#ue4-general
1 messages ยท Page 86 of 1
Well, makes you wonder what other words aren't filtered...
@cloud cobalt Seems so, but honestly - this type of thing should be considered before releasing a feature.
I mean, Rape is definitely not appropriate. But you can't ban every single word that some people find offensive.
Only a few select words would get through
just an fyi, we are allowed to ban everyone talking about rape.
not open for discussion
@fierce tulip Ban me then.
@sand elm Don't know about that, really. When you first start an online service, I understand that it can be a very low priority, because at first it's harmless. It gets required when you have enough peopke
Should definitely be a difference
(I'm saying "harmless" for when literally no one has an offensive username)
But w/e, don't want to get you guys off your high horse today. So I'll just exit the conversation.
@cloud cobalt Agreed on low priority, but moving an entire game over to Epic Launcher usernames is no easy feat, it requires quite a lot of work or re-work as it were. It should have been a consideration.
It should probably have, yes ๐
This discussion was made a couple of days ago, I ended the discussion and will do so now too. Whether or not it's commonly appropriate is still not a topic of discussion, and certainly not in general.
We have warned that the word is a potential ban, depending on context, but this discussion ends here and now, if you want to discuss it, then do so in private but it does not belong in slackers, I will kick if the discussion continues.
End
Doesn't belong in Slackers. The community for Unreal Engine, so basically - we can talk about anything in engine, but when it comes to a given topic on something related to the platform as a whole, it's banned?
Pretty much
Whatever, fine - end conversation.
it's not the greatest username, but it comes down to there being a limit on how far you can censor language I guess
also goddamnit Discord
Lol @wary wave
The engine itself is not a problem, but the discussion was going in direction of the word on itself.
it didn't this time, twice it's done it today ๐ฆ
@sacred crater To be clear, we're all aware that the topic is censorship and profanity used in usernames for Epic Launcher. We're not discussing rape itself.
@wary wave oh boo
'Rape' as a word has about 8 different meanings, some more archaic than others
Eugh... I already regret starting this. T.T
hehe
It can have a 100 meanings, if it's discussed I will end it.
@sand elm there's no use. "Community" isn't for the people here. We had this discussion the other day
Other at #server-feedback
Go ahead @sacred crater.
Pretty sure no one was discussing the meaning of the word. It's a larger issue, like what if someone has a nazi username
I am curious though... What other phantom rules there are that we don't know about @maiden swift
^
eh, if someone has a shitty username it reflects more on them than anything else
@crisp wagon It's probablt best if you post that in #share-your-stream :)
@wary wave Sure, but it's also actually illegal in some countries (in that example)
It can definitely be illegal, @wary wave . A nazi-promoting username would be illegal in Germany from what I gather
^^
@wary wave Assuming that ASCII characters aren't blocked either, a swastika symbol can be used in a username.
I don't believe it is
Nothing in there about language at all
We are not going to list every word that is commonly disrespectful or harmful.
unicode characters aren't usually allowed in user names
words aren't in themselves disrespectful or harmful
If our way of handling the discord server doesn't approve with you, we're not forcing you to be here.
I mean if you guys are going to make up rules on the fly, that's fine. But at least make it part of the official rules so there's no doubt about it.
I repeat, nothing in there about language at all ๐
this is important, it's context that makes it so
Okay okay.. Jesus.
@wary wave I'm also absolutely positive that a username attacking an ethnicity would be illegal in France, where I live
Discord has general rules, aswell.
To be fair, I've seen no-one actually take issue with this besides you, Celeste
@cloud cobalt - could constitute as hate speech I guess
< also takes issue
Niiaggara. T.T
I am a mod, I will take issue with topics I deem are troublesome. Common uers will not speak up about it, they will simply leave.
(I've seen no-one)
The thing is... The general run on this server has been in question countless times. I mean, at least take constructive feedback.
@sacred crater I'm sorry, will do. Thank you
And I think it's ridiculous that constructive criticism is just thrown out the window without second thoughts
Don't just make it a dictatorship
Well whatever it is when there's more than one dictator
Heck, you could even take our statement and add a new rule about language
Lol
Instead, you're saying we should just leave if it makes us unhappy
Definitely not a democracy
I'll talk to pfist about the rules.
That's what we burn the average newbie indiedev down for when they do that on Steam
back, imo serious words like that should be filtered out of games
But I can't add them myself
It's not just that rule, it's literally just that we're not being acknowledged
Actually. Like I stated the other day. The community and @maiden swift need a loving chat with each other
All we're getting is "I don't like this, so deal with it or leave"
Because you are also not listening to us
Which I, personally, think is a very toxic way to run the place
we told to drop it, it's not being dropped so yes.
@keen birch agreed
i find the banning the other way reaaaaaally extreme, should have just kicked him for a few days as "final warning"
I don't want to resort to bans
I can see your point about RAPE
using /displaying nazi related names or symbols can be punishable by law in germany. Its ยง 86 Abs. 1 Nr. 1, 2 and 4 StGB of the german law. @wary wave
"Dont use words that can relate to subjects that are seriously irl matters, like sexual assult, racial, religion offensive etc"
But you fail to see the point of CONTEXT
I was aware it was about the engine but it was steering towards general
This is such a wide talk to be had, but sometimes its really just a common sense thing
@pallid compass lol
to be fair i do think offensive names should be changed
For the record, I also believe discussions on the meaning of the word in question are fair game to be banned
@frank escarp no one disagrees
I guess its use of context too?
