#ue4-general
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wish I had local game dev buddies
just for the atmosphere lol
having a hard time focusing on learning the software so I can get started
Please welcome @fluid glen to the community! :beers:
๐
damn, is there a some way to reduce crashes of ue4 on my super old gtx285? im just doing really simple stuff, material editor + small plane to test material, but it frequently crashes
That's... a b it more than a solution for crashes. ๐
๐
@trim trail Probably got little choice but to use a properly supported card. You can get a refurbished card on the cheap.
As far as Nvidia, probably the 800 or 900 series.
Even an cheap GTX-10XX will be loads better
It will be, but considering they're operating on an ancient card, I'm guessing they've got pocket lint as far as buying power.
Most likely, unfortunately.
I saw an screenshot recently that someone had taken of an BP Graph and the editor was so squished together it looked like they were using an mobile device to run the Editor lol
Isn't that Automated by now?
what is?
Mowing lawns, probably.
And no, it doesn't make economic sense to automate lawn mowing.
Nobody is going to pay for a 200 series card.
The number of people who show up to a garage sale that are going to buy a video card is pretty damn low in the first place.
collect debts
Also, I got that reference, but wow.
borrow money?
Kaiji
Asian-but-not-Japanese weeb-but-not-weeb friend put me through a few episodes, seems sufficiently obscure a reference to make.
The heck when did this happen
I have no clue how I can promote my UE4 game ..
Post interesting looking gifs on Reddit /Twitter/everywhere
People love gifs
@lean rock Read this ? https://www.unrealengine.com/en-US/blog/marketing-for-indies
How do ya'll debug your shipping build hard-crashes? We've set up Bugsplat to send us player game logs & Minidumps. I'm interested to see if there is anything else we can do help.
Thanks @drifting ocean
Please welcome @prisma talon to the community! :beers:
http://www.gameaipro.com/ now second book as free download as well ๐
Hey guys, I just recently got started with Unreal. Are there any free resources/videos/YouTubers that you would recommend me checking out?
official youtube channel
Just subcribed to it yesterday, the dev interviews are interesting
Please welcome @plush yew to the community! :beers:
https://www.youtube.com/watch?v=727BegJAJFM when you see a game using your content ๐
[Now available on the PS Store: https://store.playstation.com/#!/en-us/games/cavernous-wastes/cid=UP0536-CUSA05888_00-PKGPS01CAVERNOUS] The ship is home. The...
hi, anyone know how to enable longer name in Sequencer component setting? I have a few duplicated settings for Post Processing but they come up with generic names like "Intensity (Settings)" or "Temp (Settings)"
hello can i have your optinion in a pc setup ?
that would be better in lounge
oh you changed the location
didnt see that
it was in the top before, thank you :p
np ๐
found the source of my blueprint construction script crashes / freezes
observe this:
https://snag.gy/rtTz8g.jpg
and the associated log:
https://snag.gy/7UHFtZ.jpg
either the while loop, or the logical or isn't working
'Iterations' is clearly going well above 1000
but the loop never exits
@livid haven "it doesn't make economic sense to automate lawn mowing."
Roomba.
This is the first part of a how to learn C++ tutorial series in which we start from the scratch with a console application in Visual Studio 2017. I also expl...
tiny little question, how hard is it to get into Unreal Engine networking for a basic move-about game
Think FPS
with no shooting
but instead melee mechanics or something
@fierce tulip That reminds me of a question I had though, as an asset creator, do you find yourself concerned about people downloading and using your assets without paying?
unreal engine networking is the easiest on all mayor engines
but just happens that networking is a HUGE clusterfuck
so its still really damn hard
I've seen a couple of sites that are basically working through the entire marketplace =_=
Yeah u can do that
Hum
maybe i need some assistance when it comes to networking ๐ฆ
Its not something someone can just carry you through
You need to understand how it works
True
There's some official examples of networking though.
@plush yew I was , even filed a few dmca's. but its not worth any time or effort. people will pirate, and hopefully some of them will buy the package at some point.
just remember that multiplayer should be designed properly, and you need to know what you want it to do
They're worth checking out, the official stuff always is.
prototyping multiplayer is highly problematic
you need to think about what stuff is client, what is server, and how they communicate
also, not worth the stress
Hmm
It's best to start working out the network stuff before I even start work on the game itself, yeah?
Yes & no
you need to make your game with multiplayer in mind from the start
Yes you need to setup for network, but no because you need to know how your game is going to function.
Yeah
and have an idea of how are you going to design it
The whole thing is designed and prototyped in a different game
Think Gmod
though not gmod but similar
as a gamemode
Bringing an idea from one thing to ue4
Is not design
You need your design down to the core, or at least your foundation
or its gonna be super problematic
hmm
My big advice, go try build some basic stuff related too it, then build some multiplayer stuff for testing
Really get your head around it first
It will pay off later on
Then go and do your project.
I see
Most people in here will help you, but id advice you get your foundation right first ^^
Yeah, I guess that really isn't worth your time to be concerned about, but I guess it would be nice if Epic offered some kind of help on that front.
You cant run before you can walk you know?
