#ue4-general
1 messages Β· Page 79 of 1
but yeah, it's not a coincidence that many successful mobile game companies come from Finland, due the gov support and investor scheme around here. It's kinda curse too for devs here who don't want to do mobile or have any part of the monetization models they put in those games
because it means that like 99 game companies out of 100 will only do mobile and they only use Unity, so as gamedev looking for a job, there's not really much else than mobile jobs out there
and it's not that warm there I guess, I wanna move there π
they actually pay teachers well
well, I don't know about teaching
at least thats what international studies and stuff support
a teacher in finland gets a fairly high salary compared to basically anywhere else in the world
so better people end up as teachers
especially universities have been cut down expenses a lot lately, it's not a good place to be in that profession atm
meaning, it's probably really hard to land a job nowadays
but yeah, there really isn't any barrier as far the education stuff goes
other than your own motivation and skills
I have engineering degree and almost bachelors on CS myself, dunno if I'll ever even get the latter out as I only went there to study things on my area of interest, not to get the degree out
the point I was trying to make though was that if you want to get education, it's rather straight forward
im struggling to fininsh my CS degree becouse the only thing that is left is stuff i find dreadfully boring
yeah, it's same with me, and I don't really need another degree
I'm mainly missing few first courses from the bsc, so they are not even complicated
like write some essays etc on CS topic π
or beginner math (I have all the advanced math done)
also if seeking a job on gamedev, degree doesn't necessarily mean you'll get a better job or that you can even handle it
I am one step away from my CS degree, but im not sure i'll ever make it
i wasn't able to do it in the last 1.5 years π¦
I would need to go to get the paper, but by the time it was ready I was working in another country, too far from the university :/
btw, this is really the new #lounge now :p
but I don't even feel bad about offtopic since Nick put this channel in this position, it's inevitable
I thought work-in-progress was the new lounge.
guys PLEASE help, I have an issue, when I start a map my player controller ID is -1 .. even tho its set to auto posses as player 0
any hints as to why thats happening pls, Id didnt do that a few days ago, and I didnt change anything
btw. the read im doing on player controller index is from eventBeginPlay
heres a screencap of the eventBeginPlay on my playercharacter BP
Well you have ot plug your Player Controller into your getPlayerControllerID.
the player controller requires an index, is there a way to have the blueprint know what index it is?
if I have 3x that player character BP in the world, and the 2 others are set to not autoposses, how can I have the blueprint know that itself is being possesed as player 0 or not possesed
Usually the Pawn should not know who possesses it
so if I want to make functions based on whether the pawn is possessed or not i should instead use the event Possessed?
instead of querying for index 0 (active player controller)?
That would be the best idea
You should avoid using getPlayerController(int) in a Pawn, since it has different behaviours in Multiplayer and Server/Client
ok, but if my game is singleplayer it would be fine would it?
then if I have it on an input event it would only trigger on the possessed player nonetheless?
when you spend an hour solving a problem and it transpires it's because your code was taking radians, not degrees -_-
if I have multiple copies of a characterBP in the scene. Theose would have some sort of internal Identification index apart from playerID would they? Is there a way to access that? just out of curiousity to know how the engine handles several instances of the same thing in the world
@maiden swift Any chance for a pin on this? Can y'all just quickly read this message about reporting posts on the forums. Cheers!
https://forums.unrealengine.com/showthread.php?149673-A-quick-message-about-an-issue-with-reporting-posts
or @ashen brook
Please welcome @brittle remnant to the community! :beers:
Welcome Brad!
Please welcome @broken pawn to the community! :beers:
wuu wuuu
I really wish I had the skills to do all aspects of gamedev. Its really hard to find people willing to pitch in early on projects.
I would like to enable "r.LightPropagationVolume=1" and "r.DistanceFieldGI=1" to do some tests but it seems that it's only in "Engine\Config\ConsoleVariables.ini" is it possible to enable those variables only in 1 project ?
anybody aware of an issue with emissive lighting as static in 4.16? Just tried across two different projects, no success. Works fine in 4.15
Please welcome @hasty wagon to the community! :beers:
@shrewd axle Is the object static?
i can confirm my emissive doesnt work properly either
Please welcome @static cargo to the community! :beers:
Please welcome @frigid pike to the community! :beers:
guys what is th ebest way to set a top down camera? i've a custom pawn, i've created a camera on the engine gui now how can i state "hey... look always through this camera"?
The camera in your pawn is the primary camera..
Please welcome @plush yew to the community! :beers:
Does anyone know if it is possible to get EXR support in UE 4.16.2 on Linux?
Does anyone have a clue where the procee startup order for ue4 overview has gone off the wiki?
it was the thing that said in what order what starts
This page?
The process of starting the engine and launching a game or play-in-editor session.
@pallid compass
man i was googling the wrong thing
idk why i had the words multiplayer, overview, networking, startup in my head
not framework π
hehe
Im having issues casting to player state inside the Gamemode, do u have any idea why this would be?
game settings are right
casting to control is working fine
i even put delay in
just incase
When are you trying to get it?
@glossy flame So I ended up moving my project away from perforce because it was just too many errors on p4's side.
Now that I tried packaging again, this error popped up after it's passed its old checkpoint of not working.
ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed.
