#ue4-general
1 messages ยท Page 92 of 1
B2M is like CrazyBump.
If you're going to be using library materials, then Painter is the one that's "usually used"... but it's entirely possible that you'll need all three... or at least Painter and Designer.
Please welcome @vivid veldt to the community! :beers:
I'm a beginner, and I pressed a button on accident, and now instead of moving objects, it scales them. How do I revert the axis arrows to movement?
Press R
Or T
They switch between different modes
It's also top right of the screen
Thanks
How do I set a render texture target for a camera? I can't find the setting in the camera
There's no scene capture settings
Nvm
how do you guys interpolate material functions?
I have created an interpolate function, but i think i might have done it wrong, because my landscape above a certain height looks weird
(i'm importing the layer heat maps from world creator)
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I'm high on potenuse
๐
More spiderbot! Still clipping and twisting to sort out, couldn't resit a basic art pass. #gamedev #ue4 https://t.co/WcHiYCCc09
172
1152
Please welcome @boreal magnet to the community! :beers:
why, discord...why?
what chat would i use to ask how to join legs to a torso in blender?
@tranquil bone #graphics or #animation ...but this is UE4 related discord, no promises
Any1 played citadel : forged with fire yet ? Beside the server problems damn the game is pretty good
Please welcome @viscid totem to the community! :beers:
Does anyone know how much Revenue the Dev gets on Steam?
AKA How much is the split between Valve and Steam upon a Sale?
Yeah pretty much
there's no public figured due to NDA
you can just assume steam wants 30% and you get 70%
@lament barn 30% of all sales go to steam
of course there are taxes
yeah
after everything, you can expect around 55% for you
so if you sell a game at 10 dollars, you will get beetween 5 and 6 directly to your bank account
also do take into account the regional pricing
I see, Gotcha. Alrighty.
And do you fully decide the Price for your game or does Steam Discuss that with you?
Alrighty, Good to know. Thank you guys.
I dunno if steam suggests prices anymore to indie devs
Yeah, I read they do when Steam Greenlight was there.
I think they used to at some point but I don't really see that as option for them anymore
regional price is auto
they've tried to automate everything
you put the price in dollars and it fills the full matrix
you can then edit stuff if you think of doing it
Oh I get it, You are able to set prices for other countries manually?
yes
Gotcha
you put the price in dollars and the whole thing fills up automatically, but then you can modify individual ones
yes
What's it called?
DWVR is a fast paced virtual reality action FPS where you fight waves of enemies using firearms and magic. It uses motion controls to put you in the shoes of an action hero. Donโt just click a button to shoot, but extend your arm to aim your gu...
$14.99
this one
I only now realized what those letters stand for ๐
also costs less in russia
as if i have a single sale in russia or india lol
people dont have money to get a VR headset there
Why don't you increase it?
america is half my sales
And we have money to buy VR, Just there is no one here that cares to get VR.
80% of the Indian Teenagers here play CSGO
$15 is nice price point for indie game
20% have mobile phones
it's not too expensive to not buy it as impulse buy and if it goes 20 or over, people start looking elsewhere
unless, it's some hyped AAA title
I'm planning to price mine around 12$
there are some indie games that sell for like 30 but I doubt they get more sales with higher price tag
i think its the correct price for the game, given its content
im releasing it for that same price on ps4 btw
Sony gets similar money to Steam
Is it difficult to put it on PS4?
yes
that really depends on the person you ask about it btw
What's the Process?
much harder than steam
Yeah I imagined that.
some people here say that getting past US tax documents is somehow super difficult (which you have to deal when you sell on steam)
and you need to get PEGI review and the like
some say it's super easy
I'm in India so I'm guessing the Tax Document process will be a pain for me.
I wouldn't worry about it
yeah?
did you know, sony europe is the one selling games on australia
I'd first worry about getting the game in release condition
that's where you need to put most of your efforts in
Well that's a fact I can't do anything with...There goes another Brain Cell. (Talking about vblanco)
sometimes not even that
you can allways patch it later
you can buy steam direct and get all the paperwork done well in advance too
but if you plan to have a company when you sell, you better wait until you have that up and running of course
its actually the good thing to do
becouse then you can use steamworks
lets just hope that you started with multiplayer prototyping
to do your betatesting and play and all other
well, its all 3 at once
the A less than the others
and not try to slap it on later on
I was thinking to do this...
Work on my Singleplayer version, Release it on steam for free
Start adding multiplayer while fanbase grows
and then release Multiplayer
lol no
xD
Rip me
you failed already
this is the reason why I said you better start with multiplayer prototyping
you don't just slap it on later on
it has to be well thought and tested from the beginning
it's like you make a fps game and then think you'll just slap VR support to it afterwards
omg xD
if you want to have MP in your game, plan it, keep it in mind right from the beginning. otherwise its going to be very very rocky ..to say the least.
but your game is VR only
i had to remake pretty much everything
Alright I need some help and advice with what Im going through...
the whole player logic/pawn/etc
to the trash
remade brand new
and the enemies also had to get their AI tweaked
so the aim at your head location and that kind of thing
I have progressed my Game ataround 9%
I barely know anything about Unreal.