That's not even the issue right now..lol
mods do change your name if you have something ridiculous in mmos
^
we do on the forums too, but it's not that common
ive seen some people getting their character name in wow changed to some stupid autogenerated name becouse they got GM-d
Alright guys, for real. I created the conversation to have a debate about a specific issue, now this is just gone onto mod-hating; There's a #server-feedback, should you wish to discuss rules for Slackers, I would imagine that's the best place to go.
'RapeEngine' is a case where we'd probably contact the user and request that they give us something to change it to
@sacred crater Is it okay to discuss the handling of offensive usernames - without talking about any specific example that might be of issue ?
If anything, let's keep any of this a little more organized...
give him 2 days, change the name directly if not changed
If we see an offensive name, we rename them
he doesnt want to change, ban him
@sacred crater That's fine with Discord - We're talking about the Epic Games Launcher.
and if they don't agree then yes we would resort to banning
Stanger asked me
i think we did exactly that a couple times in the ue4 forums
I'm not a forum mod so I can't really reply on that
Fair point.
xD
lmao
Sorry
Heres a question then guys for you on a similar subject
Stupid keyboard
Seriously though I meant Epic and more generally us devs - can we talk here about how we handle the issue in our own game ?
How do you handle names or terms like "DiggerNick" people using play on words or puns
I'd just leave that one be
@cloud cobalt That's actually a good point, whether or not this is launcher related or specific dev related. It is a topic of interest, how would one manage it.
there's only so far you can go policing these things
@pallid compass well, yeah. That's just a creative way of getting around the system
But technically acceptable
Do you think they should be made to change it just out of general common sense?
But everyone knows it has malicious intent
it's an amusing spoonerism rather than malicious
I think they should be made to change it imo
*Posted about rules/moderation in #server-feedback as suggested
I mean its kinda funny but, someone is going to get offended
and people like to meme around
DiggerNick
@pallid compass dude.. too many people have no sense of humor
this one ive seen variations everywhere
(It's the super fine line that got the guy banned about rape)
SOMEONE is always going to get offended about stuff
on the other hand rapeengine is definitely past the line
I agree with you there victor, but man its soo hard to compensate for everyone
personally i would just wait till someone gets offended
You CAN'T please everyone. Don't even try.
To make it perfectly clear, I will be talking to pfist to get a rule up or see what we can do to make it more clear in that regard.
Discussion about how to deal with it in a game or a platform is permitted, but if the conversation about the topic steers towards to usage of the word on this discord server, that is not up for discussion.
true haha
@sacred crater Thanks !
we need off topic room or somethng
in this case, he should change name becouse it is definitely offensive
or debate room haha
@sacred crater GGWP
we have off-topic
It's called lounge
could you imaagine #Debate1 #Deabte2
I mean, yeah it is kinda funny - but my hope is that to Epic Games, and their player base of their games, one would imagine that they don't want new players coming in to have a good time and then have flashbacks to childhood trauma for a specific word used. Usernames are difficult, the context is what matters - either way, I've found 4 usernames in the last 6 months that I've reported with specific malicious intent - speaking with those users they've gone to be antagonizing and thus I've reported them. They're still playing today.
@pallid compass yo.. lol.. are you trolling?
or reporting their forum post
Totally agree with that Alessa as i am someone who can have flash back and it really is not nice
In Unreal Tournament you can select a user and report them for abuse.
we can give an infraction if they are posting on the forums
My problem is, I've reported them 6 months ago - with or without censorship of usernames, not one employee must have looked into why these users were reported, looked at chat logs etc.
we don't give infractions for usernames, we get a staff member to ask them what they would like their name to be changed to instead
wait, we dont? i think we had that discussion on the private forum
Isent it an auto system to push to real employees? they require X amount of triggers
i must be mistaken then
Hmm
most users are happy to comply if their name doesn't meet our requirements - and to be fair to them, the account system allowed them to create it
For example, in League of legends, a friend of mine is number 1 torb eu, and he only plays torb, he gets banned ALL the time because of auto ban system from mass reports.
wait not league omg
OVerwatch
The real issue.. Epic relies too much on the community
@frank escarp Maybe for you then, I'm unsure honestly - Those that I've reported for either serious abuse in game chat, or their usernames - mostly both. Are still going around and doing it.
They aren't taking responsibility themselves
thats not my domain as a forum mod, i would definitely look at it
@wary wave - my point exactly. The system in place allows it to be created,
@pallid compass the system works! ๐
You can see it all over the company as a whole
haha hes really sound guy, super unfair how the system auto bans him though, he has too get bliz employees to unban him
They need more dedicated support
@pallid compass that bullshit lol
They don't have the proper infrastructure
in dota that doesnt happen
@safe rose Let's keep on-topic. If this is to be a healthy debate, extending the topic to company level is not the way to go.
and you can find people that only play 1 thing
Im serious man
@sand elm the system is full of oversights like that, it's usually pretty difficult (and once again context is also an issue)
@frank escarp can confirm. almost 800 games of pudge and zero bans
but league has banned PROS becouse they were doing "non meta" things
@sand elm it is on topic though
@wary wave for sure.
The reason this stuff gets away so long is because of lack of manpower
Dude u can see it on youtube
The guy who is n1 torb in the eu, Records EVERY game man
and i mean
EVERYGAME
there all on youtube its insane
theres like 700+ videos
what the fuck lol
il find it one 1 sec let me login to bliz its insane
@pallid compass does he play quickplay or competitive?
Competitive
Hmm, guess we're derailed anyway
Hes number 1 torb in eu competitive
oh damn, so he probably gets reported every game then
He only plays
torb
so he gets mass reports, even if he wins and the system autobans him, and then he has to contact blizzard support
are we in lounge or in general?
