#ue4-general
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components can reduce the huge inheritance trees
your actor consists of components
i moved my project from my Documents folder to another hard drive, but wheni try to debug it, it says "failed to open descriptor file", while still looking in my Documents folder on C:.
@shadow geyser so you can put your own custom actor and scene components to your actor, that implement some of the functionality. sometimes it's way better to use component as then you can reuse the same component for other types of actors
Ahhhh
if you've ever heard of "favor composition over inheritance", it literally means this thing
๐ฎ
in UE4, my actors ended up being pretty dumb really
I just put most of the logic into components
actor is more like container for them in that case
Ahhh
So would that be how I can easily do weapons and armour?
Looking to have randomly generated stats on the pieces
yeah, although depending on your gameplay, you might want to have weapons as separate actors even
it depends on the gameplay, like if you need to be able to pick up and drop the weapon etc
yeah, will need to
when you package a game does that also include unused texture/material etc?
It shouldn't.
The packaging logic is supposed to work that way - you provide a list of levels, or ask for all levels, and the cooking process will package what's needed
A typical error can be to cook "all maps" and keep sample levels from asset packs
it doesn't do that, and that wouldn't work anyway, since assets etc can be referenced perfectly fine from outside of levels
Uh
That's actually right ๐ค
So, well, packaging includes everything
Apparently ?
to my knowledge, you have to manually strip your unused guff out
which makes sense, because I don't think there's a reasonable way to actually know what is not being used with enough certainty
Thanks.. I needed some materials from the starter package with textures etc.
but everytime I copied the ones I needed they wouldn't work so I ended up migrating the whole file into my project ๐
Please welcome @still marlin to the community! :beers:
easy way to manually strip is to create a new project with the same code and name
and Migrate your maps and your blueprints
migrating will move all the referenced assets, so you end with a project that is purely what you use
that one stripped my game of half its size
and i wasnt doing a "cook all maps"
is there a way to determine your game size without having to cook it ?
also, make sure to limit your textures to 2k and compress them well
a lot of asset packs just come with 4k textures for a background item
its something people allways forget, but set the proper categories on each texture you import
it depends
i doubt it
im not sure how much texture memory do phones have
on a pc/console, its tons of it
but 4k textures are too overkill
the idea is to try to keep stuff with the resolution depending on size
2k on mobile? not really
we used 512 and 1k max. sometimes even lower. also on mobile people usully use a bit more trickery like trimsheets and atlases.
even Blizzard and Naughty Dog are still using 1k most of the time
im on vr, wich is the opposite. You can see stuff from really up close
usually everything is authored at 4k, and then lowered depending on the size
all my characters are 2k for example
yup vr is a different story i guess.
2k on chars sounds reasonable. on OW they use 1024x2048 or something like that on chars IIRC
they have multiple textures
for example, DVa has a full body texture, and then a "decal" texture for all the symbols and sponsors in the mech
yup.
right, 1k x 2k textures
and symmetry abuse
dat packing holy shit
so tight 
yeah thats the breakdown i read on polycount
Blizzard always do weird shit with their textures
I recall the SC2 textures had two channel normal maps because reasons
it would make sense if they packed some other info into the third channel, but they didn't
im not even gonna ask ๐
@wary wave there is a compression that does that
ue4 has it
the compression ignores the blue and alpha channels, and packs only the 2 first channels
the 3rd one is done on the shader
you can always calculate the third component of a normal in the shader
hello
Hello
do a flip booyss
had a look, doesn't look like UE4 does have a two channel texture compression format
I'm not sure there is a standardised one
though SC2 is PC-only so that's less of a problem
BC5 will do tangent space normals, by the looks of it
UE4 doesn't have it
Hello @weary basalt o/
Hello
nope!
There's one that says 'BC5 in Dx11', but that's not guaranteed
defaults to DXT5
not sure why it's restricted to Dx11
Please welcome @void forge to the community! :beers:
it that possible to change the default browser of the epic launcher ?
O_o doesnt ps4 have dx 11.2?
dx w/o windows? i dunno
@fierce tulip Uh no?
DX is completley Microsoft-centric
Though "DX11 only" might mean "specific class of hardware only"
Which the PS4 woull fall into
yea, reading into it now
I don't know why you'd say 'Dx11' only when you don't mean Dx11
if it requires a specific shader model, you'd specify the shader model
last time I read up on ps4 specs was when it was just announced, and at that time sony did say it ran dx11 but that was marketing miscommunicado marketing bs
like 4k res, 4k textures, 4k meshes
I would be very surprised if anyone at sony used the "DX11" term
:p
Maybe to say "DX11-class GPU"
"the confusion comes from Sony promoting it initially as if it did support DX11, which was later clarified.
What happened was they took OpenGL and modified it to be more inline with what they were calling DX11.2 -- basically it can do the same stuff as DX11, just using the OpenGL API as a base to do it. Their mistake was using the words DX11.2 on their slides. They were trying to get across to people in easy to understand terms that their custom API will be capable of doing anything the DX11 API can do and more but people misunderstood it as meaning the PS4 supports DX11+ directly."
