#ue4-general
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of course many popular mods get turned into games
that's not the point here though
Does anyone know how to buy an unreal marketplace item with paypal balance without adding a card?
@tawny brook have you tried checking the retailers website to see if they have a version?
you could email them
..
That seems like way to much work for something that should be allowed directly in the market place
I know its not ideal, but I know of no way from the marketplace ;c
And I'd prefer to buy it from unreal marketplace so the unreal staff has control.. if I buy it from a retailers marketplace... then they could stop giving me it, or etc
talking of lot of work, try finding ue4 marketplace buyers terms
Afaik Paypal just isn't very keen on letting you pay for stuff without linked card
I have a verified paypal that's like a decade old
with a bank acc attached
And on top of that, my paypal has had thousands of dollars worth of transactions
Like thousands..
yo, how can I choose what level should showup on a game startup?
Project settings
ty โค
Someone help me with projectiles?
@pale remnant sure what's up?
Maybe with 3 fps
xd
Nearly 20x?
Yes lol
Is that GV100x8? Thats no GPU
@tawny brook GV100 is unable to display
?
@tawny brook exactly what i said

@plush yew what are u talking about XD
Stop overestimating
I have a weird error...
My cpp gives an error on UStaticMeshComponent (I use it as a param of a function) while my declaration in my .h file is all just fine and in inclde my h file in the cpp file...
?
@frank glen GV100 from nvidia
^ ButtHurt
where do i ask about learn tab content?
yes
but
nowadays you can just use forward shading too
it's not as fast as mobile preview
but it's faster than deferred
just don't put MSAA on
Is forward shading (or I guess lighting and occlusion performance) that good these days?
I mean, the whole point of deferred is to be faster, at the expense of VRAM and antialiasing.
Deferred was always a slower way to render that made many lights more efficient.
Yeah the scene would definitely vary. I'd assume you could make a degenerate case... but yeah.
Does anyone know where I could find a good ak47 bullet model?
Considering the number of games that still have only a handful of primary scene lights, UE4's choice of deferred might have been premature.
Or many games are just squandering UE4's opportunities. ๐
@pale remnant Seems a bit specific, why not just use any bullet ?
Model it then
You're not getting a realistic game working by not putting some efforts in it
Take a bullet model, stretch it to ak47 length, recolor texture to match google results. Done.
There is no content pack for every kind of game, ready to go
Content packs are like 10% of your game
yee
Some of the gun models are so realistic. Wonder how many hours someone put into them scares me
while im just sitting here with my crappy ak http://prntscr.com/fz0zju
Yeah, modelling weapons and characters etc is the hardest thing there is, basically
Not sure why every indie wants to do that ยฏ_(ใ)_/ยฏ
Lots of indie games without weapons or characters. Pretty much all neon chic.
But If you make a super realistic gun model you'll get dat money
wow
"I just fucked up a post process" is the technical artists' "I made a thing".
I did not
looks like a crazy csgo surf map
For the record that's basically the depth mapped to a sine wave
didn't no mans sky only have like 10 developers?
@cloud cobalt "Content packs are like 10% of your game"
That a challenge?
@pale remnant Eight
Initially three
How did they manage to make a triple a with only 8 people
I thought you need like 100 plus
Lots of patience, lots of skill
Didn't fit everyone's definition of triple A.
And mainly, shittons of dedication
^
I suppose that that's a convo for #lounge though
Um. Is it me or we could not attach files anymore on Answers?
How they got triple A levels of hype, now that's the info we could really use.
@floral heart Sony
They were literally just shoved onto the stage schedule a day before the convention where they revealed
Because Sony needed someone
And they put together a cool trailer
That's all you need
and luck
An attractive trailer and a stage
people need to resonate with your random junk
also overpromise and don't show too much, let people's imagination do the work
The gaming media also kept feeding into it.
But didn't they have to refund millions?
nope
I thought loads of people on steam got refunds?
still it's not a way anyone would pick consciously, it isn't even possible to do
still it's not a way anyone would pick consciously, it isn't even possible to do
but once it happened I guess they were fine with it,
some refund, still they had much better sale than they would have without all the attention
The people who refunded were probably the same people who actually went through with boycotting Black Ops 2.
Someone help me with my bullet model?
...More topically, Sony can start a hype train with a hugely misleading trailer (to be fair, that's more Ubisoft's schtick), but can Epic?
http://prntscr.com/fz16vo Do I just drag the fbx file in or all of them?
@pale remnant just fbx
@pale remnant .mat is a material description for .obj
doesnt used by ue4
do I need to set it as a skeletal mesh?
@pale remnant is it? a skeletal mesh? i doubt
skeletal mesh has skeleton and may have animations
awhhh then no
http://prntscr.com/fz17st wtf is strip?
I know what the rest of them are but not the strip
@pale remnant are you planning to shoot the bullet AND the shell?
@pale remnant Well, You have multimesh there.
@pale remnant green ones are materials
so you're going to launch a shell casing with a bullet out?
i'm just curious what that bullet model will be used for
it's pretty but i don't see it actually being rendered at any point
Yeah lol
unless it's a singular prop you want to have sitting around
Bullet + Shell + gun powder + primer assembly callet Cartridge
http://prntscr.com/fz19z3 like this?