I planned everything out how I want the multiplayer system to be
But how in the hell do I add in Multiplayer when I barely know about Blueprints.
I got a friend helping me with most of the game mechanics being built.
He implemented the Steam Sub System in his Game so he can help me with mine
Though I seriously need to start learning about Blueprints more
He told me that everything for multiplayer needs to be in sync and the same results has be to outputted which is managed in Blueprints
you got 9% of the game done without knowing how ue4 works? ๐
yeah, pretty much
I tried everything I can and did what I know how to do and failed many times
Got a lot of help from several people
I seriously don't even know how to add in a character, I chose the Template and deleted everything but the character.
then built on top of that
I really need someone who knows about Multiplayer in UE4 to help me :/
or, you learn that yourself
UE4 is like the 6th Software I'm trying to learn
there's plenty of info around
UE4 was probably like 100th for me
if that's even possible the figure is that low, probably not
depends what you count as sw though, I count even windows calculator
Most of the Tutorials are out of the question for the game I'm making.
If you count the Calculator as the Types im talking about then of course, Im around the 100th as well xD
you don't watch tutorials to teach you specific things, if you want to learn something in tutorial form, you just watch them to understand the concept behind it
Yes, That I take on account.
there will never be a tutorial or doc for the exact thing you are making
nor there has been for the people who have gone through this road
it's just research and trial and error mainly
Yeah, I know I'm not the only one ๐
source code, official documentation, official api
or as I like to refer to them: the father, the son, and the holy spirit
I've created a working turret, that rotates etc. Is there a way to visualize the radius it can fire and the field of view it has (everything that enters a certain area gets shot at but staying out of it will do nothing?
like using a cone in pawnsensing for enemy AI to visualize it
I started my project single player and it's a mp game.. Bahaha wish I had a pic of my face first time I tried "2 clients and everything didn't work
Please welcome @misty falcon to the community! :beers:
hi
๐ป Cheers
http://prntscr.com/g23u20 Very new to unreal, why is this not possible?
#gameplay-ai and im p sure you're telling it to move to itself
that's why it's not possible
@misty falcon
target actor is where it should move to right?
You can give it a pawn to move to, a 3d vector or a target actor
It'll do it's best to get there
Thinktank i like your honesty
a lot of people would not admit to that
and i am the same
this makes no sense
why does function stop mid-execution if I call it from GameMode beginplay
gives no returns
just stops
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I've got a trigger box with turret fire when something enters the box right.
http://imgur.com/a/vGWRC but my turret also fires when something (ME) enters the area in the red box
the only collision box is in front of the turret
anyone know what can cause this ?
Please welcome @neon shuttle to the community! :beers:
hello everyone. its good to finally find a community for game developement like the old IRC but have VoIP option
with a much better UI
Any idea why this is happenig?
I'm ok with this happening but not in so small distances
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@slim mica looks like very strong blur mipmapping
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So many people
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How Do I stop my turret from tracking me when I leave the trigger box ?? I have OncompomemtBeginOverlap + OnComponentEndOverlap setup but it doesn't work...
It keeps firing after I leave the triggerbox and area..
so the boolean works fine when you enter, it only starts tracking then, but when you leave it keeps tracking? If so maybe see if anything else is still entering after like maybe one if it's own bullets or something else
can easily add a print string to the enter and exit and have it print out the actor that is causing the trigger. check for any weirdness this way.
Please welcome @plush yew to the community! :beers:
Has anyone used maps + structs in 4.15+
and is there anyway to update that struct
nvm
Calling add on something that already exists updates it
neat.
hi! there are every C++ classes for UE displayed in my Editor. it wasnt there last time. can i somehow hide them
Do you have show engine content ticked off?
Idr where that option is
is it on one of these dialogs?
i dont know, those classes werent there last time.
@inland minnow i found ans. its inside content browse's view option then show engine content. now i cant see any view option
dont worry it was at the bottom right of CB and i had enabled show plugin and engine content
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where should i ask about camera problem
Please welcome @plush yew to the community! :beers:
Hey Guys My am Moses from Nairobi,Kenya thanks for the invite
hello, I really wish UDK was broguht back to the unreal website, im starting to see quite a few games being developed in udk
hello is that true that we can use more than 5 layer in a landscape ?
because i spent 6 hours to create 10 layers to finally get a default gray ><
@halcyon marsh Hi, Select every texture in your landscape material and set it to Shared Wrap. You will be able to have more layers (up to 16 I think in theory) but in practice with 5-6 layers you already lose so much performance.
