#ue4-general
1 messages ยท Page 90 of 1
it's pure stupidity from human kind IMO ๐
is there a question related to that?
one sec
If i get the length of it
This happens:
https://i.latouth.com/2017/qzHNtReg.png
@cursive dirge what if i told you that its possible to consume 3x the power a month and have free electricity as a result plus some spending cash? ๐
wut? u using solar panels or something enko?
It's also a waste of the resources in the GPUs
@lavish glacier I dunno about you but my electricity bills are already killing me
yeah, it's stupid alright
and I'm not talking of the potential income from it
i disabled a plugin that im not going to use anymore, when i started the engine i got
and yes it sucks
enabled the plugin again but cant fix
think of if people invented they can generate free virtual money by driving gas powered cars in circles, and they then did that?
same principle
@tawny brook Nice!
im going to dev something too
Dovydas...
@cursive dirge yes, but is there something biggger at play thats worth it?
u know whats confusing
um?
If i have an input key to cast to zombiegameinstance.. then get players in game and print out length
it's the correct value
but if it's in PlayerHUD (Blueprint widget) its all funky
@lavish glacier anyway, that's just my opinion on the matter
@tawny brook That's counting something diffrent than points
couldn't we go back to stone age and hunt squirrels for skins until they are extinct?
4, 3, 2, 1, 0, -1
I see that
@cursive dirge probably be happier too
I put the print string after the loop by accident ๐
U know what it is dovydas
I think ik why my player count is funky
The values on the side
I'm calculating it right as Begin Play
I'll need a delay ๐
Might be
I noticed because
Right as i make the widget.. i printed a string
Each client joined..
the player count went up
Added a 3 second delay after players get put in array.. then call Setup player hud
and works โค https://i.latouth.com/2017/tcPRjQtO.png
I wonder... Why this isn't working when I click on the Close button [x]
If anyone knows I would be grateful
https://i.latouth.com/2017/FpewsynL.png
It works!
๐ no
Soldier... Money
Please welcome @plush yew to the community! :beers:
@plush yew The profile pic xD
lol
๐
look upon the face of death!
@fluid tide Does this look like CS:GO to you?
https://i.latouth.com/2017/okc4ZonA.png
erm
maybe like those missing texture maps
Mario blocks
๐ฆ
Ima get back to finishing this
and then cry in a corner
cuz ur bullying my game
I don't get it. About what this game is. Soldiers, money, Bloks (Bloxs? Blocs???! Blocks??... IDk.)
Oh! It's a box!
Dunno. But it looks like placed on pallete, like those in the warehouses
It's like a chest
I can't tell if your joking or not
or what
it feels like u are
Im guessing
omg
https://i.ytimg.com/vi/HVdjUpEWyCU/maxresdefault.jpg It'll be something like this I mean or.. just like a prop?
I should make a game where you throw things at the dev for making a bad game.
LOL
gr8 idea
put DovydasLinkus as the dev
cuz he doesnt know what a mystery box is
"Your game sucks, and I bought this DLC brick just to throw it at your likeness!"
Actually I dont
Have you never played call of duty?
I don't know either.
The bigger question I have is why the surfaces have no materials, but they have geometry
No.
It's like the artist did obly half the job
I played the MW1 demo once.
Stranger
It's alot easier for geometry/placing things in
then materials.
Especially when this is your first game
and have no paid assets
Oh, so that's just a placeholder, gotcha
IMMA GOING FUCKEN BURN THIS PROTOTYPE TO THE GROUND! WTF THIS ISN'T WORKING ARGH....
I need a cigarrete
It looks early access worthy.
lol
@floral heart I have a pretty higher bar than that for EA myself ๐
Please welcome @lunar adder to the community! :beers:
Welcome @lunar adder
CO-STARRING TIM SWEENEY OF EPIC GAMES ANY OTHER CEO'S PLEASE CONTACT CONTACT@MEGA64.COM TO LET US KNOW WHAT BUDGET YOU HAVE FOR OUR INCREDIBLE TECHNOLOGIES (...
Please welcome @torn owl to the community! :beers:
@fluid tide Man, I haven't played League in so long.........
Please welcome @marble ether to the community! :beers:
Hey hey hey
Does somebody know where i can find the exemple map from that
Announce Post: https://forums.unrealengine.com/showthread.php?96257 To ring in the new year, Ryan Brucks came on the stream to explore more of the art of Par...
Cause i m looking on the market place but i m not able to find anything
theres the content exemple but its from 2015
Please welcome @next sail to the community! :beers:
@cursive swift A paragon map? I don't think that it is out publically
Okay
nah it's a content exemple map but the shape i m making will not be usable with that technic aniway
:'(
POM is mostly for terrain anyway
You'll get better result with regular shading for everything else
Please welcome @final wave to the community! :beers:
@lament barn try disabling the Event Driven Loader
AFAIK that thing is still buggy as shit
How do I do that?
In project settings somewhere, just search for it
got it
if that's not it, it's likey something else
Please welcome @eternal delta to the community! :beers:
Blender has added a noob tutorial playlist to their channel
nice
Hmm, not sure in that case @lament barn
Please welcome @tight panther to the community! :beers:
paper cutouts
Some, not too much
Please welcome @hushed scarab to the community! :beers:
https://www.youtube.com/watch?v=1lOfo2GQPQw #NextGenWorkFlowsPoweredByUE4
Unreal Engine 4 - Smart Tile Kit! (Full Blueprint Tutorial!) Thanks for watching! Please Like and Share! - My Twitter - http://www.twitter.com/PolygonPilgrim...