You better to try import it as combined mesh
https://docs.unrealengine.com/latest/images/Engine/Content/FBX/ImportOptions/StaticMeshImportOptions.jpg
lol
Have another problem
http://prntscr.com/fz1ghj bullets are upsidedown
Have Rotated it every way
But no joy in putting them pointing out
import rotation on my bullet?
no, on AK, so they were aligned...
Hello, I have a question, I'm making an FPS, in which you can see the character when you look down, I have an issue where the arms do not move with the camera, do the arms have to be a separate mesh from the rest of the character for this to work correctly or is there a way to keep the arms attached and can move with the camera? because there will be parts where the player sees the character in a full body mirror
@heady bridge generally it is a camera attacher to the player character
@heady bridge You could look how it's made in FPS template or FPS shooter demo
I did open up a fresh FPS template, but the mesh is attatched to the camera, but if I attatched the whole mesh, the entire body will move with the camera and look really weird
@heady bridge i'm not sure how weird it may be, since generally human's head attached to the body...
Well, if the mesh is atattched to the camera, when I look down, the body is 90 degrees in the air
pwahahah
I'm not making a Superman game Lol
like that:
player character
|_capsule
|_camera
|_body
so, capsule acts like a root and moves in space, camera acts like a head
How could I make the arms holding the gun move with the camera and not the body though?
@heady bridge You want to leave the body behind?
no, like in battlefield when you look down, you see your characters legs, but the arms move with the camera, currently my mesh is all 1 mesh, so when the arms move with the camera, the entire body is
I would guess that the arms are seperate from the body
where the arms are like in a normal FPS and the body addition to make the illusion of a trueFPS
Yeah, that's what I'm going for, I thought seperate would be the way to go, but I wasn't sure if there was a better way to do it or something
I'll try that out, I'll have to dismember my character Haha
Is there any other way to save data at runtime other than the "save game" functionality?
Game instance?
if you only need it the existing instance of the game
if you need it between instances, so shutting down and reboot, savegame.
What's wrong with using the save games?
no i mean for use the next time the game runs
well, game instance is just a "god" class instance that exists throughout the game
what you put there is your business
so basically if you store anything in gameinstance, it doesn't get wiped on level change for example
so, that doesn't help you
anyway, what's the issue with existing save functionality?
That sounds interesting
Please welcome @spare kettle to the community! :beers:
if you go to c++, you can serialize your saves just like you want (if you need something different)
OH the save game issue wasn't me, I thought game instance sounded interesting so I popped in real quick lol
I'll look more into it, thanks for the quick summary of it @cursive dirge
np, it's handy to know it's there
I need to save a bunch of different arrays
How would a Ryzen 5 1600 w/ Asus Strix ROG RX 570 do with UE4?
16GB 3000 mHz DDR4 Ram
And does storage (SSD, HDD, Hybrid) speed affect the engine quickness?
Everything except for the CPU is definitely fine. I only say except the CPU because I really haven't taken the time to look at Ryzen benches since I'm not upgrading any time soon, but I'd assume it would work fine
CPU has 6 cores, 12 threads
I have a 4690k, and though it definitely shows its i5-ness a bit during engine compiles, it's generally fine
In sum
Yeah, that should be go then. And to answer your last question, generally yes.
@paper briar ssds usually help anything run smoother
C++ compiles benefit from a SSD well
(though a full engine compile on an SSD is a big sacrifice ๐ฆ )
Something like 60gb IIRC
feels good to have 512gb ssd
Oh yeah, I even have a 500gb but it's still a good chunk of it
@glossy flame 2TB ssd?
hmmmm
nah hdd
whew, I was trying to imagine how much that would cost..
I just installed my 2TB hdd yesterday ๐
lol
Yeah, games like GTA and DOOM taking up 60GB make me really happy I got a 2TB
Plus I've got a lot of flac on my HDD
Please welcome @alpine horizon to the community! :beers:
Please welcome @warm beacon to the community! :beers:
@heady bridge If you want to see the legs the best would be to use is the third person template
and move the camera forward to the body and attach it to the head
@pale remnant I know that is the easiest way, and I have done that many times in the past, I know how to make a true FPS with full body, I just wanted to know how I could move the arms without moving the body
thanks though @pale remnant
I like having my own ways to do different things, that work best for my workflow ๐
good fps map size
Anyone want a standard edition of Fortnite for $15? Thats $5 off <_<
Please welcome @rapid oak to the community! :beers:
anyone alive in here?
Are you having issues with Multiplayer?
Im sure someone would put their hand up. Im not in an position to help right now unfortunately.
Please welcome @lavish marten to the community! :beers:
Anyone here had a blueprint not open due to it's function+display name being changed?
And if so, is there an (easy) fix that doesn't involve recreating the BP from scratch?
Btw
Am I the only one having troubles shutting down the editor these days?
Like I click X or file->exit and it just doesn't. I need to kill its task?
I've never had that issue before, force shutdown?
How likely is it that a pull request gets merged?
Depends on the request I'd assume. They accept lots of community help though. What do you want to merge?