Inside material, left side of the screen.
(While having a texture selected).
In there.
There is no difference. That drop down should be there if you select your texture.
let me show you
oh sorry i find out why x)
i convert it to texture object
but you advise me to not use this technic ?
because of performance ?
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How many members do we have now?
Oh wow
Please welcome @late sundial to the community! :beers:
Well hey, that's the spirit
ok i swear 3d programs and game engines are a freaking pain to work with. "oh its easy " nothing ever easy. corse doesnt help if the dang thing has bugs like crashes because oops some feature is causing a hard crash in this version you just installed but hey we got it fixed in the next one but you still gotta migrate all your crap, first of all importing 3d models is a pain in the ass. for some magcal reason i got it to work with one model one time. then i did the same model the Same import settings and nope stupid unreal coudnt find the textures for the model even though it was RIGHT in the folder and i told it to select the parent folder. NOW "magically" though i never had this problem before the selection thing is gone even when i restart. cant freaking drag on an object, i.e. transform rotate, whatever.
checked show transform widget, nopoe
nope
load another map. nope .
well glad lethal you had fun here. cuz usually no one ever replies to me on chat anyways. story of my life guess ill figure it out all on my own just like i always do ........bye!
Please welcome @plush bear to the community! :beers:
can u rename a project without it exploding into pieces ? :p
Yes, I followed this way, and it worked fine, I'm still working in the project I renamed
https://issues.unrealengine.com/issue/UE-45947 how is this not a bigger issue.... any game that is MP will have this issue.
Thanks pingu, that worked
@dense patio 4.16 has been pretty rough for MP. ๐ฆ
There's another bug floating around about delayed replication in 4.16, and that's been backlogged as well
It's pretty odd
IIRC the other one has 4.18 targeted
you telling me for 2 - 5 months, we wont have a fix for this? thats nuts
we need to rally and fix that, unacceptable.
A few people were talking about the other bug, it seems like there's just something that happened in 4.16 and nobody knows what
It is a pretty rough situation unfortunately
yeah
I think your best courses of action here would be roll 4.15 or watch out for a PR sometime here soon
and now i get build errors, rip
Hopefully a community PR will come up soon enough, unless an Epic one pops out of nowhere
Well, ill try and push for it to get fixed!
huge issue for our multiplayer farmer game ๐ฆ
if not, we can fix it ourselves with custom code
ty for the info @glossy flame you are cool in my book
dont car what they say about you in that dive bar near Tintun
Huh
Might have a lead on why I can't close the editor using File->Exit after doing a build.
Just noticed my output log is being spammed with "Cmd: CLOSE_SLATE_MAINFRAME"
Took a screenshot. Will talk more after my stream.
So it seems like after I build and save, I can't close the editor using either file->exit or the close button. I need to kill the task. Trying to do so spams my output log with this.
(I noticed it when I was packaging a build after a failed attempt to shut down the editor.)
That said, this level has literally thousands of lightmaps.
Ranging from like 64x64 to 512x512
http://i.imgur.com/IbdrlRs.png this mesh tool a guy is making really kicks ass
Sweet
Anyone able to help? Changed name of Project, Then now compile is giving a error about Key already exists in compiling, and its blueprint only project.
got it solved thanks to pingu
Please welcome @median bronze to the community! :beers:
ok i think it may be a bug with using the rift
without the touch controllers
in vr mode or something
lol i just unplugged mine for the moment
@toxic vale Glad to hear it. Sorry I didn't respond... never experienced that.
i wish i could peak at the dragon quest XI unreal files ๐ฆ
Man the Fortnight website is awesome.
holy heck yeah, who did there website, thats some pimp functionality
It wasn't in-house?
Oh yeah derp derp, prolly was
Boom done! 14 hours in of polish and debugging. 3 weeks ish to go until deadline scury and excitin. Hope everyone has a shiney evening ^_^
Lesson of the day. print to logg messages are life savers
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im kind of noob in UE so im looking for someone who can help me make a 2.5d camera and also 2d character in 3d
Does anyone know how to do an additive only version of a blendspace? I'm trying to get look at working as it would effect more than just the head. Right now it overrides any movement that the head is already doing.
Apply Additive turns the mesh into something from a horor movie.