Yeah aparently there is nothing bliz support can do too stop the auto banning
trying to find him i cant remember his user, just booting up overwatch but its patching ๐
last time i checked topic was "Ask Unreal dev questions โข General Unreal discussion" here.
ยฏ_(ใ)_/ยฏ
welcome to general m8
lounge 2.0
well no one else was talking about much anything ๐
what unreal related things is everyone working on?
This is the first time I've seen general active in a while... :p
Working on getting my Stylistic Water Shader ready for release. :3
going through the sony Tech Requirement Checklist
to see what i do and i dont do
for ps4
lol
fuck brb getting whipped by gf, let her suitcase in car
left*
-sound of whip lashing-
go go go.
@sand elm is it just a hobby thing, or for a game? marketplace?
Gumroad, ๐
@sand elm make that money
back
dam the sounds of Jan's whip cracks hard
Tell me more about water shader tho ;o
i love hearing about other peoples work
@safe rose hellz yea ^_^
@pallid compass you seem to have a thing about whips ๐
I need to get on this MP business one day
omg ^
@safe rose go ahead, tell me what to do again polishes kick-hammer
@worthy ether https://gumroad.com/products/fCfyd (know this is meant to be in marketplace, but context permitted hopefully?)
Sneak Peak: https://www.youtube.com/watch?v=vbBRrHXaVqo. Overview: (Coming shortly). Stylized Water Shader gives you a fully customizable, distance field based water that is able to detect and create variations in liquid based on objects and shorelines. Features: - Environment handler (Wind intensity, direction, on/off). - Full customization of Variation and speed/intensity, shoreline + outline (and their respective textures), Shore and Outline spread, Refraction, depth based opacity, normal strength and tiling, local Wind Override. - 6 material instances to get you started. - Caustics Support. - Under Water Post Process. - Post Process customization. Product Support: support@clockworkanarchy.net
Shoot... If I were afraid...
pls have mercy god, hes only young
when u want too study more of the a bility system plugin but your gf wants attention
no
http://prntscr.com/fy4o76 Someone rate my landscape that I'm working on
All exploreable
@sand elm that looks lovely! wanna dip my feet right in
Thank you ^_^
How do I get my collision box along my spline without having 30+ Collision boxes in my component tab?
@pale remnant I rate it... untextured! ๐ Looks nice though. World Machine?
what is UE4Jam?
@tender dome a quarterly gamejam organized by the Unreal Engine team
ye lmao I need to add colour
gamejams are short events where you're given a theme and have to create a game fitting the theme in a weekend or a week
they're awesome and you should take part!
Well... That's for lighting purposes
you know that line below it where it says "DisableAllScreenMessages"
1025!!๐ซ
just hit console and type that
@pale remnant lower the Landscape lightmap resolution :3
Doea anyone know a good tutorial for creating paint able materials?
@fossil ore Vertex painting? ๐
Like, you have a model that is made out of 4 tints (colorable parts), does anyone know how to setup a material for that?
@fossil ore https://www.youtube.com/watch?v=AS_y7Dui_1Y
In this lesson we cover how to use vertex painting to create variation in our modular pieces. Facebook โบ https://www.facebook.com/BlueprintGames Google+ โบhtt...
Get project files: https://gumroad.com/techartaid Blending between textures in Unreal Engine 4 is easy with vertex color. It can also be detailed and varied ...
Ummm... That is for ponds
just create a material
Im talking about tint maps
no, thats also for that
Do you have all the colours there
@fossil ore doesn't matter the material, depends on what you plug into it ๐ :3
@tender dome UE4jam ... The best of the best in UE4 jams
@ashen brook is it like game showcase or create game in 48 hr.
If only I was a millionaire and could buy all the materials and houses in unreal marketplace
Vertex Coloring allows up to 4 channels, which theoretically means 4 different materials you can paint through, there are ways of modifying it to paint more though @fierce tulip does crazy things with Vertex Painting, or has done in the past :p โค
@tender dome create game in 5 days
I thought vertex coloring is just for creating ponds :v
@sand elm and fighting max + ue4 over it.
Isn't gta 5 made on the unreal engine?
No
vertex painting can be used for almost everything
@fossil ore Nope, can be used to paint between any material you'd like. You can even do crazy mask things, like painting sand on stone, and having the sand come up in the crevaces before coming over the stone. :3
@tender dome yeah, kinda like the "create in 48h" event, but with a bit more time ๐
@fierce tulip Fighting the 'good' 3Ds Max fight? :p
you've seen my rant on fb about it :p
They have there on game engine
thanx @safe rose and @ashen brook, its awesome, but i am a noob
@fossil ore no no no, Vertex Painting is used for a ton of stuff. you can do vertex painting inside the engine AND you can do it in 3d packages, and you can preview just the vertex paint colors inside your static mesh viewer. open up static mesh viewer and click the Vertex Colors thing on top. It's great for foliage
@tender dome that's perfect, gamejams are the best way to learn ๐
Should have used unreal
if you use Wind on some foliage, you can mask out wind intensity at the roots of the grass etc
via vertex color
which game engine is the easiest to make a game on
@ashen brook also without any team!!
walks away
hahahaha
XD
lol
@pale remnant Or they could have developed it on their own custom engine, and have their programmers create any featureset they needed for their workflow to create their game. RAGE (Rockstar's engine) was already in development years before, modifying what they already had was the best for them. :3
if only vertex colors would be picked up by lightmass (for tinting) just like that.
