#ue4-general

1 messages ยท Page 78 of 1

safe rose
#

You might be able to pull something else off alone.

floral pagoda
#

If he is going to do something like second life he might as well look into janus vr

#

basically just a 3d webpage

safe rose
#

BUt, gather yourself some decents devs with a similar goal...and you might get somewhere.

floral pagoda
#

it has exporters for UE4 and Unity

#

so yeah

fluid basin
#

how do i get the position of a widget on the viewport?

#

by X and Y coordinate

floral pagoda
#

@fluid basin - Are you using UMG?

fluid basin
#

wtf

#

yeah

floral pagoda
#

maybe they know

#

I personally do not

fluid basin
#

do u think its possible to make a game like witcher 3 alone

floral pagoda
#

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

fluid basin
#

what about the gameplay features

floral pagoda
#

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

fluid basin
#

yeah

#

dont understand why that game is considered to be one of the besst

plush yew
#

Please welcome @fresh perch to the community! :beers:

south ridge
#

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

glossy flame
#

1 < 7

#

Ez Witcher 4

south ridge
#

Well

#

Imagine a bell curve

#

Centered around like 5 people

#

That's your chances ๐Ÿ˜„

#

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

autumn sandal
#

Yes

#

Hey

#

guess what?

#

omg

#

guess what?

fluid basin
#

you are a n00b?

hollow crescent
#

Has anyone made a debugger HUD blueprint?

safe rose
fluid basin
#

will add to my list of things i will not do

hollow crescent
#

If i made a blueprint for a hud

#

could I export it for use in another project?

zealous dome
#

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?

plush yew
#

Please welcome @hollow tapir to the community! :beers:

autumn sandal
#

hey

#

hey

plush yew
#

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

plush yew
#

Please welcome @thorn leaf to the community! :beers:

thorn leaf
#

well hello there mr bot

plush yew
#

Please welcome @potent gale to the community! :beers:

plush yew
#

Please welcome @fair python to the community! :beers:

pallid compass
#

!gameidea

plush yew
#

A racing game where you drive luxury cars during World War I but the game won't stop scrolling down.

pallid compass
#

!gameidea

plush yew
#

A racing game where you fly experimental aircraft during the apocalypse.

pallid compass
#

!gameidea

plush yew
#

A puzzle game where you generate lions to reach enlightenment in virtual reality.

pallid compass
#

!gameidea

plush yew
#

A racing game where you walk very slowly to get your revenge.

pallid compass
#

!gameidea

plush yew
#

A racing game where you drive motor boats to survive and you gain power every time you do it.

plush yew
#

Please welcome @versed stream to the community! :beers:

versed stream
#

Hello there

pliant wing
#

guys, how do you like that IWYU?

#

whoops

plush yew
#

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

plush yew
#

Please welcome @tall prawn to the community! :beers:

clever basin
#

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"

sand onyx
#

well its easier because most of the "hard" work is basicly done already and you can just "build" on top of it

clever basin
#

yeah pretty much

#

but then you realise the amount of work you're doing is no different than making a new game from scratch

sand onyx
#

well

#

idk about that

#

bigger games lets take ark as a example its easier to mod then build a new one by far

clever basin
#

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

sand onyx
#

seems like alot of work for someone elses game to me lol

clever basin
#

that's what i did

#

:V

#

Blockland feels like Torque Game Engine with building and small community

#

more than anything

sand onyx
#

XD

clever basin
#

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

sand onyx
#

naturally XD

clever basin
#

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

sand onyx
#

so you basicly built a whole new game ontop of another one?

clever basin
#

PRETTY MUCH

sand onyx
#

thats pretty impressive and sounds fustrating

frank escarp
#

so you want to do danganrompa?

clever basin
#

yep

#

thing is

#

I already prototyped it

#

And it fucking worked

frank escarp
#

isnt that thing kind of based on the wolf game, or the trouble in terrorist town ?

