#ue4-general
1 messages ยท Page 78 of 1
If he is going to do something like second life he might as well look into janus vr
basically just a 3d webpage
BUt, gather yourself some decents devs with a similar goal...and you might get somewhere.
@fluid basin - Are you using UMG?
do u think its possible to make a game like witcher 3 alone
Depends - I would keep the scale of the game world down.
If you are refereing to the massive game world of the witcher 3. Then no
you wont be able to do that alone
what about the gameplay features
Yes
You could do something like that in UE4 with a limited world size scope
Gameplay mechanics would be farily easy to reimplement but it would take time
Please welcome @fresh perch to the community! :beers:
I mean
You cannot make a game like witcher 3 alone
But I'd say it is remotely feasable to do in a group of 7 or less people
Well
Imagine a bell curve
Centered around like 5 people
That's your chances ๐
Anyway
The talents required for a game like that are rare to find in one person. You'll need a couple people to cover all the bases
you are a n00b?
Has anyone made a debugger HUD blueprint?
Next time someone makes a game with vehicles in it: https://www.facebook.com/futurism/videos/807626099416591/
will add to my list of things i will not do
If I need to split the screen into two areas, one to move character around the vehicle, second to move the vehicle around the world, how could I go about that?
Please welcome @hollow tapir to the community! :beers:
Please welcome @vivid girder to the community! :beers:
Please welcome @thorn leaf to the community! :beers:
well hello there mr bot
Please welcome @potent gale to the community! :beers:
Please welcome @fair python to the community! :beers:
!gameidea
A racing game where you drive luxury cars during World War I but the game won't stop scrolling down.
!gameidea
A racing game where you fly experimental aircraft during the apocalypse.
!gameidea
A puzzle game where you generate lions to reach enlightenment in virtual reality.
!gameidea
A racing game where you walk very slowly to get your revenge.
!gameidea
A racing game where you drive motor boats to survive and you gain power every time you do it.
Please welcome @versed stream to the community! :beers:
Hello there
Please welcome @plush yew to the community! :beers:
Please welcome @tall prawn to the community! :beers:
hum
You know, I've always wondered why it's a crapton easier to be a modder than to do stuff on your own.
Other than the obvious reasons like you having to create all of your own assets or at least grab them off the market, I think there's also an important factor of
"You have to create your own community"
if you're a modder for, say, Gmod
You're already a bit more secure since you have the whole Gmod playerbase who might check your thing out
meanwhile you're making games and you have to tap into a lot more communities
just to tell people "hey guys I exist"
well its easier because most of the "hard" work is basicly done already and you can just "build" on top of it
yeah pretty much
but then you realise the amount of work you're doing is no different than making a new game from scratch
well
idk about that
bigger games lets take ark as a example its easier to mod then build a new one by far
well like "from scratch" kinda lost its meaning at this point since it's a lot more likely you're going to be using an existing engine already
but like
There's a game with networking, small playerbase and dynamic lego-building mechanics inplace
And you turn all of that
Into a big melee-focused murder mystery gamemode
seems like alot of work for someone elses game to me lol
that's what i did
:V
Blockland feels like Torque Game Engine with building and small community
more than anything
XD
but
the thing that disappointed me after all that hard work is basically just
The playerbase is not built for anything this smart and complex.
When we got matches with people being smart
and not memeing every round and throwing everything
It turned into a genuinely amazing gametype that I've never seen done before
To describe the gamemode, it's basically
One person is the killer
Everyone else is innocent
Killer has to kill at LEAST one person
objective? off one person and then get away with it
when the body is found nobody can kill anymore
and after a timer passes, it turns into a town of salem-like trial section
20 second pre-trial preparation, 30 second opening statements for everyone
5 minutes (or longer depending on body count) discussion
and then a voting phase where if you vote wrong, everyone on the innocent side dies and the killer wins.
This whole concept might sound familiar because I ripped it out of a certain VN, but it's never been done in multiplayer before.
so naturally I want to redo the whole entire thing in Unreal Engine
naturally XD
lol
but that's not all it had
It had day-night cycle and sleeping mechanics to encourage some semblance of a schedule for people
Night time was good for the killer especialyl
so you basicly built a whole new game ontop of another one?
PRETTY MUCH
thats pretty impressive and sounds fustrating
so you want to do danganrompa?
isnt that thing kind of based on the wolf game, or the trouble in terrorist town ?
garrys mod TTT
Yeah like
When I first concepted the gamemode
I thoguht
"what if danganronpa was multiplayer"
"What mechanics would it need to have"
And there was also the issue of
"What happens if innocents kill the killer in self defence"
"The innocent becomes the new killer!"
It kept a very good flow where only few factors would ever cause the round to come to a screeching halt
one of which is the killer just ragequitting the game without killing anyone
which nets a 5 minute ban
randomly assign another killer?
I've always felt there was a problem with that one actually.
What if old killer already set up a trap, or set someone up, or hurt someone
What if old killer wasted so muc htime
that innocents are already too prepared to face him
then you could just loop through all "placed" actors and if they were created by him and destroy them
I'm talking player interactions mostly
Old killer attacks a guy
The guy runs away, informs everyone else
Guy's bloody, killer's bloody, nobody's dead
killer leaves
well thats the fun of game development ๐ balancing and dealing with people being well people
game development would be so easy if we get rid of the players lmao
The gamemode from the very start had randomly generated characters
Character appearances and names
So that way people wouldn't meta-squad each other.
But then I figured
What if innocents get the killer?
guess the game would end
Let's keep all the characters alive for the next round!
by "get" I mean vote them off
The stakes fucking skyrocketed
Round 1: All characters are unfamiliar with each other
Friendships are not properly built yet
Anyone can be the killer.