I find myself becoming less and less of an Unreal Engine Evangelist as time goes on.... xD :p I often find good examples as to why developers should be using a custom engine, or an existing one that's better for their artists pipeline and to improve on that.
@tall pendant they can be, if you put them in the material
@sand elm i've done a fiew things with water and depth fields, did you happen to find a way to increase/decrease the depth field radius of objects?
@spice urchin Dot product between depth field and Object Radius? :3
the last deal i did with it was to distort the normals of water so things would flow around, but radius was rather over-large
ooh ok i'll try that
thanks!
@spice urchin I'd use Flow Maps for that ๐
well my project has like 10k long rivers and lots of them
Also, my shader uses Distance Fields not Depth fade ๐
i would use flow maps if things were a bit more set in stone and smaller
why not both? ๐
@ashen brook already doing it, part of the finalizing today ๐ Doing an alternate to be released with the tool.
yes i normally use just depth fade, i haven't had results with distance fields that i could use YET, but i know it's a solid route
did you see the martian environment someone posted recently? It had an awesome depth-fade pool
@spice urchin Keep in mind Distance Fields is Direct X only, and currently has some issues with VR.
depth fade can be great but the annoying thing i've experienced with it is how it changes based on camera angles
Just some caveats, that's why I'm working on the alternate shader to be released too.
More people need to create VR shaders
@ashen brook Oooooooohh, perrrrdy :3
@safe rose Not much, if at all, difference between a normal and VR shader. The engine is just catching up with making certain features compatible.
i like a lot of the technical functionality of the shader you have Alessa. honestly if i were to critique it, i'd say i want the color/texturing to be more stylized or less stylized. it's kinda in between cartoony and real due to the specular shine and translucency
i think you could probably make an awesome fully realistic variant or with very little work make it more cartoony
@ashen brook are jams annual or it also happens in december
i'd love to see what you could do with that tech on the fully realistic end of spectrum tbh
@spice urchin Control is already there, sorry I don't have a screenshot of it. The shader supports planar + SSR reflections, depth fade, world displacement and you can effectively turn off the stylization and just use it like a standard water shader. It's intent is stylistic, but there's full control over almost everything ๐
that's good
I will admit though, it's far from a realistic water shader. I'll add that on my list of things to sell on Gumroad ^_^
Oh supports refraction natively too, there's also a simplified version of the material for LODs ^_^
Anyone know alot about procedural foliage tool?
nice
@pale remnant yes i've used the volume based one, the grass node foliage, and i've painted on Foliage Types with specific layers isolated
the procedural foliage tool with the volumes is neat, but i suggest keeping the volumes like football-sized or smaller
otherwise the simulation updates will slow things to a crawl
i really don't care for that method tbh
i prefer throwing down all small grass via grass material node, and painting in trees and larger stuff with large brushes and very precise FT settings
then using the "Reapply settings to instance" brush when you want to correct things
Thank god for Discord's mark server as read.
Holy damn there was so much from this one sever alone. xD
yes no one likes scrolling
Having every channel highlighted annoyed the hell out of me xD
So like put aload of mini spawners around my map?
@tender dome the UE4 jams happen every 3 months, the next one is in September if I'm not mistaken
@ashen brook thanx
np
Hopefully my recommendations get a good look over
starting a fulltime studio job in August so... we'll see
@pale remnant yes that's one way of doing it. i suggest using Foliage Paint tool though, there's really no map situation i've found where the procedural foliage tool speeds things up.
@ashen brook is it allowed to delete my message
@tender dome if you're asking about Discord, we don't have any rules about deleting your own messages, so go ahead
Awh I think procedural foliage is really only good if you want something like a dense forrest
๐
But my other map is like 5k. It'll take me ages
@pale remnant if you had like 20 highly detailed meshes with very complex rules for how you'd want them to orient themselves in relation to one another, like ferns next to trees but not in trees or something....maybe procedural foliage tool would be ok. but you'd spend a lot of time setting it up
I know. Doesn't rust use the same trees?
you can just as easily specify which layers of the terrain certain FT objects can NOT paint on, which speeds things up a lot
Please welcome @lament barn to the community! :beers:
yeah rust has literally the same exact trees
@pale remnant i think you'd have to be at the asset variety and detail level of Alirezza to possibly utilize procedural foliage, which is an unrealistic standard for me to assume
and i'm skeptical that he uses it
what workload/component i should install with VS C++ 2017 ?
See I want to make a game lik, They procedurally generate most stuff. If only I could get my hands on there code
It would make life so much easier
I'm new to UE4 and I need help with Camera Rotation around a Rolling Cube character using Q and E
use a swivel
I really don't know where to begin at all.
same
@pale remnant well start tinkering and see what workflows you like
xD
you'll get strong opinions on the subject rather quickly
Screw it. I'm just gonna put so many trees into my world that players will spawn and not be able to move
unless they chop em down
I'll sell the game for ยฃ50 with a no refund policy
you do know how to set density when painting foliage right?
Good luck...Reviews will chop your Game down faster than those trees
Yeah
I mean to get the best looking game I want would require me to place trees individually but I ain't about that life
Do you think it would look weird if I had like a medieval openworld game like rust which also has citys and cars and stuff?
doesn't sound like it.
Anyone ever used voxel farm?
Today, we're doing a special look at the Technology of Gaming, particularly a look at the capabilities of the Unreal Engine. I thought these were pretty revo...