Any thoughts on this? Or anyone else?
everytime i make a change(bp and mat) this happens. any ideas?
what exactly does the eventPossessed execute from? I have two times my character blueprint in the scene, one has auto posses player 0 and one is disabled possession. Then inside the blueprint I have a print string connected to eventpossesed, its executing 3 times! Even tho there is just two blueprints in the scene and only ONE has auto posession enabled
whats going on
i basically need a way to execute something on a character blueprint that appears several times in the world but ONLY on the one the player has posessed
how the hell do I differentiate in the blueprint that information.. basically so the bp knows if its the one being played or not
@vestal cloak Did you try restarting the editor and/or your PC?
I figured it out. Thank you though
anyone can help on my issue? or is there a better channel I can post it in?
Please welcome @rotund jacinth to the community! :beers:
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Please welcome @keen dew to the community! :beers:
Hello guys,
Is there a way to have a background with a gradient in UMG?
ahhh theres so many awesome live training video im just getting stuck in a vortex of watching them all before doing anything lol
I am going to start a FPS horror game. Which type of build should I choose? FPS then remove the gun? TPS but connect camera to the head?
@plush yew what's the issue?
I mean, next time just post the issue and someone will help or not π
Ah, the unrealbot spam is real
You posted something earlier my bad
@plush yew Are you working on a multiplayer project or single?
singleplayer, thanks mate. It seems I got most stuff sorted now.. just my event possessed triggers twice for some reason
but I just plugged a do once after it to sort that, still.. feels a bit hacky
Please welcome @rich hornet to the community! :beers:
nah he's not here, but yeah i might catch him sometime
workin through the problems im having with RMC atm
big ty for him putting it up
what you mean he's not here?
he's definitely here, I can see his tag (just not online atm)
Please welcome @nova crest to the community! :beers:
Hey π
hi
did anyone here tried gun collision x) ?
something like that https://www.youtube.com/watch?v=-xvvncRvVCI
wall/box weapon resting (for increased accuracy) should be fairly easy to make from here.
Asked in #animation, but its a dead channel right now:
How can I do a "Look at" but still allow the animation to allow the head to move around?
haha you are right this channel is in the cemetery
I want to get a character to look at something, but their idle and other animations have some movement to the head itself. Doing a straight-up look at in the anim graph forces them to keep their head locked. Not sure if I should look into IK to do the job, but that might be the wrong way to approach it.
Oh, I feel stupid. I was trying to avoid doing math in the anim graph, but I can have it watch a variable in the event graph and react accordingly.
but dont forget something
you will need to do some math (basic) to do the rotation
not very hard to do
Yeah, I have that. How did you lerp it?
where do you see a lerp ?
Nowhere, but there had to be some way to make it transition over time. I'll try something out here, thanks for pointing me in the right direction.
no problem good luck :p
Guys
I asked this a while ago but I couldnt get a respond
"I am going to start a FPS horror game. Which type of build should I choose? FPS then remove the gun? TPS but connect camera to the head?"
Help please
That question makes no sense to me
Remove the gun? Connect camera to head?
Doesn't blueprint starts off (FPS one) with a gun on the player model?
Ah, you're using the template
If your game doesn't use guns, remove the gun
It being a horror game doesn't mean its gunless
well im extremely new to the engine
read a few docs
I know I can delete the gun from the uh character blueprint
then, is this all am I going to do
Yeah
I mean
Its gonna be a first person game
but i was thinking if that gun would be hard to remove
since the game will be just exploring & horror
no guns
You're not going to be able to make use of the anims Epic provides since they are all pretty much gun related
but if you know nothing about all of those stuff i suggest you to go watch some ue4 tutorial
You might as well start a blank bp project and learn how to set up a character
Not because its easier, its harder that way
But you'll understand your character more
Which you're going to need to do for what you're doing
Since hacking the existing anim bp's probably will actually be harder
Can you suggest me some tutorials with links?
Not the official docs
I will read them.
ue4 official channel :p
There are no tutorials on how to do what you want
You need to figure out what you want to do and google those things
Smaller things
Like
How do I configure a character movement component
creating a fps character from scratch?
good morning guys
@polar hawk yes but he only begin π he needs to know a little bit the engine
hello jay
Following those 'lets build a X game' tutorials don't seem to teach you much about the engine
Working on a project?
Β―_(γ)_/Β―
Where to start then really?
i said to you what to watch
I see
you will discover the engine, BP, Hud, Materials etc etc
yes :p
they use an old version so if you block sometimes just see the comment
you will find the solution
can i say "good luck" now ?
Any of you lot use maya for creating assets for unreal? if so could i be pointed at a few tutorials you suggest?
I use 3ds max myself
Would you suggest it over maya? I've tried blender and much prefered maya over it
hmm i think it depends on what you wanting to accomplish
maya seems a lot better for working with animating characters
Oh
I'm just getting started with unreal in the hopes to make some simple games, only to relise the need for assets
I studied 3ds max from classes and I just haven't found the need to switch to maya
Some of it depends if you are wanting to prototype or looking for game ready assets
I'd see myself prototyping to begin with before creating some game ready assets, i'd want to use the same software though
fair enough
Awesome! How's it going for you?
I had a pause for a year
I can design buildings and areas as long as its not big like forests
no AI and such yet, which is what I want to learn
I am trying to make a horror game where something tries to catch you
I had done unity previously before desiding this was the better option
Simple but important
Lots of ideas i see π
If you are asking me, i'd be useless
what kind of animations are you wanting?
Walking for now
I already got 3ds Max installed
wait
Its Maya sorry
but uh
i know it as much as I know UE4
lesser than that
Haha same π
lol are you my lost brother
Lol
?