Hi, What should I use as life in my game ?
Instead of just hearts or health amount
Some games use stars ๐ฎ
its a tower defense game btw
What did you mean by visual clues, like bloodied borders when low on health ?
hmm ๐ค SceneCapture2D is Drawing to render target when placed in the world, but not when it's actor component
initialisation order issue, perhaps
I tried every frame and delayed manual capture
lets try create it during construction
@humble rivet then i would love to hear heart pounding sound when close to lose the game...
@humble rivet use for lives anythin that players would associate with it...maybe icon of the tower, or icon of the main hero (if there're heroes)
when i need in one actor access something in another actor, is there a better way to make sure the other actor is already spawned before executing a code
for example, right now im using Beginplay > delay > access the other actor
doesnt seens right
delays everywhere
show collision isn't showing my foliage collision. does anyone know how to show that?
is there any way to use one asset in several projects without constatly migrating new versions between them?
like if I have some widgets or blueprints which I want to use in all of my projects and keep them in sync if I make any changes
@cloud cobalt Yeah i guess that POM is landscape only more or less i wanted to apply it to a pile of gravel but
the effect gets broken and i have no idea on how to operate to get a good result
becasue it looks really flat
the bottom part is fine
but of course if you go on the curve with the camera it goes nuts
as expected
IF ayone has a solution to make a gravel pile look good using any other method i'm for it
strange thing is that i cant get the silouhette of it
it take the edge and warp also
and on most of the exemple that i ve seen they can break the silhouette of the object
I might have done something wrong or forgot something
i dont know...
Is it still possible to move DerivedDataCache foldier to another drive ?
@cursive swift What does it look like now ?
Hum kinda okay from some angles
and not on some others
that part is okay.
okaytish cause if I try to push the steps or the parallax a little bit more it's... well not great
and also i change the map the original was making this thing warping like hell
It looks like you have shadows in the texture
yeah i use the cavity on the diffuse
to have something more appealing visually for now
I ll take that off
What I would try is removing that, making the normal more intense, and having a very different roughness value for rock and mud
Mud is quite shiny and flat, rock usually very rough
Well tell thatto megascan xD
Just because it's a scan doesn't make it what you want though ๐
guys, quick question
yeah i know but that s not my main problem now
how difficult would it be to get almost complete photo realism
This was the first archviz interactive project using Unreal Engine 4. You can check more photo-realistic scenes using UE4 in our channel: Subscribe : https:/...
like this
would that require a massive amount of work?
@half mango mostly lighting tweaks
Yup
and good models/mats
@half mango You need to understand the lighting really well and have great materials
like on that part you have that warping but i ve ssen some of them using the silhouete to break that
This one of a favorite of mine : https://www.youtube.com/watch?annotation_id=annotation_1876126005&feature=iv&src_vid=rf045VYP3z4&v=Y6PQ19BEE24
----------------------------------- - UNREAL PARIS - VIRTUAL TOUR ----------------------------------- Version 1.2 ------------ What's new? -New sound design ...
@half mango UE4arch guy(s) is (are) making asset packages
hmm yeah that one is incredible too
he(they) probably make all from scratch
most of the tim its a simple shader with almost nothing in it
Aniway POM might not be the way to go actually cause i wont be able to cast shadows
so it that pile dont cast a shadow it s gonna be problematic in one way or an other
hum
someone tell me the secret to 9 slicing
Yeah he point is not on shady mud i can do that
the point is for me to find the best solution to make that stupid pile of gravel with a good silouhette :/
tesselation ?
cost too much
aye
even if you regulate the tesselation multiplier based on camera distance ?
that's how my material works
Yeah i could use a distance fade
performance impact is quite reasonable if you use that technique
and you don't have to use tesselated materials on everything ๐
- you get shadows !
I know that but
woner if its not better to go oldschool and do a flat thing with some geometry on it
ha....
I dont know what to freaking do right now =_=
and i kinda hate megtextures
cause you have control over nothing
seriously why is there no detailed 9 slice guiding tuts D:<
Sup guys.
I'm trying to create instant object destroy on client side
Current logic:
I'm having an AActor (bReplicates=true) (For ex. named "act")
Client(SomeMethod): S_Destroy(act); // Reliable, Server
Server(S_Destroy): act->Destroy(); // Actor is destroyed on client after (latency*2) amount of time (Client->Server then Server->Client)
So if client has valuable latency it take huge delay on client side to see that actor is destroyed.
If there is a solution to simulate replicated Actor destroy only on client side to make things looks laggless?
Like that one:
Client(SomeMethod): S_Destroy(act); LocalDestroySimulation(act);
I have tried TearOff and Deastroy on client side and had no results
are there any 2d side-scroller out there that is made using UE4
unlikely, its massive overkill
why is that?
you'd get much smaller games and faster performance from a 2d engine/sdk
2D SIDE SCROLLER GO SEE THE GAMESTUDIO MAKER
whoops capslock
what about SFML
but yeah, UE4 isn't really the best pick for 2D games
Hey guys. Anyone with a Vive who wants to playtest something from me on Steam?
depends what :D
I'm poor trash who cant afford a vive
i know about game maker studio, but i have the knowledge and art for this engine so i thought it might make thngs easy
studiomaker isnt that difficult
well, check the paper2D example from launcher
there isn't really much material to start with
and paper2d is what it is
it's not a priority for epic
Lol
No NDA required. Just don't be an ass :p
Musical Range is a VR rhythm game where you use firearms to play along to your favorite music! To learn more, visit musicalrange.com Steam: http://store.stea...
i have @olive wigeonnto
Hum... i ll pass
whats NDA?