Look how good the graphics on that are
Would prob crash your pc but worth it
Does anyone know why it does this ? Why the character isn't stopped by the cube but it is stopped by the wall ?
collisin
You need to put blockall
If the object itself doesn't have collision though setting its channel responses won't do anything :p
Hum I tried ticking every option, but I really don't know where is the collision thing
If you click on the object on the right hand side you should be able to add it
Yeah, I tries this, let me try again
What is the mesh you're using for the cube?
I tried, I think I know where the problem is, but it creates another problem xD
Let me explain
does it work
Nope
I'm creating a 3 lane runner. I made the blueprint class of the character there's a lane number (0,1,2) and it sets the Y position of the player by looking at the lane number. I used the node "Set Local Offset" but I think that is the problem
Oh no, the node
The node name is "Set Relative Location"
On the other screenshot I put the Z coordinate to -90 to make the actor appear on the floor
Can someone else help. When it comes down to blueprint and code and stuff I know nothing
Please welcome @wispy silo to the community! :beers:
Hi All
Hello @wispy silo
https://feedback.discordapp.com/forums/326712-discord-dream-land/suggestions/20213848--noone Please upvote this idea ๐
@past bloom I would imagine your strategey should work with the set location blueprint nodes
I'll try
@terse zealot Ah, it wouldn't work, 'cause the character is constantly moving, it must be a relative location
@pale remnant what are you trying to do? ado you have any experience coding? are you new to ue4/gamedev?
Hum, I use "SetRelativeLocation" maybe I should use "Set Actor Relative Location
yeah, try Actor Relative.
Huh, it does something... Weird
Hum, how to explain ? Well the actor slowly moves to the left without any reason o.o
See ? It's still on lane 1 (the middle one) but he's moving to the left
@past bloom perhaps sounds silly, but is your gamepad connected. perhaps it moves the player?
Shadow Warrior: Special Editionย includes the following bonus content:Shadow Warriorย is a bold reimagining of the classic 3D Realms' shooter from independent developer Flying Wild Hog (Hard Reset) starring the legendary and quick-witted warrior Lo Wang. Combine the brute force of overwhelming firepower with the elegant precision of a katana to annihilate the merciless armies of the shadow realm in an exhilarating and visually stunning transformation of the classic first-person shooter.StorySha...
@broken sonnet It's a full touchscreen game ^^
Okay, got some news, it's only when I use some set relative location on the capsule component of the actor that it does this weird thing
Nailed It
what happens if your like say 5 years into developing a tripple a game for ps4 and then say the ps5 comes out. Is it easy to port it to a newer console?
@pale remnant no...
so you would basically have to start from scratch?
@pale remnant that's why you probably should stick to generic engines, like UE4, they would support it and project could be ported
awh I see
@pale remnant game is not just a code, you would still have everything made, except the code...
if only I could get my hands on one of those xbox one scorpio dev kits
Please welcome @raven bough to the community! :beers:
This is perfect.
https://media.giphy.com/media/11ZSwQNWba4YF2/giphy.gif
@sacred crater pwahahahaha
Omg amazing
Favorite thing I've seen all day lolol
is there a way to get the components of a vector in local space?
"Uh, yeah, thanks for proposing Unreal Engine"
@thorn topaz Transform Location i think
ok i'll try that
i tried that earlier but i tink i used the wrong transform
yea that's not working
basically i have movement from an in game joy stick. it works pefectly fine when facing the x direction but once you rotate in your z direction, it's messed up because of the rotation so i need to get it so i can just read the x and y values
@thorn topaz try this: https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/Setup_2/index.html
Here we will implement the script in our Character Blueprint to respond to our Input Mappings so the character moves.
I don't see how that would help
@thorn topaz also, you could ask on #blueprint or #cpp respectively
@thorn topaz well, it shows how to set up math for the controls
yea but not for the style that i'm using
Grats @safe rose !
Thanks! @scenic chasm
I know, its delayed...but just got back from lunch.
Food is more important anyway
quite true.
Any thoughts...?
1) there's acceleration variable could be from 0+ to say 10
2) i need to be able turn it off, so speed could be changed from 0 to max instantly
3) how to make it better, when it's 0 - it's disabled, or when it's 10 - it's disabled?
4) why?
So basically, you just have a variable which you add to your speed
And you want to be able to override it
And you're wondering if it's better with 0 as max or with 10 as max?
Last, whichever feels right. I'd say, personally, 0 as min, 10 as max
That just makes sense
Second, just call another "Set Variable" on your speed variable, without touching the acceleration
Just finished writing my second article. This one might be helpful for anyone using the material editor. Feedback is welcome ๐ https://twitter.com/RewindGravity/status/888128360030720001
Just wrote an article on how to be more productive in the UE4 Material Editor. https://t.co/ALDUYHvw6G #UnrealEngine #ue4 #gamedev #indiedev
neat checking it out
Thanks ๐
Love seeing gifs
@craggy nymph pretty brilliant, a lot of it is stuff i know, but i am bookmarking so i can just share this with others
rather than having to explain these things
like #5 and #6 are super important
not only is it great for people to use Material Instances for preview purposes, but it helps move people towards a focus on "Master Materials"
which is way better for performance and for future workflows as you can make a change to one singular thing and have it affect hundreds
i think that you could create a #7 just based on an expanded explanation of the purposes and value of Master Materials
one thing i'm not sure everyone knows is you can make one master material do more than one type of material, you can use the overrides on a Material Instance to set it as Opaque, Translucent, Additive, Double sided etc so one material could theoretically do EVERY job
Hmm, yeah, maybe. I tried to focus more on efficiency inside the material editor, not overall workflow efficiency. Maybe I'll add #7 later, maybe I'll keep that for another future article, not sure yet.
we had issue with this causing confusion at a studio i worked at when we got introduced to Unreal 3 for first time, which had similar Master shader possibilities
people were just making brand new materials left and right
and not using the Master Shader
you can use a few if you want, but it really took a lot of people by surprise to learn that they weren't supposed to go fully custom for every material
anyone know how to make a particle ALWAYS display? I'm getting it displaying only intermittently for a huge particle, even when it has a huge bounding box
- also set to critical as well
the bounding box is also manually set
if it's set to a GPU particle they tend to disappear if you face away from particle source, is that the issue?