Exposing some SeamlessTravel Stuff from GameMode to BP
Sounds reasonable
Cool ๐
@bleak copper if you right click the editor icon from the windows task bar and select close, will ue4 start responding to that immediately by asking if you want to save the level? (if there is something to save)
for me, editor has been completely useless since 4.12, it keeps freezing on all kinds of tasks, like if I want to put a breakpoint into BP, it freezes there and I have wait a minute or few for it to wake up. When you wipe you intermediate and saved folders and regen the files, it works for a while again but then same things starts happening after a while. I got so frustrated about that I converted even my most trivial BPs into c++ and even added hardcoded references to assets in c++ so wouldn't have to touch BPs ever again
it didn't freeze on BPs only but since you can only edit them in the editor, they were definitely painful to use
but yeah, my experience with UE4 just got so bad I eventually dropped the whole engine :p
it wasn't just the freezes but all the inflexibility everywhere
oh and for the record, that freezing happened on many UE versions since 4.12 and on old and new projects
so it's not just some one corrupted project that was messed up
Thats sad to hear mate.
i dont have those kind of problems
Neither do i
The freezes I see in UE4 are when you "apply" a material, import a texture / object. Those should really be asynchronous instead of freezing the UI.
Though they're manageable and pretty harmless, it's annoying
The only time i have an "freeze" is compiling large blueprints or especially when i run PIE and there is an dirty BP that needs to be compiled before PIE can run
Then again the issues are quite manageable and the game itself runs really really fine
i3570k, gtx970, 24gb, SSDs, Win10
I'm not only one getting these issues, there are lots of others who have suffered the same on answerhub
it's not hw issue
it's sw issue
The CPU does explain part of it
could be the cores
"maxing" a multicore CPU is almost impossible
oh, and i max my 2600k daily
editor is clearly on some waiting state for that few minutes always
but from compiling/lightbaking/packaging
2600k was an amazing CPU just to derail this convo hahah
I had one lol
I've got a 3770K, also not worth updating
Im on an 7700k now
finally a proper upgrade
Engine, my takeway is that UE4 needs really highest end hardware that is, for the editor ; and the game you're making runs on pretty much everything short of old phones
a non-laptop i3 should run it well tho
Have you tried running the editor on another machine?
@frank escarp Actually @cursive dirge 's CPU is a i5, not an i3 like it sounds like
yeah, it's still a capable CPU
sure it's 5 years old
but was top of the line i5 back then
@cursive dirge Getting an i7 is a really good idea for UE4 though. Especially if you are looking at baking stuff
yeah, like mentioned, got fed up with ue4 already
I've used the engine for 3+ years, I know parts I need to know inside and out, it's just too tedious to work with for my purposes
if I still used ue4, I'd definitely get a new CPU as I spent weeks of doing even simple mods to the engine core that should take few days
I was mainly waiting all the time for the engine to compile
Well compiling is definitely something that depends on your CPU
Compiling on a i7 is typically twice faster than on a i5, it's heavily CPU bound
what are you using now? unity?
Well, he's not going to wait for that engine to compile ๐
Lol
Seriously though, Epic has repeatedly shown that they work with the engine themselves, improve it when they see lacking stuff on their own projects, and try to keep existing features after they are added, without really working on stuff that isn't in their scenario
sorry, KVM messed up and got lost in the other channel
The editor is typically something they don't try to optimize unfortunately
yeah Unity is my main contender atm. I already have most of my own code in custom c++ dll so I don't even rely much on the game engine for other than rendering stuff
I'm also evaluating CryEngine atm but waiting for CE 5.4 to get out (should be close now)
I've used Unity for same amount at UE4 (3+ years) so I know how it works
it's way more flexible for my needs than UE4 ever was
there are of course downsides too but I can minimize them (like mentioned already, I don't need much from the game engine itself)
Unity is always going to be much more flexible, that's their selling point. It's a smaller engine with 5% of the features, and it works really well if the feature set is good enough for you
Though friends who shipped their game with Unity came back to me asking for an introduction to UE4 because of how many issues they had. I think all engines are going to be lacking in some area - the key is selecting the one that works best for you
the core issue with me using UE4 is that I'd need to change plenty of their renderer stuff, which I'm not really looking forwards to as working in the engine core is so slow + UE4 is easily the most expensive engine out there and I wouldn't use more than 10% of the feats compared to most engine users
yeah, they are
there's no perfect engine
if there were an open source renderer lib that could match even close to these commercial ones, I'd just go that route
but Ogre3D and bgfx are nowhere close
Funny you mention cost, UE4 is just 10% of our fees & taxes & other stuff that's removed from our sales
That seems pretty okay
10% is pretty close figure probably, that's what I calculated in past
@cursive dirge have you had a look at godot? looks quite ok.
godot isn't good for realistic looking things ๐
if I were ok with godots rendering, I'd be ok with ogre and bgfx too
ah okay hehe ๐
also 10% may not sound much but if you actually use the engine for business, that's a lot in the end
Out of curiosity what things did UE4 not support in rendering that you needed ?