Yeah, I'm thinking if I jump right into designing my huge fuckoff project right before even understanding how Unreal Engine works I'd just be crippling myself
Yes.
"im going to design a plane with out knowing how the principle of flight works"
You can go that root, but expect it too be brutal and time consuming
I guess like the problem is I'm just so very used to that particular game I designed the gamemode for
and UDK did not have good multiplayer docs
so i had to reverse engineer some other udk games to see how they worked
like chivalry
That I need to get outta my comfort zone
Principles for multiplayer are pretty simple, its just wrapping your head around it thats hard
@plush yew you can report piracy to epic, and they sometimes do help out. but in general its a /shrug kind of deal for them as well. and sadly looks at the 30% we pay em they should do more imho. but well.. /shrug
Thing is, I can learn pretty fast
heck I managed to get my head around Blender way faster than expected
THIRTY? Jesus, for that much, they should be stalking them like the goddamn Predator.
blenders ez
hehe
Humble Bundle takes way less.
i do around what, 9-12 hours ue4 praticle aday and 2 hours reading
Even steam takes less, IIRC.
Do any of you guys use POLIIGON?
hmm
I'm not doing much things UE4 other than talking about it atm so I think that should change for a start
I think HB is about 5%, and if you go via their widget, you get it all.
Perhaps to get started I should just... iunno, tinker with the damn thing
like a toybox
figure out how things work
with no specific project in mind
Maybe I should start screwing about with existing things and changing how THEY work
Check out the official network examples.
That's how I got into modding games, so why not do that with prefabs
Yeah like that western shootout thing
u should learn to print to the screen
I should make characters move!
before u do anything
then learn how the base stuff works
this isent something u can dive in too and understand in afew months trust me
Too noob, learn by making Elder Scrolls Online 4.
my point being, dont set your self up to fail as it can be rather harsh
They'll have definitely gotten to at least the 3rd one by then ๐
If you want to make an actual game, make a very well scoped game.
Think about what you want to do, like, 2 or 3 things you want to do in your game, and then do only those.
Don't Star Citizen, where you play another game and go "WE GOTTA DO THIS TOO"
rofl
Star Citizien: the Dangers of feature creep
or Space Station 13
Creep?
more like avalanche
CREEP?!?!
lol
Yeah.
The game I want to make is inherently designed for multiplayer tho
Feature Cascade.
And it's already got a very solid and working prototype
Not in any particular engine though
It's just pissing me off that the community for that game is very immature
is there a suitable staffer to ping about my BP bug? It's a pretty serious one and I posted it on the Answerhub over a week ago now
yeah
u planning to sell this
gotcha
Imagine a murder mystery
The Ship.
Hm
UE4 is not some pick up engine
I've never even played The Ship, but I apparently own it.
The Ship I find very boring
If you're going to use BPs it is.
id do it in some modding software
Yeah
If you have a basic understanding of code, and you're going to use BPs, then I don't see why you can't just pick it up and roll with it.
I might move on to Gmod
but your planning to go hella deep just for that
HMmm.
read through the networking comp i sent before
It's easier to build my own community in Gmod than it is in this dead ass Blockland game
then see if u still wann do it
oh I know how fuckin batshit insane Networking is trust me
Oh yeah, I forgot networking.
I'll read all about it
well like
the way they handle it
I'll read that article you sent me
In that case, it's definitely best to work in a preconstruct, if it's not necessary to build from the base up.
Doesnt' Gmod suck at melee tho?
Honestly I'm willing to learn what it takes to make a multiplayer game
Im not implying you are not
Preconstruct, you mean something like Epic's first person example?
But i dont think u have a good grasp of how deep your trying to go
I meant more like Gmod.
why dont u try getting a single player sword game to work
That game is fucking dead
Something that you're ontop of the upmost layer, and you just have to write some nice scripting.
hum
Or you could check out the store.
U can do the multiplayer, if your winning to put in around a year bare minium
Aren't there some really good market place modules for multiplayer?
remember your gonna need assets, testing, debuging, sounds, etc
Honestly I don't even need anything that hasn't been done before multiplayer-wise
not really
The Ship is a good example of the kind of multiplayer engine I'd want
"Multiplayer Melee Combat System"
depends what u mean by that delete
by "melee combat system"
I don't mean super hyper complex melee combo fighting game fuckapalooza
I just want
you click
you swing weapon
tru
Wait how fast can u move?
Why does the launcher not have the ability to copy links.
u gonna be playing this over the internet right?
Yeah
Oh yeah for sure
witch is just ugh, dont even wann talk about it
And client interpolation
Right click the background = no context menu to copy the link for the page I'm on >_>
yeah its bad to buy things like "multiplayer melee combat system"
Like
How are you really gonna use it
if you dont understand it?
^^^^^
it would need to be super tailored to what u want
why spend $$$ on something you don't even understand
otherwise u might end up with a fuck storm
Uh, that would be the point of buying it.
Not understanding it would be the point of buying it.
Just being able to read and copy bp/c++
๐
does not mean you understand it
Okay, I'm not going to learn how Cel Shading works, for example.
it will give you a jist yeah but you know
Oh I get what you mean
I'm going to buy one of the Cel Shading options.