Wow
Talk about stupidity
But I've seen the same with the Switch, so I shouldn't be surprised actually
(People saying the Switch is Linux / BSD / Android / etc)
@fierce tulip it doesnt
it uses a custom api they call GNM
its also not even close to opengl
they have a opengl "layer" that just abstracts over the native ps4 API
but its not fully featured, its just to ease porting
their API has 2 layers, they work like mixing DX12 with DX11
the "native" api is a lot like vulkan/dx12
with its command buffers and pipelines and manual mem
they then have a "higher level" api that is more like dx11, but that one is just an abstraction over the low level one
Please welcome @dry topaz to the community! :beers:
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Please welcome @plush prairie to the community! :beers:
Hi everyone! :)
I try to add a new tag based on this description:
https://www.unrealengine.com/en-US/blog/using-gameplay-tags-to-label-and-organize-your-content-in-ue4
But I cannot see a "Add New Tag" button where it should be. Was this changed? How can I add a tag?
I don't believe it was changed, what version of the engine are you on?
4.15
Okay, are you sure the GameplayTags plugin is enabled in your project?
Oh, okay
I thought you meant it wasn't there at all
If that screen is there I think you're good :p
Like it says in the link, enable the โImport Tags From Configโ Option
That's unchecked on your screenshot
that is if you want to get them from ini
so now UE4 and Blender have this https://twitter.com/danacowley/status/887684173963636736
AMD's Radeon ProRender Game Engine Importer for Unreal is now in open beta:
https://t.co/WbTuQHPCj8
thx @glossy flame :)
Hi, I'm making a beam particle, but when particle spawner is not in the screen, I can't see the beam.
How can I fix it๏ผ
Please welcome @neon haven to the community! :beers:
Hello
@coarse mulch increase the bounds
@fierce tulip thanks for answering, I have fix it.
I don't know why I checked "Use Fixed Relative Bounding Box" and set the range just 2cm
hehe
uncheck the option, it worked
Can anyone help me in #animation
Hi can anyone help me with some advice? I'm recreating Spyro the dragon, the levels and whole geometry is the same but i'm using my own models and everything is custom. Can i get in trouble if i released it for free for pc as fan project? https://ibb.co/c5XOek
@trim silo short answer yes of course, ask the IP holder for permission.
I agree with Moss on this one.
@winged hearth Even if no money was made from the project and everything is made by me?
you're still using their IP.
So the only option is to go and ask activision if they would allow me to release something like a demo of their game for example yeah?
if you scrape every single trace of the Spyro IP tho..its different.
Does IP include level layout? How about making a kind of a clone? To for example change spyro to some green dragon and doing the exact same thing?
level layouts, everything is copyrighted
the only thing not copyrighted are the game mechanics
^Debatable
Sometimes they are
99.9% of the time they're not though
(^add a bunch more nines)
or do as some devs do, publish it untill dmca, and by then itll end up on a torrent website due to kotaku or something else reporting on it. (if its a good remake)
xd @fierce tulip Yeah i know there is this way but that's what i was wondering, if i release it and then delete it because i get notified or something. Can i then get in trouble if people already downloaded stuff etc
Well. Doesn't UE4 EULA says something about copyright infringement and how its prohibited? @fierce tulip
that, I cant remember
There are people on youtube who do Zelda remakes in UE4 and put free downloads on youtube etc and they still exist
we dont talk about those people :p
So technically it should be alright if i did same with spyro ?
How about if i created just one level for fun kinda as a demo on how it could look like if remade in UE4?
I think
So no full game, just one level
You can do it for educational purposes, but not distribute
Dont quote on me that at all
Well i guess i will finish what i started, then i will send an email to Activision to show them my fan project and asking how it all works. In the worst case i will just have this project for myself.
@trim silo also if you plan on having a professional carrer you might get your name dirty. There is not such a thing as deleting traces and history from the web
@winged hearth Hmm, wouldn't remake of classic game be good for portfolio though?
Or do you mean just purely releasing the project without permission
nope
@winged hearth some people who edited sonic games as a hobby ended up making the new sonic mania though
Can go both ways
Just worth keeping in mind
It may get people off on the wrong foot with you
I guess the best course of action would be to just finish the project. And not release it anywhere without permission. But the videos on youtube showcasing the project would be alright?
I suppose
That'd probably be alright under fair use...?
Not 100% sure
It's a grey area ๐
add soem nuts and bolts on the dragon, call him gyro :p
But no-one will call you out on it, most likely
Copyright infringement is not covered by fair use under any circumstance.
but isn't copyright infringement when you take someones else work and take credit for it? + you make money off that idea etc?
not really
You can give attribution and never get a cent
Still infringement
Sorta like asking if stealing a car is ok if you don't say its your car and don't use it as a taxi/uber
But what if i made this car but it looks same like ferrari?
We aren't talking about the game directly here
We're talking about the IP, which is not the game itself
^
Thanks @keen birch gonna read iit
So you think you're dodging a direct comparison, but you aren't
derivative work is also part of copyright infringement.
actually taking photos of someone's car is perfectly okay - so that's a bad example
Honestly, not being a lawyer this is as far as I'm willing to speak on it.