@charred tapir you actually have permission to those tracks?
Yeah
https://www.dropbox.com/s/ithz8a86247dm3p/MetalHobo_v01.7z?dl=0 metal hobo, for the curious ๐
you play as the prisonner instead of the soldiers
is it exe @languid shard
thanx you've made my day
Please welcome @sweet heron to the community! :beers:
i just wanna make a 2d top down using UE cuz its the best and i already did some work using it. the engine
well it definitely isn't the best for 2D ๐
but yeah, I get that you may want to keep using it
unity is pretty solid for 2D stuff
i was talking about the engine!! ๐
we could debate about that too but there's been too many engine comparison talks lately already
we must not get into it then!!
yeah, paper2d it is then
yep!! thanx
Anyone know a website for
https://docs.unrealengine.com/latest/INT/API/Runtime/GameplayAbilities/UGameplayModMagnitudeCalculation/GetExternalModif-/index.html
but the archieved version as the doc has vanished
Sup guys.
I'm trying to create instant object destroy on client side
Current logic:
I'm having an AActor (bReplicates=true) (For ex. named "act")
Client(SomeMethod): S_Destroy(act); // Reliable, Server
Server(S_Destroy): act->Destroy(); // Actor is destroyed on client after (latency*2) amount of time (Client->Server then Server->Client)
So if client has valuable latency it take huge delay on client side to see that actor is destroyed.
If there is a solution to simulate replicated Actor destroy only on client side to make things looks laggless?
Like that one:
Client(SomeMethod): S_Destroy(act); LocalDestroySimulation(act);
I have tried TearOff and Destroy on client side and had no results
actually better ask in longue as this is kinda off topic
@tender dome done, ty
so @tender dome , have you tried MetalHobo ? ๐
the fuck why cant i find any archieves of the ue4 wiki D:
iirc its E to fire, space to jump and arrows to move around
i am currntly downloading tappy bird and my internet is slow, but its opened in chrome and once TB is done its next
aye
its a quite short prototype with char controls, a bit of scenery and animations
and that good ol' metal slug theme ๐
i love metal slug
I used spritesheets to make every animation
very tedious process, in particular for explosions and sprites that don't have any reference point
im doing same thing, my friends gave me an idea about this mini game, so i just making the art for that
shit kameha in slug!! awesome
Please welcome @icy wind to the community! :beers:
oh man its missing the soldier at the beginning
that's a very old exe then ๐ฆ
oh well
i dont mind
made some flash anims aswell like 5 years ago
lost em when dropbox reworked their UI
๐
Hum
I wonder if i might have to go sculpt a tileable texture then to a retopo combine the geometry and make a low poly
casue that tiling repetition + megascan doenst work
but yet even if i scatter a low poly of 82 triangles
well put that 3000 times
the polycount gets huge even for a big pile
and 240 k is a big no
should be at least 10 times less
hum
Please welcome @errant tundra to the community! :beers:
F to kameha?
@languid shard did you make those sprites?
the game is awesome
did you used scalable 2d/3d or high quality ?
i just exported a scene of multiple objects from blender into UE, and i noticed all the mesh's are at the bottom to drag in
is there a way of importing so they all end up in the same place as in blender?
all like the original scene
@tender dome nah I gathered spritesheets from the original game
Made my own template for the character controller
Please welcome @old jewel to the community! :beers:
i was thinking of using that to find out wheather a very old pc can handle UE's side scroller
Thanks @plush yew
Please welcome @knotty saddle to the community! :beers:
Asked in #animation, but the channel seems dead today:
What is the correct way to do layered blends per bone with a multitude of montage groups: Extremities to Limbs then Whole Body, or the other way around?
Anybody use mixamo to import animations etc?
I go to auto mapping and the model doesn't give me an option for pelvis like it does in the tutorial videos I've seen.
Plevis, as well as other things.
Nevermind, they removed UE4 downloads.
The bot does it for everyone. Not sure why it isn't put in #introductions, but oh well. :/
Please welcome @quiet gorge to the community! :beers:
๐
How are size maps determined ? http://imgur.com/a/SPw0j
how would i change the 'skin' of the fps player, such as SK_Mannequin ?
can i export the mannquin, change model, texture, then reimport? take it i need to have the same skeleton
hey guys, after packaging my game, im able to open it and go into the main menu but from there, it freezes when i click new game, and have to alt tab out and back in, in order to open my level but then it still freezes,
would anyone know why this is happening
Question thats been driving me up the wall, how can u control motion blur, it ruins so many particle effects and all sorts
Anyone knows how long it takes while I get an item that I purchased from the marketplace? I tryed to write an email to epic asking about it, but it says that I need to fill the captcha whilst there's no captcha lol
u normally get them instantly
Please welcome @chrome jackal to the community! :beers:
How do You compress texture in ue4? I am only able to change the LoD but not compress ?