Your prob gonna end up with shit lighting and post processing then
as cel shading can get complex with light management imo
u would deffo say you need to understand how cell shading works if your going to use it
I'm not saying I won't alter it, I'm just not going to do it from nothing.
so you can composite your scene right
things like systems like that imo u need to understand
Why reimplement the wheel.
But you dont need too understand things like char models, animation packs(unless your retargeting), sounds, textures, etc
Its not about reimplementing it
If you dont have a grasp on how cell shading works
how the hell are you gonna light your scene and composite it
i do get what your saying though! i just dont think cell shading is good example
multiplayer melee combat is hella hard
@frank escarp Even simple one?
Do u know how cell shading works?
It's ADVANCED, so that obviously will resolve all my problems.
U cant just cell shade with normal lighting
But it's advanced.
now that you can do shaders on a plugin
its possible to have an ACTUAL cel shaded shader
If it won't resolve these problems, how can it be advanced?
can u do that now vblanco ;o
i made few cell shaders before, there pain in the ass sometimes to composite with lighting
I remember seeing a thread asking for that, but it made it into 4.16?
oh god vblano could u imagine building melee combat system for multiplayer
and a good lag compensation system
id cry
i definitely could do a cel shader plugin
might look at it
the shader is simple to do, but the integration would be the annoying thing
i could sell that on the marketplace
people would love that
yes, that would be the whole point
i know the advance plugin he linked before
as it would not use the normal deferred rendering
has issues with forward shader
thats just a postprocess
causing dips in fps and shifting to projection mode
Oh, it's happening in 4.17? Still, that's cool.
You mean the version where we finally inter Unity?
what ๐
Unity gets put into the ground at that point.
prob lmao
I mean, there HAS to be a point where they accept it's over, and just give up.
yeah ue4 is just
too good
Thats what you get when the engine developers also develop games i guess
and alot of community work
Well, not just that, but it's usable out of the box.
Unity is just the freemium engine.
Unity: It's what Nexon would have done.
Like, the entire point of Unity isn't to make games, it's to sell you crap from their asset store.
The engine comes with no basic assets when you open it up, so you almost certainly end up in there, and then you're immediately assaulted by their bundles.
It's a microtransactional game engine.
thats awful
And then!
i had no idea it was that bad
It doesn't even have UE4 comparable importing.
You know how when you import some assets, they just work?
In Unity, that's a pipe dream.
I imported some terrain directly from the store, it didn't even texture it.
It gave me the texture though, lucky me.
Any time I think "Man, I'd love to use C#, my language of choice..." I remember that time that it took them years to put in runtime control binding support.
And somehow, I find the strength to say no.
you are completely right
they havent done a material editor
or visual scripting
becouse they prefer to get the cut from those packages
vanilla unity is worthless
like completely worthless
you need a bunch of addons to get stuff done
Unity was outright jaw dropping for years.
i see it more as a framework
much more customizable than ue4, you can create new editor tools/plugins/etc without much issue
Why?
Why would anyone use it?
There's MonoGame, an open source, free framework, that almost certainly has better support.
If you're going to make a game in Unity, you can certainly make it in MG instead.
Unreal also moving to a moment when marketplace will be filled with various stuff, as Unity today.
No.
Unreal is an engine you can use out of the box.
Unity is an engine that you can purchase the rest of, from their store.
monogame doesnt have an editor
you an use Unity from the box too.
it doesnt even do 3d
What?
not high level i mean
You can instance ._.
its like telling people to go make their engine with C++ and Ogre
well, worse than that
It's at the same basic level as Unity, if you mean for the actual developer, writing code.
It also does 3D, as did XNA before it.
Although, I'd grant that if you want to instance, you have to actually know what you're doing, but that's the same for Unity now, from what I've seen of their documents.
Hello, do you know if there are some problem with Windows shipping? We updated our project from 4.12 to 4.16, fixed all errors, but still we can't build our project. Crash with this error -->
@snow spindle start again
and th real error is above
look at the whole cook log
search for the word "error"
and for the update, update version by version
and test each
noone "Error" appear
In the text file that it mentioned in your picture, there's no error at all?
I used to get an error 1 for something in VS, I forget what, and just running the command manually with an admin prompt resulted in success.
Actually, it might have been that it couldn't open some file, come to think of it.
@plush yew don't mind vblanco, he has very biased opinions
@cursive dirge Strong opinions are better than no opinions though.
you can also try to "reset". By deleting Intermediate, Saved, and Binaries
@plush yew if they are correct, yeah
I did this too
my opinions are from the stuff that happened to me. If im wrong i try to switch
So, you can hold a wrong opinion, but you can't state it as fact.
oh but i wasnt bashing the renderer
what i mean is that unity by itself is nowhere near as good without plugins. As a whole
everyone allways gets a bunch of plugins and customizes the engine a bit
that is completely true
But it does a LOT, immediately.
yeah, if you can use it that way
Unity doesn't even import from the asset store well.
now that you can do shaders in a plugin, maybe i try doing a cel shading plugin
Can I get a plugin for that? =_=
I agree that Unity should have some shader editor built-in though
an actually good one, not a hacked one through the postprocess
it's not that they haven't tried to make it happen in past
they have their text shaders wich work like the ue4 ones, or even directly gpu
they've hired the first person who made a shader editor for unity and tried hire and license tech from the next guy
I dunno what happened on that one though
amplify shader editor is actually really good
doesnt work either ๐ฆ
it's 10x UX if you compare to shader forge IMO
so smooth
they should license that one
they actually gave that as part of their subscription for a while
Please welcome @north fractal to the community! :beers:
Thing is
FOr large projects, Unity is unstable as fuck
(On some i7 CPU with 16GB RAM and a GTX 1060)
Like, people here complain about the Blueprint corruption bug, right?