Please welcome @sleek wraith to the community! :beers:
Some of the upcoming Steam stuff
Please welcome @small kite to the community! :beers:
@maiden swift preview*
Hey, sorry if this question has been answered a million times before π But I have a question about Unreal Engine's capabilities.
So me and a friend are trying to create a cool summer, we are thinking of designing a 2D side scrolling shooter (think metal slug but simpler).
I have used UE in the past, but that was in a limited capacity (made a map for UT3 and followed the battery game tut for UE4) but have never done anything in 2D with the engine.
When looking at UE the 2D aspect of it doesnβt get any spotlight. Is there any deficiencies in the unreal engine with regards to the 2D aspects?
@tawny brook ?
@maiden swift the announcement
Hello community π
@small kite SUUUP
Oh shit. Typo. I see it now.
π€£
I didn't see it because you just said "preview*" and it's written 3 times. lol
Fixed.
I thought of a siiiick idea for a game so now I'm gettin' my butt to work. I need some help though so when anyone gets a chance I need to figure out why I can't import meshes like I'm trying to...
Btw I love your Linus avatar. π
I downloaded this thing here
This content has been created as a small free version of the package that is on the UE4 marketplace: https://www.unrealengine.com/marketplace/luos-s-modular-rocks-caves. The purchasable package will have 450 meshes, and much muuuuch more! This free package will work identical to the big package and contains: - 1 simplified master material. (Purchasable pack offers more features). - 2 new materials. (4096 res, Albedo, Roughness, Normal). - Few new Material instances. - 1 new Material function. - Material for mushrooms + colored material instances. - 25 new meshes consisting out of: - 6 modular pieces. (I, L, T, X-section, entrance and transition mesh). - 19 prop pieces. (2 Columns, 1 Arch, 2 Floors, 2 Mite/tites, 3 Rocks, 9 Mushrooms). - 2 maps. (interior and content showcase). More information & Images: https://forums.unrealengine.com/showthread.php?64883-FREE-Luos-s-FREE-Modular-Caves-Rocks-mini-Package!
I unzipped it but when I look for the meshes when I import the files are empty
the files in the Meshes folder are called "UASSETS" I'm guessing that has something to do with the problem as the import tool is looking for .3gp .3g2
hey guys, has anyone successfully used the grass output node on a static mesh?
also, can't get foliage working on static meshes. it's checked in the foliage tool, paints on bsp fine, but nothing appears on mesh
Hello!
Just checking, if I create a widget and add it to viewport, calling RemoveFromParrent will let garbage collector destroy it, right?
No. It just removes it from the viewport. The Widget itself will still exist its just not visible or attached to any viewport.
GC will only clean it up if all reference to it have been removed.
If you have it inside an Variable in BP you need to null that variable.
no variables
Use IsValid() to check if it still exists
If it doesnt exist then you need to create it again if you want to use it again.
Please welcome @hybrid cairn to the community! :beers:
@maiden swift thanks lol. I have a gif of it.. but I don't have a CC to attach to Discord for nitro :/
uhhmm, yeah, cheers everybody π
Welcome
Please welcome @fresh linden to the community! :beers:
Please welcome @plush yew to the community! :beers:
Hi everyone=)
Please welcome @worldly cliff to the community! :beers:
Guess I'll ask this here: Does anyone use Github as a form of source control with UE?
I did at one point but I've used Git itself a lot, what's up?
How could I limit the AI's detection of the player when they are in the shadow of an object?
We have a team of 3 right now needing to all work on a project, which is why we need source control. We tried github today but quickly ran into their awful 100mb file size limit.
Trying to figure out the best way for a team to work on a project together
Have you tried Perforce?
hello a little question please did anyone here played animation with root motion :p ?
it's what we're considering right now. Hosting it on our own instead of in the cloud. Just not sure how well it'll work
I have never used it so I don't know
@stiff marlin I highly recommend using Git LFS with Github.
We did.
because i found a bug ><
I just wish I could find a tutor to help me in Unreal, Unity and CryEngine
@stiff marlin Then how are you running into the 100MB limit?
Got this pretty quickly.
You should get 1GB/month free for LFS.
Oh!
You are talking about the individual file size limit. Sorry I misunderstood.
Please welcome @fiery summit to the community! :beers:
Hm but I didn't think that affected LFS files.
@regal drum Have you tried a community college or a cheap college?
Are you sure LFS is configured and working correctly?
considered*
My dev partner set it up (we work remotely), so I'm really not sure.
My community college has a course in Unity but the instructor is on vacation, and I am too poor to look into anything else
I had a few substance textures that were very large (like 350mb) each
and it was catching the uasset versions of those
Do you use the Github web interface at all, or just the desktop app you're committing changes with?
he was using the desktop app from the screens I saw
https://www.youtube.com/watch?v=pMYsiee_I64&index=10&list=PLL0cLF8gjBpqDdMoeid6Vl5roMl6xJQGC @regal drum
Unreal Engine 4 Beginner Tutorial Series - #10 Static Meshes This is episode 10 of my Unreal Engine 4 Beginner Tutorial Series, In this video I introduce you...
Thank you
You can visit your repo on the web and check if LFS is tracking those files correctly.
^ this series is really good for beginning-- it has taught me a lot
@stiff marlin You'll see a "Stored with Git LFS" note when viewing any file tracked with LFS. Screenshot incoming...
the first 14 episodes his mic is crap but after that, it's fixed. I just ignore the buzzing @regal drum
i recommand you the unreal official tutorials on their channel
Actually, I can just link you to one of my open source projects.