Plenty of resources with more detail from an actual qualified person on this topic
@fierce tulip I know while it can also end badly xD many possible outcomes
a lawyer wouldn't say anything at all. Well maybe: "Forget it. Do your own stuff"
Actually, they'd either give very broad advice or tell you to actually hire them or something.
And "Don't do it" is more likely IMO
yup
hmm
So how about this guy
Subscribe โบ http://goo.gl/jf55Lc | https://twitter.com/CryZENx | https://www.facebook.com/CryZENx/ Patreon Support โบ https://www.patreon.com/CryZENx / Suppor...
๐
You can point to exceptions to the rules everywhere.
thats up to Nintendo
so it's really just up to the company about what they do about it
GTA does your ferrarri thing, but that doesn't mean you should make knockoffs IRL
he is gonna get lawyered so hard
I mean, maybe not
and he basically just plops subdivided models into unreal and leave everything by default
Still doing it
ill refrain giving my exact opinion on that kind of stuff
lol dem infinity blade castle
But I know I won't be doing any kind of remake like that
yeah but he has a patreon
From what i read Nintendo is like the worse for their property and they already got some people to stop doing remake of Mario 64 if i remember correctly
but they just told them to stop
he's is one of the most overrated wannabes around imho
^
Do your own research on this, because arguing here doesn't help anybody
he is also friends with truebones O_o
In the end, it is up to the copyright holders to determine what action is to be taken, where the risk-reward is anywhere from being hired to being sued.
Its ultimately your decision anyway
ANd then he's got trouble
Its a risk
@frank escarp i don't think patreon matters at all since people donate out of their own will for his "creativity in unreal" i'm not sure if he cen get in trouble for people donating just because he is making nintendo content
epic even gave the guy a devgrant
@fierce tulip cryzen?
yuz
Also @fierce tulip you are the guy from free cave pack yeah? Is free cave pack allowed to use in commercial titles? ๐ just out of curiosity
i guess it is?
cool love the assets
And yeah about the devgrant, so he even got that for stealing IP?
i guess epic is alright with that so my spyro remake shouldn't be a problem ๐
relevant to cryzen
https://twitter.com/SFtheWolf/status/887566192495308800
The games press is bad for overstating the importance of game engines but 90% of engine stigma falls on gamers for just being idiots.
yeah. sometimes i wonder about to whom they give out devgrants...
and how they decide on a grant
heh, Cryzen has been completely banned from the Unreal forums etc these days
really? haha
yup, for repeated copyright infringement
lol
I should point out, that IP infringement is against the Terms of Service for using the engine
id banhammer him just because he backs truebones, but.. well.. i cant :p
How about that https://www.youtube.com/watch?v=XPJ3pLnLVBk
A current gen remake, using Unreal Engine 4, of the 'Artisans Homeworld' environment from 'Spyro The Dragon'. This environment was created for my third and f...
guy also remade spyro level for his university
generally speaking though, if all you're going to do is release a video on youtube, you'll probably be fine
that's kind of 'fan art'
when you start sharing stuff with people, then you're getting into murky water
So i can create a fully funcional demo and only i can play it for example
yes
and if it just stays a student/university thing, its all good in most cases
student/uni thing isn't a defence if you're sharing it
i guess i will just put a video on youtube and leave people begging for the file lol
but a video is usually fine
wtf that crystal is from my 4 elements pack i think
fan art is a very grey area, especially when it comes to modern media
luos' checking if that guy is a customer hehe
prolly, still funny to see it used like that
i like people who think outside of the box
i liked these crystals as well but i though he made them, but after i watched video i noticed he actually is using pretty random assets
he doesn't make his assets usually, he rips them from games
that's another different murky area, heh
lovely
personally, and im not affiliated with epic or anything official whatsoever, if you are having fun making it, def proceed. its good practice
and you are having fun
at least people will be able to look at it
Yeah i'm going to finish it ๐ i love spyro myself and i wish they did a remake like they did with crash. I want to atleast play it myself haha
it's a good practice for me, i wasn't able to model at all before i started, and now i did all these and textured everything
i gotta learn animation as well
Please welcome @silk isle to the community! :beers:
Greetings! I have a general question about UE4 Editor.
Who likes the camera movement navigation in perspective viewport and who are not?
generally interested what people think about camera speed
also tweakable
when you know you need to master zbrush but u just wann jump off a bridge cus cba setting tablet up >.>
nah, i just click on what i need, press F and move about
unles its an extreme scene and i just set cam a little faster
I don't really use the editor viewport that much, but don't generally mind the controls anyway
Lately when I have to traverse large distances I either use F to jump to things or I'll scroll/change the speed
Please welcome @cobalt spade to the community! :beers:
Question #2:
Who knows that You could change speed of the camera when flying by spinning the mouse wheel?