Unity has a bug that corrupts every single unity asset in the entire project (every asset that isn't raw code or art like models and textures)
And as your project grows, the likelyhood of that happening increases
We've had it happen twice so far
THen there's the constant freezing of the camera, lagspikes upon clicking something in the inspector even if it's a tiny value
I can go on, but the point is probably clear
Unreal is a long way ahead of Unity in usability for any decently sized project, in my opinion
what? ๐
only thing you can even corrupt in unity is the map file, or their meta files but the assets themselves are safe, in Unreal, if you corrupt your blueprint (script), you lose your work, try that with text based c# script in unity. Also, "blueprint corruption bug" is kinda funny way to put it as I know tons of ways I can corrupt them, by using ue4 as "designed".
also, you probably haven't heard what happened to solus when it got bigger?
I dunno if there's still similar limits if you stick too much to blueprints
also, UE4 editor is one of the most unstable software I've ever used, if you use landscape tools, you get random crashes (unless they've recently fixed that)
and since 4.12+, you get really long random freezes in the editor, like you just can't do any kind of debugging when that starts to happen
it's so bad I moved ALL of my blueprints, even trivial ones into c++
I could go on but my point is probably clear :p
but..comparing engines is silly, I shouldn't even reply to these things, it just often feels people unfairly mock the other product while all products have their own pros and cons
best engine is the one what suits your workflow and where you get your stuff done
even if it's game maker
๐
Of I certainly know UE4 has its fair share of problems
So far they're just far less problematic in my case than Unity's problems
Everyone has their own take on it, though, since everyone needs the engines to do something else
This is just my take
Please welcome @tranquil oracle to the community! :beers:
Please welcome @hardy oracle to the community! :beers:
Please welcome @exotic karma to the community! :beers:
Please welcome @wicked turtle to the community! :beers:
what's new on 4.17?
still no niagara -_-
On the Unity vs UE4 front though, my main problem with Unity is just that it really just doesn't bring much to the table, when compared with even MonoGame, but you still have to pay for that, and it's all really just a ploy to shove you into the asset store.
There's loads of small inconveniences with Unity, but it's just maddening that they expect to ship me a barely functional engine (when compared with UE4), and have me buy or program the rest.
Plus, is there any update clause on their store's assets? If not, and a user decides they're done updating their product, it then falls to me to keep it functional.
well, updating the assets on the MP is a ... pain in the... just imo
Not to mention that they only JUST got their shit together, and added in instancing support.
Before, their documentation on it was like "If you use the same materials, and the engine decides it should do it, it will."
I'm like "Great, but my shader DEPENDS on KNOWING this."
So youre saying unity sucks and ue4 is epic?
Or by Epic?
@whole quarry no, he says, UE4 has it's Pros, and Unity it's cons ๐
I just think that UE4 has a lot more going for it.
Especially going forwards, and with it being open source.
We're in unity that UE4 is awesome
If you want something slightly out of the box on Unity, like I was describing, you're up the very smelly creek.
Yeah, I was just following up with that discussion that we started earlier, but I had to leave, to go get my mouth assaulted :<
@plush yew yep, that's why i prefer ue4, maybe it's not the greatest in something, but it always could be made one
There is only one thing that misses in ue4, and thats full BP exposure, which grows with each update
Imho that is
I feel like Epic really has an interest in what their customers want, as well.
Our succes is their succes, making a mutual benefit
I mean, that's just good business sense, but you see other companies who try and dictate to you what you want.
@plush yew well, Epic eats they own dog food, while Unity doesn't
/endless stare at MS.
And so far, after 2.5 years, i still find the communitu awesome
@plush yew not /apple ??
I don't use apple products though.
pwahaha
I'd never use an apple product, it's over priced garbage D:<
Plus, their app store is ridiculous, you have to have both an iPhone AND a Mac to develop an iPhone app.
Super dumb.
i love Apple products, but they are overpriced indeed...
I only use apple when my work demands it
We got pretty off the topic of UE though.
back to unity vs ue4 holywar?
Sure.
Can you guys ID a Unity game by playing it?
I watched 2 minutes of someone playing I Am Bread, and I was like "HAH. That was made in Unity."
Yea when its broken
I legitimately didn't know going in.
It's so harsh, but I'm HONESTLY surprised when a successful game is made with Unity, and is good/fun.
Like, Pillars of Eternity.
I dunno if we can blame Unity for Rust though.
Its easier to identify UE4 games
They all look the same xD
If you mean with that awesome, yes they do
I've heard a lot of people complain that UE4 games all look very similar, in terms of post processing, I believe it was.