@stiff marlin https://github.com/nkpfstr/Synthia/blob/master/Content/Synthia/Core/SynthiaController.uasset
they have a huge playlist for beginner
and also some lives getting started for beginner
See the note at the top of that file info about LFS? See if that shows up on uassets in your repo @stiff marlin.
alright
No warm welcome =[
probably just gonna use VSTS/LFS/Sourcetree
Please welcome @native veldt to the community! :beers:
Hi guys, Im not sure if ive found the right place for this but I had some modding questions for ARK?
Please welcome @karmic field to the community! :beers:
Should be the right place, though you'll need to find someone who does ARK stuff
Please welcome @static shell to the community! :beers:
hello
I bought Kubold's rifle animset pro on the marketplace and am making a third person shooter and want to mix the aim offset
with the regular blendspace
how do i do that?
Please welcome @silk acorn to the community! :beers:
ty unrealbot
Please welcome @barren cedar to the community! :beers:
Please welcome @tight ruin to the community! :beers:
!gameidea
A racing game where you walk very slowly after waking up on a yacht in the Atlantic Ocean.
Is there a trick to seeing what my spring arm is colliding with? I have it set to Camera probe and the meshes on my pawn set to ignore it. But my camera is getting under my pawn somehow.
Wait. I didn't stick my camera in the socket, seems to have fixed it!
anyone interested in speeding up the game asset creation in blender? i created this plugin.. https://www.youtube.com/watch?v=ECC5zse8iIg there will be a free version
Kit to connect presets with your current scene.., includes access to and online preset library and is compatible with Blender and Modo... compatibility with ...
Please welcome @drowsy jungle to the community! :beers:
@frosty spindle Vaughan is gunna be sad!
I'm telling on you!
he knows... i've been talking about it with him since the beginning
I'm teasing and it looks neat.
It work as an asset server or something?
Or is the port number to do with something else?
my app...connects to an online continuously growing datbase of assets that will be included in the kit , the presets i add are actually not on my computer but on the cloud...still the interactivity is fast...
but you can also create/buy and use local presets... and in the near future i'll allow for users to create private cloud libraries that they can share with their team....so you create the preset upload it and all your team can use it in real time
the port is to communicate with Modo as an external app /im working on changing that as well..to improve speed / in blender the port is not needed since i solve the communication in another way...
the soon to be released maya compatibility is similar to Modo
Please welcome @gilded dawn to the community! :beers:
@frosty spindle If possible, for the love of god, use a default port that isn't 8080
Just like everything else that runs on 8080 xD
I'm dying
I'm checking out your asset thing now, I always wanted an asset manager thing for blender
Hmm
That's not quite the same thing as I had in mind, but looks really cool
Oh no, I just want a different thing altogether. Instead of having a library of assets to put onto current asset, I wanted something that keeps a database of assets, tracks artists who work on it, lets you export and switch between assets quick
And most importantly
A more powerful way to link assets than blender links system
So I can move assets around in tree and update links and so on etc
You want the version of Shotgun that we all want that doesn't exist
I wrote custom scripts that do all of that above, except for the linking
But they are pretty crude UI-wise
Please welcome @stray pewter to the community! :beers:
I actually want a general system for managing assets and documents
Right now I have separate systems for engineering data, for assets and so on, even though they share numbering and are future-proof, they are not part of one system
Yeah, I'm working with lots of engineering data and that is awfully specific
Needs very strong scripting
Please welcome @slender dagger to the community! :beers:
good morning all
Please welcome @dusty kiln to the community! :beers:
we will acccept your beers
is it possible to skew spline mesh deformation
for example skew the result so that it always points upwards, despite being deformed left / right?
Yes
World position offset
But
You can also modify the shader that drives the spline transformation
I need to do it outside of materials
Modify the shader itself
Search for "Spline" and it shows up distinctly in one specific usf
and if I need to do it without modifying the source?
So I exported a skeletal mesh from ue4 into maya, added 2 extra bones on the pelvis, reimported it to ue4
now i dont see the 2 extra bones
inside ue4
what am I doing wrong here?
as an aside, I'm not sure the shader is what I want to be looking for anyway, since the spline deformation must be an 'offline' process (otherwise how would stuff like collision work?)
hey guys quick question , I understand if I take up a freelance job, i'm not allowed to use the work for my client for any other purpose except for the specified project. unqiuely designed models aside. I do notice some modellers actually modify some generic meshes and sell it on the marketplace outside their contract
so in that case say if I made a generic street for a client
could I modify the meshes and materials slightly and sell them as royalty free assets? Thats assuming my client doesn't provide me a design blueprint and I designed it on my own.
so from the street project, I might sell the fire hydrant, lampost etc
but I won't sell logos, custom designer shirts and sculptures etc
Modifying shaders does not require you to modify engine source
@wary wave there are two parts to it
Offline collision mesh generation + vertex shader to deform on GPU
@warm mountain the answer is "read the contract"
@warm mountain IANAL but this depends on the contract.
Most of the time, they own everything
Unless explicitly stated otherwise
and, if you haven't signed, "rewrite the contract"
Our contract by default permits artists to use their assets for any purposes not related to game development and not related to our engineering kinda field
right, I'm following - that would require me to modify the source to get collision meshes generated correctly (also, I can't modify the shaders either)
The default is "they own it" AFAIK
@wary wave Making a plugin?
if you're getting paid for the work
gotcha placeholder
lots of place putting a net neutrality banner
I think they are making it possible to include custom shaders and stuff in the latest engine version?
i hope the shitstorm is big enough
You might be able to do with making your custom spline mesh component and custom shaders maybe?