I did
Learned that prolly within the first day of use- but its been awhile
Didn't learn about F until some time later
Please welcome @karmic willow to the community! :beers:
Please welcome @twin junco to the community! :beers:
Is anyone aware of a resource or project that is open source, preferrably by Epic that showcases a large level so that I can see how they handle things like textures?
@next badger have you considered making this some kind of survey?
@errant brook The Kite project
@errant brook check learning tab
@errant brook but i believe it requires 24Gb of ram to open
and a lot of waiting
@worn granite probably no...i just don't like the camera speed controls, probably would change them
Please welcome @steel quiver to the community! :beers:
@severe glen it's a software company that makes the revenue by reselling 'human' assets...
Please welcome @storm gorge to the community! :beers:
@severe glen but be aware, you could only export models if you have a License...and that's generally not true
what do you mean not true? ๐
I want create or use exist 3d character and animate it with morph target
@severe glen each model has it's license...each seller/author has their own
as example
free or not free doesnt matter
@severe glen oh, it is matter if You want to sell the game...
@severe glen ```Q. If my game is free do I still need a developer license?
A. Yes. You still need to have the appropriate Indie or Commercial license. The standard EULA does NOT grant those rights.
@severe glen yeh, you can make a char with it, and export in ue4
Hey guys some other sort of 3D Models in the pipe. In this video We are going to: - Create a Character with Daz - Import it Correctly into Ue4 ______________...
Hello guys! Please visit and support my patreon: https://www.patreon.com/ibrahimakinde I got requests to make a tutorial on how to do exactly what's written ...
I watched them ๐
whats daz3d ;o
I asked for be sure ๐
@pallid compass it's a software company that makes the revenue by reselling 'human' assets...
So people make the assets and then can sell them?
we have not 3d artist for our project
art tool
Or is it more like Fuse
@worn granite tool called Daz Studio
@worn granite DAZ is a marketplace...
but, as i've told...beware of the license...commercial may cost like $2000
and this is per author (or even per model)
fuck that lmao
Depending on the model..... might be worth (not likely)
oh and its not custom work so even more unlikely
Please welcome @serene tulip to the community! :beers:
yay!!! ale is here. We can all get drunk now ๐
so what s your suggestion? we havent 3d artist
except for those underage
but need model and animation ๐
yeah no
Please welcome @neat trellis to the community! :beers:
Hi
Please welcome @boreal nexus to the community! :beers:
Please welcome @pale warren to the community! :beers:
Effect execution calculation classes
Hello there)
are never fun
so where I can ask about something? Here good place for this?:D
how I can Override\Remove default Actors on level? When I start on empty level
regardless of the settings spawns CameraActor and other things/
the default classes of the gameplay framework are set in your game mode class
When you start a new level in the editor?
if you're coming from Unity, UE has a much different approach - you don't usually start with a completely blank slate
I think you can change the default level that new levels are created from
this might help: https://docs.unrealengine.com/latest/INT/Gameplay/Framework/
Core systems, such as game rules, player input and controls, cameras, and user interfaces.
Maybe not
Yes, I already overridden it's all. GameMode PlayerController and build for myself simple UML diagram with relations.
in a level's world settings, you can set which game mode it should use by default
toolbar settings button -> world settings
Already done.
hey guys, i have a piece of code on my player that restarts the level when I press "r" and it works perfectly. Exept when I die. That code gets deleted and no long works so the work around I used in unity was just a game object with the script attached to it. So I used the same idea in UE4 and added a empty actor with a bp attached to it to reset the current level when "r" is pressed. But it doesn't work. Does anyone know why?
@harsh tiger you need to set input enabled on that actor
and make sure no other actor is consuming that input
In source code I found where camera is created, but after all manipulations it still be spawned. Looks like engine check on NULL somewhere and creates default camera actor just for fun)
@pale warren can you screenshot that? Not sure what you mean
@severe glen http://www.makehuman.org/
also, the player controller is (part of) what controls the client's viewport - so if you try to set that to none, the game won't know what to render, and you might see some safeguards kicking in there
@severe glen https://www.mixamo.com/
https://gyazo.com/b76154de3f74bcf2fc828bcdbf0a8f82 @ashen brook do you know why that wouldnt work?
dis
in my head it makes sense xD
@harsh tiger yes, because in order for that to be triggered input has to be enabled already
do the enable input on begin play instead
not sure why you Create Player before reloading the level either, that makes no sense
@pale warren is your player controller class set to None?
I Override and make my own PlayerController with same name
@ashen brook because when i die i remove the player and when i was trying to reload the level i was getting a black screen. So when i created a player before restarting it worked
All what you see overriden
can you show us?
@next badger thanks for help ๐ I 'm already using mixamo . but its not realistic as we want
same make human ๐
https://gyazo.com/a1a9996e7c8f19c6f8042330c1add27f that doesnt work either, sorry for being a pain
@harsh tiger Ah, I see. A better way would be to do that in the player controller instead of the player pawn
also, you can use the console command RestartLevel
@ashen brook sorry for reso)
Are you sure you're using the correct classes in your game mode? Also, I would avoid having two classes with the exact same name, that sounds like a recipe for trouble
yes I check it more than one billion times
http://ue4.style has a good naming convention to follow
https://gyazo.com/a1a9996e7c8f19c6f8042330c1add27f that doesnt work either, sorry for being a pain
You know gamemode settings has override settings too in the world settings.