Yeah I'm talking about business here
especially when the engine slows you down
States take 20%, Valve more than that, Epic keeps 5% of the original cost once you're selling well
Pretty okay imho
yeah, I'd be ok with the epics pricetag is I could actually use the most of the engine
but I'm running my own physics, input, netcode already and the part I'd need the UE4 doesn't work out of the box my way
just to make it clear, the pricetag is not the main reason I'm fed up with UE4 ๐
it's just that extra bit and it's a fact UE4 is the most expensive game engine indies can get their hands on
for the reference, a colleague of mine would have paid 100k for epics royalty so far from his game if he had picked UE4, instead he's now paying โฌ125/mo sub for Unity ๐
Congrats on your friends brealking 2M$ in sales
Doesnt unity have an royalty scheme anymore?
They never had
Oh no thats right over $100k you had to buy the licence.
@cloud cobalt yeah, he did good ๐
@cursive dirge unity is going to open wide the renderer
Been an while since ive worked on Unity lol
they are going to make the render graph accessible, wich should allow you to implement whatever the fuck you want
@weary basalt yeah, they never had royalty scheme, at cheapest tier it's free, next tier is 35โฌ/mo and the most expensive is 125โฌ/mo
yeah, it's looking good
Unity that is
unity gets their money from the store
they got rid of the old mono
im damn sure of that
getting new GC
Yeah those asset packs are where Unity makes money
they are also doing some multithread stuff that looks highly interesting
Wait the stopped Mono support?
for managed unity specific game object multithreading
wich makes multithreading game objects easier
@weary basalt no they still support mono
they just got 4.5 .NET subset now, still C#6 only (no C#7)
Ah right fair enough. Damn ive missed alot haha
they couldn't upgrade the ancient mono version when xamarin was in charge
Mind you i havent had any reason to look back
when MS bought xamarin, things changed
CE is kinda wild card atm, they've been doing a lot of work making it more noob friendly, like they can actually import FBX files now (this probably sounded silly :D)
and we all know Cryteks financial status (and licensing oddities)
Isn't CryEngine completely not an option because it has nothing but a renderer and a level editor ?
I mean the main reason I use UE4 is the material editor, content browser, data assets, Blueprints, etc
I only need a renderer
and them not having any baked lights is just a big plus
ok, a shader editor would be nice, they kinda rely on their bloated รผbershader on CE to cater all users
but you can still write custom shader code there if you need to
See, that's where it starts depending on the project ๐
@cursive dirge if you only need a render engine. take a look at mizuchi ๐
No baked lights would be a heavy no go for some projects
yeah, but I mainly need good and realistic looking outdoor rendering
CryEngine sounds like that
yeah it does
@cursive dirge https://www.siliconstudio.co.jp/middleware/mizuchi/en/
I mean the outside rendering is 100% what CE does best
@tall pendant I looked at their game engine, that cheap unity clone ๐
I wasn't impressed
yeah not talking bout Xenko ๐
that mizuchi doesn't look like it's meant to be even used in games
It is. it even runs on ps4 afaik
well, they do list games as one use case but yeah, that's too wild card + it's probably expensive
they don't even list the prices publicly
Can anyone give advice on what to buy in building a computer for game dev that can run UE4 and other editor smoothly? ๐
Good i7, good nVidia GPU, 16GB RAM and a large SSD !
The 7th in i7? I heard that the 8th gen is coming soon, if it is true. I'm not that good when in comes to this stuffs. :/
i9's are already on the market
Honestly, why should you even give a crap
Afaik the performance difference from fifth gen to seventh is marginal at best in most usecases
It's not just you
From the point they got hyperthreading
They all do the same
And I think hyperthreading was introduced in the 4000 series...?
(And honestly, for most things hyperthreading is useless, too)
Hek, seemingly hyperthreading was introduced in the second generation
So never mind that
heh " All i7 generations have basically the same perf"
I swapped my i7-920 into i5-3570k
where is the best subtopic to ask about lighting?
thank you @cursive dirge
@cursive dirge I said, from the moment they got hyperthreading ๐
As far as I'm concerned a 920 doesn't have hyperthreading?
No
But the moment they introduced HP into their normal CPU's Intel started slacking like hell
back then, games were still heavily single thread focused on perf
actually, that isn't even related to this
but 920 definitely had HT
HP is honestly crap and in almost every usecase completely useless
Yeah, just checked, I goofed, it does
But once their standard CPU's started to use hyperthreading Intel stopped the performance-boost progress, and started focussing on TDP and the like
It's a good idea, executed pretty poorly
no its not
And that execution isn't Intel's fault
hyperthreading works by keep the CPU fed
Just, ya know, no-one cares to program for it ๐
No, obviously, you code for the cores
all hyperthreading does is to try to keep the cpu fed constantly
while a core has to get memory from RAM, it has to wait a bit till it arrives
You code for threads, not cores or HT
so hyperthreading just starts executing other stuff
logical cores/threads are the same, right...?
if your workload is heavily math/computation intensive, with low RAM access, then you dont get as much of a improvement
no
I mean you write threads
core is the actual chip
That's it
thread is an OS construct
you right now have thousands of threads in windows
windows decides what to execute, and where
essentially, windows treats the hyperthreading cpu as if it has all those cores
thats why you see 8 cores in the performance manager when you have 4
the cpu chip itself decides wich one to execute
Yeah
depending on the details
so when one thread needs to find data from ram, then it keeps executing other thing while the data arrives
its really smar, and gets good gains
but its never going to be x2 power
Ah, like that
usually, the less % you win by hyperthreading, the better is the CPU
if cpus were perfect, hyperthreading would do nothing
exactly
AMD bulldozer had 8 cores
but they werent real
they were half cores
they had lots of parts shared
so yeah, 8 cores at 4.5 ghz!!!!