No, I'm not supposed to be modifying parts of the project outside of itself, so I'm a bit stuck in that regard
I have very limited access to code
if USA completely destroys internet, the rest of the world will probably follow
another thing i'm really curious about is
@worn granite the absolute default is usually "you own everything" for the artists, unless there's actual contract in place
how do those people in turbo squid get away selling designs that are copyrightyed
Ehh
I see Ipads
Work for hire tho?
@warm mountain - complete and utter lack of policing
Game Covers
I mean, the contract will probably turn that around, but if there's no contract then you own between most and all of the rights
If you know your stuff, I'll bow to your wisdom
that really sucks
I only know stuff for some specific countries
@warm mountain check the contract
Not neccessarily same everywhere or anywhere
the contract made no mention to who owns the assets
Which is why you wanna the contract in the first place
the client just wants an arch vis
i usually dont care about exclusivity, so i ask the artist if i can pay him less but dont have exclusivity
Sounds like a bad contract
Lawyer up
If the contract mentions bananas, it may have been written by a monkey.
I mean I understand
man, that thing is the most basic thing for a freelance contract
the design of the condo will be copyrighted
and i mean literally the most basic stuff
but generic things like flower beds
without the "who owns what" clause, the contract is useless
I just feel like taking those to sell just changing the flowers
yea
i dont do big contracts or complex stuff. When i do freelancing or hire a freelancer, the contract has 2 things
method of payment, and "who owns what"
I mean the 2 previous ones I did they did outline who owns it
Next time, make your generic assets up front and then tell them "I have this generic pack available for X, do you want to use it to save time? I charge a nominal fee Y for the asset"
just ask the guy now
"I want you to make this, but I don't actually state that you should give it to me after it's made" - How contracts start lawsuits
thats a good idea
i'll do that Place and i'll ask him blanco
And then still charge your rate to actually integrate it into the scene
a creator owns its creations by default. So technically you own all the rights to that scene
and could definitely resell it anywhere
but the guy might get pissed
and in fact, even if he pays you, he doesnt have the rights to use it XD
true
you could even lawsuit HIM if he uses the model you send to him
i won't resell his condo LOL or the streets and the logos
but the background stuff like the drain grates etc
You won't own rights to the design of his condo, the actual architecture though
The only reason I'm saying its the other way around is because I've seen Leonard French talk about how its not always "creator owns it"
that looks like everything else
Depending on the country, that might limit you to only showing screenshots of your work, to put it simply (and not giving rights to use it to the other guy)
Definitely worth asking somebody with domain knowledge instead of this chat
my country's copyright laws in pants
we are some of the greatest piraters in asia and the whole world
Our contract is extra-dilligent on the part about the assets delivered by artists not having any sorta legal troubles (e.g. not being stolen) π
we have a mobile game going on here racking millions using art from "Your Name"
Localities may make assumptions about employment contracts that contracts don't explicitly state. Similarly -that's not similar at all, is it-gentlemen's agreements can exist even if there's nothing on paper, and then it becomes a matter of who can do a better job convincing a judge.
It's more lenient towards artists by letting them use their work and display it as they wish as soon as we disclose it, and also puts all legal responsibility for those types of claims on the assets on the artist
hey guys is there a way to export skeleton from UE4 to a 3D app and add extra bones, then reimport to ue4?
Yes
Right click on the asset, there's an export option
In asset actions I believe
If your 3d editor is blender, it will not work right away
i exported to maya
Because blender is derp
added 2 bones
And inserts an extra bone by default
blame autodesk
Make sure your editor doesn't change the bone tree
I wish blender offered a proprietary fbx plugin π¦
anyway. if you leave the skeleton with its default name "armature", then unreal will delete it
So I could just pay them whatever they need for the license and have it just work
i added 2 extra bones in maya
Someone told me that was fixed for UE4 at some point.
@frank escarp does it delete armature.000 too?
there is also a "create leaf bones" you need to uncheck on the exporter
reimported to ue4
dont see the extra bones
im using 4.13
i still dont see the 2 extra bones tht I added in Maya
weird
is it some problem with 4.1
*4.13
is there a way to add phat type system for sockets??
quick question guys. I can't seem to find the demo source in this document https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/ExampleLevelOverview/index.html
Is this something downloadable in Epic Game's launcher? What I would like to try is the cloth samples in Unreal.
An overview of how the Example levels included with Unreal Engine 4 can be used to accelerate your training.
Please welcome @leaden garnet to the community! :beers:
in your eyes, is it easier to be a director if you have a vision of a game you want to make, instead of learning the skills to create the game?
like programming, modeling, etc
Nope!
Unless you've got funds, you'll have to convince others that you, in particular, have the best and most worthy ideas. And also that you've got the management skills to not run the project into the ground.
Really, it'll be easier to just lay code down, or start on art
You need knowledge about how to make games, if you want to direct them
That's only the short answer, ofc.