There is compression settings inside the txt files
where are they usually located?
http://imgur.com/a/SPw0j how is that determined?
all my texture files are using max 512x512 as max texture
while they're imported as 2k
they should be 512 then
dont forget things like AA
increase memory usage
during run time
etc
anyone working with unreal tournament ?
just a quick question what are the map requirements like spawns and actors that i need in the level for a build and submit ?
by the power of epic, i attempt to summon Luos the master of particles, in relation having particles zoom out then come back in too center
if I have a 2D level where items (sprites) fall from the top of the screen to the bottom, do you think I should (A) use gravity and let the physics engine perform the falling or (B) just decrement the Y axis each tick or with a timer to have it fall a bit more manually?
both should theoretically work, just unsure if physics is heavier or manual movement in tick
Phyx can be painfully heavy on servers for replication
i could just use phyx i guess
i dont see any issue with it
Please welcome @last moth to the community! :beers:
The Paragon Community team plays with the community. Paragon is the MOBA from Epic Games available now in Open Beta. Paragon puts you in the fight with explo...
Please welcome @royal hemlock to the community! :beers:
@pallid compass You mean the Chroma_Key_Alpha?
To remove all cyan in an image?
to use all cyan as mask
jesus wtf
ur going ham
u can do it in like 3 nodes
i cant find my example of where it is
yeah so use Chroma Key Alpha, no?
Plug in your image, and cyan, and that will give you a black and white mask
yeah it does, and its jaggered af
mess around with the scalar params
There is litrally
a math formula for it
and i cant remember it and its driving me mad
if you find it, could you let me know please?
ofc
its simple math formula
like u add two channels together, and take 1 away then do another thing
or some crap
well i managed to get it down to just cyan and green
now to remove the green
There u go
Its not the way i remember doing it but works LOL
u can be cheesy and mask like that too
what happened to the marketplace update?
I have a general question.
Is there same way to change these settings based on level? For example regular levels should use the pogo pogo pawn, but levels like the main menu should use a different class instead. I havent found anything on that specifically yet (although I am sure it must be somewhere) this might be a bit of a "let me google that for you" question but I have honestly no clue
whats the easiest way to make a cubemap?
Please welcome @grand parrot to the community! :beers:
Any reason an ID map texture would random drop too super low resolution in game?
thanks, @pallid compass for your info earlier :)
so for single-player, you think physics is the way to go for falling sprites vs movement on a tick or timer?
anyone ever mess with paper 2D?
@pallid compass that's fair ๐
wasn't sure if one was nicer on cpu
@toxic wagon only a little
do you happen to know how to change the rendering resolution so sprites render at double size?
hmm, good question. I am not completely sure, but maybe look at the settings on the sprite that was imported
I know there you can change compression levels, etc.
not on a per sprite basis
like, UE4 is rendering the scene at 1:1
I want to do 2:1
could you zoom in your camera?
tried
960x540 upscaled to 1920x1080 with bilinear filtering essentially
err
no no bilinear
nearest neighbor
Trying to make grass paint but when I make it the landscape material, I don't get any target layers.
u gotta create target layers
That wasn't in the video I watched. :C
thats if ur talking about what i think u are
Hey my map says it needs a lighting rebuild for 400+ objects but every time I build lighting it spends 5 minutes at 1% and then stops
u have way too many objects
or ur quality is not set to preview
wth
some how im streaming over pool
can anyone advise? first time iv had this
im not expert when it comes too static lighting but
sounds like ur hitting a bottleneck
lack of something
to process the lighting
Please welcome @rotund tiger to the community! :beers:
what was the thing called where you used enums to specify which exec to use?
Please welcome @chilly dome to the community! :beers:
Please welcome @tardy lava to the community! :beers:
What happens if u InputComponent->AddActionBinding(AB);, do u still need to add the input in the editor or?
Please welcome @lean oyster to the community! :beers:
Is there any way to get a physics actor to rotate by 90 degrees on spawn? Putting a SetActorRotation node in the blueprint constructor seems to work, but I'd like it in the parent's constructor or in some event in the parent's class.
Anyone know how to include engine content in a packaged build ?
I only see it under DLC
Please welcome @patent forge to the community! :beers:
Hey how's eveyone doing
great, and yourself?
It's going alright, right now I'm trying to learn C++
UE4 implementation? or just the language
I'm starting with the language, isn't is alsmost the same thing or is there more with UE4
Do you know C++ coding @hexed lance
yes
Do you know any easier way to learn C++?
I can link you some youtube videos that helped me learn, the UE4 documentation won't help you much
hey fellas! Anyone has any idea on how to avoid your animation curve from looping?
Get the Cheat Sheet Here : http://goo.gl/OpJ209 Best Book on C++ : http://goo.gl/GLLL0g How to Install C++ on Windows : https://youtu.be/SykxWpFwMGs?t=1m47s ...
Thanks @hexed lance
I would watch that and stop and rewind as needed really good at throwing a bunch of info at you
going insane in here trying to understand animation curves
maybe make a text adventure or sometihing before diving into UE4, because C++ has a steap learning curve and so does UE4.
I mean, each time it reaches the end it starts all over again, I need it to just stay on the positive value without looping
but once you get the hang of C++ this guy can help you learn UE4 implementation of C++ https://www.youtube.com/channel/UCpsN2TfWGmun4peN2IPgcKg
and then you can message me any questions you have with a dm and I will see if I can help @vital drift
I've got a question and I don't really know where to post it so I will put it here. I am building a dedicated server for my game, but I don't really know what kind of hardware I neeed. I don't know a good way to tell how much ram and such the server needs
Ah, 4.17 preview 3 is out today. ๐
Please welcome @tender sigil to the community! :beers:
Welcome @tender sigil
Ahh thank you very much!
no problem
@tender sigil I do mate, what do you need?