and fucking trash performance XD
intel, on the other hand, implemented hyperthreading to use the cpu at a higher %
Stuck on an FX-6300
cpus are complicated as fuuuuuuuuuuuuuuuuuuuuck
they are black magic arcane crystals XD
I've given up on understanding them, honestly ๐
i know how to make one, but only at the level of tech of the 80s
I know just about enough to say if one's good or bad
cpus were simple back then
they just executed one instruction and then the next
current cpus are fucking insane
they reorder instructions real time
to try to execute them as fast as possible
and try to predict what is going to happen, so they can be prepared
in which section, can i post my camera related prob
Please welcome @tawny fog to the community! :beers:
hello
now......how hard can C++ be.....
Looks at script......regret
C++ can be intimidating, especially if you have no prior programming experience, but it becomes really powerful and easy to work with once you understand its fundamentals.
one never stops learning C++
that sounds like me right now :p
its a huge clusterfuck of a lenguage, but incredibly powerful
pro tip. Dont try to learn C++ alongside ue4
learn it on its own
ok
once you have the C++ basics hammered down you can then try with ue4
i'll ask my friend as he is going a coding course and ask if he has anything that he could give me to me to learn about C++
something i recomend everyone is to learn the C++ basics and then try to make Pong or Snake with SFML (a 2d library)
if you can do that, you can then pick up ue4 C++ nicely
ok
i am reading "learning c++ by creating games with UE4" and have completed c++ basic part and now im starting in UE4 part. will i regret this in future
I'm still waiting for the ue4 with basic addon
the main issue is that ue4 handholds you quite a bit to make your life easier. But if you learn with that you are learning bad practises
and its a huge codebase with a lot of stuff, wich makes noobs go mad when they see all that stuff
to be fair i also dont recomend anyone to learn C# with unity, even if its a much simpler thing
why is that?
Please welcome @plush yew to the community! :beers:
becouse its bad practises, and you end up in tutorial land ridiculously fast
and you dont learn the basics behind the stuff
you dont learn how to program, but how to use unity to do basic stuff, wich gets you stuck real fast
ive seen that happen MANY times
plays windows Russian roulette by installing new NVidia drivers
its much better to learn programming from zero in a vacum
once you know the basics, you can do some excersises by making some very simple 2d games with a library
then, when you go to unreal/unity, you will know what the stuff is about
what the hell
and its reason
Why not very simple 3d games with a library
Please welcome @quartz pagoda to the community! :beers:
becouse 3d is a clusterfuck
the idea is to just do some basic excersises
thats why its Pong or a mario clone
its about coding it yourself, the library only draws stuff on screen
you learn a LOT from that
and then engines are easy, as you know why they do what they do
i myself had that issue when i started. I tried to learn UDK programmign with unreal, but got stuck and had massive issues, until i just decided to go with pure C++ and learn proper programming
then when i came back, everything was super easy
and ive seen many other people get stuck in that same way
or dont get stuck, but be absolute terrible programmers
the ue4 c++ course starts with plain c++ doesn't it
it tries to go from C++ basics to ue4, wich is a absurd jump
So then where would you recommand someone to learn C++? What website and all?
just any noob book
there are plenty of them
once you finish that noob book, then you go try to make some 2d game with SFML
So you're saying to read "C++ for dummies" and after that voila, you're a C++ pro?
SFML is a very easy to use library for rendering and input and sound
you just tell it to draw a sprite at a location
and it does it
trying to make a game with just that is hard, but once you do so, you understand how game development programming works
you would be surprised how hard it is to code Pong when you have only done basic console stuff
my results teaching people with this kind of route are spectacular, for the few people i trained
ok
on ue4 itself, ive found sticking to blueprints is better for noobs
even if they already know C++
to learn how the engine does stuff
how much time did it take them from knowing nothing to coding complex 3D games on their own?
for the ones i trained, 3-4 months
3-4 months
teach us o wise one
1 month to learn the basics, other month to do 2d stuff, and a 3rd month to start doing 3d stuff
what i was thinking was learning how to write C++ and know the basics to it them create something using it in Unreal..
No seriously, how much money do you want
i dont want money
Where do I sign off my soul then
it's called a book
i just act as mentor, giving them a path to follow. But im not completely on top of them
which i'm going to try to find...