Because when you get people to start on the game, the real challenge is keeping it moving
You gotta convince people that your ideas, that they might not like, is worthy to make it in xD
Now, if you have funds, you have to make sure not to blow all your funds on poor work, or inefficient work
Super easy to just let $30k+ fall through the cracks
I've seen it happen
I see
Work before friendships, if the goal is to make a great and profitable game
Don't hire friends xD
yea
so let's say I pitch an idea, explain how the game works, who's to say someone else won't "steal" the idea
Yeah see
You gotta get a good, thought out idea, and not explain every aspect of it
That's the reason I said what I did
here, have one. "Wicher 3, but in SPACE"
lol
I would pay to play that
Ooh, or how about "Dark souls, but you have guns"
Thats not a bad idea
if you are explainig the idea that much, you already lost
you need to implement it to see if it works or not
prototype the specific mechanics
"Minecraft, but not in Java"
trying to be secretive as an indie is completely worthless
no no, minecraft in space
"Racing game, but you make the cars in voxels"
your biggest issue is that no one gives a shit about your game
making it so secret is just making it worse
Oooh, ooh.
hmmm...you have a point
a good bunch of my VR prototypes have had that happen
So then you gotta get it to the point where you can hand it to a programmer/artist and they can start work
actionable?
i had a prototype of a VR mech game where it worked kind of like in the matrix, where you move the hands and the mech arms follow
not sure what that means
it wasnt nearly as good as i expected it to be
If you wanted me to make a prototype of one of these ideas, and you came to me with 1 sentance I'd walk right away
Don't allow workers to talk about the game, but it in the contract
just an idea, actually i know nothing about this
its not about being secret, that is worthless
but you should keep the narrative
only make public what you know its cool
well...I have a couple outlines for some stuff I thought up throughout the years
pretty sure all of them are worthless
Anyway, despite ideas being worthless
most of those kind of ideas are
tired of not being able to bring them to life
I'd actually go and try to find the people first
But have a solid pitch
You really want a good core
rather than just grabbing somebody who responds first
he wont really get anyone even half-good
this is true
@midnight mantle try to learn gamedev and make a prototype
if you are more interesting on programming/design, learn about that and create an ugly prototype with asset packs
if you are more an artist, then create a cinematic or some concept
If you're more a programmer, do a gameplay prototype. If you're more an artist, try to establish a direction
remember there is a chinese kid who has been making a huge rpg by himself
Once you do that, you can expand the "game"
the truth in indie dev, is that ideas are worthless by themselves. Its what you make of that idea what matters
truth is
if you only have ideas
on paper
nobody gives shit
everyone have ideas
and nobody have time to work onsome else ideas
Actually the worst case can be if you just have money and ideas, certain people will try to rip you off and you'll just end up with your paper ideas.
Well. Everything starts with an idea.
Being indie means you really need to protect your IP
any of you guys have an idea that you've had for a while now?
I'm gonna flip that: Anybody here completely starved of ideas?
o, interesting
more than 30
that i have on paper
this last year ive implemented more than 15 different vr prototypes
4 of those ended up in the VRMultigames pack, that i released on steam for free
of those vr prototypes, around 10 were scrapped real fast. There werent as good as i thought they might be
for the rest, most of them i dont have the resources of turning them into a real game
given that finding good artists is fucking impossible, for my next game i will do nearly the whole game by myself, and then hire some people to make it pretty
Please welcome @plush yew to the community! :beers:
finding good any kind of people at reasonable rates can be near impossible π
it was much easier a couple years ago. This days any half good artist wont work in a revshare project
they will do marketplace assets or things like that
you can't really blame anyone for not going for rev share
I know I wouldn't myself, couldn't expect that from others
usually i give some value back, mostly about mentoring and letting people use all models for portfolio
it could work if you actually knew the people in real life, like with people you've worked with in the past
if you don't have steady income
working for "possible future profits"
sounds insane
Revshare is generally indies with no industry experience
as they need to build portfolio, and still arent trained on modern techniques
basically like an internship
Please welcome @plush yew to the community! :beers:
thats kind of the deal i have with my current character artist. Also some revshare
lol
i cant keep this character artist for my next project
becouse she has build a very nice porfolio now, so will get a job easily
not many places hire recent students who dont know modern techniques and dont have a portfolio
I dunno if it's even common for companies to not allow artists to put their work pieces into their personal portfolio (after the game is released of course, so no leaks)
you see game art dumps on zbrush forums all the time
usually if the game is released its no issue
anyway, this is also becouse the game schools in spain are absolute trash
I doubt they are great anywhere
some of them are good
in spain not a single one is
when i went to check on the recently graduated students on this schools, i found their level to be lacking
they had talent, but for 4 years of training it was hilariously bad
and besides, schools don't teach you real life skills you need in your profession usually, more like concepts that you need to grasp that you can handle the challenges you face when you actually are in the work life
yeah
if they were truly into game art, they would have known what they are even before getting into school
in this country there isnt a strong enterpreneur culture
it's same on gamedev, some people try to not learn anything on their own
but they will not get far
everyone wants to get a degree and get a job somewhere
not CREATE their job
at least the government now has improved the conditions for freelance workers a lot
they passed a law that lowered a lot of fees and stuff for the people that work by themselves
you can even put your home food and electricity as a "business expense"
i see little ambition on other people my age
very little
ah, food would never go through around here
you can get some tax discount for having home office though
part of it tho
yeah, something like that
as you pay tax on the profits, if you can put food and electricity as expense, you will have to pay less tax
they lowered the minum amount of tax you have to pay to stay a freelancer
even if you are not getting profit, you have to pay a flat minimum. But now they lowered it for the new freelancers
keep in mind that flat minimum is for healthcare
we have free healthcare in spain, and public education wich is actually quite good
if do the university well, without failing, you can do the whole degree for around 6k euros
assuming you dont get any kind of help or similar
we do have "pension insurance" that's mandatory, but I don't think we have to pay flat fees for anything but TV π I might miss some fees
it's kinda silly that we have to support broadcasters
we have few, and for that everyone pays shitton of money here
its a very popular channel, fairly high quality
I don't even have receiver
this days, what they do, is sponsorships and the like
for example there is a very famous cooking show
a cooking contest show
when they need ingredients, they get them from a mock "store"
wich is from a big store chain
and has its logo in HUGE
imagine the cooking show people grab their ingredients from a mock Tesco
and it has TESCO in huge letters
people love that show
Please welcome @plush yew to the community! :beers:
Please welcome @white folio to the community! :beers:
hi! I need help, how do I assign different textures to the same object in unreal? because on unity you can select the meshes but I dont know how it works here
Im trying to make the propellers black
that's what the material slots are for
if they're not working, then the mesh hasn't been imported correctly
@white folio "Textures" aren't the thing you apply to objects - you apply Materials
You're going to need a new Material with the different texture, and apply it to the correct slot
You can click "highlight" on a slot to see it on the mesh
hey there . How can I make a record system. for exm my character go to a point from b. I want record it then I want apply these movement to another character. not only movement . the whole actions.