@covert tangle for the 2d char your going to want to go into jobs idk about the camera
afternoon all
@everyone Does anyone know if SweetHome3d works with UDK? I was going to use it to make a house and import that house into UDK, then apply textures to it
or do I need to use blender to apply textures
or should I get sketchup
you mean udk or ue4? for udk-stuff I suggest the udk forums
UDK
I didn't know UDK was still available for download
its not, but if you grabbed it before they removed it its yours
you can trough less-official means. the udk forum has a whole database for em
the licensing still applies to UDK as it did before UE4?
anything that can export as obj or fbx should work
ok
@heady bridge Yes, the same shitty deal is still in place
Ue4 is a better deal, licensing wise, 5% instead of 25%, why use UDK?
lately there quite a few games coming out from UDK, like: outlast 2, subsitance, Black Squad, etc
i like udk, tried UE4 it was to laggy

UDK basically has a non-commercial license
It can be commercial, but it costs too much to be of any value
unless you pay $100 to be able to sell your game
but there are plenty of games coming from udk
yes there are
Actually, modifyed versions of UE3
UDK aka UE3
UDK != UE3, again
UE3 is enterprise version of UDK essentially
UDK = 25% royalties, meaning you won't ever make a cent with it
well there is no download for UE3, there was for UDK
you have to ask Epic for UE3
UE3 = commercial only, pay half a million to get the license and source
UDK = free, huge royalties, no source code
I did love UDK back in the day though, but switched to UE4 back in beta days lol
Very few commercial games actually used UDK because it doesn't make any sense
So when you get UDK, you're not getting what some commercial devs used to create their game - you're using a closed-down, non commercial version
Mortal Kombat X uses Unreal engine 3.5 lol
@bleak palm You also need to consider than such commercial games were in development for years, so picking an engine now shouldn't be based on that
do you have to pay for UE3
Yeah
Hundreds of thousands
thats a bit extreme
Also they didn't sell it to anyone with the money
I know people who were turned down as "too small"
yup
it might be steep price but that licence was permanent, thus we saw many sequels for those games
@bleak palm basically people shipping UE3 games paid a huge sum some years ago - maybe a decade ago. So they keep working with that because they paid for it and have no royalties to pay now
Picking UDK or UE3 now would be completely crazy
so the investment probably paid itself back with 3-4 games
Most studios who still use UE3 have modyfied it so it has better graphical capabilities, updated physics, etc. like Mortal Kombat X for example
Or Outlast 2
Yeah
Injustice 2 still runs on their custom UE3 aswell IIRC.
Yeah, I'm sure several more games from Netherrealm studios will run on their custom UE3, until they dive into Custom UE4 lol
if they need to switch to UE4
ue4 doesnt have directx 9 though
hello ๐๐ป i have a problem with blender-unreal ๐ฆ
tbh i think thy're fine with their mod. version
UE4 has quite some problems when it comes to fighting games
and the scales are right so probably a bone problem but i applyed rotating scale etc allrdy <.<
mostly the netcode. also i heard about input frame lag
Ue4 has DX11 and DX12
@bleak palm That's only an issue if you target Windows XP
afaik yes
Which you shouldn't
LOL
dx12 tho could be still experimental not sure atm
I'm not sure, I just remember when it was announced
DX12 support is shitty and probably never will be any good because Vulkan is a better replacement for it
Except it's not the same DX12 the engine uses for PC, and is in a fork on Microsoft's servers
PC DX12 isn't going anywhere
yup. its the new dx 10.1 
PC Dx12 looks interesting to work with, without an engine, just in the framework
@bleak palm Seriously though - DX9 is only useful if you have a really old computer (10 years old), OR Windows XP. Windows XP is less than one percent of the gaming market and it's in countries where piracy is really high too
So basically there is no serious reason to base your engine choice on that
unity does dx9 still...
and I would suggest DX11 with it instead though
ah, I see it cost $99 dollars to get a liscense to sell a UDK game
plus 25% royaltys after your first 50k IIRC.
yep
yeah
but all i neede to know what the $99 part
yup 50k is more than what most indie games make nowadays ๐
yeah
you'd be spending $200 just to get your game on steam though
But having worked with both UDK and UE4, honestly, I think that's a really stupid idea ๐
idk if I want it on steam though
If I could get UE3 over UDK, I might go for it, since I could customize it, and no royalties ๐
Where would you put it on?
I plan on putting my game on PC to start, then Xbox one and Switch if sales are decent
you'd pay $100 to make no money
I would just say use UE4 at that point
no charge if you put it up for free
according to the udk commercial liscense
Steam will charge the 100$ no matter if the game is free or not
Yeah
game jolt
yeah, that's a place lol
lol
but yeah "The UDK is also FREE for non-commercial use. Feel free to use the UDK to make any application (game or othe rwise) for free distribution. No additional license (beyond the EULA) is required. Just go for it."
C++ only with a commercial UE3 license
IIRC. its been years we had a license at Yager
i dont use c++, i like the visual script
i worked there years ago. not anymore
@bleak palm Visual scripting in UDK is extremely limited
ik
did you work on spec ops the line?
I loved that game
I never worked in a game studio yet ๐ฆ
just solo stuff
the ending was confusing
Anyway, leaving. Good luck with UDK :/
lol
That's really cool ๐
still cascade works better in UDK then it does in UE4 
Top of the mornin all ^_^
@heady bridge https://www.udemy.com/unrealcourse/
or just good in general? because I feel most people use blueprints with 0 C++, is C++ a major different today still?