@V_Rex#8437 in your case, what acceleration value equal to infinity? 0 or 10?
@spice urchin I've tried as a regular particle and a GPU particle, same issue everytime
well just to isolate variables, i'd disable GPU particles for the moment
its a single large particle that shoots into the sky using velocity, bounds manually set and priority set to crticial
not sure what im missing
nah its one single particle haha
so shouldn't be a problem
its very random honestly when it does not appear
does it disappear while camera is stationary?
sometimes
you see it once, itll fire again and wont see it, fire again and you will
adjust camera angles seems to help, if you look into the sky you pretty much always see it
(as it shoots into the sky)
could you try this - duplicate the emitter system, replace it with a Mesh Particle and throw on a mesh of whatever type you want
and see if it is also disappearing
then we can sort out if particle is actually vanishing or it's just not rendering
since particle sprite rendering is vastly different from meshes
let me try that
gotta narrow this down, there's a lot of potential variables still
well the mesh disappears as well
excellent!
that's actually really good news
i don't like render issues
are there any Vector Uniform bits in there?
like Vector Uniform Life?
because if something is set to live from 0-5 obviously that means it's just going to randomly die early
what is SCS ?
New: Added view mode menu to SCS Editor Viewport.
removing a corrupted SCS node
I do not know
Any1 by any chance know this crash report ? LoginId:6e86ca164a60c8be8a653ab4457e6199
EpicAccountId:ca09702ed4ee4127913e55b574f93f57
You do not have any debugging symbols required to display the callstack for this crash.
Everytime i try to render a sequence it crashes
If you need to know the cause of the crash, you need to download the debugging symbols like it says
They're in your launcher under the options for the engine version
Oh ive see i just thought it was symbols like icons for the engine or something.
Please welcome @plush yew to the community! :beers:
Yep i have no more space ๐ฆ Rip
Hes very lazy though.
He's passed out at the end of the bar, when people enter he grunts and weakly lifts his mug in the air.
Please welcome @smoky blaze to the community! :beers:
And he gives them really weird unconventional names
!8ball Are you drunk?
:8ball: My reply is no.
"Hu??? naimnudruuunk"
Please welcome @willow valve to the community! :beers:
@craggy nymph id suggest to add a small section on the debug function, and preview to see what the nodes do before hooking em up
also, added it to luosarts ๐
Also, im allowed to mention I am doing the vfx for http://exilesofembermark.com/
Cool thanks. But how are the debug functions helping wth efficiency? That's more of a tool to find out what's going when you don't know what's going on.
@fierce tulip only mention? not show?
debugtimesine is a great one for testing static values or a temp replacement for parameters that need to change over time. (especially handy for vfx)
and sometimes you just need to know the values, and its better to see em than to do math
@next badger http://68.media.tumblr.com/523439511bcaea0697db3f24764b4fc4/tumblr_inline_otctzfaIKK1tb0otx_1280.gif only effect they made public.
Exiles of Embermark looks like a very nice game. I really like the art style. The Dwarves are really nice, love Dwarves.
its both my first mobile and rpg, love rpg, love the mobile challenge.
"can I..?"
no
"hmm can I?"
no
hehe
Has anyone had this glitch where right click doesn't move the event graph but select things ?
what is event graph?
Hi guys. I was wondering if there's a way to resize the first person actor. Like if there was a way to make him bigger? ๐
oh...the bp...
@hexed viper open a bp and scale it there...you may face weird collision issue tho...
@next badger The blueprint class thing
See, I'm just right clicking where my mouse is
@past bloom tried relaunch?
It's breaking my nuts, as you would say it in the tongue of my people, trying it right now
It's an annoying solution but it works, thanks
Please welcome @plush yew to the community! :beers:
hey
any active ue4 here?
oh there is
Can you spawn particles inside the local space of something?
so say u have an explosion on a moving plane
the emitter stays on the plane while it moves
oh nvm theres an attached option omg
@pallid compass I sat down today and watched some unreal tutorials and now I can crouch lmao
Yeah opened a new project
Good too see you getting along
Keep it fresh, practice things before you try and impliment them
how can i stop my character creating cameras everytime they spawn
@spice urchin not sure if you're there - i have a Lifetime module where its set to a constant 6. I dont think this means it'll die early?
(had to run out, sorry about that, I really appreciate the help)
Please welcome @unreal plover to the community! :beers:
it does seem to be randomly only lasting like 0 seconds sometimes
Anybody knows what file AnimBPs are stored? I added some variable to my custom AnimBP and made it crash everytime I open it.
Hoping to undo it somewhere else since I can't open it again in UE4 editor without crashing.
UPDATE: got it to open without crashing by duplicating it and opening the duplicated one
Please welcome @neat trellis to the community! :beers:
I added this line "CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));" CreateDefaultSuboject is red line
Hey anyone know the best way to work as a team in UE4? like VSN or github desktop or something? been trying for 3 days now lol
@neat trellis 90% chance that's just Intellisense acting up
If it's a compile error, let us know ๐
Okay, well that changes things, haha
but I am doing projectile fps guide on wiki
What is the error?