#

garrys mod TTT

clever basin
#

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

sand onyx
#

randomly assign another killer?

clever basin
#

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

sand onyx
#

then you could just loop through all "placed" actors and if they were created by him and destroy them

clever basin
#

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

sand onyx
#

well thats the fun of game development ๐Ÿ˜› balancing and dealing with people being well people

clever basin
#

Yup

#

also

sand onyx
#

game development would be so easy if we get rid of the players lmao

clever basin
#

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?

sand onyx
#

guess the game would end

clever basin
#

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

frank escarp
#

when you are programming that, remember of making it based on systems and interactions

clever basin
#

Yeah

frank escarp
#

component design would help a lot

#

for example a "grabbable" component

#

everything that has that can be picked up

#

and thrown

clever basin
#

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

frank escarp
#

yeah, but it does a clear "dink"

clever basin
#

true

frank escarp
#

enforce it on the gameplay

#

everything that is physically simlated does noise when it hits stuff

#

thrown items that do damage do more noise

clever basin
#

Sound control in Blockland was a bit bleh

frank escarp
#

i guess you will have to use the new steam audio thing

clever basin
#

everything used "datablocks"

frank escarp
#

and proper voip

clever basin
#

oh also

#

I dunno if I want voice chat

#

The arguments get

#

SUPER heated in trials

frank escarp
#

that is kind of the point

clever basin
#

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

frank escarp
#

this all is pretty hard to get right btw

clever basin
#

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

frank escarp
#

play Hitman

clever basin
#

Keeping /all the players/ in a single dormitory with 16 rooms is very bad for the killer

frank escarp
#

the new one

clever basin
#

huh

frank escarp
#

check how it does the interactions and levels

#

it is awesome XD

clever basin
#

yeah, I've seen some of it

frank escarp
#

it was for 20 dollars not long ago

#

for the "first season"

#

6 maps

clever basin
#

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

frank escarp
#

unreal is designed for this kind of multiplayer game

clever basin
#

mmm

frank escarp
#

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

clever basin
#

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

frank escarp
#

that other thing has the networking systems

#

you need to create those systems yourself

clever basin
#

yup

frank escarp
#

and add anticheat checks and other things

#

control the flow of client->server->other clients

sand onyx
#

never trust the client!

clever basin
#

^

#

I'm semi-aware of how networking stuffs work, just never had the chance to implement ones from scratch myself

sand onyx
#

wouldnt be from scratch in ue4 it has alot of stuff to help like RPC etc

clever basin
#

true

#

which is great because doing things from scratch is pain

#

๐Ÿ˜ฆ

plush yew
#

Please welcome @unkempt kernel to the community! :beers:

#

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

#

Please welcome @rapid apex to the community! :beers:

upper heart
#

foliage looks like it is already occluding things?

#

so what is the point of the Use as Occluder flag on the foliage?

vast pine
#

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

gaunt arch
#

@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

vast pine
#

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?

gaunt arch
#

kill on completed i'd think

vast pine
#

Ill try but I think I did test and it's still removing it

gaunt arch
#

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

vast pine
#

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

green spear
#

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!

pallid compass
#

Is there away to quickly center things inside a UMG?

plush yew
#

Please welcome @mossy matrix to the community! :beers:

buoyant echo
#

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.)

glossy flame
#

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

buoyant echo
#

So then I'd have to check them all out

fluid basin
#

please

#

can someone tell me how to get the position of a widget on the screen in X and Y coordinate?

glossy flame
#

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

buoyant echo
#

No I mean..

glossy flame
#

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

buoyant echo
#

If I'm going to package, I should check everything out

glossy flame
#

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

lost ember
#

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

glossy flame
#

It's not useless because you're not using it

#

๐Ÿ˜‰

lost ember
#

๐Ÿ˜›

buoyant echo
#

@glossy flame then why does it prevent me from building? I don't get it.

glossy flame
#

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

buoyant echo
#

Hrm..