Is this multiplayer?
Also whats that inside? imo your giving the player a pawn in the wrong way
Your creating the pawn
then erasing it
@harsh tiger: get rid of that placeholder actor, and do that stuff in your player controller class instead:
Input R -> Execute Console Command ("restartLevel")
by opening a level.
no need for anything else
When you open level, you will be given the default pawn of the gamemode for that level.
Only if it's overridden. If not, you'll get the default pawn set in project settings.
Oh yeah that too ^
@ashen brook that didn't work either. I think its because i'm removing the player when I die
@severe glen it's about a month required to model a character, not rig and animation
@harsh tiger no, the player controller should stay unaffected by the pawn dying
(to avoid confusion, try being more precise than "player")
@harsh tiger what exactly are you trying to achieve btw?
Is that graph in the controller?
big picture I mean
Because if that graph is in the character and you destroy it, yeah that's the problem
Also confused why you need to enable input if that graph is the controller
Little tip for good foundation, its normally a good idea not too remove a players pawn when it dies
@ashen brook just a simple ball game to get used to UE4, it's my first project. But as it stands now i can press R to respawn and it works fine because the piece of code that makes the player respawn is inside the player BP. but when i die I remove the player completely so when I press R it no longer activates.
@worn granite that little graph was a seperate empty actor I added to see if it would work once the player died but it didn't work xD
As for the player its the dafault ball in UE4 its called "PhysicsBallBP"
So move the respawn to the controller
^
And uh
as I've been saying above, yeah
Don't do strange things with the input stack
move the respawn into the player controller
@severe glen hmm...seems indie license for daz is much cheaper, from $300...
I can't find the player controller though, sorry in advance for being stupid haha
create your own blueprint class based on PlayerController
and set it as the default player controller class in your game mode
can i create the PlayerController in my BP folder?
Search your project first for a controller
On the left pane of the content browser, click on the Content folder
Then, on the right pane, near the middle bar, there's a filter option
See if PlayerController is its own filter- if not, use the search bar to see if there's already a BP with Controller in its name
The reason I say this is that I'm not familiar with that template and it might do things in its controller- you'd lose that with a custom controller
shows up as empty when i type in controller
will i have to reconfigure the ball?
depends on whether the template has a player controller or not
its parent class is pawn
That has nothing to do with the parent class
If the ball referred to its controller in some way, and that controller came with the ball originally- you'd have to fix that with a new controller
i've been referring to it as the playercontroller
i come up with a cheat fix xD
when I hit the water, instead of removing the player and showing a death UI, I just do openlevel Level2 and that works fine. Not what I wanted but it will work for now
does anyone tried to procedurally generate heightmap for landscape (in C++) ?
I need some pointer to where I can plug my generated noise ;s
Yo, I realized that GameMode has some functions needed for Seamless Travel not exposed to Blueprints.
Is it possible to compile a single class (AGameMode) without compiling the whole Engine ?
Have anyone used https://realtimeboard.com ?
is there any way to turn off a viewport in the editor?
I want it to stop rendering, i dont need the viewport if im not doing anything graphical in it
and even when minimised, its slowing down other 3D stuff in the foreground
@glacial pollen just disable the 'realtime' option
whereabouts is that?
there is an arrow in left top corner of viewport, under this arrow there is a Reatime option
or just ctrl+R
that option's already disabled
Please welcome @zenith heron to the community! :beers:
@sudden agate unfortunately, no
oh hey i found out how to completely close the viewport, that works, i think
@glacial pollen When you say it's slowing down other 3D stuff in the foreground, are you talking about other stuff you're doing in Unreal or other external software (like Blender, Maya, etc.)?
specifically a game, i keep the editor running in the background when i take breaks to play stuff :p
closing the viewport seems to have sorted it
Actually, if you simply minimize the editor, it shouldn't affect any games you're playing.
that's what i thought, but there was an effect
an increase in stuttering, i get the same problem if i have videos open in a browser tab while playing
hi, I need a little help with html packaging, it's about the size of packed project. I'm courius why some_project.asm is so heavy (almost 200mb) when I don't have much in scene (I checked compressed packaging and also try to build in shipping mode) but it decrease final project only a little :/
Please welcome @crisp wagon to the community! :beers:
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Please welcome @ancient shard to the community! :beers:
@maiden swift i think there was an issue with GPU switching as well...when ue4 was switching windows's GPU to embedded one, maybe unrelated
Ah maybe.
Please welcome @dull drum to the community! :beers:
Please welcome @neat trellis to the community! :beers:
Whats the best way to learn Unreal C++ , just read the wiki for the functions you need?
tom looman has a good tutorial, there are great resources on their official docs page, youtube, and more.
(said by a non-coder derpy guy)
They are out dated though righT?
4.16 now?