@naive thunder is it ok to ask it here
this is a general zone, so I guess so; yeah
Err i think i might have found a alternative but ill tell you the probelm. Basically i am trying to light up my map using the lights now but while using the point lights i wasn't geeting and ... uhh lights if that makes sense. Heres a photo of it
Lighting
but im trying to use spotlights now to see if that works
i just wanted it to take the shape of the lights but now i think that ill use a matte to make it look like the lights are on but the light comes from the spot light that sounds good right?
@tender sigil lighting is #graphics and #level-design
Using pointlights is wrong in general case, try to use spotlights whenever you can
Please welcome @potent sky to the community! :beers:
I have seen that name before in the community
Someone used faceware live with unreal?
Please welcome @plush yew to the community! :beers:
Please welcome @wide glacier to the community! :beers:
anyone know how to disable the continuous compiling sharders in the ARK Dev Kit?
the latest patch has brought that in "well i think" wasn't doing it prior to patch, now it just runs my CPU @ 100% making the editor unusable
Please welcome @plush yew to the community! :beers:
Graphics works for that
Hi everyone, there is no chan for ar ? ๐ฎ
use VR
Hey everyone, Could someone help me?
@wide glacier ARK is a custom mod, iirc they have own discord
@wide glacier https://survivetheark.com/index.php?/forums/topic/142249-ark-survival-evolved-related-discord-channel-900-members/
@daring mortar it's just not that much AR devs to make a specific channel for that
Ok
I will share in VR chan some ar projects made with Ar toolkit, it is really funny ^^
Please welcome @vital basalt to the community! :beers:
Please welcome @strong knot to the community! :beers:
thanks ๐
@viscid bone You asked a question 3 minutes ago with zero detail, don't spam other channels to get help
Sorry
I made a material type glass for the eyes of a character, except that when I do simulate I do not see them anymore. If someone already know.Please
glass has tendency of being transparent
Depends on the glass!
try water, I mean... the eye is 90% water :V
So maybe it could look right-ish.
but, if you go for realistic eye, only the iris is covered by the refracting lens
Pretty sure that's not the issue here
ok, I find the solution. Check : Used with morph Target
usually the engine updates your material automatically, I guess it didn't this time
hey guys is there any possibility of infringement if i an asset of an iconic landmark?
Somebody have tried artoolkit on unreal engine ?
It says Royalty free all extended uses
but is it really?
I would think the designer would have the right to contest this
buy from Turbosquid at your own risk (in more ways than one)
if the designer finds out
does the vendor get penalize as well?
I would think a lot of people would have bought those ipads and coca cola cans
I don't think Turbosquid cares
if they got a C&D, they'd likely just silently pull the asset
thats pretty sad
I was really interested in getting that asset but then I remembered Watch Dogs had to change so much to avoid infringement
so I phoned the country regarding the permissions and they had a whole procedure regarding it
which just made it a lil weird that people got away selling designs from other artists
who are still alive and owning their design
LOL
General rule of thumb for anything that can be copyrighted is, don't use it, ever
That goes for movies, books, real-world stuff
Fan-art
Etc
written permission, yo
(and even then, you can still get a C&D later)
I feel particularly sorry for people that fall afoul of that
Written permission for legal owner of the rights is fine if you can have it, but frankly that rarely happens
I remember Bungie doing that to a Halo RTS fan game - then two weeks later announced Halo Wars
they gave them explicit written permission to use the IP, even reported on the fan game on their own website
then pow
cease and desist, mofos
three years of work down the drain
@warm mountain with buildings, it's tricky as architects have the copyrights afaik, unless they've transferred the rights to the owners, usually the limit goes if the building is generic = you cant copyright generic shapes in general (although we all saw what happened between apple and samsung on phone shapes)
Apple even patented 'slide to unlock' D:
also, there is some dates involved when the copyright expires
with music, it was like 70 years after artists death etc
can't tell about the building but I wouldn't put any famous buildings in game without checking the legal stuff first
you can put eiffel tower in game though
I think at least, don't quote me on that ๐
Copyright in architecture is an important, but little understood subject in the architectural discipline. Copyright is a legal concept that gives the creator of a work the exclusive right to use that work for a limited time. These rights can be a...
every country of course has their own laws
trouble is, with enough money companies have been buying ways to circumvent those expiry dates -_-
so good luck on going through all legal stuff around the world if your game takes famous buildings from here and there
I'm kinda envious to the movies though, usually you get away from having copyrighted designs in your movie without paying any feels, as long as they are not main attractions
Copyright nonsense goes so far, 300-years old music can get your trailer blocked on Youtube. Been there, done that
although technically same rules apply to movies too
@cloud cobalt you got 300-year old recording on your trailer? ๐
the performance has it's own protection too
not just the melody
Open-source, public domain recording of a 300 years old work
But you have to explain that after ContentID automatically removes your work from the Internet
Because with Youtube et al, you are guilty until proven innocent
sometimes youtube removes peoples original music even
Yeah
I think Valve got some of their own games censored on their own channel that way
It's that bad
I once paid $95 for rights to music
But the author had used a sample library, and one of those 3-s samples ? It was registered on ContentID
Didn't even get the money back after complaining to the seller.