#

I've never had this issue before ๐Ÿ˜…

#

I'll try to package it and figure out what the file is.

plush yew
#

Please welcome @lost leaf to the community! :beers:

plush yew
#

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

plush yew
#

Please welcome @fringe mortar to the community! :beers:

empty adder
#

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.

inner mountain
#

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

empty adder
#

i mean, manually choosing, with normal selection

inner mountain
#

@empty adder I'm not sure what do you mean...

empty adder
#

i need to somehow ungroup them

#

i want to delete some specific plants, but when i try to, it selects all foliage

inner mountain
#

ah I see

#

probably you can't do this

#

ah no

#

you can

buoyant echo
#

Use the delete brush?

inner mountain
#

choose foliage brush size to what area you need to clear and then shift-click to delete foliage

buoyant echo
#

Or replace I believe

empty adder
#

okay, ill try. Thanks!

inner mountain
#

@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)

plush yew
#

Please welcome @north fox to the community! :beers:

north fox
#

Polite bot ๐Ÿ˜ฌ

topaz kettle
#

hello unreal devs

versed rain
#

is here any newbie channel? i have a couple of questions and i have zero experience with unreal

glossy flame
#

There are channels for specific topics, or if it's just general overview questions this is the place

versed rain
#

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

glossy flame
#

Okay, let's try to break up the questions here

#

First, did you create the project as a C++ project or a BP project?

versed rain
#

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

glossy flame
#

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

versed rain
#

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?

glossy flame
#

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

versed rain
#

or don't i make any sense?

glossy flame
#

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

versed rain
#

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.

glossy flame
#

Do you mean completely empty, or it just has an include or two?

versed rain
#

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

glossy flame
#

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

versed rain
#

the header creates a UCLASS though

glossy flame
#

Yep, that's your building blocks for the class

#

You can override any virtual function in AGameModeBase or any of the types it inherits

versed rain
#

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

glossy flame
#

๐Ÿ˜Š

late girder
#

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

versed rain
#

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

gaunt arch
#

@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

ionic narwhal
#

Quick Question: What's better when writing a tutorial: first person plural or second person singular?

plush yew
#

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

#

Please welcome @polar fossil to the community! :beers:

fossil ore
#

@plush yew Hey there

plush yew
#

Please welcome @maiden crest to the community! :beers:

plush yew
#

Please welcome @sage niche to the community! :beers:

#

Please welcome @coarse slate to the community! :beers:

tawny brook
#

Interesting

humble rivet
#

Anyone using blender to paint ?

plush yew
#

How can two people work on the same project in Unreal realtime? Is that possible? Inbox answer please.

glossy flame
#

Depends on what you mean by realtime

safe rose
#

@plush yew source control

glossy flame
#

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

plush yew
#

Please welcome @ashen vapor to the community! :beers:

buoyant pine
#

Hello hello~
Got a question for a project that I'm currently working, if anyone's up to it check the Blueprint channel

plush yew
#

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

#

Please welcome @fallen magnet to the community! :beers:

plush yew
#

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:

plush yew
#

Please welcome @thorn nest to the community! :beers:

fallow crystal
#

@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

plush yew
#

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?

obtuse mesa
#

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?

fallow crystal
#

@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

weary basalt
#

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
#

@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 โค

#

@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++

gentle ivy
#

@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

plush yew
#

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:

mortal grail
#

test

#

hello

plush yew
#

@fallow crystal @plush yew Thanks you guys โค

#

Please welcome @worldly plinth to the community! :beers:

worldly plinth
#

Hello

plush yew
#

Please welcome @versed leaf to the community! :beers:

worldly plinth
#

Anyone?

weary basalt
#

Hello

worldly plinth
#

Hello

#

um i have a question

#

How to get AnimNotifyState's Length

wary wave
#

I'm not sure that you can

worldly plinth
#

why

#

If you let me know, I can.

wary wave
#

I don't understand your reply

worldly plinth
#

um

#

i make AnimNotifiy

#

and i want know AnimNotifiy' s rate

#

how to get AnimNotifiy 's Rate in my Anim Montage

wary wave
#

AnimNotifyState doesn't have a rate, but it does have a duration

#

you can't 'get' it though

tough gazelle
#

how can i make particle effect continuously emit new particles? Now it just emit and then stay off for some seconds

worldly plinth
#

Required Module

#

in Un check Use Legacy Emitter Time

tough gazelle
#

Doesn't change ๐Ÿ˜ฆ

worldly plinth
#

how long lifetime?

tough gazelle
#

10s

worldly plinth
#

no

#

life time

#

0

#

set 0

#

and

#

set spawn rate 0

#

and

#

Burst List add one

#

and set the Burst element's count 1

tough gazelle
#

but that spawn only few particles, like <10, what if i want a large number of them?

