

!dice 3

plush yew
#

@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.

whole quarry
#

10

plush yew
#

:game_die: [4] [2] [4]

whole quarry
#

d4

#

4

#

cancel

frank escarp
#

!dice 1 d20

plush yew
#

:game_die: [9]

frank escarp
#

meh

pallid compass
#

!help

plush yew
#

@pallid compass, Sent you a DM with information.

pallid compass
#

!gameidea

plush yew
#

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.

pallid compass
#

omg

#

!gameidea

plush yew
#

A shooting game where you hide from allegories to establish your brand in the audience of a rock concert.

pallid compass
#

!gameidea

plush yew
#

A fighting game where you devastate nazis to recover an ancient artifact.

pallid compass
#

!gameidea

plush yew
#

A horror game where you grab squids because you were outcast by your family but you lose health every time you do it.

pallid compass
#

!gameidea

plush yew
#

A racing game where you fly experimental aircraft to avenge your family.

pallid compass
#

!gameidea

plush yew
#

A simulation game where you uppercut flesh-eating bacteria to unlock achievements.

pallid compass
#

God i love unreal bot

gaunt arch
#

hows it going today guys? 😃

hollow crescent
#

watching 80s/90s Janet Jackson videos experimenting with a procedural texture generator. Fun

gaunt arch
#

sounds interesting 😮

hollow crescent
#

How about you?

plush yew
#

Please welcome @plush yew to the community! :beers:

#

Morning everyone

#

Please welcome @honest hearth to the community! :beers:

pallid compass
#

morning

#

Any reason i cant drag a bp in from a map in too a array of its type ref in another bp?

gaunt arch
#

doing alright, working on trying to get some audio components to spawn dynamically 😛 @hollow crescent

#

in c++

hollow crescent
#

Awesome 😃

final owl
#

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

warm mountain
#

I tried testing it in maya and it seems fine

final owl
#

but i dunno maybe too much work

warm mountain
#

but when I build lighting for it in UE4

#

it comes out like this

#

with random dark spots

#

for comparison

hollow crescent
#

@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

final owl
#

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

plush yew
#

Please welcome @soft wedge to the community! :beers:

soft wedge
#

Hello and thank you for the invite.

hollow crescent
#

@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

plush yew
#

Please welcome @frigid harness to the community! :beers:

gaunt arch
#

random but does anyone know how to display a sounds location during runtime for debugging purposes?

plush yew
#

Please welcome @gilded violet to the community! :beers:

#

Please welcome @plush yew to the community! :beers:

#

Please welcome @flat epoch to the community! :beers:

final owl
#

hey @hollow crescent sounds like a great idea!

#

thanks that helps a lot

plush yew
#

Please welcome @opaque jacinth to the community! :beers:

hollow crescent
#

@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?

gaunt arch
#

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

hollow crescent
#

and that's not a requirement?

plush yew
#

Please welcome @lavish compass to the community! :beers:

hollow crescent
#

seems you need to perform some realtime audio processing

gaunt arch
#

it is a requirement, it sounds totally off haha

hollow crescent
#

I don't know at all but it sounds like it

gaunt arch
#

you'd image just updating the world location of the component would be enough to move the sound

#

*imagine

hollow crescent
#

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

plush yew
#

Please welcome @indigo rapids to the community! :beers:

gaunt arch
#

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

plush yew
#

Please welcome @tacit glen to the community! :beers:

hollow crescent
#

so is there a prefab component you could use?

plush yew
#

Please welcome @plush yew to the community! :beers:

gaunt arch
#

i ended up figuring it out @hollow crescent

#

forgot to register the component after creating it

plush yew
#

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:

hollow crescent
#

@gaunt arch good stuff man 😃

plush yew
#

Please welcome @plain flicker to the community! :beers:

plush yew
#

Please welcome @sturdy geyser to the community! :beers:

uneven shard
#

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

plush yew
#

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
#

hello?

#

custom weapon import into UE4 ?