Round 1 ends, killer is found, people bond with each other.
Round 2: Mostly familiar characters with a few new faces (due to new people joining and the killer having a new character generated)
Some friends and teams are already forming
The killer is one of the friends. Betrayal happens.
Or even worse
Killer kills someone
Friend doesn't notice
Friend defends the killer until the very end
Worst kind of betrayal happens and everyone dies.
It feels like I made a mini-space station 13 with the amount of possible murder scenarios and roleplay potential
My other design goal I set up for myself when creating it was
"Encourage roleplay through game mechanics, don't enforce it"
and even that was mostly successful since people were LEGIT fearing for their characters.
Not only because of appearances but because of randomly generated traits
when you are programming that, remember of making it based on systems and interactions
Yeah
component design would help a lot
for example a "grabbable" component
everything that has that can be picked up
and thrown
ohman I remember when I let people throw weapons at each other
I had to cut it once people realised they can kill someone without getting bloody using that rofl
yeah, but it does a clear "dink"
true
enforce it on the gameplay
everything that is physically simlated does noise when it hits stuff
thrown items that do damage do more noise
Sound control in Blockland was a bit bleh
i guess you will have to use the new steam audio thing
everything used "datablocks"
and proper voip
that is kind of the point
so heated that I had to add a loudmouth trait which would shut everyone up so they could speak
on command
Once-per-trial ability
this all is pretty hard to get right btw
for sure
I was still struggling with the map, for example
the initial map, the motel
felt a bit too open and super hard for the killer
current map, the mansion, is very good for the killer and very confusing layout-wise
for Unreal I'll have to strike a good balance with the map as well
play Hitman
Keeping /all the players/ in a single dormitory with 16 rooms is very bad for the killer
the new one
huh
yeah, I've seen some of it
mmm
But yeah, it's a gamemode i guess
more "game" than "mode"
it was frustrating when the small playerbase of blockland finally lost interest due to gamethrowers and lil kids ruining everything
and there being too little people who actually played seriously to, well, play the game.
Like Mafia, you need at least 6 people for some real fun
AT LEAST 4 if you want some very small-cast mysteries
so few questions when it comes to unreal..
How easy is it to set up a multiplayer game like that?
Like, say, I just make a multiplayer first person shooter
Then give everyone baseball bats instead of guns
Then set up a simple killer vs innocents scenario
unreal is designed for this kind of multiplayer game
mmm
you could check how ShooterGame works
but to start, the Charactermovementcomponent is already replicated
if you have a bat, youw ill have to sync animations and stuff
all that stuff is hard to do
multiplayer aint easy
tri
true*
but honestly when you make a whole fuckin game as a "gamemode"
what's so hard about doing some hard stuff and then porting over the rest
Like heck
I could port over the gamemode in its current form to Unreal Engine with minimal changes and it would still work just fine
that other thing has the networking systems
you need to create those systems yourself
yup
and add anticheat checks and other things
control the flow of client->server->other clients
never trust the client!
^
I'm semi-aware of how networking stuffs work, just never had the chance to implement ones from scratch myself
wouldnt be from scratch in ue4 it has alot of stuff to help like RPC etc
Please welcome @unkempt kernel to the community! :beers:
Please welcome @warm geyser to the community! :beers:
Please welcome @rapid apex to the community! :beers:
foliage looks like it is already occluding things?
so what is the point of the Use as Occluder flag on the foliage?
If I have a particle system on an actor. Is there a way to make the particle system on the actor not have what it's spawned already not disappear till its normal lifetime expires when that actor is hit. For instance a rocket trail missle explodes but the smoke stays
Right now since say missle is destroyed on impact the particle spawned on it is destroyed and poof it all disappears
@vast pine is the particle system a component attached via like a blueprint?
you should just be spawning the explosion when the impact occurs
also dont spawn it attached if you are
No missile in my case a ball has on it a particle system spawning small or a as it moves along.. It's part of the blueprint of the ball just constantly spawning particles... But you grab it this destroying it. The path of particles disappear
I wonder if I should on destroy deactivate? And separate?
kill on completed i'd think
Ill try but I think I did test and it's still removing it
i'm not sure how you're blueprint is working or setup, but i would use the spawn particle emitter blueprint node to spawn it
Ok so actor while it exists is spawning particles color etc.. But it caught the smoke should remain
Caught it's gone player has it same as a missle hitting a target
Anyonewho has worked with big interior scenes? I am working on one and would like some tips about how to approch it. LOD, HISM, Culling etc. @ on replay. Thanks!
Is there away to quickly center things inside a UMG?
Please welcome @mossy matrix to the community! :beers:
I'm having issues dealing with Perforce and packaging. Is this normal? (I'm trying to package the game, but it says that access is denied.)
You're most likely are running into a file extension being written that isn't on your typemap
All files in Perforce are marked read-only until checked out unless you specifically tell it to ignore those files
So then I'd have to check them all out
please
can someone tell me how to get the position of a widget on the screen in X and Y coordinate?
No, you can't really check out build files if they're created by the build @buoyant echo
P4 has something called a typemap; it lists all of the file extensions it should completely ignore
No I mean..
I'm not exactly sure what extensions are giving you trouble, but you might be able to look at the logs to see and then ignore them
If I'm going to package, I should check everything out
No, you really shouldn't, you're not making changes to most files
Plus the build creates more intermediary files that you can't realistically check out while the process is happening
Ummm is it normal for a UE4 game with a Character and basic movement to take 700 mbs in space once built?
255 without useless StarterContent
๐
@glossy flame then why does it prevent me from building? I don't get it.
It detects the new files and makes them read-only until you check them out AFAIK, but the build would've already failed by the time you could even think about checking them out
If you can see exactly what file has a write error and add that file extension to your typemap, P4 acts like all files with that extension don't even exist
Hrm..