worldly plinth
#

um

#

count Up

#

and u want so many Particles

#

type data

#

GPU sprite

#

use

#

and Max Draw Count Set 500000

#

are u understand?

tough gazelle
#

not sure, i'm gonna try

cloud cobalt
#

@safe shoal Just saw your response on the dynamic shadow artifacts thread - you are the MVP

safe shoal
#

Haha no worries, I try my best :p

#

Appreciatte it though. Modding stuff usually invites criticism rather than praise...

cloud cobalt
#

I have no idea why people feel compelled to "defend" the engine when people discuss improvements

safe shoal
#

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...

cloud cobalt
#

Yeah I can understand that. The bloom thing had plenty of quality feedback, though

empty adder
#

Hey. i still have this problem with shadows. The developer of the assets, tells me to use dynamic light, should i?

cloud cobalt
#

Dynamic lighting is a larger decision than that

#

(Higher cost & lower quality)

#

Good assets should work with both

empty adder
#

Yea, i would rather have what i have now. But i can't fix these stupid shadows

safe shoal
#

Lightmass can be funky

empty adder
#

i tried to up the lightmap resolution on the meshes, but with no luck

cloud cobalt
#

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

safe shoal
#

@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

empty adder
#

on channel 1. channel zero is emty beside 1 little white line

safe shoal
#

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

empty adder
#

i've set the lightmap resolution to 128, but with no change.

safe shoal
#

That's not that high though really, some of those UV islands are smaller than 1 pixel on a 128-size lightmap

empty adder
#

its just wierd, i mean this mesh doesnt get more basic

safe shoal
#

Yeah but UV's is what matters with lightmapping

empty adder
#

ill try to turn the resolution up?

#

i have no idea how to make UV stuff

#

Which is why i resulted in buying assets

safe shoal
#

Are these assets you've bought from marketplace?

#

If so I'm afraid you got stung :/

cloud cobalt
#

At the very least you should ask the artist for support

safe shoal
#

agreed. And they should improve that asset too.

#

Ugh.. this is why I never rely on Marketplace

#

among countless other reasons

cloud cobalt
#

Is there a refund policy now ?

safe shoal
#

I honestly don't know actually

empty adder
#

Their pack got a pretty good rating

safe shoal
#

I guess folks are using it with dynamic lighting. Had I bought it I'd leave a horrific review right now :p

empty adder
cloud cobalt
#

Is there still a demo level with assets ?

safe shoal
#

Yeah that's definitely not an answer

cloud cobalt
#

I'd start by checking if the demo level works as static

#

If it doesn't, then it's not good

empty adder
#

The demo world looks good, not sure if its dynamic lighting though

safe shoal
#

if the lights are moveable, then it's dynamic

#

Or if there's no lightmass importance volume in the level

empty adder
#

THey got Directional Light and SkyLight, just like me. But no lightmassimportance volume, like i have tried as well.

safe shoal
#

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.

empty adder
#

I will switch to dynamic lighting for now. I don't see much difference anyway

safe shoal
#

It's just the performance cost you need to be wary of. Might not matter for now.

empty adder
#

Its relativly small level

languid shard
#

@empty adder lots of small islands here

obtuse mesa
#

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)

empty adder
#

Yea, i love their content. I use the Knights POLYGON pack

#

ill try facebook. Thanks!

queen sun
#

Hey guys, does someone arround here uses Qubicle?

empty adder
#

Someone mentioned they never buy assets from the Marketplace. Where else can i buy them?

plush yew
#

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

empty adder
#

Welcome @plush yew

plush yew
#

Please welcome @fading ravine to the community! :beers:

fading ravine
#

finally found the discord server

empty adder
#

Welcome

keen pawn
#

Is anyone getting or knowing of BSOD whilst using 4.16.2?

cloud cobalt
#

Nope

safe shoal
#

Not me. BSOD is usually hardware issue

cloud cobalt
#

BSOD isn't caused by regular software, too - update your drivers

keen pawn
#

i cant even nail it down its just like critical process died. Nothing in event viewer, nothing in reliablity

cloud cobalt
#

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)

keen pawn
#

hmmm

#

any tips on how to diagnose this?

cloud cobalt
#

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

keen pawn
#

ok dude

#

cheers

plush yew
#

Please welcome @eager steeple to the community! :beers:

cloud cobalt
#

Working on Steam store content. So many files. So many odd sizes.