this one is fairly good
it is from a games school
downside is that its a bit older
damnit, NVidia installer has messed up my desktop icons
300+ pages......well then better start now
one of the cool things in that book, is that to teach OOP it does a full text rpg
Just came in and I see this discussion, I think I like this server
welp Here I go. Be back in a month I guess
jesus christ.....i've just read the first 3 pages and my head is already spinning
ok
funny thing is i'm learning Blender and Unreal....and now C++
while doing my final years of school
yay
universities dont teach programming well
i dont think its something good to teach in a class
becouse people learn it differently
so they desync
thats why on every programming class, you get 2 peaks on the marks of the exams
you get a peak of people going 9+ out of 10
wich is the ones that "got it" or that knew programming already
and then you have the rest failing
there is no middle ground
i think its best to just give a book, and let the guy take it at his speed, just asking questions when on doubts
uni's are battle grounds
teachers do not want the current year to pull down the marks that they had last year which makes them look bad
same with School in years 11 and 12
they teach it and expect you to know wtf they are talking about
i do not like structured classes at all. I find them worthless
but thats only for the way i do stuff
when i tought some ue4 classes at university, i just explained stuff for 20 minutes, and left people with excersises to dick around for 1 hour and half
checking what the guys are doing
ok
well, i've downloaded SFML and i'll see if i can understand the basics of coding as i go along :9
SFML is a library to do 2d games
but its not an engine
its just a toolset
it draws stuff, it plays sounds, and it lets you check if a key is pressed or depressed
and thats about it
its tutorials are really good
ok
the explain all the library does
this is really my first time learning how to Code
but they are not "technique" tutorials, just how to use the engine to draw or play sounds
so it assumes you know C++ basics already
ive never heard of sfml, gonna give that a look and see how good its 2d access is
its the best 2d library i know for C++
its open source and very easy to see what it does too
its not very big
2d scenery destruction is a pain in the ass in unity, got to use shader or suffer it being slow
you create a object, and then render it. For example you create a CircleShape(), put it (set position) where you want, and then you do like window.render(myCirlce)
it doesnt even have collision or editor
i was interested in it 2 years ago when a group of Unity guys came along....but then they gave us jack s**t tutorials on how to use the bloody engine....all i ended up was learning how to build and model terrain and if i tried loading in a Character model it would launch the guy (even though he was above the ground and nothing was around him)....so i stopped until now really...
it just renders stuff where you tell it to
and not in a good way, they told us to create an invisible wall via a email as part of a "challange series" and when i did make it, it did work....i thought it was a bug with the script so i checked it 4 times but still causing the problem...i even rewrote the script and changed the wall to another object but still...same problem.....
I wasn't given a nice greeting to coding or game development from thous guys who did vist my School to show what you can do with coding and Game Development.......
heh I was expecting the first example to be "hello world"
something ive done as first examples with ue4 is to just grab some of the template projects and add stuff
like double jump or sprits to the 2d template, or projectiles to the top down game, things like that
same...i ended up building a little house
i'm going to go to bed....C++ is really interesting and mind melting.....know wonder why my friend gave me a look of grief
rift starting to piss me off, it keeps steaming up
Please welcome @lime badge to the community! :beers:
hello, where bug tracker of Unreal Engine?
If you're looking for the actual tracker, it's https://issues.unrealengine.com
Bug reports go on the AnswerHub though
Yeah, I thought the one you can submit stuff to would be more useful ๐
guys how expensive si to have the ROTORS of the helicopers (5-10 on screen) rotate instead of having like a material that looks like the blades are rotating ?
the rotors are quite low poly (rotor and 6 blades) are about 500 poly for each helicopter
500 polys is low poly for 6 cubes and a cylinder?
anyway, you'll not get a solid answer for such vague question here
this is how detailed they are
๐ฆ is it a preformance hit to rotate them fast realtime in the game ?
or should i be looking in making a material that looks like them spinning really fast
@stoic moth its not
but a material that looks like spinning looks a lot better
as you fake its motion blur
yeah, especially if you have to rotate those blades fast
as UE4's motion vectors kinda tend to break after some speed
games normally use 2 meshes
the slow mesh, what you have there
and then one with the blurry material for speed
hm so a even lower poly mesh with a special UE material that has motion blur will do then, right ?
genius idea with the photoshop trick ๐
Please welcome @sweet abyss to the community! :beers:
will work out about the same, the fast rotor will be a disc so you the edge quite round
+want
Hi, In my game the characters will be walking on a path from point A to B, Will attack if they find someone.
I have some skeletals with root motion.. My question now is. Do I remove those root motions or DO I redo my animations with Root motion?
@frank escarp what should i do, SFML or UE, if i know C++ basics. BTW great advice and thanx @tawny fog for asking all those questions
Could someone help me in #animation
HEllo
When I shoot my gun the bullet shoots out at the top
HAve been trying to fix this but it won't work
Offset
Sorry, you have to fix the offset. Are you using a sphere to spawn them or using a point on the gun
muzzle
fixxed it
Anyone know any programs to translate weapon velocity and speed in real life to unreal
Someone help me in #animation
https://www.youtube.com/watch?v=Woik6p983BE were do i find how to do this but for free? plugins welcome
Get this shader here: https://www.unrealengine.com/marketplace/physical-water-surface Here you can see the different sea states that are possible with this s...
Yeah lol
Still having a problem with bullets going straight
Have literallt roatated this every single way possible but nothing is working
Do I really need bullets?
Or projectiles?
Please welcome @plush yew to the community! :beers:
@pale remnant wait what's your question?
Fixed it lol
Oh ok lol
How do i pack the game in the lowest format possible? It's like 400mb for a simple game ๐ฎ
Please welcome @lone night to the community! :beers:
Hallo everyone - I wanted to reach out to this community regarding a small Project we want to realize. If there is someone that is educated in the FPS space and is interested in helping out I would be super happy about a PM โค
Please welcome @willow robin to the community! :beers:
Hello!