Helps if you know the framework first.
I have that course, and a few other C++ courses, but just asking opinions, thanks for sharing though
Okay
So no shame in learning BP first
I've been using BP for 3 years, and I like to code, it's just that Im not good at it lol
people do a mix
the exact mix depends on the project and the team
some teams relegate C++ to a function library of math stuff, other ones create the full framework of the game classes in C++ and just add overrideable stuff
while others just go 99% c++ and just use blueprints for variables and setting up FX
That's pretty interesting, I always wondered if it was worth doing, because I'm an artist that works alone, I might start learning C++ after my current project, might be a bit better for me for now
learning C++ is always a good thing. BP or C++ do wich ever feels more comfortable for you at first. But learning C++ eventualy will make a vastly stronger developer. I still have to myself. I can read it, but still have to learn to speak it.
I'm the same way, I understand what the code is saying, but I can't type it out myself, still need references, I have done some C++ training courses, but need practice actually typing, I have my project started already, just with damage, health and armor bar, with regen, and player controller, all in BP, I was thinking restart in C++, but can't find tutorials on certain things I need to do in C++
would you say it is hard to get UE4 running on Ubuntu ?
"hard" is rather relative term when paired with linux distro
but I guess the answer is "doable"
Please welcome @winged vortex to the community! :beers:
hi everyone!
@winged vortex welcome
hey
Welcome
I am going for the quest to install UE4 on my laptop, wish me luck guys
figured I'd drop in here in case anyone has questions about Mono for Unreal Engine ๐
@winged vortex awesome. Too bad we can't have separate channels for all the plugins
with mono, do you mean C# ?
yep. and F#, if you want ๐
damn that's nice
I did 2 semesters of Java and C# is so damn similar to it, I think I will look forward to use it, how is this addon called ?
I've set a book mark, now I first have to learn actual UE4 :/
it's still early days so it's missing a bunch of features, but i wanted to get it out there for people to have a look
C# for unreal? WAT? lol
this is really awesome
I've heard of F# but never knew anyone who used it
this is a great opportunity for people who never coded to get into coding with a game engine, C# is so easy to get into
so is c++ if you ask me. Im not sure why people give it such a reputation of being difficult
I used C# in Unity, so I am pretty familiar with it
i'd suggest those people wait until i polish some more of the rough edges off ๐
right now it requires building a UE4 fork from source
C++ is much harder than C# or Java, given the fact that C/C++ is much older and has much less help
nah I mean things like indexoutofbounds checking memoryleaking etc
@winged vortex any timeline on when this would be effectively open for the standard Source engine?
at least this is the case for C, cannot say much about C++
even then, you only have to read and learn, which is exactly the same thing you need to do with c# or any other language
Please welcome @worthy mesa to the community! :beers:
I know what you mean in regards to the person's level of understanding with things like low level memory issues and so on
yep
but I don't blame c++ for that. I blame the fact I haven't spent enough time studying it
@raven cedar you mean with binary builds of the engine?
people avoid things like that ๐
I have a hard time finding specific tutorials on C++ for UE4
Correct
You have to be more carefull while coding to avoid logic errors ๐
You have to be careful to avoid logic errors regardless of whether you're programming
@raven cedar I need to upstream the patchset first. planning to do so but haven't started yet. and some of them may require significant discussion, rearchitecting, etc
maybe in the context of Unreal, I don't have as many issues as when I code native c++ . But I always seem to find an answer, usually on stackoverflow
when you code native C++ there is an easy solution to find much more help than just with C++, code in C lmao
I did a little code in C once for a dll but I didn't really have any issue other than different types for things like strings
it wasn't complex work that I was doing tho
man, fuck C strings
so error prone and incredibly annoying to use
std::string is just so much better
also, bool is missed
fuck C in gerneral
but it's still faster than C++
quick question, do I need a GPU in my Laptop activated to run ue4 ?
I would think it would help but UE is pretty scalable. Depends what you need to work on
I just hate to turn on my GPU, drivers are a bit messy on my laptop, screentearing etc
C is used for drivers and the like becouse its easier to get working for "bare metal"
and compiles on literally everything
what kind of laptop do you use?
I get screentearing sometimes with a GSync setup. Which shouldn't happen.