#

sigh

gritty vale
#

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

buoyant echo
#

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!

jolly void
#

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?

buoyant echo
#

Check your fov?

#

@jolly void

jolly void
#

is 90 the dfault?

buoyant echo
#

mhm

jolly void
#

i mean... that's probably it

#

but as soon i set it to 90... it zooms in again to 5

buoyant echo
#

Hm.

#

You already restarted the editor?

jolly void
#

yeah

#

it's actually a reported in issue atleast

buoyant echo
#

Interesting issue.

plush yew
#

Help

buoyant echo
#

@plush yew saying help doesn't help. Write out your issue, and someone who can help will.

plush yew
#

:(, 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?

buoyant echo
#

Use source control.

plush yew
#

what

buoyant echo
#

Github, Perforce, etc.

#

Read up on those.

#

๐Ÿ˜ƒ

jolly void
#

look into source control, bitbucket allows you to host it as well

plush yew
#

thx

#

I love everyone

cloud cobalt
#

GitLab and Sourcetree is a nice free combination

#

Perforce plus your own server another not-free but very nice

buoyant echo
#

Np. ๐Ÿ˜„

#

Perforce is free for up to 5 simultaneous users.

#

And if you host from your own computer, it's completely free of charge.

cloud cobalt
#

I was thinking of the server cost

buoyant echo
#

Yeah ๐Ÿ˜„

jolly void
#

LOL!!

#

just found out what the issue was

#

and all the reports were the same

plush yew
#

and how I can do with GitHub?

buoyant echo
#

Goodle exists for that, my friend. ๐Ÿ˜„

#

What was the issue?

jolly void
#

freacking R2 on xbox gamepad was being pressed against something --'

buoyant echo
#

Lol!

jolly void
#

no idea if i should feel dumb

buoyant echo
#

Rather, what's causing the issue

plush yew
#

1 question github I need host on computer .-.?

cloud cobalt
#

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

fiery harbor
#

@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

cloud cobalt
#

Def need to check that one out

fiery harbor
#

also, from europe their servers are significantly better than github

#

don't know how its from the USA

cloud cobalt
#

Not in the USA ๐Ÿ˜ƒ

buoyant echo
#

If someone looks into my issue, please do ping me with any info.

fiery harbor
#

@buoyant echo your issue is not UE4 related, its just that some software is using that file so that UE4 can't access it

buoyant echo
#

Hrm.

cloud cobalt
#

'C:\Users\Jackie\Perforce\1KPC\Intermediate\Source\OneKPC.Target.cs' <- does that exist

buoyant echo
#

It does.

cloud cobalt
#

is it read only

buoyant echo
#

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.

cloud cobalt
#

Uh, guys, does UE4 forces the OS language on startup ? "Using OS detected language" in the log

#

I just don't want that

frank escarp
#

@cloud cobalt it does

#

to use the steam setup lenguage, i check steamworks to get the lenguage, and then set the locale manually

cloud cobalt
#

We have a nice settings menu in game that changes it

#

Just found out UE4 overrides it

frank escarp
#

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

cloud cobalt
#

Yeah, that's where I'm going now

frank escarp
#

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

grizzled needle
#

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 ๐Ÿ˜ƒ

sharp crest
upper heart
#

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

versed rain
#

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)

buoyant echo
#

Couldn't you do that through a game mode, with show mouse active?

versed rain
#

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

glossy flame
#

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

wary wave
#

@upper heart - instanced meshes do not get occlusion culled

upper heart
#

that's not what the stats show

#

and r.visualizeOccludedPrimitives 1

#

shows them as being occluded too

wary wave
#

they might be 'occluded', but they're batched together for rendering purposes

#

you can only distance occlude instances

upper heart
#

there is an oclussion culled instances stat that works fine

#

why does my fps drastically increase when i stare at the ground then?