I've never had this issue before ๐
I'll try to package it and figure out what the file is.
Please welcome @lost leaf to the community! :beers:
Please welcome @fallow crystal to the community! :beers:
guys, the autosaved things, can I safely delete them? I mean those in project folder e.g.
D:\Docs\usr\ue4dev\WildLifeA\Saved\Autosaves\Game\TropicalIsland\Maps
i have a few autosaves from maps sizing almost 10gb
is there a way to limit ue4 from saving infinitely many iterations of .umap files?
Please welcome @empty adder to the community! :beers:
maybe a max of 2-3 would be enough to save file space
Please welcome @fringe mortar to the community! :beers:
I am new to Unreal. How do i choose 1 foliage, instead of all foliage placed? Whenever i click on some, it auto-selects every last foliage, placed with the foliage tool.
Hey everyone! Is there any known way to make an open-source game and at the same time use Marketplace assets? (stored in some non-public place)
does anyone ever made an open-source game with UE4? %)
@empty adder in a foliage window just uncheck all foliage types and check the one you need
i mean, manually choosing, with normal selection
@empty adder I'm not sure what do you mean...
i need to somehow ungroup them
i want to delete some specific plants, but when i try to, it selects all foliage
Use the delete brush?
choose foliage brush size to what area you need to clear and then shift-click to delete foliage
Or replace I believe
okay, ill try. Thanks!
@empty adder also set "leave foliage" option to 0 to remove all the foliage with that brush
(don't remember how the option is titled)
Please welcome @north fox to the community! :beers:
Polite bot ๐ฌ
hello unreal devs
is here any newbie channel? i have a couple of questions and i have zero experience with unreal
There are channels for specific topics, or if it's just general overview questions this is the place
well i'll ask here then. i've followed the course unreal engine development for awhile but now I wanted to start my own project. i've created a basic project but it is very different from the start of the tutorial which used first-person template. So, I want to do a top down without any movement. I've set in the project settings the game mode available in the source but... source files are empty? where is my main function in the game_001.cpp? how can i constraint the mouse movement and just show it? this project would be a point-click.
very basic questions i know
trying t omake sense of this
Okay, let's try to break up the questions here
First, did you create the project as a C++ project or a BP project?
c++
i'm already a developer. BP project seems kind of weird for me, although i see some advantages like setting variables and such
but since i have experience alreday as a developer i wanted to try out the c++ template basic
Okay, cool
You won't be using any main methods or anything like that within UE4, the engine creates objects for you and you use functions provided by those objects as your entry points
so, from what i remember of the course and from what you say, i set classes files per object
where i'll have the tick functions and beginplay and such right?
I'm not quite sure what you mean with your first question, but you have a plethora of objects out of the box that have things like Tick and BeginPlay, yes
or don't i make any sense?
I'm just not exactly sure what you mean "I set classes files per object"
The GameMode has a few default classes you can set to your own classes, if that's what you're wondering
oh forget it i was talking about components. just remembered. if i want a c++ class associated to the floor, i just add a new c component
that is other thing, the basic project created me a "GameModeBase" which i set in the project settings but the file is empty.
Do you mean completely empty, or it just has an include or two?
lets say i want to do a UE_LOG on the GameMode to see that it is working... since i have no beginning method... how should i do it?
sorry for the noobiness
If you're on the GameMode, you could implement a function such as BeginPlay
There are also a ton of other methods in the GameMode that go along with the flow of logging someone in and things like that
Just because the function isn't currently there doesn't mean you can't override it
Yep, that's your building blocks for the class
You can override any virtual function in AGameModeBase or any of the types it inherits
yes i think i get it. makes perfect sense. i was just confused with all of this
awesome. got my first C++ project log ok thanks
i'll take it from here. beginner confusions already solved
๐
General question, does anyone know if I should have some kinda form signed to be legally okay if someone wants to volunteer work to my game (that might end up selling)
Some people are offering to help out for free but I want to make sure it can't bite me in the ass later
what should I look up? Any keywords?
I guess like having them sign a confirmation that they transfer the copyright of the work or something? or is that not necessary really
i would advice you to right what you think that safeguards your ass and their ass, after that, ask a lawyer to revise and reformat
templates aren't very accurate you can still find some to have a general idea on how you should write yours, even a graphic design or a web developer contract should give you that idea
oh my god i said right instead of write. i need to sleep
@late girder its a good idea to have a formal contract with them, especially if you plan to sell the game later with their work in it
i wouldnt personally work with anyone if they wouldnt do something otherwise, kinda risky, even if you know them and if you're friends with them
Quick Question: What's better when writing a tutorial: first person plural or second person singular?
Please welcome @velvet wyvern to the community! :beers:
Please welcome @polar fossil to the community! :beers:
@plush yew Hey there
Please welcome @maiden crest to the community! :beers:
Please welcome @sage niche to the community! :beers:
Please welcome @coarse slate to the community! :beers:
Interesting
Anyone using blender to paint ?
How can two people work on the same project in Unreal realtime? Is that possible? Inbox answer please.
Depends on what you mean by realtime
@plush yew source control
If you mean having changes immediately show up on two instances, not so much
But being able to commit your changes and have others pull them into their instance for quick collaboration, yes
Please welcome @ashen vapor to the community! :beers:
Hello hello~
Got a question for a project that I'm currently working, if anyone's up to it check the Blueprint channel
Please welcome @plush yew to the community! :beers:
Please welcome @fallen magnet to the community! :beers:
So I've made a couple scenes. Level design is great and all but I really struggle with learning blueprints when I watch tutorials on how to do certain things(camera, animations, other functions) I'm just wondering if there is any advice for getting over this slump so I can create my own blueprints instead of copying from tutorials. Thanks.