I think I need to add the header file for ProjectileMovementComponent
You need to forward declare it or do that most likely, yes
It's on the doc page
I found it its child of Umovement compoent right
I got sphere all fixed up , now its just projectilemovement compoent
asking again as my question went too up
how can i stop my character creating cameras everytime they spawn(editado)
by deleting the camera
there is no camera
u cant not have a camera really
then u would have no display
what u trying to do
i made a custom camera with a custom script
set your camera to that then
it works, but still spawn one camera for each player
just though it might use resources
or you need too set there camera
too that one
U want 1 of your special camera's
for each player right?
no they all use the same
okay
they are always visible
What id advise you did
as im no camera expert
create a bp
and in the bp bp
for each level
each player*
attach component of that special camera too it
and have them all linked up too there camera's
tldr have 1 of each camera for them all in the same place
ez
if you get me
they all need to own there own camera anyway
otherwise ur gonna run in too issues
sorry i gotta bail but ask in blueprint channel!
sure
Halcyon - Hoje ร s 21:23
gotcha
it sounds like
PlayerController issue
went to look
theres a camera manager
on playercontroller
There is
gonna try to mess with it
ok xd
Needs there own camera instance
Have a master camera BP
that spawns 1 camera for every player
and sets there camera too that special one
and have all instances attached too the root of that Master Camera BP
and when u want too move the camera, just move the bp, and all camera's will stay same Position and rotation
night!
ProjectileMovementComponent for movement?
Please welcome @next ivy to the community! :beers:
Bot is nice.
Noob question: What exactly is included in feature packs and templates? Are these things like the movement blueprint components?
They're sort of like the start to a project
So the third person template that I used in the tutorial I watched?
They won't have any kind of large system that you can't get elsewhere, but they give a decent base to start from (especially) if you're new
What about the third person template?
If I don't include the feature packs and templates can I not start out with a game that has a character I can move around in 3D from the get-go?
Well without them technically opening the editor and pressing start will do nothing- you might be able to fly around but it won't really be anything like what you want.
However, to go from that to the third person starter pack is about 5 minutes of work
I'm pretty sure
Hm, I had assumed it would be a lot more than that. I'm just trying to make sure I don't include remnants that when I get the hang of UE4 I will get tired of seeing
Like templates I'll never use
It adds input binds (but not the system) and a character class with a camera, and some animations I think maybe
Unless I'm wildly mis-remembering
but the character class is just part of the engine
I did have one more noob question because it's impossible to google - when it says iOS is it talking about mobile iOS or desktop iOS?
Oh and thanks for the help xD
Ah! I can't believe I mixed that up, not much of an apple guy. Thanks
It's surprising to me looking at an engine and seeing how easy it would be to enable development for Linux, OSX, and Windows and how few game developers wan't to deal with it.
Just getting the game to technically compile and open on a platform is not the end of the story- even with UE4.
Definitely a huge help though
I guess there's also the fact that they'd be responsible for bugfixing on platforms they don't get a lot of sales on
Still, I would think Mac/Linux people would DW your game just because it's one of the few games they can play
Starter Content can have a space in it but folders I name cannot?
My foliage somehow lost it's parent (the mesh it was painted to) and I have no way of connecting it back to that mesh since none of that is exposed. Ugh foliage. Anyone have any ideas?
Just bought a rat taser
Rat has been eating shit under my couch for two days
#OfficeLife
There is like nothing exposed for foliage. Can't connect exiting foliage to new meshes. Frustrating ๐
rat taser that sounds very disturbing
#1 rated amazon rat trap, instructions are in pseudo english
you literally hold it?
Nah its a box that if they walk into it it shocks them dead
Its got about 100 high voltage warnings
lol
does anyone know what variable is the parent mesh (the mesh it's painted on) of a foliage instanced mesh?
I have an fbx exported from blender(3 objects) all 3 of the objects need to be one, yet When i import into ue4 it splits them. How can i keep them one object??
Please welcome @pallid solstice to the community! :beers:
๐ฆ๐บ ๐ฆ๐บ cheers for the beers
ok thanks!
np
Please welcome @limpid cove to the community! :beers:
Is there something wrong with the default character FBX files? I just loaded them in my editor and the left arm is out of the socket during many of the animations. https://wiki.unrealengine.com/File:ThirdPerson_FBX.zip
Epic Launcher welcome me back, like I was missing for a long time...
Please welcome @worldly osprey to the community! :beers:
I'm trying to create a reference to a text renderer inside an actor blueprint, but it wont let me.. any ideas?
someone @ me if they can help
@bright needle you gotta get @vestal zenithHelperSquad
Ah, that fail because someone has that name
Anyway
Text Render inside an Actor BP
What's the problem exactly?
Where are you trying to get it from?
You gotta be a bit more descriptive
And showing current BP logic would be sweet
@bright needle Also, if you can't take a joke...
ยฏ_(ใ)_/ยฏ
Yea np one sec
So this is my BP:
https://gyazo.com/b18d47502bcf12cdd1e8c8d0dde7c813
It wont let me grab the text render to set the text
thats inside of my ball BP which is an Actor
"Trigger reference is not compatible"
what?