I'm a platform engineer (with an IT degree) starting with Unreal. I'm searching a good course of Unreal, but not for begginer people with no programming skills. Just search in the internet and everything for starters requires no programming skills. Any ideas?
Like that? https://www.udemy.com/unrealcourse/
I was reading the index of the course, and it's more programming oriented for teaching people to code than to use Unreal framework u.u'
http://prntscr.com/fza73i Anyway I could modify this windmill so that my character would go inside and stuff
@pale remnant export it to a 3d package and chop it up
there's no shortcut really
best case scenario, you'll be able to duplicate the exterior faces of the wall and re-use them inside. however, that still leaves the interior ceiling with nothing, so you'll likely have to re-use the texture of the wood sides there for that
the wood sides up top will have to be both floor and ceiling unless you have any other better materials/textures laying around
i say that's the best case scenario, because worst-case is - you have to create new textures too
there's some very clear modeling and UV work required at the bare minimum as well as creating new collision and breaking out the door into a separate mesh for interactivity
@pale remnant @spice urchin well, twosided material could work too, without having to duplicate the faces
Hi everyone, I've tried to build the lighting for my level and got this error: https://gyazo.com/43424c9b6d434c1aa580d86c7fd7f653 does anyone know of a fix?
@Olento the walls would have zero thickness with that solution unfortunately and it would make collision a lot harder to make accurate. i don't think there's an entirely "in-engine" solution for him tbh. unless the door is using a different material and he wants to do the interior as BSP then convert to static mesh and then combine the pieces as a blueprint prefab
that would work but be super messy
Please welcome @timber fable to the community! :beers:
yo, how can I fix it? xd
Hallo everyone - I wanted to reach out to this community regarding a small Project we want to realize. If there is someone that is educated in the FPS space and is interested in helping out - can someon tell me where to start?
@cursive dirge The editor responds fine. I can move the camera and so forth. Close just does nothing.
Started after one of the 4.16 hotfixes.
ah, it's not the same thing then
Although it could have started after something I did too of course. Don't know what in the world that would be >.>;
How do I get textures here so that I can paint them onto my landscape? http://prntscr.com/fzcclx
Anyone else's Epic Games Launcher stuck in a cycle of updating?
has anyone seen this before:
Ensure condition failed: GetShadowIndex() == 0
one of the players connected to my game (who wasnt doing anything, just sitting idly) crashed, and this was the error that started it off
also, there were a bunch of warnings before:
Stalled gamethread waiting for particles 0.000255ms 'ParticleSystemComponent /Game/Maps/panorama_nanovoxel: Microvixel_Audio_BP_C_46.ParticleSystem: Particle System /Bluetech/Panorama_xavihouse/ParticleSystems/08_Voxel.08_Voxel
and Attempting to load 'AkAudio' outside the main thread. This module was already loaded - so it didnt crash but this isn't safe. Please call LoadModule on the main/game thread only. You can use GetModule or GetModuleCHecked instead, those are safe to call outside the game thread
I am not sure what its saying about using AkAudio outside the main thread, as we are just using it simple the way that the docs explain to (its a plugin we've been using the same way for a year with no trouble)
Please welcome @plush yew to the community! :beers:
Please welcome @gritty bridge to the community! :beers:
Please welcome @shut minnow to the community! :beers:
Howdy folks!
Hi there
mac osx doesn't support modding tools ?
Ohhh! Thanks Unreal for crashing on me!
I was literally saving my files and it crashes
rip
@vestal cloak hope it's not too late, there's a demo on Learning tab called Water Planes
In this video, Alan Willard demonstrates three different water surface types, ocean, lake, and translucent. He also explains how the materials for them were...
Why is a basic UE4 game like 400mb in size?
Is it just due to the size of the engine?
@tawny brook redists and stuff
Please welcome @native dock to the community! :beers:
and no compressed paks by default
How would i fix that? @cursive dirge
packaging settings
if you remove redists and error reporter and compress paks, you save a ton already
How to reduce the size of your packaged game.
@tawny brook ^
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@next badger dude thank you!!!!
hey guys anyone know what HZB setup mips are and why they are taking up so much resource?
Please welcome @steel flame to the community! :beers:
@tawny brook i believe it could be packaged down to 80+mb, or so, but that's smallest i've seen so far
cheers dude
@next badger 80mb would be IDEAL
Like.. sending a 400mb package to friends to test a single thing is like... fuck no
The game I'm making packaged to around 150mb for the first round.
Took a while to get it to that, though
so @next badger is this litterally saying sorry nothing i can do?
@tawny brook i've said smallest...means...barebone (or almost)
@tawny brook each mesh, each texture matters
@keen pawn you could wait till 4.18 or apply the fix commit by yourself
what kind of frame increase am i looking at
if i apply the commit manually
Isn't really ideal to send to people
@keen pawn read the descripton, it's all there
@tawny brook is that a packaged game?
@tawny brook have you stripped all the content from it?
@tawny brook like, all except you're using
@tawny brook nope, i mean the ue4 project, it should not have ANY other stuff, like starter's content etc
is anyone up?