Please welcome @dark sequoia to the community! :beers:
But, they're also more functional.
Yea thats true
Which, I will take over "It looks okay, but it has physics and hitbox issues everywhere"
I think its also because most use the same toolings
Like how all Fuse characters look the same
Hm, that would make sense.
I'd rather say it's easy to identify lazy UE4 developers who keep the defaults everywhere
Talented devs never have any trouble doing games that don't look straight out of the UE4 demos
I bet when I start making games they're just going to be /boxes/
or very low-poly heavily stylized things
heh
well, it's not really surprising that UE4 group has it's fanboys
I'm not really huge fan of any game engine I can get access to, they all have design issues or they have been so hardcoded it's not even funny
@cursive dirge +1
So where is the guy that made the best plugin ever? (Talking about the organize graph plugin xD) Is it available yet?
jesus christ
Please welcome @blissful ibex to the community! :beers:
@everyone Hi, I am a programmer for 8 years and know C++, C#, C, Java, SQL and Python. Currently working on a project set to be released on steam (paid) with another person. We have the marketing ready and are in need of people. Send me a private message if you are interested
Is there anything like this in Unreal Engine 4? https://www.youtube.com/watch?v=SnhfcdtGM2E
In this video we look at using the new Physics.Simulate() function in Unity2017 to place objects on a terrain. Source: https://github.com/SebLague/Object-Pla...
i think you can just hit simulate, then save the position
yeah
also wtf
somebody copied my idea? ๐
I did show a gif on unity channel though and it's not a hard thing to come up with
@sharp crest did this on Unity 2017.1 beta 1 :p https://www.dropbox.com/s/788bpnl4vjbm9wr/unity_simulate_physics.gif?raw=1
xD
Also, lame, are you using Unity?! xD
I've used both Unity and UE4 for 3+ years
what I did on unity is actually mimicing what UE4 does
yeah, we get that mentality in this group
bit same on Unity groups where people hate UE4
I wish we could get best parts from the both words tbh
that would be pretty great
like, freedom from Unity and some more advanced features from Unreal
only thing i wanted was C#
2 months and i still have no idea how to do stuff in c++
xd
for example, I made that editor extension in really short time in Unity, I wish we could do same on Unreal
but there is a reason why we don't see 3rd party editor tools much on unreal
it's just so slow and tedious to develop them
and in past, they used to break when next version arrived
Plugins?
I talk about extending the editor
like that gif I linked
I literally did a tool for the editor in few minutes with unity
in ue4, you are sent straight to slate-hell
there's blutilities
but it's more of an idea than actually practical thing
in perfect world, they'd allow us to use UMG to design UE4 editor tool interface and then bind code to it
that would make it so much easier
now we get only the class property thing via blutilities, which is extremely limited (and features are too) or option to do it in c++ with slate
no docs for the latter then btw
In a perfect world, they would allow us to say what we want and it will go "Poof" and be ready for use :P
if you look at unity asset store, it's full of workflow enhancing editor tools
if you look at ue4 marketplace, nope, you can't have it
Well, in Unreal there are a lot more built in stuff
there's like few tools altogether
well, for specific things yeah, but they don't cater all
and existing things are super hardcoded so even modding them is royal PITA
if people could make their own things it would help the pain a lot
while it's possible now, nobody really does anything complex there as it's just not worth the effort
I dunno
Modding?
I made mod support for my game in 2 days in Unreal without any experience with it
I mean, change the code from existing tools to do something you actually want them to do
not mods for the game itself
like, we have splitscreen in unreal, but what if you want the splitscreen for 3 people be split evenly and not one half for one player and two smaller windows for the rest? want to assign keyboard for one specific player that's not player 1 (0)?
or want to have PP effects in splitscreen
to make any of those happen, you have to change the engine code
although, that's actually now modding the engine, not the editor
just an example why hardcoded stuff is painful
then again, we do have engines that doesn't even support splitscreen at all, like cryengine ๐
but for example, in unity, you just tell the coordinates where each camera renders and you can have all control over it
that's what I'd like to see in UE4 too
not some hardcoded stuff where you have to dig in deep into sources for almost everything you finally want
yeah, I'll end my rant here
it's just, so much frustration from UE4 from these years it's kinda hard to not vent when people bash engines that actually don't have the painpoints UE4 has
some of you probably understand my points better after using the engine for few years
I dont ยฏ_(ใ)_/ยฏ Been using Unreal for about a year and a few plugins has solved most of my problems xD
thet grass is allways greener
there is no perfect engine
even if i like ue4 more than unity, im doing a prototype for a game in unity, becouse it might just be better to do it there
yeah, I mentioned that earlier today
there are a couple pain points in ue4 that fuck with what i want to do
all engines we get access to have some serious flaws
Yea sometimes it just depens on the project
that's true too
thats why i went annoyed as fuck with the "vanilla unity is useles"
I'd never make a mobile game in ue4
becouse im using vanilla unity for the prototype
and i feel it lacking on so many levels
I don't really feel like vanilla Unity requires anything but shader editor and better terrain shaders
did they change their input system?
it was such a goddamn pain in the ass
ok, well maybe you want to replace input too
compared to ue4 where i can just have my input mappings and thats it
but input is also a huge pain in the ass even in ue4 for my use
so I don't see it any different
no engine gives me input I need
what do you need?