Please welcome @obtuse mesa to the community! :beers:
Please welcome @thorn nest to the community! :beers:
@plush yew Just go step-by-step along with a tutorial, then after you complete it try and do it without the tutorial again. Start to play around with things at each stage to see how they work
There are some situations where crazy BP spaghetti can be written in C++ instead in like 2 lines of code
Please welcome @late karma to the community! :beers:
Please welcome @thick meteor to the community! :beers:
Please welcome @quaint basin to the community! :beers:
@fallow crystal so do you recommend I just learn C++ and no BP?
Not sure if general is the best place to ask this but here goes. I recently moved the project from content-only to C++ and now trying to get the other team members (the non-programmer types - a writer and a level designer) to be able to access it in editor. Don't want to make them install VS and there seems to be a lot of conflicting info when searching for what files need to be shared in order for the project to work correctly if VS is not present. Some say intermediate is needed, some say not, etc. Could someone who'd had this set up clear it up for me please?
@plush yew AFAIK it's debated, but I'm of the opinion that C++ will run more efficiently than BP. That being said, BPs are a great tool and most of the time work well enough. Is it necessary for everyone working on UE4 to know programming? absolutely not. But most teams will need at least one programmer IMO
There's plenty of large, well-funded projects that are blueprint heavy.
My point was that if you start to get deep into some monstrosity of a BP, it's probably better to just have someone program it
C++ is more efficient than BP in all cases. You could learn and use C++ without ever needing to touch BP ever, but you would be putting yourself at an disadvantage, learning both would give you the tools to make the decision on which is more appropriate for the job.
@plush yew Think of the wires between blueprints as the things that actually have the performance cost. The nodes themselves are afaik completely identical in performance to the C++ versions. The cost comes from the engine doing extra stuff for blueprints when it comes to passing parameters around and such.
So if you're using a node like line trace. The cost of passing the vector for the start and end points, the collision types you want to query etc. That is neglible to the C++ code that gets run to do the actual line trace
However, if you do something like a single math operation. That is a single CPU instruction. But the things that the engine will do to pass the numbers to the cpu to do that single instruction take way more computing power
For most things that overhead of doing math via blueprints doesn't matter
But if you want to loop through a mesh with 20k points, and do some basic math on them. Well then you're going to start losing significant performance to the blueprint overhead
In general blueprints are easier to work with. You have access to all the neat in-editor features like curves and umg. But C++ can be easier to read if you're an experienced programmer
Anyway, enough spam. Hope I helped โค
@plush yew but to answer you more directly. I'd recommend learning BP's first. All the good documentation on the engine's features is made for them. And the things you'll learn using blueprint are applicable to C++
@plush yew depends on the nodes actually. Like a function call sure but math nodes and for loop nodes and other flow nodes will all be done in the blueprint. Which is why you can use access nullptrs safely in BP
Please welcome @copper thistle to the community! :beers:
Please welcome @upper iris to the community! :beers:
I forgot about that, making debugging blueprints awkward
Step in to -> step in to -> spaghetti explosions on my screen
Please welcome @mortal grail to the community! :beers:
@fallow crystal @plush yew Thanks you guys โค
Please welcome @worldly plinth to the community! :beers:
Hello
Please welcome @versed leaf to the community! :beers:
Anyone?
Hello
I'm not sure that you can
I don't understand your reply
um
i make AnimNotifiy
and i want know AnimNotifiy' s rate
how to get AnimNotifiy 's Rate in my Anim Montage
AnimNotifyState doesn't have a rate, but it does have a duration
you can't 'get' it though
how can i make particle effect continuously emit new particles? Now it just emit and then stay off for some seconds
Doesn't change ๐ฆ
how long lifetime?
10s
no
life time
0
set 0
and
set spawn rate 0
and
Burst List add one
and set the Burst element's count 1
but that spawn only few particles, like <10, what if i want a large number of them?
um
count Up
and u want so many Particles
type data
GPU sprite
use
and Max Draw Count Set 500000
are u understand?
not sure, i'm gonna try
@safe shoal Just saw your response on the dynamic shadow artifacts thread - you are the MVP
Haha no worries, I try my best :p
Appreciatte it though. Modding stuff usually invites criticism rather than praise...
I have no idea why people feel compelled to "defend" the engine when people discuss improvements
Yeah I've run into exactly the same issue in this thread: https://forums.unrealengine.com/showthread.php?144347-As-of-4-15-Bloom-has-ZERO-artistic-control
I get why Epic aren't posting there though, don't want to make any promises on something they can't deliver etc. Sure would be nice though...
Yeah I can understand that. The bloom thing had plenty of quality feedback, though
Hey. i still have this problem with shadows. The developer of the assets, tells me to use dynamic light, should i?
Dynamic lighting is a larger decision than that
(Higher cost & lower quality)
Good assets should work with both
Yea, i would rather have what i have now. But i can't fix these stupid shadows
Lightmass can be funky
i tried to up the lightmap resolution on the meshes, but with no luck
It's definitely harder to design an asset for static lighting, but for a marketplace asset, that seems kind of mandatory
At least the lack of support should be announced
@empty adder what do the lightmap UV's look like?
I wouldn't rely on UE's lightmap generator. It's not bad but by doing it yourself you can get far better results
Yeah see the problem is there are so many UV islands it's going to be hard to have enough resolution to cover them all properly
I would suggest doing the lightmap UV's yourself in the modelling package and importing them
i've set the lightmap resolution to 128, but with no change.
That's not that high though really, some of those UV islands are smaller than 1 pixel on a 128-size lightmap
its just wierd, i mean this mesh doesnt get more basic
Yeah but UV's is what matters with lightmapping
ill try to turn the resolution up?
i have no idea how to make UV stuff
Which is why i resulted in buying assets
At the very least you should ask the artist for support
agreed. And they should improve that asset too.