That was Jamendo, if anyone was considering ever buying anything from them (don't)
Even when trying really hard to be on the safe, legal side, you can get your work removed
I once had an offer to licence a tune with jamendo
2โฌ or something
never got the money xD
@cursive dirge gotcha! I'll take a look
I actually found the architect of the building just now
I'll contact him in the morning tmr
and that really sux Legend
Olento have you worked with shooting things before ?
hey guys, is there any way to rotate a landscape on x or y ?
oh nvm, i actually find it possible
Fixed
Here
@plush yew @next badger
And how for example you guys would drag down the character if isSliding is true?
Phys impulse, input
Traditional walking down
@cinder iron i need to think how to combine traditional movement and your "arcade" controllability
hmm im trying to figure out how the component even knows when to begin sliding
And we could speak more comfortably i have some idea going on
Well i have already something done for that
bWantsToSlide
So we dont have to forcely override that function
The part of angles, building up velocity and determining when to slide
That is solved
What is not solved is the actual slide down
Ive seen some guy on the forums trying to figure out the same for a skii game
we should do a weekly pop-quiz "unreal or not" where we just slap 10 random nature images and participants have to guess is it real life or unreal render
so i can trigger the built in slide behavior with walkablefloorangle to 0
but i have no idea how to begin modifying the behavior
lets you slide around stuff pretty fun
How can I have a 360 environment map in unreal?
The sky box has a horizon that I can't get rid off.
I have a 360 space themed map that I want to use so no need for a horizon
@plush yew i did exactly the same lol
heh
But it ended up not liking me the result
Maybe if i look at the code of that specific state
But im not home aaaaah ๐
check WalkableFloorZ for the movement component when ya get home, it has alot of slide related stuff tied to it
@verbal prairie DO NOT USE Epic's SKY SPHERE
noob here ๐
@verbal prairie just drop there own uv'd sphere
done a few tutorials and they are all using the sphere
@verbal prairie hmm...lemme google
@plush yew well the only annoying thing i didnt like about that precise solution was not being able to jump nor control the "sliding" speed naturally without modifying the gravity on the cmc
@verbal prairie https://wiki.unrealengine.com/Skybox_from_DDS_cubemap skip till the ue4 step
@verbal prairie oh, yeah, on the step SM_SkySphere - pick own sphere...not sure if Epic has one that has 360 uvs
mmm can I use 6 images and create my own cubemap in UE4?
I have the seperate images that forms the cube...
@cinder iron looks like a fair bit of editing needed, the sliding seems to obey AirControl for movement. maybe your going to need a new movement component state that gets activated when your bIsSliding is true?
a new one of these you know?
@verbal prairie hmm...probably, i've seen there an asset for 6 tiled cubemap...
i dont even know where to begin haha
Yes i supposed hahahha
Fuas...
:joy:
I guess imagination now
Ill take a look at the walking state and maybe ill...
Ill modify it for my Purpose
@verbal prairie sad story we don't use the 6 faces style cubemaps any longer
cubemaps don't exactly play nice with complex shaders
though you can still do it if you want to
Why does the scaling of my projectile gets reset everytime ?
I have put the scale in the socket to 0.2 but when, used it is back to 1.0 again
Please welcome @crystal orbit to the community! :beers:
Thank you @plush yew
im not sure where to put this question so I will put it here
everytime Id rag in a custom blueprint that has a mesh with it
the mesh gos to 0,0,0 and then the arrows where I move it around in the editor go to the place where I dragged it
and when I move around the arrows it remains the same distance away
Is it the root mesh ?
uhm
I thinks o yes
it is attached to the root component
ok I deleted it and recreated it and it wokrs now? very strange
uhm, can I ask a question?
mmm mkey
why does my launcher keep hanging on 'singing you in', after just needed to wait 43 minutes for this limiting user logging in rate thing to disappear.
it worked before I rebooted ><
slow internet speed, maybe
not really
already flushed my DNS, didn't help
kinda stuck now, since I cannot launch any UE4 editor or the launcher :/
Please welcome @loud drift to the community! :beers:
welcome @loud drift
login system is currently having trouble
@slow estuary You can launch the engine directly
Going to the editor executable should work
UE4 broke? nooo.... never. don't believe you lmao
@cloud cobalt yeah.. I got one working now. somehow it didn't boot up while loading in the uproject file.
@wary wave aah that explains it, thanks!
@slow estuary have you pinged cdn.unrealengine.com ?
just did, all came back < 15ms
@slow estuary and the https website works?
yes, also could login normally on the site
only the launcher is giving me issues at the moment.
http://imgur.com/a/kEHUy Hi, I have 2 blueprints 1 is a static mesh the other is an Actor (the blue prints are exactly the same in EVERY other aspect)... The actor blueprint reset its scale when used in a turret while the Static Mesh BP keeps its own, why? The actor blueprint worked before I changed 1 thing in the turret blueprint after resetting the blueprint again it remained the way it is.. it hasn't resized to its default scale http://imgur.com/a/JLB64 Imgur round objects in the green square are projectiles from the static mesh BP. My actor BP projectiles where the same size, but now every time I recreate another BP actor with the same assest as the static mesh BP they're the same size as that lava orb.. even configuring the socket size in the lava orb doesn't change a thing...
Anyone know why this is happening ?
Imgur
green square are projectiles.