I need directinput with force feedback for wheels and xinput for vibrations
ue4 gives latter
raw input in ue4 is really raw still, and no FFB
also I don't like how ue4 hardcodes the inputs for multiple local players
it's easy if your players just have gamepads
then it works nicely
watching the stream, they mentioned 4.17 is targeted at early August
and for the input, you can get FFB working yourself, it's even pretty easy if you use logitechs sdk, but the point is that you have to still use something extra for it (and same applies to other engines here too)
?
yeah, other gets you a copy
Whats the regular one? xD
Before 4.16 the get node was by copy only
really?
Yeah
Hmm ok so what does the ref give? xD
would have expected it to reference but yeah, I'm not surprised ๐
yeah, it was so painful for me as c++ programmer lol
Yeah there was a huge "bug" thread where set members in struct didn't work if you got it from an array, it lasted like 2 years
Looks like the copy one is the regular by the output icon too
I don't think anyone really realized the array was outputting by copy ๐
๐ค
In fairness before there wasn't any way to not get it by copy
So it was somewhat of a missing feature, but not exactly a bug
Yeah, basically get by ref allows you to change the original object in the array
BP hides the concept of copy and reference for normal objects, as it looks like you pass an actor by ref normally
Really what you're doing is passing a pointer to it by copy, but BP doesn't show that
Cool, good to know ty
Anyone know what the Interp Speed on the _InterpTo nodes corresponds to? I didn't really see anything online about it.
that's just what the page tells you
interpolation speed
basically it means how fast you get from current to target
Yeah. Is it seconds, units per second, etc?
Its not clear at all about what it is doing behind the scenes in the math.
if you want to know what it does, just check the code behind it
that's what I always do if I wonder these things
It sucks that we can't right click the node and get the corresponding code.
It used to be like that. ^
well, it's probably in the kismetmathlibrary anyways
KISMET_MATH_FORCEINLINE
float UKismetMathLibrary::FInterpTo(float Current, float Target, float DeltaTime, float InterpSpeed)
{
return FMath::FInterpTo(Current, Target, DeltaTime, InterpSpeed);
}```
for it uses fmath
It's not that simple though
Fuck this program.
As the distance delta depends on the magnitude of the distance itself
It's not linear
well, speed is relational to your distance
Yeah ^
I mean, multiplying delta time with speed value gave you sm/sec movement?
anyway, you can see what it does there
Apparently two fucking files that aren't related to the world made me go back fucking 10 days of my work.
ah, yes, I got you point @glossy flame
basically it's just same as return (Target - Current) * DeltaTime * InterpSpeed;
Thanks, I managed to find it in the code. It just multiplies the delta time and speed value together.
clamp is there just for some odd failsafe
Well, anything * 0 is zero and would do nothing.
well, it clamps out negative speed to 0
If InterpSpeed was too high it could go too far past the target position, that's what it's there for
we actually talked about this in the past
basically if you get 1, you move the whole distance already
so, it kinda explains it
and they make assumption that you don't want to move away from target by clamping to 0
although it's kinda odd that they don't allow it
but it makes the failsafe more complex
so it's easier to just put 0 there
Please welcome @crimson skiff to the community! :beers:
Doesnt work ยฏ_(ใ)_/ยฏ @glossy flame Adding to any of these arrays still doesnt work http://prntscr.com/fvckav
Using the get by ref
Actually I'm not sure if a break in BP returns its members by ref or not
Dunno, but you're definitely getting the struct itself by ref
doesnt work with set array element too ยฏ_(ใ)_/ยฏ
hmm let's try with set memebrs in struct I guess
oh wait no, then it will just be like the old way I did it which is less efficient ยฏ_(ใ)_/ยฏ
#NotFixed xD
I don't see an issue with breaking and then setting the member
Please welcome @short onyx to the community! :beers:
If you have to use the old value to affect the new one, you'll have to get the old one no matter what
Helloooooooo ๐
Setting the memeber is the old way I did it before the update too and it works, but then I have to make a temp array and add it to it and then use it to set it
Hey @short onyx
Love your emotes in the name xD
Thanks :3
quick question about c++, isn't it enough that i mention the path in the .h file to all the components i'll be using ? do i also need to include the headers in the .cpp file ?
this code compiles OK but Resharper keeps saying it's not good
@stoic moth try to avoid that
not sure how to refresh it
resharper gets bugged, allways ignore those messages
only trust the final compile log
btw, its best to forward declare the components
and then you do your #includes on the cpp
this is a LOT faster to compile
once the project grows
and you dont need to do this
forward declare as in type "class UArrowComponent MyVarName" in the .h file ? and leave out the .h includes ?
you should be able to do "#include "Paper2d/Paperspritecomponent.h"
do you have the paper 2d module on your build.cs?
as Dependency module or similar
yeah
was following a utube Official Unreal tutorial https://www.youtube.com/watch?v=NyXq0Hy9xQs&feature=youtu.be&t=19m53s
Announce Post: https://forums.unrealengine.com/showthread.php?100199 We've kicked off a new C++ focused stream, with Richard and Lauren! We're making tanks t...
aha ok
this is what you need to do on the build.cs
see how i have the Morpheus and GoogleAnalytics added?
those 2 are plugins
it would be the same, but with paper2d
yeah thats good
Anyone has idea about this error? Im getting this after i switch to 4.16. For first time, after hot reload with vs2017ent it was happening and i had to restart editor or re-pin all bp. Now it happens even if i restart...