Please welcome @toxic vale to the community! :beers:
Greetings, Which channel is recommended using for vehicle question(s)? Rigging odd failures
A vector field is a uniform grid of vectors that can be used to influence the motion of particles. Basically, each point on a 3D grid imparts a force on nearby particles. Vector fields can be used to make super cool particle effects, but the fiel...
Jul 23, 2017
wishlist me maybe
@ashen brook you ever get a chance to try this thing
Please welcome @final flicker to the community! :beers:
@final flicker A bit early to be promoting your own server
This is an UE4 support forum, not a gaming community
hi guys
i have a strange issue
for a spesific level my perspective viewport is totally black
Ok, I'm usually on there working on my UT3 server more than anything. I figured since the bot posted a link to my account and an emoji of some beer mugs that I could probably post a link, but no problem.
it's ok with ortographic mode
and also works fine with other levels
any idea what can I do to get my perspective viewport back?
I've only changed levels
and if I run the game it works fine also
though I can only start from an orthographic viewport
with play - selected viewport
@cloud cobalt Do you know of a larger / semi-official Discord server for UT3 development? I'm not qualified to submit code to the UE4 repo, and don't want to start making mods at this early of the dev process.
@final flicker I don't, though there is still a UDK community on the forums
UT4 is completely different (other engine, other language, etc)
Thanks. I've done coding and mapping for 2k4, UT3, and UT4, so I'm familiar with the difference... I didn't know if you discussed UE3 here, so I figured I'd ask.
Have a good one.
Some people probably did work with UE3, more with UDK. But frankly if you're going into UT modding, the new UT sounds like a much better platform
UT3 wasn't well received and the current UT is much more fan-driven so the modding will be there
I already added the missing Invasion gametype to UT3, with RPG stats, magic weapons, and about 50 mods which is already done... I just started playing with it again since I installed the server browser patch last week.
Please welcome @plush yew to the community! :beers:
Hey, how can i change a localization font?
for a specific localization
Please welcome @mellow pollen to the community! :beers:
damn unreal engine keeps crashing and i don't know what to do ๐
maybe i should just set a new project and copy all classes but that is kind of stupid
all this because i deleted a class
(i think)
this is why you have version control
so you could roll back to the moment before it all went to hell
Please welcome @tired locust to the community! :beers:
yes... in this case it was all very on the beginning and i'm still a newbie so "why use source control? screw it..:"
being a seasoned developer, i should've known better ehehe
Hello, I have questions about Armature, Animation and Material import from Blender to UE4.
F.e. I have an animation that animates a change of material properties. When I import the animation and the material in UE4, will it work?
Please welcome @vagrant coral to the community! :beers:
@plush yew you can't export advanced material stuffs
you need to set up the material inside the engine
Hey everyone!
Trying to set up fonts for different languages. For example, English is set up fine, but when we change to Russian, it takes a different font that is larger and messes up our widgets. Is there a way to set up fonts per language?
Please welcome @eager wave to the community! :beers:
hi! is someone having problems with oculus in packaged games? thanks!
Please welcome @ebon echo to the community! :beers:
Aloha
Welcome @ebon echo
Thank you
How long have you been working with UE4?
๐ค I've not been working with it for long, I'm being taught by someone IRL how to do some coding stuff but I have to say I'm not liking it's visual studio integration.
Ahh ok
It just doesn't want to work right for some reason and I'm sure it's our fault but I can't figure out why it is
Please welcome @plush yew to the community! :beers:
Please welcome @plush yew to the community! :beers:
I know this is a game dev discord server, but I'm totally in love with Fortnite
I think the theme and all the little things they do with the audio and graphics are super awesome
Please welcome @raven jungle to the community! :beers:
Please welcome @ivory lava to the community! :beers:
YASSSS
Ooo Ima look
They took forever to approve my build .-.
Got sent back once because of redist stuff, and then it took another 5 days to get approved
Please welcome @manic gazelle to the community! :beers:
Probably haven't updated store yet
quick question: any logic ideas how could I convert class check into enum
like this
if class is A, pick Enum option 0
B, pick 1
without doing massssive boolchecklist
Hmm idk
Been using UE4 for about a month lol
Make a map, see if it works well for you
yea that could work
@worn granite what exactly is a map in this context?
The type
Please welcome @strong hearth to the community! :beers:
howdy
Howdy
Thanks !
You should probably make the screenshots widescreen though
Some have those borders which take away from the gameplay
It's looks really nice. Like the music for it.
Oh ok, I've never seen VR lol
@buoyant echo Thanks! My cousin made it
But it looks cool
I might buy it if I saw some more gameplay and actually had VR lol
Wish I had a VR headset to test these things.. Damn.
You dont need VR to play our game
Uh yeah you don't.
Doesn't mean I don't wanna flail my hands around knocking down lamps as I try out your game, though.
You can join in as a normal PC person and like fly around and possess enemies and mess with VR people
yeah steam has weird stuff about VR
Oh wait my PC can really not handle it though
but if you notice in our trailer theres a non vr player with a VR guy
@viscid bone we have to update specs too
because non VR doesnt require what VR requires
I think it can run on like a 700 series
Yeeee, I haven't tested it on anything lower than a 900 series
but its all low poly
and we optimize pretty heavy
OH NON VR CAN POSESS MONSTERS?!
Good
THAT'S SUPER RAD!
^