#

any documentation?

teal tulip
#

@topaz kettle custom weapons ?

topaz kettle
#

like Guns

teal tulip
#

You should make a system for the weapon I imagine xd

topaz kettle
#

Bone Skeleton in the Editor

teal tulip
#

Oh you mean to replace the default weapon in the FPS template ?

topaz kettle
#

yes

#

working project involving just that

teal tulip
#

you have to make a weapon skeletam mesh model

#

I imagine

#

and import it replace the default one

topaz kettle
#

already have

#

import error

#

saying name is same on all bones lol

#

which is import error

teal tulip
#

mmm

#

Well I imagine you can check the default ones or that or you can even make you custom hands

topaz kettle
#

Scene does not contain a Bind Pose

#

im using third person

plush yew
#

Please welcome @honest copper to the community! :beers:

lost ember
#

Ahhh love the sound that UE4 makes when you succesfully compile your code

final owl
#

😃

plush yew
#

Hi people, can help me pls?

#

Please welcome @frank void to the community! :beers:

#

help

lost ember
#

If you don't tell us what your problem is

#

We can't help you

topaz kettle
#

?

#

Lolman2??

plush yew
#

hi

#

how can, when I open the game, before of show the menu, show a picture

#

Please welcome @calm barn to the community! :beers:

wary wave
#

Hmm, how would one go about making Company of Heroes style selection circles in UE4 do you think?

feral echo
#

in epic example of rts game it was decal

#

hm, I did not notice, that circles continue each other...that is interesting

wary wave
#

that's an important detail

#

also, UE4's decals are absolutely terrible

#

so I'd prefer to avoid them...

buoyant echo
#

@feral echo they also don't merge with heroes from a different squad.

surreal viper
#

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?

gaunt arch
#

@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

wary wave
#

considered post processing, yeah

#

but then I'd have to do something weird with custom depth maybe

floral heart
#

It has a polygonal outer shape, and the overlap prevention with squad members doesn't seem to be perfect.

feral echo
#

it also dont overlap other meshes

wary wave
#

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

gaunt arch
#

@wary wave if I remember correctly too, the outline can be seen through buildings and stuff'

wary wave
#

I think they're using the stencil buffer

floral heart
#

"overlap prevention" As in, the juncture between two shapes from the same squad member don't seem to be merged.

feral echo
#

we need to find someone from relic :d

gaunt arch
#

i think its custom depth/stencil yeah

wary wave
#

@gaunt arch - yes, I think you're correct

#

you can see unit outlines too, so that makes perfect sense

plush yew
#

Please welcome @hushed thunder to the community! :beers:

#

Please welcome @weary aspen to the community! :beers:

wary wave
#

two shapes from the same squad member?

#

I'm not following

floral heart
wary wave
#

those are from different squad members

floral heart
#

Different members same squad, is what I meant.

wary wave
#

right

#

yeah, it's clearly not perfect in that regard

gaunt arch
#

it does look like seperate squads overlap though

wary wave
#

they do, which is intentional

#

means you can see the divide between units when you have them together

gaunt arch
#

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

feral echo
#

this thing is also aligns with height level of ground

wary wave
#

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

feral echo
#

maybe there is some tricky stuff with materials? Like if two same material overlap each other they start to subtract each other

wary wave
#

you can't really do that in materials to my knowledge

feral echo
#

not in ue4 yeah...maybe there is something simillar..

wary wave
#

cheers

#

those both require access to things I don't have access to without modifying the source though

feral echo
#

I did not even understand what they do with the help of Z-buffer lol

wary wave
#

looks like UE4 does now have a 'custom stencil' though, I shall look into that

plush yew
#

Please welcome @plush yew to the community! :beers:

topaz kettle
#

anyone care to answer my question?

safe rose
#

@topaz kettle no

warped kiln
#

a bit rude tbf

safe rose
#

Because I don't know your question

warped kiln
#

eyyy

safe rose
#

@topaz kettle but if you want to ask it. Someone will definitely answer. Eventually.

warped kiln
#

unless it just gets ignored

safe rose
#

Well. I guess that could happen

#

But first we need to know the question

topaz kettle
#

Custom rigged weapon into UE4

safe rose
#

That is not a question

topaz kettle
#

im getting errors while trying to import a 3d rigged weapon

safe rose
#

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 ∆

topaz kettle
#

Maya 2016

safe rose
#

@topaz kettle ok...

topaz kettle
#

question

safe rose
#

Read up on that. Can't really help you without any more information.