Ugh.. this is why I never rely on Marketplace
among countless other reasons
Is there a refund policy now ?
I honestly don't know actually
I guess folks are using it with dynamic lighting. Had I bought it I'd leave a horrific review right now :p
I emailed them and they sent me this link. https://answers.unrealengine.com/questions/138359/clear-lightmaps-in-level.html
Is there still a demo level with assets ?
Yeah that's definitely not an answer
I'd start by checking if the demo level works as static
If it doesn't, then it's not good
if the lights are moveable, then it's dynamic
Or if there's no lightmass importance volume in the level
THey got Directional Light and SkyLight, just like me. But no lightmassimportance volume, like i have tried as well.
Yeah, looks like they're using dynamic lighting then.
Added a 'review' for it on the marketplace. Hopefully dev will improve it for the future.
I will switch to dynamic lighting for now. I don't see much difference anyway
It's just the performance cost you need to be wary of. Might not matter for now.
Its relativly small level
@empty adder lots of small islands here
Synty guys are pretty cool with feedback in general, you can contact them on facebook and ask for fixes directly
(Polygon packs user here too)
Hey guys, does someone arround here uses Qubicle?
Someone mentioned they never buy assets from the Marketplace. Where else can i buy them?
Please welcome @plush yew to the community! :beers:
Welcome @plush yew
Please welcome @fading ravine to the community! :beers:
finally found the discord server
Welcome
Is anyone getting or knowing of BSOD whilst using 4.16.2?
Nope
Not me. BSOD is usually hardware issue
BSOD isn't caused by regular software, too - update your drivers
i cant even nail it down its just like critical process died. Nothing in event viewer, nothing in reliablity
That's expected
BSOD means there was a critical fault inside the operating system
So it's usually either a hardware fault (CPU dying, memory dying, etc) or a software fault inside the kernel (usually a driver)
Update all drivers
Reinstall Windows if that doesn't fix it, change PC if that doesn't ?
It's not the easiest thing to test for
Please welcome @eager steeple to the community! :beers:
Hi everyone
I'm getting a "Error: Unknown type name 'INT32' " Error when I package for android
I tried it in ue 4.14 and then in ue 4.15
did the whole deleting Binaries/Intermediate/Saved folder thing too
help would be appreciated
Anyone here with experience on perforce? I tried packaging, and got this error SourceControl:Error: Error Operation 'user-fstat' failed. Database scan error on db.locks! BTree is corrupt!
hey, my in viewport camera is all messed up... like it's very zoomed in and the slightest tilt rotates me alot.. anyone know how to fix this?
is 90 the dfault?
mhm
Interesting issue.
Help
@plush yew saying help doesn't help. Write out your issue, and someone who can help will.
:(, We are a team, and we want make a game, but there is a problem, how can work 2 persons at same time in the same project from different computer, how to team work?
Use source control.
what
look into source control, bitbucket allows you to host it as well
GitLab and Sourcetree is a nice free combination
Perforce plus your own server another not-free but very nice
Np. ๐
Perforce is free for up to 5 simultaneous users.
And if you host from your own computer, it's completely free of charge.
I was thinking of the server cost
Yeah ๐
and how I can do with GitHub?
freacking R2 on xbox gamepad was being pressed against something --'
Lol!
no idea if i should feel dumb
Anyone able to figure out where the issue is?
https://pastebin.com/Vqv95r5N
Rather, what's causing the issue
1 question github I need host on computer .-.?
GitHub is a web service that hosts Git repos for you
GitLab is another (with much more free space, 10Gb vs 2Gb)
Git is the souce control software
And Sourcetree is a Git GUI client
@plush yew @cloud cobalt and the best git hoster that I know of is microsoft VSTS, unlimited space for git and git lfs and free for teams of less than 5
Def need to check that one out
also, from europe their servers are significantly better than github
don't know how its from the USA
Not in the USA ๐
If someone looks into my issue, please do ping me with any info.
@buoyant echo your issue is not UE4 related, its just that some software is using that file so that UE4 can't access it
Hrm.
'C:\Users\Jackie\Perforce\1KPC\Intermediate\Source\OneKPC.Target.cs' <- does that exist
It does.
is it read only
No.
It's probably perforce. It suddenly got broken.
Giving me btree corrupt errors and the such.
Database scan error on db.locks!
BTree is corrupt!```
I've found no actual solution for that issue.
They say to go back to a checkpoint but I don't understand the term.
Uh, guys, does UE4 forces the OS language on startup ? "Using OS detected language" in the log
I just don't want that
@cloud cobalt it does
to use the steam setup lenguage, i check steamworks to get the lenguage, and then set the locale manually
We have a nice settings menu in game that changes it
Just found out UE4 overrides it
FInternationalization::Get().SetCurrentCulture(TEXT("es_ES")); you can just do that on startup
a thing i do in my game
is that i have an entry level
wich does some required initialization
Yeah, that's where I'm going now
and then sends you to the ACTUAL entry level
i use it becouse i have different starting levels depending on the platform, or if its a demo mode or not
so if its demo mode, it goes to Entry, does initialization, and then goes to DemoMap
if its ps4, it goes to Entry, initializes, goes to "calibration" map, and then finally goes to the menu map
Looking for 2 peoples for a new project that all in the project owns together, currently amount of peoples in it "2" and ideas and plans are set and ready to upgrade at anytime, please message for more info ๐
#career-chat and read pinned there
So this doesn't make sense. I put a big cube in the middle of my map to test foliage occlusion. And it is updating the occlusion culled instances number. But the number of foliage tris isn't going down >_<
with the cube:
without it:
the tri count being rendered is pretty much the same
but it's culling 7,565 instances
once agian i'm here for my noobiness, i've created a c++ basic project but now i don't want the controller to act like a first person. i want to do a point-click / strategy game and as such I need to "free the mouse" and just set the camera top-down. i already set the player to be top down but now i need to remove the control from the mouse. can anyone guide me through?
so i've created a C++ mouse player controller (i think this might be the route)
Couldn't you do that through a game mode, with show mouse active?
hmm i'm complete newbie sooooo... i guess i could? ehehe
i'm just doing this through code because i feel comfortable but truth be said... i don't know the API that well so...