Acer Aspire but it has an i7 and a gtx950 iirc
I moved to desktop but my laptop never had screen tearing
afaik its because the nvidia drivers are messy on ubuntu
Optimus has to be the most frustrating thing in history
Naaah Megatron caused way more trouble
I'm with you, it was a PITA to get working on Linux at all
I never worked with linux before
linux is cool, like really cool when you are into computer science
Im into computer science, but I also like to game
linux gaming is rising currently, but I'd still stick with windows when you want to game but you can get a ubuntu subsystem beta on your windows this will install a fully working ubuntu on your pc which you can acess via bash or remote ssh. pretty neat feature
I wanted to get into linux. I installed Suse, moved a few files around, created a LAMP setup, then I wanted to take some files to a friends house on floppy disk. So i put the files on the disk, I get round to my friend's house and put the disk in. It was completely blank. I had not unmounted the disk. It was at that point I said to myself "F*** this happy horse s***" and never used it again.
that's because linux uses a different file system than windows, or even encrypted
aye I realised the error, I just couldn't be arsed having to deal with learning all that when I saved time doing it on windows. I still use linux for webservers but I stay away from the maintenance :p
yeah if you want to use linux mainly, you really have to like to deal with such things ๐
If I had stayed in network administration I would have kept up with it, but I moved onto web development instead
fml, compiling the sourcecode of UE4 takes years
https://cdn.discordapp.com/attachments/289113286350471169/341642309471043584/New_Canvas.png any idea how to do something like this with a character?
clion?
much better c/cpp IDE than Visual Studio ๐
especially when i'm used to the other IDEs by Jetbrains
k
Please welcome @exotic matrix to the community! :beers:
hi all
Hey
https://cdn.discordapp.com/attachments/289113286350471169/341642309471043584/New_Canvas.png any idea how to do something like this with a character?
sry wrong copy paste
I dont know how to set it up with gravity but maybe if the entire world existed under one actor and the rotated apropriately as you traveled over an edge? Each edge would need to have a collider that told the world to rotate in the apropriate direct. Just an idear
*direction
Heyo Nito
hi Nito
does anyone knows of a way to package ( into pak ) only a certain map ...
we're trying to copy maps around our development build without rebuilding the game
could it be done without the patching process ( am avoiding it because don't wanna get level deisgner to package full game )
Books for people who like books! https://www.humblebundle.com/books/unreal-unity5-book-bundle
ho lee fuk
someone with experience creating spline meshes on C++?
That only cooks
Packaging it still packs everything
3 full gb
Did u manage to pak only the maps?
Hi! I want to make an simple going forward and backwards animation on an simple sphere. Im not sure if i need an Animation exactly because that's only for skeletal meshes right? So im not sure where to ask
Dang. Hrmmms yeah on our end that took what was a 1.5 gig build and turned it into a 600 mb build
Sodrek maybe this?
https://www.youtube.com/watch?v=6CyV3urf9lE
What is the Interp To Actor Component in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
shoot sry, I'l start private messageing
fo sho
Total build time: 3316,35 seconds (Local executor: 3229,38 seconds)
I just compiled ue4 on linux 55 minutes lol
but it was a lot easier than I thought Epic did a lot of work for me, just execute 3 prewritten shellscripts and you are good to go
Orly! Very nice. Any chance you could point me at those scripts and instructions? We are coming up fast on needing to do that too
@viscid totem which CPU you have?
ahh
my Ryzen 1700X builds UE4 in 21 minutes on Windows, i plan to install Linux some day will see if there will be any diffrence
It could be that linux is a bit faster regarding this, because linux is a C native platform and it does not run as many background processes as windows
but my guess would be at max 1 min faster or so
C native? ;p you mean system APIs right?
bump: someone with experience creating spline meshes on C++?
Because C/C++ program is stop being C/C++ program once is compiled ;p
it is assembler then, isn't it?
It's CPU instruction code, assebler is human readblle form of it
yeah, you are right
which is diffrent for each archtecture
nobody codes ASM now days as it's too much complex to operate modern OS
quick question on the side, why is it black and white and I cannot click anything ?
If you use window menager with Compiz-like effects this mean program is not reponding
Linxu indeed use C/C++ standard APIs as it's base, where Windows has it's own APIs and VS runtime translates it to system APIs... if im not mistaken, i seen duplicates of C++ standard functions in Win32 APIs
afaik the GUI of windows is coded in C++
IF you find a cause, bug raport
sure I will do ๐
Java is VM, kind of like .NET but .NET recompiles everything on runtime, both can be implemented on any platfrom
as i said C/C++ in binery for is not C/C++ anymore, it does not need to use C/C++ standard libraries
Java and .NET is virtual machine langues (where .NET is whole platform which can use many languages) , they are compiled to it's own binery code which Java runtime intrprates
and .NEt recompiles on runtime to run code in system CPU
because of that Java and .NET programs teoreticly can run on any platfrom which has it's runtime, without need of recomiling
thats why Java aplets was used in websites
yeah we learned that last semester
damn
I have to switch back to windows again
it's freezing a lot
check if system started to use swap ;p this is usally the cause
Unlike Windows, Linux don't use swap memoery until it start to run out of physical memoery
thats also reason why Linux feels faster
con is if swap memoery is used in Linux, the system starts to lag a lot
yeah, but I don't know why it would use it if it uses it, I got 8 gigs of ram, should be enough right ?
that's why I bought a laptop where RAM can be exchanged :p
yea UE4 editor is use lot of memoery, chrome in recent updates is also memoery hungry
this might be a weird question but. I've seen a video of Notch developing Minecraft and he has some sort of RealTime Debugger, where he can play the game, change the code while it is running and still play it. is this possible in ue4 ?