I just feel like everything is outdated
I'd use what you can find to learn the overall framework
Then you can worry about filling in the details
In most cases you'll be fine
Ok
i just reverse engineered from the engine code and samples
Yeah
there wasnt documentation or tutorial back then as the engine was in beta
BP tutorials can also be of assistance once you figure out how to compare it with C++
and it was just fine
ShooterGame is your help
also that strategy game
and all the other samples
Most of the BP nodes are 1:1 with C++ funcs
Ill take your suggestion vblanco
you can right click a blueprint node and go to its definition
i recomend learning blueprints first
I see
I had a good book
but it fell apart around animations
becuase of outdated
Just posting this here too, since #graphics seems a bit dead at the moment
Anyone know why my lightshafts aren't showing up?
Postprocessing is on high
It's on in the light, there's dense fog...
Don't see why it wouldn't show
(4.14 btw, so it's nothing to do with the volumetrics)
Nevermind
I dun goofed
Lightshafts were disabled in the "show" tab
guys can I get some help. I've create a new controller for my pawn and added some BP logic. However it doesn't seem to translate to the pawn. The controller and pawn are selected in the gamemode overide
What do you mean it doesn't "translate" to the pawn?
If you recently changed the pawn/controller in your GameMode settings and they aren't being used, go ahead and try an engine restart.
(a GameMode compile might work too...I've heard conflicting reports on that)
Thanks I just saved everything, restarted and it all started working
Please welcome @uneven trout to the community! :beers:
Please welcome @olive oriole to the community! :beers:
Silly question time
if i have say value of 50, what math formula can i do with 50 to get 50% of say a value
What?
say i have a float value
between 0-100
it repersents %
and i want to use my value too say get % of another number
OtherNumber * PercentWholeNumber / 100
thank you lethal ๐
btw
is there such thing as a reamins in c++?
say i get
75% of 100 and its 75, i want whats left over too
okay i just asked stupid question
100 - % answer
lmfao
nvm so tired
actually
What about clamping values
Say you do 10 - 15
and u want to clamp at 0 and get the remaining 5
Say i have shield value
and health value
and i take away 15 points away from shield
shield only has 10
I want to clamp the value of shield to 0
and then take them other 5 points what should of come off
and subtract them from health
{
Leftover = Result;
}```
I dunno what else you want me to say, lol
Even more compact: Leftover = Result < 0.f ? Result : 0.f;
dam i dont understand the second one u wrote D:
OH
i get u
If i have gone below 0
then x by -1
makes it whole value right?
then u take that value away from hp
I have no idea what you mean by that middle part
it's ok to hate ternary operator
always prefer more readable code over saving few lines IMO
Readable to me, I guess that's your decision to make on your end :p
Though if someone were new I get that
yeah, whatever works in your head
god im so tired
unless you work in a team of course
but so close to finishing
maybe i need to reword my self
You have 10 shield, and 10 hp,
Hp takes no reduction until shield reachs zero
Take 15 away from them
gotcha
but leftover would be a negative number
so you need to postive it right?
so you * by -1
inversea a number?
i think
๐ค
searches through bps
Are you serious
ye its -1
Yes, to change a number's sign, multiply it by -1.
- -1
Rofl
ey i didnt do maths in school fam
if u want an even bigger laugh
float Defense = (DefenseScale / (DefenseScale + Defenseres)) * 100; welcome to my scaling formula's
15 dollar on how to learn materials, instances, mat functions
seriously?
quixel
its the fricking basics
how to place a texture sample
LOL
Someone proof read my c++ dmg formula Q_Q
Some people charge money for their educational content.
I don't really see a problem with that.
Sounds to me like it's more than that.
ยฏ_(ใ)_/ยฏ
A good master material setup can make a huge difference in your project, and not everyone covers that.
Well, I'm assuming both are true since he knows his stuff.
WIktor Ohman talking about master materials, instances, functions and PBR for 44 minutes sounds valuable to me. And he's done plenty of free educational content in the past. Give the guy a break.
I have the same content for free on my channel, matthew as well, and then there are the official ue4 docs and yt channel
i find it odd, if it was high end advanced stuff sure
but a drag and drop tutorial with loads of blabla? meh
idk, now that I see the length
I mean, can you really pad 44 minutes of what we're talking about?
maybe there's some talk on methodology here
id pay to learn spookie secrets
personally I find it a joke to ask money for such basics.
Suit yourself. I'd pay for that if I could.
Some people equate $$$ to quality for some reason as well. I know lots of people who pay for "basics" if someone wants to pay for it than research it themselves for free elsewhere then who cares haha
For sure. Different strokes for different folks.
The issue that might be at the front of peoples minds when paying for an educational piece is "is it worth it", having public feedback as well as actual views and sales data in the hands of consumers enables people to make informed decisions about where they put their money and i think is probably more important with educational "products"
You have the huge issue of whether or not the information being passed on is even correct or up to date and there is an huge responsibility on the author to ensure that especially if they charge money.
I think work and track record are more important to the buying decision than views and sales data.
How would I export a terrain from unreal to unity?