Set it this way PlayerControllerClass = AMouse_PlayerController::StaticClass(); but now BeginPlay inside there doesn't log but maybe there isn't a BeginPlay to begin with
i'll check the api for APlayerController
It does have it, if you use the override keyword you can be sure the method you're intending to override exists with the same signature
Also make sure to call the Super function when overriding engine functions, you'll want to do that 95% of the time unless you completely want to remove the parent functionality
Things will often break if you don't
@upper heart - instanced meshes do not get occlusion culled
that's not what the stats show
and r.visualizeOccludedPrimitives 1
shows them as being occluded too
they might be 'occluded', but they're batched together for rendering purposes
you can only distance occlude instances
there is an oclussion culled instances stat that works fine
why does my fps drastically increase when i stare at the ground then?
frustrum culling
ah right
there was documentation / an answerhub post somewhere that mentions it, but for whatever reason, occlusion culling doesn't work on hierarchical instances, including foliage
I believe if you're look at any part of the foliage 'batch', you're looking at all of it, so it's all rendered
which is why looking at the floor works, because everything is getting frustrum culled
but if you look so that you have that just one bit of foliage on the screen, it'll take the performance hit of the lot
hey i'm playing around with vanila shootergame, what if i found some warnings, where should i report them? didn't find anything
the warnings are probably unimportant, what are the warnings?
you need to be more specific
yes hold on i was copying pasting xD
hehe
LogNet:Warning: UIpNetDriver::ProcesRemoteFunction: No owning connection for actor WeapGun_C_1. Function ServerStopFire will not be processed.
this one
basically on DC server or listen, no matter one, when one pawn sees the other one you just need to swap weapon to see the error
and it's a 4.16 version of the project, not an older one moved forwards?
nono, clean one
gotcha - best to take it to the answerhub
ok, i had this aswell with a blueprint project i work on when we migrated to 4.16, we think it's because of the garbage collector
but not sure at all
I'm not sure either, I don't think it's garbage collection though
Uh
This is definitely a good #multiplayer question
But I think it has to do with player controller being replicated
unintentionally
yeah, it looks to me like the weapon does not have an owner through which to replicate properly
@glossy flame the override was for me? :p the compiler didn't error. shouldn't?
Right, it's getting an invalid player controller
Right, if you use override and you don't get an error that's a good sign
That means you're definitely overriding a function that exists on the parent with the same signature
where is the server rpc being called from?
it happens on attachment so i'll try to track down before and see if i can even solve it by myself, but i wanted to know if there is any official support for ShooterGame
so all the community would be able to get this update
@cinder iron only official support is answerhub
Perhaps forums I guess
well, AH is community supported as well, anyway, tomato, tomatoe
hahaha
You can spam some people on twitter
Seems to work from what I've been reading lately on there
I wish there was an officiel support
Well...
Okay..
So there IS one official support
And that's UDN
Unreal Developers Network
ok then i'll bring that down there
I wish there was an officiel support for people who are not part of Electronic Arts
I guess, that's not even really super official, but more of an insider's club
ยฏ_(ใ)_/ยฏ
Because UDN isn't public
Aye
i know i know
UDN is basically Pro answerhub
Right
imagine answerhub if the only people doing questions are AAA engineers, and Epic actually looks at it
i though those "sample projects" were made by extraofficial people and epic just approved them by how good strcutured they are, but if it is made by epic i guess they are their own supporters
You don't need to be an AAA engineer. Working professionally at a game developer is definitely enough
Well...
As we all know, not everyone who works somewhere is actaully 100% knowledgable about everything
For the record I have access to something that is basically UDN but for another tehc provider
And the quality is just very good
yeah don't worry i know what UDN is hahaha, and no, not even the best engineer knows everything
i did have access to the UDN
Not anymore?
can confirm the average complexity of the questions was huge
no, not anymore
it was from a work i had
yeah everything confidential pretty much, not so much to speak about it, but the level is high.
it was great back in the beta, @cloud cobalt
those were great times on the answerhub
Anyway, we're getting a bit off topic lol. Basically, these sample projects get pushed to some Epic employees, sometimes contractors, even interns... Like how VR Editor got started.
Everyone makes mistakes.
And we're lucky to even have some of these tools available to us now
๐ either way i think posting this kind of thing on UDN is too much, i'll go first over AnswerHub
Amazing
If you ever find bugs or something that could be better optimized/written, just post it on answerhub/forums/twitter. They'll make a note of it.
thank you all buddies <3
Actaully
Honestly @cinder iron I think you can do a bug report on ShooterGame if something's amiss. If you just want help on something inside that, it's harder
There's a place on the forums
Specific to this
Tag it under Learning Resources
@cinder iron ^
I remembered it just now, thinking about the BP MP series...
yeah i see, there are some posts
thanks for the link victor
@cloud cobalt yeah i'll give it a shoot
Seriously though, support is a real issue. Most beginner questions have some kind of answer on Youtube, most intermediate stuff can be found on AnswerHub
Advanced stuff, or just stuff that's not ordinary, is really hard to get someone to answer to
i just found out that this discord is kind of the good place sometimes
just the fact of ambershee, you and burgos popping out kind of instantly is something a learning community want
Imagine when it's ambershee who's stuck ! ๐
my problems are usually stupid and of my own creation, tbh
Aren't most problems like that, @wary wave ?
mine more so than others xD
Hehehe
a @glossy flame but shouldn't it error if i'm overriding without the keyword? anyway i'll try it out when i get home. by the way when should i set the playercontroller on the gamemode. under beginplay is ok? or should it go under the constructor or something?