@next badger If I have a equirectangular in PNG or TIFF, how do I show it using a sky box ?
Do I need to make my own sphere and material?
The sky light only takes a cubemap and although my TIFF or PNG is equirectangular I somehow can't seem to apply it
@verbal prairie yep, material is pretty simple, like 1 node, but sphere could be an issue if you have no one...
ah so the sphere is an issue... There isn't one provided with the engine?
@verbal prairie i have no clue...afaik both that used in skysphere are mirror uv'ed
i'll do some googling, thanks
np
I can probbaly create my own sphere with UV maps and bind it to the player location
@verbal prairie umm..nope, sky sphere could not move, just scale it like 8000units...
@verbal prairie it's due to light calculation etc
yeah but we established I cannot use the sky sphere
@plush yew Launch engine executable directly
The launcher is boned right now due to a Fortnite crash, not much we can do about it ๐ฆ
Please welcome @winter vessel to the community! :beers:
Please welcome @cunning glade to the community! :beers:
@grim ore i've relogged just fine, maybe it's regional
Please welcome @tidal skiff to the community! :beers:
Please welcome @sudden crescent to the community! :beers:
guys i want to ask something
whats like the diference between pawns and characters
in unreal engine 4
Please welcome @empty escarp to the community! :beers:
Hello Guys anyone there? Need some help
Please welcome @sly tulip to the community! :beers:
@sudden crescent Actor->Pawn->Character... With the addition of a CharacterMovementComponent, a CapsuleComponent, and a SkeletalMeshComponent, the Pawn class is extended into the highly-featured Character class. A Character is designed for a vertically-oriented player representation that can walk, run, jump, fly, and swim through the world. This class also contains implementations of basic networking and input models.
A Character is a Pawn which has some basic bipedal movement functionality by default.
Anyone knows if theres an offline, easy to download to my phone manual for ue4?
@rapid ridge nope
Actors are like objects, can be anything. Pawns have basic movement included and some other stuff, Characters have more aspects that you'd expect from a playable character.
PluslePlays, you could always go a wget on the web pages and store it on your phone but that it outside of the scope of my expertise.
@sterile cairn wget will destroy crossreferencing, so, pretty useless imo
Yeah, but it is better than nothing. It was a suggestion, not the optimal way to do it.
I just know you can use wget to download a lot of things online pretty quickly.
Asked in #animation as well but:
I'd like to use a blendspace to be able to turn my character's head, but if I try to do so with an add additive node it screws up everything else. If I try it as a layered blend per bone, it overrides the animations on the head that preceeded it, which won't work either.
I wish it worked like a pose driver wherein there was an input and output.
Anyone have any tips/solutions for this?
no idea sry
Is anyone familiar with gamepad setup in UE4?
I'm wanting to add DualShock 4, I have DS4Windows which emulates a Xbox 360 controller so Windows can understand my input
I just don't know how to do things like movement, look, etc
Lemme try that
Under input inside project settings
If you want key rebinding that will be operative on 4.17
I'm on 4.16.2
Or if you want it now check rama's keyrebinding system on the marketplace
Nah, don't need rebinding
Ok then you just need to define the axises
Please welcome @heavy relic to the community! :beers:
Please welcome @sonic gate to the community! :beers:
Do you know the layout for all the keys? or maybe a picture with the unreal engine names on it
@cinder iron
Puf im not in home
I would help you with pics but i have builders in house
Google a lb im sure u will find something buddy
Can unreal support numerous gamepads?
Let's say I have 2 controllers
can i control a client per controller?
Anyone know a good free 3d modeling/material program that'll work with UE4, I tried using Blender, but the materials won't work for it
Ok
3ds Max is software for 3D modeling, animation, rendering, and visualization. Create stunning scenes, detailed characters and bring realistic scenes to life.
there's a trial
Uhm, i'm a student so I got it for a couple years
cool
How old are you?
16
Ahh, I'm 15 ๐
I've tried using blender for 3d modeling, and the model went over but not the textures
XD
I'll probably copy how the FPS template is doing gamepad mapping
๐
Seems like a good idea ๐
Hey guys, so we've released our game but unfortunately without localizations as im having alot of problems with it, like it wont export certain dialogues on a level for some reason .
The only thing in commin with those dialogues is that they have filled package name bars, the ohers that are read and exported no problem do not.
Now i have localizations hanging because i cant seem to fix that problem and export the last few lines needed for a full localization.
Can anyone help me with that?
Also sometimes localization switch to random languages when tested in a beta build
@vital drift Materials are typically not imported from your modeler
You need to create a material in UE4
@cloud cobalt so I gotta do the model first in blender then add the materials to it latter in UE4
One thing I tried importing was a 3d of a clock that had a glass face, is there a way of targeting only one suface enven though it's all one thing to get that glass effect
You need a different material for glass
You'd create two material slots in Blender, export to UE4, apply two materials
Yeah I'm now lost XD, I'm still new to this stuff and I don't know much about blender or UE4
unless you're a solo dev, then its the other part time job along with programming
I'd advise focusing on one thing in particular
Game design is important but it's not a technical skill, no one does only game design on an indie project
and you dont get design jobs at AAA studios without experience
well, maybe overfunded mobile companies
game design is a fine thing to study as long as it's paired with game scripting stuff - whether that's blueprints or C# stuff in Unity
you don't have to be a programmer, but a game designer that can't work with Blueprints won't have much utility in Unreal
@vital drift materials in 3d software dont work in unreal
you need to setup your material inside unreal
you are lucky becouse Blender just added a playlist of noob tutorials
Thanks @frank escarp
Can someone help me call functions in my custom GameMode Class from PlayerChar (Character) ?