Thats because Minecraft is Java ;p
also blueprint don't support something like that either
and hot reload is quite buggy
hmm not sure look what IDe he is using
IDe*
IDE
lol
I used IntelliJ all the time, I think he used Eclipse but I am not sure
I only coded Java when i was playing with Android so i don't know
when you forget to put a & while starting the program in the terminal and you accidently close the terminal ๐
does anyone know the FOnlineSessionSettings to get the same behavior as SteamMatchmaking()->CreateLobby()?
when i was working with blueprint, creating a session i could invite other players, in C++ however the invite never appears
no matter what FOnlineSessionSettings i try
SteamMatchmaking()->CreateLobby() works tho
guys, are Packt any good?
Building an RPG with Unreal 4.x
This bundle is definetly for me
Hello guys, I was following the "Paper 2D" tutorial on unreal engine official website, but whenever I test the game as in the tutorial the play mode executes in the 3D environment, I want to see all the project from the "Front View" perspective like in the tutorial. Is there a way to fix this? Thank you very much! ๐
@analog bane you can manipulate viewport perspective in menu on upper left also change view. For play mode you should place cameraactor with Orthographic projection mode
Orthographic projection make 3D graphics look like 2D
@viscid totem I bought that particular book and was not very impressed with it. What you get is very very basic
What topics does it cover? My main problem is code architecture and structure for easy implementation of multiple playable classes
Leslie you know how blueprint classes are structured right?
C++ in UE4 is exact the same
i mean blueprint classes, functions etc. are mosly C++ bindings
Also if you ever used UnrealScript you should be at home with C++ in UE4 too
question, does that mean that I can follow any blueprint tutorial on how to do stuff, and practically do a 1 to 1 translation to have it as c++?
I have a project I've been running from that I'll get back to later, but if everything has the same name as the blueprint options, then I have more resources to learn from
heeeey
just restarted UE4 and my engine is updateing. Anyone know where the notes for todays updates are?>
Engine or launcher?
Engine updates don't just happen automatically haha, you have to manually install the new version
Sry yeah, the engine update, my brain kinda autopiloted itself into hitting the update button
Oooo 4.16.3 hrmmms
RPG books SUCKS
oh sweet ty ty ๐
@wild kestrel thank you pal
@wild kestrel Man haven't seen your face around here in a long time. What have you been up to? Anything awesome?
Assabling new PC and been busy working on thingso n it ;p
the GPU market jam made it a little long
@viscid totem sorry about the delay, if you check out the TOC you can see what it has. https://www.packtpub.com/game-development/building-rpg-unreal , from what I remember it doesnt have any real architecture structure or multiple classes
Get to grips with building the foundations of an RPG using Unreal Engine 4.x
the "unreal 4.x" just triggers the shit out of me
specially becouse it says its ue 4.12
@sick willow Yes most functions are just C++ bindings, in fact in C++ you got full API access. Only thing that does not translate well are custom blueprint nodes.
but I wouldn't need custom blueprint nodes, right? I'd just make it completely in code
?
Hmm there things that blueprint is better, like component composing and making class just with diffrent defaults
it best to do base in C++ and upper classes in blueprints
Blueprints are also good in prototyping as you don't need to use not perfect hot reload
thank you
I bought all the unreal books from bundle, hope these are good
ha
who would have known
oh snap, though this was #lounge ๐
@grim ore thank you for this link, yeah seems like its just very basic and not realy deep
yeah it was not what I was hoping for ๐ฆ
Please welcome @latent wharf to the community! :beers:
allright UE4 on Linux is a mess, will there be a official build sometime ?
as soon as I open the Blueprint editor the whole engine gets so freaking laggy
I know you were talking about the GPU earlier, have you tried running that?
I once ran on Linux with an i5/1070, seemed to work fine for me, but I realize that's not the same as a laptop gpu
I don't believe there are any published plans to support a binary build on Linux, but I'm not sure a build being source diminishes performance or anything
hey so
Am I allowed to just rip assets from the KiteDemo
And use them commercially?
I know u can with infinity blade i believe, and open world demo collection
@plush yew yup
Unless otherwise noted
Anything on that Learn Tab is yours to do whatever you please
oh sweet
Ohhhkay so I bought the books too
ggwp
I'm normally about "don't bother with books... just make projects and learn what you need to... you'll be more motivated that way" but holy crap that's a lot of books.
I woouuld , but I like hard copies
they do look like a realy good collection though ๐
had an idea for a vr game where you're a flying creature and you have to flap your arms etc
it'd be nice if i knew how to make all the steps between, like coding and modeling and owning a vr headset
There's a game like that where you play as a bird.