To be honest, these days I've had more issues with people trolling threads I follow, than actual support issues
Well, not really working on tech because of administrative shit might be why
@versed rain no, you don't need the override to override a function, it's optional
It does give you compiler checking that you did it right though
yep seems like at least a good practice
@cloud cobalt well trolls are everywhere, anyways a please talking to you, gotta redact some lines about SG!
Same
anyone know if there is a way to list all static meshes currently being rendered?
hey guys, i've just recorded a gameplay of my project, but i forgot to lock the fps in unreal... so now the video stutter whenever i play back.... i have to solve the issue as i don't want to re-record the gameplay. (i already did quite few edits in premiere, that's why); anyone knowas of a solution to this ?
@cinder iron what the... https://gyazo.com/180f778f3f59f28ee012da4f6dfb6503
While the military was fun and all...being referred to by just my last name nowadays hurts ๐ญ
But, there are a lot of Victors in this channel
๐ฆ
#firstworldproblems
so... override on the function beginplay under the mouse player controller...
but still no log on the beginplay
i might not be setting up the player controller on the right place....
I'm Victor, too!
๐
I suppose most people already dub me Rex, though
Imagine if your last name is rex ;-;
Please welcome @plush yew to the community! :beers:
idk why but i laughed with you translating the surname though @frank escarp
Please welcome @raven bay to the community! :beers:
Please welcome @noble zenith to the community! :beers:
Please welcome @jade sigil to the community! :beers:
Hi, how do you guys decide how to scale your game ?
Scale in which context? The art? The world? Or the scope of the size of the game in general?
Please welcome @gilded topaz to the community! :beers:
The world
I am using the basic model as my point and am creating the world around him
but I am clueless how to scale it for my meshes in maya
could resize them at any point in ue4 but its weird ๐
Oh, in that case I think the first thing you'd want to do is change the grid in Maya to match that of UE4 if you want to make meshes that can easily snap to it. I'm currently working on a little scene and I'm just using default mannequin as a size reference for everything, along with real life measurements of things.
Fail
indeed
I blame discord though
for my typos too!
or spelling, everything possible really
So i have a problem
I just bought some assets and appeantly they are for 4.16.1
but thats not even out? tf do i do?
Whole Unreal project for The Last Stop scene, done originally with version 4.12.4 but is now converted to 4.16.1. Feel free to use these assets in your personal projects. Contact me (kimmo.koo@hotmail.com) if you are planning to use them with commercial projects.
you can get all these mazing assets for 1$
Please welcome @plush yew to the community! :beers:
@empty adder I'm seeing 4.16.2 in my launcher.
Guys, I have a small problem. How can I import whole scene from Blender into UE4?
Whenever I try to import the .FBX file, It only imports the character that is rigged
ah i figured it out now. @noble zenith Thanks
๐
does anyone knows how to fix this error?
the widget has to be added as a child to the slot i clicked, while showing it completely without messing up the organization of the slots
Please welcome @plush yew to the community! :beers:
heyupp
Please welcome @warm garden to the community! :beers:
anyone know what the right terminoligy in ue4 would be used for vr object interactions that cause a specific location of a mesh to snap to the players hand rather than just letting them grab things wherever? i'm finding it difficult to find documentation / tutorial coverage, many thanks
shouldn't bAutoManageActiveCameraTarget = false; at the player controller disable the mouse movement to control the camera? i want to create a top down fixed camera. should i create a camera actor and assign it?
anyone know why Find Look at Rotation would return 90 degrees
if I'm going from start 1,0,0 to target 1,0,0
Or 0.9,0,0 etc, almost exact values anyway
@versed rain bAutoManageActiveCameraTarget if true will auto set view target when you possess a pawn, if false you need to possess pawn and set view target sepretly
yep but it was still changing the view when i set to false. now that i've done a custom pawn i think no longer happens and now i think i should set the camera on that guy
Please welcome @honest pawn to the community! :beers:
Please welcome @marsh snow to the community! :beers:
๐ฎ ๐
Please welcome @dark carbon to the community! :beers:
wondering how i will report this one
is impossible to work with flat tool if you have nav mesh, and using persistent level with level streaming
and is only the flat tool
stumble on this one during jam
Please welcome @agile onyx to the community! :beers:
Please welcome @latent heath to the community! :beers:
Does anyone know a better way to change a texture's base color using the model's vertex color without using multiply?
Please welcome @fresh raft to the community! :beers:
Please welcome @pine shell to the community! :beers:
Please welcome @verbal tinsel to the community! :beers:
Please welcome @torn wigeon to the community! :beers:
Please welcome @covert shuttle to the community! :beers:
Please welcome @daring mist to the community! :beers:
Please welcome @eager minnow to the community! :beers:
Please welcome @plush yew to the community! :beers:
๐๐ฝ
๐๐ฝ
Please welcome @haughty river to the community! :beers:
Please welcome @patent smelt to the community! :beers:
Hello.
Hello
welcome ;3
Please welcome @trail grotto to the community! :beers:
Please welcome @inland pecan to the community! :beers:
Please welcome @plush yew to the community! :beers:
Please welcome @tough nebula to the community! :beers:
Please welcome @solar cypress to the community! :beers:
Please welcome @eternal bolt to the community! :beers:
Your indie game development team will fail.