wary wave
#

frustrum culling

upper heart
#

ah right

wary wave
#

there was documentation / an answerhub post somewhere that mentions it, but for whatever reason, occlusion culling doesn't work on hierarchical instances, including foliage

upper heart
#

ah I was hoping that changed

#

because they literally put it on stat foliage

#

lol

wary wave
#

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

upper heart
#

lame

#

that is good to know tho

wary wave
#

yeah, it's useful info

#

best bet with lots of foliage is super-aggressive LoDs

upper heart
#

yeah that's what I've been doing

#

it helps a lot

cinder iron
#

hey i'm playing around with vanila shootergame, what if i found some warnings, where should i report them? didn't find anything

wary wave
#

the warnings are probably unimportant, what are the warnings?

cinder iron
#

owning connection

#

it started appearing in 4.16

wary wave
#

you need to be more specific

cinder iron
#

yes hold on i was copying pasting xD

wary wave
#

hehe

cinder iron
#
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

wary wave
#

and it's a 4.16 version of the project, not an older one moved forwards?

cinder iron
#

nono, clean one

wary wave
#

gotcha - best to take it to the answerhub

cinder iron
#

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

wary wave
#

I'm not sure either, I don't think it's garbage collection though

safe rose
#

Uh

#

But I think it has to do with player controller being replicated

#

unintentionally

wary wave
#

yeah, it looks to me like the weapon does not have an owner through which to replicate properly

versed rain
#

@glossy flame the override was for me? :p the compiler didn't error. shouldn't?

safe rose
#

Right, it's getting an invalid player controller

glossy flame
#

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

upper heart
#

where is the server rpc being called from?

cinder iron
#

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

safe rose
#

@cinder iron only official support is answerhub

#

Perhaps forums I guess

#

well, AH is community supported as well, anyway, tomato, tomatoe

cinder iron
#

hahaha

safe rose
#

You can spam some people on twitter

#

Seems to work from what I've been reading lately on there

cloud cobalt
#

I wish there was an officiel support

safe rose
#

Well...

#

Okay..

#

So there IS one official support

#

And that's UDN

#

Unreal Developers Network

cinder iron
#

ok then i'll bring that down there

cloud cobalt
#

I wish there was an officiel support for people who are not part of Electronic Arts

safe rose
#

I guess, that's not even really super official, but more of an insider's club

#

ยฏ_(ใƒ„)_/ยฏ

cloud cobalt
#

Because UDN isn't public

safe rose
#

Aye

cinder iron
#

i know i know

frank escarp
#

UDN is basically Pro answerhub

safe rose
#

Right

frank escarp
#

imagine answerhub if the only people doing questions are AAA engineers, and Epic actually looks at it

cinder iron
#

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

cloud cobalt
#

You don't need to be an AAA engineer. Working professionally at a game developer is definitely enough

safe rose
#

Well...

#

As we all know, not everyone who works somewhere is actaully 100% knowledgable about everything

cloud cobalt
#

For the record I have access to something that is basically UDN but for another tehc provider

#

And the quality is just very good

cinder iron
#

yeah don't worry i know what UDN is hahaha, and no, not even the best engineer knows everything

frank escarp
#

i did have access to the UDN

safe rose
#

Not anymore?

frank escarp
#

can confirm the average complexity of the questions was huge

#

no, not anymore

#

it was from a work i had

cinder iron
#

yeah everything confidential pretty much, not so much to speak about it, but the level is high.

cloud cobalt
#

had access to pre-release UE4 and AH

#

sobs quietly

frank escarp
#

it was great back in the beta, @cloud cobalt

#

those were great times on the answerhub

safe rose
#

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

cinder iron
#

๐Ÿ‘Œ either way i think posting this kind of thing on UDN is too much, i'll go first over AnswerHub

sterile basin
#

Amazing

safe rose
#

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.

cinder iron
#

thank you all buddies <3

safe rose
#

Actaully

cloud cobalt
#

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

safe rose
#

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...

cinder iron
#

yeah i see, there are some posts

#

thanks for the link victor

#

@cloud cobalt yeah i'll give it a shoot

cloud cobalt
#

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

cinder iron
#

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

cloud cobalt
#

Imagine when it's ambershee who's stuck ! ๐Ÿ˜„

buoyant echo
#

Lol

#

I saw that, @cloud cobalt !

wary wave
#

my problems are usually stupid and of my own creation, tbh

buoyant echo
#

Aren't most problems like that, @wary wave ?