They made a huge table for it, too, IIRC.
We strap on an Oculus Development Kit and mount Birdly, a full-motion virtual reality rig that simulates flying. It's one of the most awesome and intuitive V...
Bwahahahahah XD I wish I had pictures from when we first played the ubisoft eagle flight game. We set up our office chairs to lay on and put the box fan in front of us. Poor mans version of this game. Pretty cool though
And another day done of ballancing and bug hunting. The bugs are getting smaller and harder to find ๐ . Huzzah progress. Night all, hope the evening goes well
Please welcome @severe drum to the community! :beers:
Hello. I am looking for assistance with UE4
What do you need help with?
hi
duplication does not work anymore in ue4
I will explain
alt + drag does not work. when i try to duplicate a mesh i the 3d space
only a pivot sprouts out and in the hierarchy shows the duplicated name of the object however I cannot see it in space
I try to go to details panel and apply the static mesh to the object however it does not recognizez it
so the object that i duplicated is considered null
I cannot move forward unless this problem is fixed XD
I am using 4.15
one minute it worked, and then I tried to migrate the project to another content folder, and later when I tried to duplicate my static meshes, they broke ๐
I uninstall the ue4 launcher and reinstalled it. I then tried to create a new scene and drag over the content folder to that new folder with the same version. The mesh in the scene to still not duplicate ๐
I then tried to download 4.16 and transfer the content folder to the updated version in a new scene, and this time, None of the objects show in space.
I just need to be able to duplicate again. Thats all I want ๐ฆ
k
@severe drum are you trying to do this in realtime?
As in, while the game is in "Play" ?
I have not tried that yet.
You suggest I hit play and try to duplicate while the game is in session?
Nope
k
In editing mode I try to duplicate
the object does not update either when i try to build geometry
@severe drum Screenshots would be helpful
@severe drum look at the content browser
Are those static meshes in there?
If not, your normals may be reversed
Or someone just forgot to put faces
my fbx are fine. I turn on flipped uv faces
show me
ok sec
open 01 up
I don't care about 3dsmax
mkay
But if it's showing up in UE4, but just not the world, then there's something else going on
i picked celing 1
The ceiling is the one that you were complaining about
celing 2
this is a floor?
and a few floors
Says so?
ok ill show again in detail sorry ๐
Well, pick the ceiling...
ok
ok i will zipp righ tnow
Guess I am always opening up to EpicGame tab
help me fix it! :3 please
I will close it
delete the following folders: Config/Intermediate/Saved
ok let me find that real quick
Build if it's there
dont delete content
ok cool
sec I will do it right now and let you know
ok loading it up give it about 2minutes
unsuccessful
i will take screen shot
@severe drum make a new project
gotcha
-__
But anyway
If you are building something big
You could try to make Actors out of them
Might be more fun if you figure out how to random place things, especially long stretches like the ceiling/floors
hmm
someone messed with my shit
but basically: https://gyazo.com/07bd51159ffb3a4e86da80fd39475e5f
oh yea hahah that be dope
interesting
I am going to look into that. Sounds like fun I am not going to life
however, it worked!
new project?
the static meshes are reinported into the new project
ยฏ_(ใ)_/ยฏ
i drag the ceiling in and it duplicates
It happens
However
ok also. How should I go about transfering that old scene into the new project?
I want to copy and paste the static meshes in the old project into the new
I hope this works
not sure if you can do that project to project
I know you can with BPs
but that's because it's text
ic
the umap?
Please welcome @mint void to the community! :beers:
Please welcome @smoky jackal to the community! :beers:
Please welcome @urban geode to the community! :beers:
Please welcome @gleaming wren to the community! :beers:
Please welcome @short thunder to the community! :beers:
Hi everyone, wanted to ask you guys about soimething with Perforce
I'm trying to create a depot in my WD My Cloud EX2 Ultra
but when I try to upload the files to the depot, I always get the error: Operation 'mkdir' failed.
but if I try to go to the route it does exist, it just seems that perforce is not able to work with it
any idea of what it might be?
Might be failing because the directory already exists.
someone advise me on source control
What's your question ?
Depends on your team, how much you want to spend, etc
How large your project will be in content
Guess we could just say small for now
no more than 6/7 people
i hooked up too git repository
but now im trying to figure out how too get my guys and girls too hook up too it
If you're not paying money on Perforce, Git is the next best choice
Perforce with 5+ people isn't free anymore
All the time
mind if i ask some dumb questions
I'd suggest reading a Git tutorial first
yeah i read it all
I'd recommend spending a week learning Git before having other people join
Yeah, if you want to be confortable with the thing
@pallid compass you can fuckup a repo pretty easily if you don't know how to handle git
nothing fancy
I know cause I did multiple times ๐