I also need to pass my custom Player State into the function
I need to set variables in the PlayerState
Please welcome @swift mauve to the community! :beers:
@tawny brook GetAuthGameMode<AMyGameMode>()->DoStuff(Character->PlayerState)
btw, check that first function becouse it will nullptr if it cant cast
in blueprints just cast it
What about getting a MyGameState variable?
I need to for a HUD, but it'll be updated frequently
dont worry, the GetGameMode function doesnt take any time
its instant
its basically something like "return worldgamemode"
just a getter
ok
hey! are those api.chm files in UE folder specific to the version currently installed UE or is it universal
Please welcome @safe crown to the community! :beers:
hey guys, in the editor, under c++ classes, i'm trying to double click the folders on which i've set some classes and... can't! it doesn't open
clicked somewhere and it is working now so... forget it
Please welcome @solar venture to the community! :beers:
thank u bro
np
Please welcome @heady quartz to the community! :beers:
hello all, I'm having trouble exporting my soft edges (smoothing groups) from Maya to Unreal, anyone familier with this?
Alright. I'm trying to draft a list of subjects I need to cover that aren't often covered or are covered poorly.
Mind, this is going to be, more than anything else, engineering subjects.
I might touch on a few things that connect, within my field of expertise: materials, UI
General requests?
My list right now includes:
UWidget/UUserWidget, using BindWidget, dealing with dynamic widget creation/destruction
How to create async actions for blueprint
Blueprint graph execution and evaluation
The different types of delegates, their limitations and use cases.
The reflection system, how that ties in to the object system and garbage collection.
Modules and the build system, private vs public (not in classes, in modules)
Shared vs weak ptrs, general principles on that, mostly used in Slate.
View vs model, specifically as it applies to UI and Anim BPs, inversion of control.
I'll add lambdas to the list. Really useful, but most people don't understand the capturing system or know how to avoid major scope/lifetime issues even if they do use capturing.
Ah, Name vs Text vs String is another one people have a hard time with.
If someone wants to add to that, ping me with it and I'll add it for consideration.
All good topics.... you doing a tut series or something?
Trying to take a lot of stuff that I've explained dozens or hundreds of times and put them in to a form I can point at easily.
Save me a lot of time in the future.
Might toss a digital tip jar kind of thing or consider Patreon at some point, but I'm not sure.
A) I don't want to come off as begging for tips, whatsoever. I'm good. I'm fine. If someone really wants to, cool, but I do not need tips.
B) I don't know that I can provide enough content regularly to keep any kind of Patreon going. I've still got my actual job and that keeps me plenty busy, nevermind having an actual social life.
Was about to work on one of these now, but my long build and sync for work just finished. Womp womp.
Spent too much time explaining it to me
I want to stop having to say the same long explanations over and over again to people. So I'm writing articles I can link instead.
Can you express that in a different way 
๐
Clearly, I need to add a "Why am I doing this?" article to the list, so I can link that.
is there any benefit to using nvidia volumetric lighting now that UE4 has volumetric fog?
playing with the ue4 fog now and its pretty sexy
UE4's is a 3d texture (less accurate, more features), Nvidia's is a mesh (more accurate, fewer features).
interesting, if my multiplayer level consists of nothing but moving cube shaped rooms - I'm guessing UE4's would be more optimised
not really getting the light shafts from the side as strongly as I want, but I think that's just a lack of knowledge on my part lol
For movement (especially fast movement), Nvidia's approach would probably be better.
ah! that's good to know! I'm using the nvidia flow build of 4.16 and am not using flow so I can easily swith to their lighting build
in that screenshot, if I look at those light shafts without the light source being in view, they dissapear. think I'm mostly seeing the old occlusion crap and not much actual fog
its still a prototype, thus the shit models lol
does paper 2D have an animation blueprint?
@floral heart If I'm only looking for awesome lightshafts in a multiplayer-only game with moving cubes like I screenshotted above, is VXGI or Volumetric Lighting the way to go? Reading about both now and both look like they make light shafts that look pretty sweet
hey, its there a function or something to transform a box?, i dont know the words in english, but in 2 dimensions it would be to transform a rectangle into a trapezoid
it seems a box wants to stay as a box, I even have to do it dynamically, i will have to do it in another way
Scale?
Skew. It can't be done simply by rescaling or rotating.
Are you just trying to scale?
Oh, rectangle to trapezoid
Yeah, skew is the term, but no.
Spline mesh component or procedural mesh components, maybe. Or, if you don't need collision, WPO from the material.
You may be able to just directly mess with the meshes matrix.
I don't know. There be dragons, which is an idiom for "this is dangerous territory"
i was thinking about doing a simple program in the fps template, to put some cubes, and to use the math of special relativity to alter the cubes depending on the speed of the char, i wanted to change the "speed of light" close to the speed of the char
to see how everything is deformed, and also the time altered:P
What, this? https://www.youtube.com/watch?v=uu7jA8EHi_0
A Slower Speed of Light is a first-person game in which players navigate a 3D space while picking up orbs that reduce the speed of light in increments. A cus...
:X Sorry. It's not a commercial game, it's just a little game that illustrates it.
its ok:P