wary wave
#

mine more so than others xD

buoyant echo
#

Hehehe

versed rain
#

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?

cloud cobalt
#

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

glossy flame
#

@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

versed rain
#

yep seems like at least a good practice

cinder iron
#

@cloud cobalt well trolls are everywhere, anyways a please talking to you, gotta redact some lines about SG!

cloud cobalt
#

Same

upper heart
#

anyone know if there is a way to list all static meshes currently being rendered?

coral folio
#

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 ?

safe rose
#

While the military was fun and all...being referred to by just my last name nowadays hurts ๐Ÿ˜ญ

#

But, there are a lot of Victors in this channel

#

๐Ÿ˜ฆ

buoyant echo
#

#firstworldproblems

cinder iron
#

you know its you thats enough bro hahahah @safe rose

versed rain
#

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....

keen birch
#

I'm Victor, too!

#

๐Ÿ˜„

#

I suppose most people already dub me Rex, though

#

Imagine if your last name is rex ;-;

frank escarp
#

im Victor too

#

Blanco (white) is a surname

plush yew
#

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

cinder iron
#

idk why but i laughed with you translating the surname though @frank escarp

plush yew
#

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

plush yew
#

Please welcome @noble zenith to the community! :beers:

#

Please welcome @jade sigil to the community! :beers:

humble rivet
#

Hi, how do you guys decide how to scale your game ?

noble zenith
#

Scale in which context? The art? The world? Or the scope of the size of the game in general?

plush yew
#

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

humble rivet
#

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 ๐Ÿ˜ƒ

noble zenith
#

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.

cursive dirge
#

hey Burgos

#

@safe rose man, discord autoscroll always fails me

safe rose
#

Fail

cursive dirge
#

indeed

#

I blame discord though

#

for my typos too!

#

or spelling, everything possible really

empty adder
#

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?

#

you can get all these mazing assets for 1$

plush yew
#

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

noble zenith
#

@empty adder I'm seeing 4.16.2 in my launcher.

fossil ore
#

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

empty adder
#

ah i figured it out now. @noble zenith Thanks

noble zenith
#

๐Ÿ‘

fluid basin
#

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

plush yew
#

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

#

heyupp

#

Please welcome @warm garden to the community! :beers:

unborn urchin
#

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

versed rain
#

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?

late girder
#

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

wild kestrel
#

@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

versed rain
#

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

plush yew
#

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

#

Please welcome @marsh snow to the community! :beers:

marsh snow
#

๐Ÿ˜ฎ ๐Ÿ‘

plush yew
#

Please welcome @dark carbon to the community! :beers:

lost orchid
#

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

plush yew
#

Please welcome @agile onyx to the community! :beers:

plush yew
#

Please welcome @latent heath to the community! :beers:

errant brook
#

Does anyone know a better way to change a texture's base color using the model's vertex color without using multiply?

plush yew
#

wait

#

in unreal?

#

or outside of it?

plush yew
#

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:

#

๐Ÿ‘‹๐Ÿฝ

weary basalt
#

๐Ÿ‘‹๐Ÿฝ

plush yew
#

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

#

Please welcome @patent smelt to the community! :beers:

patent smelt
#

Hello.

weary basalt
#

Hello

wild kestrel
#

welcome ;3

plush yew
#

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:

plush yew
#

Please welcome @solar cypress to the community! :beers:

plush yew
#

Please welcome @eternal bolt to the community! :beers:

plush yew
#

Please welcome @round sonnet to the community! :beers:

floral heart
#

Mmm, the lovely taste of clickbait.

cunning umbra
#

Lol

plush yew
#

Please welcome @white crag to the community! :beers:

plush yew
#

Please welcome @white plover to the community! :beers:

floral heart
#

Alternative headlines:
"Take game dev seriously"
"Development is not a game"
"Passion and cents"
"Stop inviting me to join your gaming sweatshop"

cunning umbra
#

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.

plush yew
#

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

plush yew
#

Please welcome @uneven parcel to the community! :beers:

uneven parcel
#

(y)

#

๐Ÿ‘

plush yew
#

Holy shit

#

@cinder iron long time no see buddy. How ya been?

cinder iron
#

Woow a lot of people joined tonight!