Please welcome @round sonnet to the community! :beers:
Mmm, the lovely taste of clickbait.
Lol
Please welcome @white crag to the community! :beers:
Please welcome @white plover to the community! :beers:
Alternative headlines:
"Take game dev seriously"
"Development is not a game"
"Passion and cents"
"Stop inviting me to join your gaming sweatshop"
If I use, "take game dev seriously", the 25 year old indie who is gonna fail will say, "I already take it seriously, I don't need to read this."
the last one is a good title
The title of my article is certainly an attention grabber, but I think the whole thrust of my article is built around the title / thesis.
Please welcome @plush yew to the community! :beers:
Please welcome @uneven parcel to the community! :beers:
@cunning umbra "First and foremost, YOU have to be capable of building the game entirely by yourself" seriously? ๐ฎ
I must disagree, you just have to have the proper friends ๐
@cunning umbra why do you even write an article just to tell every reader that he will fail
I think the only line I agree with is the "Be prepared to lose all of the money you invested" part, and some other smaller parts :/
99% of the cool indie games not done by one man could have not been done by one man in reasonable time
and how much is "reasonable time"?
e.g. let's say 4 people, 3 years... one would be able to make the game in idk 16?
but that's not how it works, if the programmer finds himself alone the art direction will kinda change :/
but not planning on the reliable part of your team is kinda stupid
well yeah
but no one expects that 4 people just decide to work on a game and actually everyone of those 4 has time to work on it for 3 years if none of them is paid
depends on the team
e.g. in my case there are 2 members who will work on it no matter what, and we planned around that
the normal way is that 1 guy works on a game and releases it and then maybe gets enough money to pay other people to help him. thats way more likely to be successfull
or 2 guys
if you are alone and looking for random teammates in the internet then yep
Please welcome @dawn current to the community! :beers:
hi fellows, I have a question:
is it possible to upgrade engine version right up to the current instead of adding them?
t has nothing to do with the talent and then next Here are the hallmarks of a nightmare project destined for failure: The skill and experience levels of all team members is very low.
although not 1:1 same, but they tend to go hand in hand
if you don't know anything, nobody can tell you are talented
@torpid wagon: if you use the binary release from the launcher, then it isn't afaik, but you can remove the old first, and get the new after
@surreal viper pretty much the same i did, but thanks man.
@surreal viper @fiery harbor you have to also know that the writer talks about himself as that 1% share of succeeders in this area, his company has released one game in early access: http://steamspy.com/app/463400
Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.
while I agree on most of the things mentioned, the tone was pretty harsh and it doesn't really serve any purpose
it was 10x longer than it had to be
and the people he tried to reach will not read it
yeah I don't even click on medium articles, its usually just people talking about how great they are
we all know these idea guys living their dream will not take no as answer when someone tells them to rethink their plans
he has similar/less sales than me
it's not just about idea guys, you won't change the way someone thinks if you are this offensive
I mean, he didn't explicitly say he is the 1% succeeder, but you can read that between the lines as he criticises those failure teams and then tells that only way to succeed is actually the way he has done it
well, all low skill forum projects are destned to fail
@surreal viper that too
thats something everyone should know
the core premise is that idea guy is in total denial of possible flaws in the plan
i think you need to release a few games to learn how to release games
and if you say directly he'll fail, he will not read even single line
do gamejams or similar, but release stuff and get feedback
also too much part is about industrial bullshit, I accept that you can make games writing 30+ pages business plans and game design documents but that's not the only way, and people don't fail cause they did not write those
and I think there isn't much point in such meta-talk
I lol'd at 30+ page businesspage part too ๐
i released Deathwave after 3 months dev time exactly for that reason. To see what happens
nah, you dont need the business plan or game design document
becouse the game design document is too much on flux
that is for AAA devs who need to organize a ton of people
to form a company, you kinda need some business plan in many countries
my business plan is 11 pages :p
a game design document is still cool, at least to put down what basics the game is about
so I'm doomed already
but i dont like them. I prefer prototyping for cool stuff and then trying to turn that into a game
@cursive dirge you dont need any business plan to form a company in most countries I think
GDD is useful if you have bigger project as it helps you understand what your game really needs, if you just do simpler mechanics and outsource the assets, it might not be as crucial
The main matter here is money.
@fiery harbor oh, right, you don't need it here either, only if you seek some gov funding
or other funding
yeah
but why should the government give me money to make a game
they dont gain anything from it
where I come from, they actually do that :p
Why? Government gives money to make a game? Since when?
And how?
Under which requeriments?
here every new company gets small startup money, regardless the area of business, it's supposed to just support the people during the first year
dude where is that
oh nice
ima migrate there
Same.
main reason is to not let people to get unemployed and if they have good business, they'll hire more employers and it helps everyone
@frank escarp same here
I have to put money from my pocket to make a game.
i mean, i run with the profits i saved from freelancing
then we have gov agency herre that explicitly funds tech business, they have had game related programs in past but they still fund game business even outside that program
virtually every known finnish game company has been funded by it at some point
So you are telling me if i have something innovative they will pay for it?
some of the funds are loans, some are just grants
well, they do want innovation on that latter thing
but games kinda slip through most of the times
But what do they pay, an idea or a product?
it can be anything really
but you have to be able to sell them that it's a viable project
Paid back on taxes i guess
yeah
that's the plan
you guys have to know supercell
it was funded big time by that gov agency when it started few years back
I mean literally they threw millions to it
and look at it now
although, they did sell the business soon after ๐
but even their core staff paid multiple times on their personal salaries taxes than what the gov funded the company for
Lol
there is a "but" here though
to get funding from them, you have to have some funding already or funds, they don't put 100% of the money into project