#

What's the question @topaz kettle?

topaz kettle
#

skinning meshes, root has to be to the main form

#

using joint heirachy

pallid compass
#

By the power invested in me! i sacrifce this c++ in order to summon Sion, knows of good practice and debugging

topaz kettle
#

Sion left the building

cursive dirge
#

He and his ego couldnt both fit the building

safe rose
#

@cursive dirge LMFAO

#

And why couldn't I ping you earlier

cursive dirge
#

Well the guy is super arrogant

safe rose
#

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.

pallid compass
#

summon failed D:<

plush yew
#

Please welcome @plush yew to the community! :beers:

#

Hi! 👋

glossy flame
#

\o/

plush yew
#

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

safe rose
#

@plush yew e00t

#

@plush yew as long s you stay away from lounge, you should be okay

plush yew
#

and why is that 😄

#

Please welcome @plush yew to the community! :beers:

plush yew
#

Please welcome @plush yew to the community! :beers:

#

Ooooooo an Unreal Discord group! Cool!

pallid compass
#

best group

dim arch
#

looks really really good, does anyone know who made it and if its available to download?

#

I want to check his render settings lol

floral heart
#

I want to peek at his lightmass build times. Possibly followed by booze.

dim arch
#

yeah I guess it's prebaked

#

I have been doing a lot of RTGI stuff

plush yew
#

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?

safe rose
#

@plush yew do not use pak

#

Steam does it anyway

#

So yes, if you don't do it, it will allow patches

plush yew
#

thanks @safe rose

#

Please welcome @graceful quest to the community! :beers:

#

Please welcome @plush yew to the community! :beers:

upper heart
#

does fog not affect occlusion?

hollow crescent
plush yew
#

Please welcome @misty helm to the community! :beers:

hollow crescent
#

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

vestal cloak
#

Good evening!

plush yew
#

And a fabulous evening to you, @vestal cloak !

fluid basin
#

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

plush yew
#

Please welcome @pearl wyvern to the community! :beers:

fluid basin
#

is this engine fcking lagged or what

plush yew
#

Please welcome @shy heron to the community! :beers:

shy heron
#

hi :>

floral pagoda
#

o/ @shy heron

#

Welcome

shy heron
#

i have a question , is it possible to make a massive multiplayer game with just blueprints ?

floral pagoda
#

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

safe rose
#

@shy heron Just pick up SpatialOS

floral pagoda
#

@safe rose - He will need to code

shy heron
#

@safe rose what is that?

floral pagoda
#

with spatial

south ridge
#

What's the supposed point for a massive mutiplayer game?

safe rose
#

SpatialOS has a plugin?

floral pagoda
#

not yet

safe rose
#

Yes it does...

#

It's been out for months now

floral pagoda
#

no - I am in their discord

south ridge
#

They don't seem very profitable or rewarding to make in general case

safe rose
#

?

#

Are you sure?

floral pagoda
#

you have to complie it from soruce

#

to get it to work with UE4

safe rose
#

Hmm, that's not what I heard

floral pagoda
#

It has basic bp support but yeah

safe rose
#

I guess I'll have to check it out myself, I just have little time to learn something that big

floral pagoda
#

I have been talking for spatailos engineers

shy heron
#

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

floral pagoda
#

They should have the .uplugin out soon

safe rose
#

@shy heron So, I'll be honest. And say no.

#

You cannot do it alone.

floral pagoda
#

which will simplify the setup process

#

anyway

safe rose
#

You're not going to make Second Life by yourself

#

BUT, if you brought your head down to Earth a little