LogLinker:Error: BPGC_ARCH_FOR_CDO_[%ControllerClass%]Controller_2 has an inappropriate outermost, it was probably saved with a deprecated outer...........
oh god no
that error
to fix it. Close ue4, compile your code in visual studio (deleting Binaries helps), and then resave the blueprint
its super fucking annoying
Yah did that :/ I was doing it also before.... but now its not working when i try to pack my game
If i pack with nativization bp / compress / cook everything / shipping, it works good... but when i disable thoose to fast pack, it gives me this error -.-
Soo weird
oh man these errors are so annoying
Try to go to the blueprint, press CTRL + A and then refresh nodes, fixes the problem for me most of the times @brave drift
hello little question why in my empty map ue4 add my actor in an other map ?
Anyone know why my view is greyed out like this?
Only happens when I use detail lighting view
See ?
@sharp crest thanks, i was doing refresh nodes and it was continue to warn errors after hot reload yah... But now im getting this while packing ๐ฆ never got like this before and didnt solve anything... Hope it will fix, deleted all settings that i have compiling again now ๐ฆ
@halcyon marsh what do you mean?
Never works deleting saves and stuff for me xD @brave drift
i play with my new map which is empty
but when i play i have the actors from an other map
Seems to be a bug with vertex painting
Last chance ๐ nothing left to try :/
No you don't lol
Yellow actors are runtime actors, created after map has started
UE4 creates them to set up game state and stuff
probably got defaultpawn it will spawn then
@brave drift is it a BP?
@halcyon marsh If you dont want any actor to spawn just make default class to null. Than you need to spawn manually
what class i have to change ?
@sharp crest C++ project just widget side is bp
i dont understand because the map is empty
I mean the file thats making the error is a BP? @brave drift
@halcyon marsh the DEFAULT CLASSES get spawned AUTOMATICALLY
Ahh nopee bp
@sacred crater Can we get #ue4-general2 pls? xD
i already change that
its set to "none" or something else?
something else = they are created on the map when played
none = they are not created
@brave drift Oh :/ Well I have a fix that 100% works in bps but not sure if it will work in C++ files
- Remove the file (Copy it to somewhere else first)
- Open the editor.
- Close the editor.
- Add the file back to where it was.
- Open the editor.
- Fix all of the missing references to the "old" file that you "removed".
good
@halcyon marsh if you dont wanna use default framework, just implement your own without using unreal's... But its just need for some uniqe project. Otherwise there isnt any problem to spawn thoose auto... Thats just normal
not create also for the others map
well, then you can change on the gamemode
it changed it in all my map :/
in word setting
create a new game mode
so you can set one by one
i see
@sharp crest just restarting editor and compile again after deleting old binaries was working before already... Now nothing worked
create a LOADING game mode, a SHOOTER game mode (or whatever)
i said "just"... and doing too many works to fix xD hahaha
Oh wow, well what I do when I have these packaging errors and I have no idea how to fix them is I just make a copy of my project and start deleting files until the error disappears, but that takes a while, specially if you got a big project @brave drift
And then some other errors will probably appear cuz you deleted files so.. Mostly helpful with critical UAT errors that stop the packaging as soon as they appear
lmao
Edited, look at the second part
Still same error... im just gonna delete this controller reference from that bp and make some public property to reference it staticly -.- really got bored
I hope they will fix (at least some stupid errors) and show more detail that if we make mistake on anywhere :))
Know that feeling ยฏ_(ใ)_/ยฏ @brave drift
it means i have to create a GameMode for every level ? x) ?
I remember someone told me to download the debugging tools or whatever, spent a full day redownloading my engine to manage to download those, and it didnt help at all to understanding the error lol, added some info but wasnt helpful at all
Output shows everything in background like
UATHelper: Packaging (Windows (64-bit)): Cook: LogCookCommandlet:Display: SoundWave 0.00 0.00 0 0.40
UATHelper: Packaging (Windows (64-bit)): Cook: LogCookCommandlet:Display: NavCollision 0.00 0.00 0 0.06
UATHelper: Packaging (Windows (64-bit)): Cook: LogCookCommandlet:Display: DistanceField ......
But never tells where is the problem when it errors...
you mean symbols? it does help a bit but never gonna have real detail for important things on output console -.-
Yea symbols
xD
Honestly one of the worst thing about Unreal for me is these packaging errors, in the latest few months I'm getting one of them every 1 or 2 weeks and it takes at least one full day to fix them
Nowadays its just like "Thanks goddd it compiled without errors!!" and call friends to celebrate it....
Yep, everytime I package I afraid something will go wrong, really
@sacred crater this one...