O_o
Why the kappa? I am now dubious of your motivations.
haha
I think they serve their own purposes. Just because your good at what you do and have great knowledge doesnt mean the content you produce is needed or even wanted
Sales data and views could help identify if the content is relevant
Yeah that's a fair point.
Views are kind of worthless here imo, but I agree sales data might be helpful.
I created a really beautiful landscape in unreal but now I want to transfer it to unity?
Yeah true views these days dont mean an huge amount haha
not the textures or anything, just the shape
while I dont have the writing capabilities of i.e. mr @weary basalt here, If it was me I'd give everything I make away for free. Thats why I like makin tutorials and the like, to give back to this community.
Imho its common courtacy/human decency to just give tutorials to the community.
I find asking money for something that simple a slap in the face for people who make the same tutorials for free.
I disagree that giving tutorials away for free is common courtesy.
I agree @fierce tulip
Many people cannot afford to do that, for one.
Luos teach me how not too be bad at particle effects
If you can afford to create high-quality educational content for free, by all means please do! That is fantastic.
But it's not a luxury everyone can afford.
I rarely do tutorials or even tutoring itself but when i do i always release it for free.
also, I think my keyboard needs replacing. typo galore
@fierce tulip OK so your issue here isn't with Wiktor at all, it's a philisophical one?
@fierce tulip Luos if you release a Detailed Zero to Hero tutorial on Particles, from basics to advanced fundementals i would buy it. Your work is outstanding
Please welcome @trim rock to the community! :beers:
yea @maiden swift
Because I can respect that. I understand some people just want all tutorials to be free.
I don't agree with it, but I understand and respect that point of view.
@pallid compass I thought about writing one, I might one day.
I have joined in a battle of heavy debates!
@trim rock You sure have hahah. Welcome!
It is a pain though when you pay for education and you think it will be really good because its by someone with good industry standard, and it turns out too be basic 101 crap, done it like 3 times now Plurasight/digi tutors is the worst
Does anyone know
I can see why some people charge for it. It takes away time from an paying job to create that type of content or possibly it is your job and thats how you pay bills.
Thank you! I have no opinions because I can barely use UE as it is, let alone program a spec. So... I'll step back for now! Haha
In terms of free, everyone expects payment. But there are those people who expect the payment to be in the form of good will and a more capable community, and they surely deserve more money than someone who wants to flake a few chips off the side.
just have fun, and if you are like "hmm how do I make a material" then google/ask around @trim rock everything can be found for free :p
Not everything.
dw Junk sometimes i wonder why they even let me near ue4
@pallid compass Thats an important responsibility of the author IMO to make it fully clear what they are presenting.
Step-by-step guides on doing x thing are a dime a dozen. Real insight, however, is harder to find.
$10 to suppliment my own research in a well structured manor wins in my eyes
Man i bought a plurasight subscription for a umm tutorial that was with ZBrush from only a year and half ago from someone with good industry standards, he taught me to model in zbrush using zmodeller and not dynamesh like what the fuck man, why u even in zbrush bad teachings
I came here to get REAL information! I'm a complete noob. So I'm going to work on UE4 in Linux. Because why the hell not.
For what it's worth @fierce tulip, Hourences made all his content free in December 2016, but he was selling it for years.
Your life will be the blueprint channel then junk
It's all very good content, too.
i know, i got most his books and content
can someone direct me
I dont mean to sound arogant but if your serious about doing educational content you will do it in an structured easy to follow way regardless of price @trim rock
@weary basalt You seem to have caught the irony in my statement! Good man!
It's normally $195 a course. But I got it on sale.
why does he have to use BP just becuase he's a noob?
I learned more from his rendering tutorials than everything else combined until that point, simply because he offered so many insights that people in this industry rarely share.
I know ๐
its just a visual marketing technique
Here we go @worn granite hahah
To trick people into thinking they got a good deal.
I'm trying to export a landscape from my unreal project to unity. Can someone help me
Chinese sites use it all the time
tell me more @maiden swift
I am no newbie to consumer affairs!
I have a Udemy course for Unity as well
yes
lol
@maiden swift just FYI i have worked with hourences occasionally since the ut2k4 days, you dont have to explain to me what he does :p
Can you convert an landscape to SM?
I'm having more success on unity
@fierce tulip I assumed so. I was just bringing it up in relation to our conversation.
imo Unity is a Fremium engine
Do any of you fine, sensible, good-head-on-shoulders gents use UE4 on Linux?
Does unity even have a visual scripting system yet?
@pallid compass That's not your opinion, that's a fact.
LOL
It's just the terrain tools suck in unity
You can create better shape environments in unreal
Unity is a freemium product. It's for developers who would rather pay for licensing up front. Unreal's business model is better for people who'd rather create now and pay later when they're successful.
I still think Unreal has the better business model hands down.
Well I don't know how to add a crouch animation to my character in unreal so I'm screwed
Dont take this the wrong way ghandi, if u couldnt cope with Blueprints, how you gonna cope in unity?