Please welcome @plush yew to the community! :beers:
left side bud
@bright needle that's not what he asked
I need to see your components
ah shite ok 1 sec
Pretty sure all you need to do is grab the TextRender component and drag it out and hook it up
anyway, you see that second row text in your "Set Text" -node? it says what kind of target it expects, it's Text Render Component at this case, so you that's what you have to feed to it. If you need some conversion in progress, then that can be helpful
if you have something else, just drag a wire from it and see if you can call set text from it directly, or get text render component from it
but usually UE4 can do most of the trivial conversions for you
also, if you ask help here, it's not really polite to start a game at the same time :p
there's no text component there?
lol
what exactly doesn't work with your thing?
its inside the ball
what?
This actor isn't the ball?
ok
my fault for starting game, i did it after i asked thinking itd take a bit for someone to respond
Is this the ball or not?
youre looking at the ball BP
so where is the text render?
its a classic cast problem
he has a ref to something that has the text render
casting it to a parent class, most likely
what do u mean by that @safe rose
@worn granite but he doesn't have a single ref in that blueprint
ye he does
where?
Nah
Where the heck is the text render at
He said it's in the ball
And this is the Ball actor
lol
I just want to know where the hell the Text Render Comp is at
Hey I missed the ball part
You can't sit here and tell me nobody in this server needed to be told to cast to the right type
Anyway,
hey guys is it expensive on the processor
what is ?
if I bring out the details of an object using tesselation?
instead of a normal map?
so some context:
Im creating a pong game to learn, as u can tell im still very new.
Im trying to make the ball collide with a trigger box, then it will set the text renderer to a number which is the score\
@warm mountain depends, it's more like GPU heavy thign though
that's what displacement is for
just been looking at the wire frame of it
you use displacement in combination with tesselation
you can tesselate even without doing the deformation part
I figured maybe it might be better for me to just model the indivudual bricks and use a normal mao
i see
debating what might be better, pushing the bricks of the wall slightly out with small details solved by normals
or trying out tess
@bright needle Is the text just part of the level?
well, you wouldn't use tesselation for brick walls usually, bump offset or POM are better suited for that, and if basic normal map is enough, then that's way cheaper
yes
i see
you can use tesselation but IMO it doesn't really pay off on use case like that
Ok, do you know what the level blueprint is?
what uses does tesselation have?
you can use tesselation but IMO it doesn't really pay off on use case like that
Eh... moving to #blueprint
you can use tesselation but IMO it doesn't really pay off on use case like that
@worn granite it's something that epic should have removed long time ago
figures
level BP makes you put code in map, which is bad on itself already but it also usually means you have duplicate code on all your levels, doing similar things
Eh
I'd rather have the LevelBP than not have it
Because although its really easy to fall into that trap its really nice to be able to do level specific things without having to make an actor to hold it
Or having a lot of special cases
BP in general lets you do things you shouldn't IMO
And for what you can do in it, they limit some weird things
Please welcome @bold fox to the community! :beers:
I'm trying to set up a 3rd person game from scratch by following a tutorial and when I hit play nothing happens. I do not go to the game start nor do I take control of a character. What did I do wrong?
Or what should I Look at
I also have a lot of yellow text on my map reference viewer
I have no clue why is this keeps happening.
Made a new level completely dark, placed a single light bulb, white material isn't really white... and player spawn has a bad size?
It gets worse when I try to "play" this map
man, you guys are all popping out of the woodwork tonight
@next ivy Which tutorial buddy?
@fossil ore What exactly is happening?
@fossil ore move the player start out into the middle of the room
BadSize should just be changed
It really just means that the spawn is obstructed by the wall or floor or something
That is the least of my problems
Is that what he's talking about?
Yeah I didn't think so
Anyway, what's your problem @fossil ore
The white material I created isn't very white comparing to Dummy
???
and player spawn has a bad size
just google some stuff
basically, the colors are a bit different when placed in editor
Also lighting
@next ivy Alright, your turn
Gamemode?
wait
this is a huge list wtf
@next ivy Anyway, make sure in your project settings
you've changed to the new gamemode you probably created somewhere
And make sure inside that new gamemode
You've changed to the player pawn
@fossil ore Que Pasa?
I'm probably doing this wrong.
Doing what?
I'm trying to figure out a way to create a room with lighting.
The selected wall is another mesh that stops the shadow/light.
The rest is a one big mesh
what seam?
I mean, this is white boxing stage
If you're serious about creating a seamless enviornment, try a real DCC
DCC?
Maya, 3ds Max, MODO, Blender
That will most likely work, thought Unreal do it with its own tools
I drink, eat and sleep level design and game environment art. My name is Alex Galuzin. I am the creator of World of Level Design.com I love level design and ...
Also, take a look at that channel
Can anyone explain to me what I'm doing wrong here?
void AAvatar::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
check(PlayerInputComponent);
PlayerInputComponent->BindAxis("Forward", this, &AAvatar::MoveForward);
PlayerInputComponent->BindAxis("Strafe", this, &AAvatar::MoveRight);
}```
@buoyant echo probably *this
How is that wrong?
no idea
I'm trying to follow an old book from 4.4, so I know there's a lot of things that could be outdated.
Error GoldenEgg.generated.cpp.obj : error LNK2001: unresolved external symbol "public: __cdecl AAvatar::AAvatar(class FObjectInitializer const &)" (??0AAvatar@@QEAA@AEBVFObjectInitializer@@@Z)
Getting a pointer is an incomplete class type on PlayerInputComponent
Aye
Change PlayerInputComponent to InputComponent
Same for down there
no idea what check does though
Ah
Now I do
That may be handy lol
Anyway
It checks an expression, no?
@buoyant echo if you want quick way to check what's changed between releases for basic pawn and actor stuff, just create new template on current engine and you'll spot what's changed right away