#

Hello!!! ๐Ÿ‘‹

surreal viper
#

@cunning umbra "First and foremost, YOU have to be capable of building the game entirely by yourself" seriously? ๐Ÿ˜ฎ

#

I must disagree, you just have to have the proper friends ๐Ÿ˜„

fiery harbor
#

@cunning umbra why do you even write an article just to tell every reader that he will fail

surreal viper
#

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

fiery harbor
#

and how much is "reasonable time"?

surreal viper
#

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

fiery harbor
#

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

surreal viper
#

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

fiery harbor
#

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

surreal viper
#

if you are alone and looking for random teammates in the internet then yep

plush yew
#

Please welcome @dawn current to the community! :beers:

cursive dirge
#

lol

#

so well put article

torpid wagon
#

hi fellows, I have a question:
is it possible to upgrade engine version right up to the current instead of adding them?

cursive dirge
#

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

surreal viper
#

@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

torpid wagon
#

@surreal viper pretty much the same i did, but thanks man.

cursive dirge
#

@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

SteamSpy - All the data about Steam games

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

fiery harbor
#

yeah I don't even click on medium articles, its usually just people talking about how great they are

cursive dirge
#

we all know these idea guys living their dream will not take no as answer when someone tells them to rethink their plans

frank escarp
#

he has similar/less sales than me

surreal viper
#

it's not just about idea guys, you won't change the way someone thinks if you are this offensive

cursive dirge
#

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

frank escarp
#

well, all low skill forum projects are destned to fail

cursive dirge
#

@surreal viper that too

frank escarp
#

thats something everyone should know

cursive dirge
#

the core premise is that idea guy is in total denial of possible flaws in the plan

frank escarp
#

i think you need to release a few games to learn how to release games

cursive dirge
#

and if you say directly he'll fail, he will not read even single line

frank escarp
#

do gamejams or similar, but release stuff and get feedback

surreal viper
#

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

fiery harbor
#

and I think there isn't much point in such meta-talk

cursive dirge
#

I lol'd at 30+ page businesspage part too ๐Ÿ˜„

frank escarp
#

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

cursive dirge
#

to form a company, you kinda need some business plan in many countries

#

my business plan is 11 pages :p

frank escarp
#

a game design document is still cool, at least to put down what basics the game is about

cursive dirge
#

so I'm doomed already

frank escarp
#

but i dont like them. I prefer prototyping for cool stuff and then trying to turn that into a game

fiery harbor
#

@cursive dirge you dont need any business plan to form a company in most countries I think

cursive dirge
#

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

cinder iron
#

The main matter here is money.

cursive dirge
#

@fiery harbor oh, right, you don't need it here either, only if you seek some gov funding

#

or other funding

fiery harbor
#

yeah

#

but why should the government give me money to make a game

#

they dont gain anything from it

cursive dirge
#

where I come from, they actually do that :p

cinder iron
#

Why? Government gives money to make a game? Since when?

#

And how?

#

Under which requeriments?

cursive dirge
#

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

frank escarp
#

dude where is that

fiery harbor
#

oh nice

frank escarp
#

ima migrate there

cinder iron
#

Same.

frank escarp
#

becouse in my country i have to pay a lot to build the company

#

and zero help

cursive dirge
#

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

fiery harbor
#

@frank escarp same here

cinder iron
#

I have to put money from my pocket to make a game.

frank escarp
#

i mean, i run with the profits i saved from freelancing

cursive dirge
#

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

cinder iron
#

So you are telling me if i have something innovative they will pay for it?

cursive dirge
#

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

cinder iron
#

But what do they pay, an idea or a product?

cursive dirge
#

it can be anything really

#

but you have to be able to sell them that it's a viable project

cinder iron
#

Paid back on taxes i guess

cursive dirge
#

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 ๐Ÿ˜„

#

but even their core staff paid multiple times on their personal salaries taxes than what the gov funded the company for

cinder iron
#

Lol

cursive dirge
#

there is a "but" here though

cinder iron
#

Go ahead ill read ir after gtg

#

o/

cursive dirge
#

to get funding from them, you have to have some funding already or funds, they don't put 100% of the money into project