Dude
I linked you
Anywho. I'm going to uh. Go over here with my paid learning tools and try to retain information. I shall stop by again when I'm stumped!
Too a tutorial on it BY epic,
a fully anotated tutorial
and u couldnt be bothered to watch it
I went there but it never showed me
Because your missing the point
dont get me wrong though, if you want to pay for that knowledge which you can find everywhere for free, be my guest. I am personally just against asking money for tutorial content.
@trim rock Don't forget to check out the channel list in #more-resources. Gives you an idea of where to go for what. ๐
You cant just add a crouch animation, you will break your animation system
You need to learn the basics of animation blueprint
it showed me how to impliment crouching but never actually put the animation on my character
Anyone else in here will tell you the same
Its super simple
But you wont take the time to learn it.
You dont put animations on char's
Yes yes. I have been doing that on mobile while reading and typing on the desktop @maiden swift. Have to be efficient
@fierce tulip No worries. To each their own! ๐
Animation states are handled inside a Animation Blueprint
Yeah I know that
Linked too the Character, and the animation is driven by states / veriables.
@trim rock Sweet. Hope the tutorials help you get going! We'll be here when you need us. ^^
and state machines and stuff
If you actually watched the video, u should be able too add crouch animation too your bp.
its as simple as
@fierce tulip I love reinforcements. So if I have to pay a bit to do something that will possibly teach me valuable things, then I'll do it. I use them goggles too for that there searching of free thingamajiggers.
When crouching toggle a bool
set animation condition in state machine too enter crouch when bool is on
@maiden swift Will do! I have messed around with Arduino, which seems to be a combination of Objective C and C++ things. so I'm sure I'll grasp it decently well.
its that simple
Get me imagine of your crouch in your bp & your animation bp state machine & graph
also brb 1 min brushing teeth
you should brush for over 2min
but no more than 3
he's the locomotion
@pale remnant By the way, I think you can export a landscape as an obj file.
ayyyy
Not familiar with Unity these days, though, so I'm not sure how useful that is.
Sorry for highjacking the general chat pfist, hes/she been struggling for awhile with this
no worries ๐
Not a problem @pallid compass. This is what we're here for.
Rather he go for it in ue4 and successed or fail
than go for it in unity
and lose out in money
You know?
It takes awhile to grasp** what is required for games development and you can not spend much in ue4** by the time you realise it
But you can rinse your pockets inside out with unity by the team you realise
Okay so
lets start with some good practice
My question is
Why do you have two different casts
Do they access the same pawn? im guessing so.
put all the boxes on top of each other so that the wires form a ball, then place the entire graph in a bowl and serve.
ye
lol
Your second cast
Is that your Char?
and the first one is also your Char
Right?
-opening a graph too play along
why can not just do
wait what blueprint am i going off
So first off
we are in the animation graph
we are going to right click and promoto it too a variable
my third person blueprint or
animation bp
You are going to want too do this
On your second cast
Not the first
Remove the first one
We want your second cast
Your second cast is your CharBP and it inherits from Character
Witch means anything u are wanting to get from Character is already inside your CustomChar
If you follow
Can you tell me the name of your second cast
So i can reference it by that name
-also anyone reading along please correct anything stupid i say i am super tired.
It's the animation starter pack one
Can you just give me the name of it"cast to ""name"
Thank you
Okay so
Delete both casts
Look for a node that should already be on your graph, this is called something like Animation blueprint Beginplay or animation blueprint Initialise
Have you found the node?
it's not here
right click on the graph
and type in
"Event blueprint Initialize Animation"
and you should find it.
awh i had the other one
@maiden swift god what id give for discord screen sharing
Anyone knows how to navigate to slate definition?
forget about that for now
You need to prep to do it
and thats what we are doing now.
Anyone else in here with any sort of knowledge of bp animation can prob tell where im going with this.
by the end of this crouchwalk will work
Okay we need an object for this too cast too
Obviously we want our pawn
so we can plug in Try get pawn Owner
in too the object.
So you could kind of think of it like this,
We want to find a Ue4ASP_Character
But we need to know witch Ue4ASP_Character we want
So we tell it, we want the one for this bp
Now
Right click on the Ue4ASP_Character and premote to veriable.
Then inside your variables on the left you can see it, rename it too MyChar
am i clicking on the as ue4
Yes.
So we are basically going too store the information that the pin would send, as data for later use.
got it
Now name it MyChar in the veriable box on the left.
ye
Alright so basically when the bp starts we going to store a reference too the char
Thats what that does.
Now you can drag and drop the MyChar ver
okay
aye i got it
You can now plug the GetActor Rotation and Get Velocity intoo the veriable.
You may now do the same for JumpButton and Crouch Button down
is this from the ones previous?
You can do that
Or you can drag another instance of it in
plug it into them?
plus my char in too get actor rotation and velocity
the fuck
make it fit
ill make it fit
I was just showing you, you can get them values from the Char reference veriable
Plug Jump button down and crouch button down in too it
so i dont need the my char
You do
You need to know if your char is jumping
or crouching
So you need to get a reference too the Char who is jumping or crouching