LogLinker:Error: BPGC_ARCH_FORCDO[%ControllerClass%]Controller_2 has an inappropriate outermost, it was probably saved with a deprecated outer...........
XX has an inappropriate outermost, it was probably saved with a deprecated outer XX
:P
We want that UE solve this, or at least give us more detail about why its giving errors
ahhh this is the first time i swith btw level ๐ก
Would wait a year without any updates just for them to fix this ยฏ_(ใ)_/ยฏ
Epic staff is not in discord here to give support
if you want support on it you would need to go to the forums or answerhub
We dont want any support, just searching for "why" as u asked ^^
Yea.. Cant really get a solution from someone else that dont have the source files about these errors
What did I tag you about
new channel i think
General 2
Oh xD Hmm ok I guess lol
I though she came for problem, anyway ^^
Prepare for the categories feature @halcyon marsh
Compiled yeaaaaaaa
ok :p
Nice! @brave drift
Thanks :))
Dont you love when a guy on your team says he will finish something until ___ and doesnt actually do it? xD
#IndieGameDevProblems
If that's a regular problem you have, why do you work with that person?
@sharp crest Sounds like you need to https://open.spotify.com/track/28mv40MzspRZn0PBcO2itT
I'm more towards https://www.youtube.com/watch?v=5FjWe31S_0g xD @polar hawk
OFFICIAL MUSIC VIDEO: https://www.youtube.com/watch?v=9wO5TnYaJ4o Song: https://soundcloud.com/the-theme-song/fuck-this-shit-im-out All credit for the song g...
@plush yew Because I dont find any other modeler
And he is doing stuff but very slow
does he know that
Are you paying him?
that you dont like how he works
That you're looking for a replacement.
telling us wont help but maybe if you tell him
Free labor is free labor
yup
Yep I know but cant pay atm, not until we release the game @polar hawk @plush yew
LMAO
Right, but he's actually willing to do the work.
thats harsh
For nothing.
Thanks for the motivation ๐ @frank escarp xD
usually artist do this stuff to build a portfolio and learn skills
^
Dont worry I will save this message for when we release lol
Unlimited is a new generation voxel world game in a mysterious world.Together with unlimited possibilities and an immersive story, we aim to make the best voxel world game.If you enjoy any other voxel games, you will probably enjoy this game even...
Jul 19, 2017
i dont know bro, when i apply for a job, i do my best
Green names in this server are cynical af
not bad
I'm white, cynical af about royalty shares.
but try to make that voxel generation a bit cooler
have you seen the no man sky talk?
Yo, what's up with this Read-Only on Wins10 folder. I keep getting this Access Denied when Generating Project Files on uproject.s
I've unchecked the Read-Only box in the whoel epic games folder, and applied.
i remember when i applied for a job as programmer, worked like 12hrs per day earning absolutelly nothing
Have you seen the NMS talk where they talk about a game that they're going to release, and then, never release that game?
Gave full access to everyone's permissions.
Is file in use :p
Are you surrrrrrrrrre
I rebooted ๐
ยฏ_(ใ)_/ยฏ
ยฏ_(ใ)_/ยฏ
ยฏ_(ใ)_/ยฏ
Joining the ยฏ_(ใ)_/ยฏ party
I'm STILL irate that all the "major" game sites just ignored the fact that he DEMOED the game on some of their sites, and that demo wasn't even the game that came out D:<
(โฏยฐโกยฐ๏ผโฏ๏ธต โปโโป
โฌโโฌ๏ปฟ ใ( ใ-ใใ)
NO.
;-;
U NO RITE THE TABEL
.-_.-

Oculus Medium is an immersive VR experience that lets you sculpt, model, paint, and create tangible objects in a VR environment. This release brings the most...
enjoy
dammit fucking paste
No Man's Sky' is a science fiction game set in a near infinite procedurally generated universe. This lecture will describe some of the most important technol...
this one
Was it even good?
NO.
@frank escarp What lol
its a talk about formulas for procedural terrain generation
look at it, it might help you improve your voxel world generation
or give you new ideas
It's boring, grindy, and has no purpose.
It's not a bad tech demo, but other than that...
It was so bad that basically every store just let you have a refund, no matter what.
Oh cool thanks I will take a look now @frank escarp
I asked for a refund, and in literally 5 minutes after requesting it, it was done.
If that gives you any idea of the level of quality there.
@plush yew What are you talking about lol
NMS.
i was so hyped for it
See, this is the strange thing... other people have gotten it, but those steps don't work for me. And I removed all Anti-virus to make sure https://answers.unrealengine.com/questions/356577/the-following-modules-are-missing-or-built-with-a-1.html
It's not AWFUL, it's just basically none of the things promised.
Yea, "over hyped"
But, what infuriates me is that gamers are blamed for being overhyped.
There's no "Well, he really didn't deliver...", it's just entirely the fault of gamers for listening.
Frankly, I only saw anything on it in the run up to the release, the week before it went out.
And even I was disappointed, having not been on the hype train at ALL.
Basically, what I saw was Murray playing the demo at one of the "major" games news sites, and I was like "Oh, that looks really fun!"
And the game is NOTHING like that demo =_=
I'm totally baffled by why there's not an Alien: Colonial Marines response to this.