Please welcome @uncut shard to the community! :beers:
Is there currently any way to do fixed framerate/timestep rendering (without dropping any frames, giving the computer all the time it needs to render each frame) in a packaged game? I am trying to read a log with timesteps, positions and orientations from a helicopter simulator, and render out an image sequence from several virtual onboard cameras for computer vision testing. The logged poses are not necessarily at the same rate as the desired framerate (so I might need interpolation), and ideally I would like motion blur to be available. I have tried using the FPS and BENCHMARK command line arguments for a simple example packaged for Linux, but they seem to have no effect (the documentation for the command line arguments is old, not sure what works in 4.16).
Please welcome @lime spade to the community! :beers:
@cursive dirge flat tax for entrepreneurs is common in developing countries. As long as your income is less than xxx you pay some fixed tax. So yeah, it sucks to pay it if your income is less than that but it really helps as income increases.
Dont you love finding out the exact thing you need exists in a later version of the engine and then you take on the huge mission to convert? Because I DONT. xD
I wish converting would have been easier. So many problems
@vale osprey oh right, I think I misunderstood what he meant
we have fixed tax % for all companies here as well
I have nothing against that policy
Worth it. xD Probably gonna have a ton more problems packaging but. Worth it. xD http://prntscr.com/fusgjv
I just read 2nd year university and don't know how to UV, I hope I didn't miss the discussion
Because boy do I have stories to tell
you don't know what UV's are either?
For a second I was thinking about linking my Gold Answerhub Badge
But it's a joke
Everything is fine
< 3
Oh, wait...
this isn'T Lounge
How would I make a totally invisible material that custom post processing materials will work on?
Because just making it totally opac makes the post proecssing material invisible too
I found a way to do that in 4.15 but 4.16 screwed it up
custom depth / custom stencil
making it totally opaque may well optimise to nothing, but there'll be a flag or a combination of transparency settings that work
@plush yew well, since Nick wanted to put this channel up and in focus for people, people will treat it same as lounge
at least, as long until mods actually start enforcing the channel rules
I use custom depth for my post processing material, what it does is add an outline, what material should I use on the static mesh if I want it to be invisible and only show the outline tho? @wary wave
one that's transparent
wouldn't masked work too?
I tried that but then it makes the outline invisible too @wary wave
Tried masked too
with custom depth?
and your project has it enabled as well? like it works on PP?
Yea the outline works when it's not invisible
tbh, I don't remember if you needed project setting for that, you probably needed some for stencil
This is the material that I used before I upgraded my project to 4.16 http://prntscr.com/fut5li
But now it doesnt work, it just makes it black
can you make the object translucent, like put some ridiculously small value there
like 0.00001
something that forces the engine to render it
it's super hacky
just curious if it would work
do you actually see the translucent surface?
What
if you have 0.9, it's almost blocking material
Even if it was an actual material with texture and stuff
It will still show the outline
But the opacity breaks it
hmmm
lets see if my portal test project opens on 4.16
would be fast to check that there
as I use stencil masks for the portals there
oh wait, actually I might have removed that as I realised at some point that it wasn't needed
maybe after 3,2k shaders have compiled...
Please welcome @steep geode to the community! :beers:
Is that new unity update worth checking out yet
Need help with capsule component
What is it, and why does it govern all of my characters collision?
Is physical asset only for collision detection and such?
@sharp crest oh, forgot about UE4
hello : )
@cursive dirge ?
I was afk for a while, shaders compiled now
yeah, custom stencil definitely don't show with 0 opacity
@sharp crest Additive as Blend Mode and Shading Model on Unlit + Allow Custom Depth Writes from advanced translucency settings on the material seems to work even when you have 0 on opacity
there has to be other combos that work as well
but there's really no reason for that shader to be lit if you plan to make it invisible
If I do make a project using the preview build, when the full UE 4.17 build does come out does the downloaded preview build just treat that as an update? Or is that a new engine version install where I'd also have to port over my preview build project?
@boreal crown previews and final versions use same folder
so it'll be like any upgrade
Awesome, just wanted to make sure. Thanks @cursive dirge!
Please welcome @kind moon to the community! :beers:
I posted again in the wrong channel jesus π anyways, i found a solution for the ShooterGame warning i posted yesterday, willing to see better ones https://forums.unrealengine.com/showthread.php?149590-Relevant-warning-on-ShooterGame&highlight=shootergame
Please welcome @worn crest to the community! :beers:
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How do I set the animation blueprint for this blendspace?
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@digital anchor what about the options on Event On Begin Animation
Hey everyone! :)
Is there any way to make assets read-only?
For example, if I'm using some 3rd-party assets pack, I want to keep the original assets with no changes, and just make duplicates in case if I need to update something
and want to protect myself or teammates from changin the originals
@digital anchor what do i put here?
sorry i dont even remember where did you find those xd
is this inside the animation blueprint?
oh yeah it is
@pine shell i just deleted the initialize, the update i used to drive the blendspace
for example
this is for multiple-directions blendspace right?
you can do any calculations on the event graph
i used for a 2d blend space
you have a 3d blend space
but its the same
i only needed speed,
you might need direction
seens right, -1 is left , 1 is right
but
depends on how you calculate
does it depend on the speed?
its walking > walking faster > run?
then you might need something like -500 to +500
for the walk forward?
for the walk right shouldnt it be -180 to 180?
i mean, i cant know without seeing the animations but let me explain in another way
in the animation blueprint you calculate stuff like Direction, or Speed
in my case the blendspace is: 0 = idle, 200 = walking, 600 = running
the speed will be calculated every frame, and passed to the horizontal axis
but because MY ANIMATIONS are like that
you may be a little different
Please welcome @quaint hull to the community! :beers:
so what do i put on the direction
i mean, there is walk right and walk forward
those are the two values
yes, can you control the character already?
do you have a blueprint for WASD input
yeah, on this blueprint you probably have the scale of the movement
can i see the movement blueprint
so i can explain better
bear with me i am not an expert eighter π
u want a video
the blueprint has to be exactly as u showed?
no, it was just an example
i want to see the WASD blueprint of yours
so i can teach you to send the movement to the animation blueprint
its the same of the third person character
i show u pic
ok thanks
wow
any know if it's still possible to add socket to skeletal mesh instead of on the skeleton?
@glossy flame explain this man, iv got the starter_birds01 playing randomly only in one client when i start the game using a pretty much blank map & iv never included any audio in this project yet
update: deleted the starter content maps its fixed? mfw it was playing in every map
Hey, Im thinking of using UE for my first 2D sizescroling shooter (like metal slug) and was wondering about the capabilities of the engine. From what I can tell the 2D aspects of the engine arent really given the spotlight. Is there any major deficiencies? should I switch to team Unity?
Puts Unrealmaster as his name
Im a 4rth year com eng student with industry exp so programing is a cacke walk
@pine shell 1 v 1 me UT99 π
@pine shell Still a good game, occasionally go back and play it with friends π
i remeber getting destroyed by those laser weapons
You mean the shock rifle?
@pine shell sorry, had to reinstall the epic launcher, deleted something by accident
Please welcome @wheat stratus to the community! :beers:
i did something here to show how to pass the variables to the animation blueprint
here i saved the Forward and Right scales
which means that if you press W you will get 1, S will get -1
those are the values you have on your blendspace right
then go to your animation blueprint
shouldnt the blendspace be here?
Yes it should
π
as i said im new too just passing what (i think) i know
** you may have to disable the orient to movement**
you have animations to walk backwards
if you orient to movement you will walk like a crab
disabled
let me try
Also if anyone can help with my 2D question I would really appriciate it.
sorry we should be discussing this on #animation we sent your question to space
if i was you i would ask again
Anyone need quality music for their games?
I charge 10 dollars per track
π
do you also know how to mix aim offsets with the blendspace?
what's a good place to talk about gamedev troubles and modding / making gamemodes VS legit gamedevving?
Right now I'm having a really hard time breaking off a sandbox game as a modder and starting my actual career as a game developer I've always wanted
And thats
What happens
When you move files in Unreal Engine
Fuck my life.
Ok I got a backup yay
Now please can someone explain me how to move files without screwing everything up?
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@sharp crest do it like they've designed it
don't move them manually yourself from windows
use built-in content browser for moving things around
after that, right click on root and select fix up redirs
I didnt do it from windows lol
I moved it from the editor
right click on root? wheres "root"?
@cursive dirge
root folder in that structure
Well it works if the level the assets are being used is the current level open but then it screws up all the other levels that use it
You mean the content folder?
if it's the first in hierarcy, yes
k well dont think it will help (xD) but will try next time thanks, used the backup I had, redid some things and did some other stuff and it's good now
I've found that using the fix up redir thing tends to help when you do it right after you've moved things around
well, did in past anyways
I dunno what's the real issue with redirs, but they seem to break when you just move things around much
Please welcome @main lily to the community! :beers:
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hello, i need help.. how set in Editor Instant light (no shadow .. light in all with not light source) ?
Set it to unlit, it's in the viewport
Please welcome @plush yew to the community! :beers:
/pun
Please welcome @plush yew to the community! :beers:
Webcam not working, too lazy to unplug and plug it back in
Go to device manager, disable, renable
"Device is unable to start"
fdgjkhd
Unplug, plug back in
works
same, its a win10 thing afaik with slightly older webcams
Please welcome @plush yew to the community! :beers:
wow what a name lol