#ue4-general
1 messages ยท Page 93 of 1
also synced UE4 project ain't easy
yeah i can imagine
the wiki made it seam like
setup source control
and people try and check in files
The reality is that version control is integral to game development. It's part of programming / development
source control works well with code, but when you have binary stuff (assets, textures, models) its horrible
right that makes more sense
might just use one drive lmao
heres a thing
I setup my git source right
But didint get a repository on my account for it
and the wiki mentioned nothing
so that was bit confusing
Where did you create the repo ? Github ?
Thats what i was About to ask
im guessing i have to create a local repo
and sync it up right?
some reason as it said
"root of repository" then my git user name
i assumed it was going to make one
So, first thing
Calm down, be patient, professional and clean
Git is really complex and easy to break
Shall do, currently reading and watching video's on it
The core concept of Git is that it's distributed : everyone has a full copy of the repo and is autonomous
That is, you can actually lose your server and it's 100% okay because evryone is a backup
You can also push changes to a friend without doing it on the server, etc
Still, people generally have a server because it's practical
So start by creating a repo on Github, or Gitlab which is much better for games (10GB quota)
Then create a server - which will be refered in Git docs as a "bare" repository
Usually hosts do it on a Web interface but that's git init --bare in command line
Bare repos are repos that don't have a local copy of the files to work with - just the history of changes
-is taking notes-
Basically bare repos are just servers, while your local repo does have a copy of files (since you're editing them) AND the history of changes
Moving on to changes - commits are changes
Once you've done a commit, you "push" it to the server
Other people will "pull" from the server before committing something
Usually you create a bare repo, then "clone" it on your desktop (creating a local repo), do a first commit, and "push"
That's the "simple sync" you wanted ๐
Right makes sense haha
Thank you alot for these notes!
got my repo on gitlab
btw when you said create a server
Thats a very broad statement :p
Are you talking like, is there gitlab server software i run?
No, you go to Gitlab and "create repo"
That's pretty much it
What you're going to setup is a client software for Git, like Sourcetree
And a SSH key
wait fuck i just mixed two things up :p
i just tried too use github desktop
for gitlab
๐
Does gitlab have a desktop equivlant?
ahh
Im going too take your advise stranger
@cloud cobalt LFS is on gitlab
im using it right now
i self hosted a gitlab server on a raspberry pi
and i use that for my repo
Im going to setup a github repo with a blank object, and use practice using gith first
practice using gith*
using LFS to put the whole thing in it
it works
im using Sourcetree as the interface to deal with git bullshit
its.. slow
i cant do a full "content" update without it breaking completely
mostly due to LFS + the amount of files that change
Okay then
btw how do you organize unreal project for git lfs?
since it can't be filtered based on file size... do you copy big files to a dir, or you simply place the whole "art" folder to lfs space?
What I do is I have an art repo, a Content repo and a project repo
art repo isn't on Github or Gitlab (too big)
@surreal viper thats about it
that gitattributes file tells LFS to work on all the binaries
-googles perforce-
its just a fucking hassle to deal with due to its software
git is much, much nicer to use
specially for code
becouse branching and similar stuff
Perforce is easier, it's also less powerful for code, and it's an expensive piece of shit
Perforce is the only source control software to work well with huge projects filled with binary files
literally the only one
LFS is a hack
it works, but its a hack
its a hack what omg
I don't even use LFS, @frank escarp
because that would be horrifyingly bad
a thing i used to do, that actually worked
was to use GIT for the code folder
and SVN for the Content and binaries folder
^ works too
SVN is easy to use, and its centralized.After all you aint gonna merge binaries for shit
but GIT extra complex features make it great for code
sounds meh to keep the two synchronized ๐ฆ
not that hard
@pallid compass Source control is not just a sync, it's way more than that. It's an archive of changes, a release tracker, a backup system
mfw im super confused already
One that works with thousands of developers too
ah
so i just didnt branch
so what ur saying is
and the perforce version was the "dev" version
i gotta git gud
for my other team members
my own stuff and shanenigans were done locally with no source control
i just uploaded the new version once i thought it was needed
maybe once per week or so
Please welcome @lament compass to the community! :beers:
now i just work on my own branch
source control is absolutely essential
its a fucking pain in the ass, yes
but its needed
if you dont have it, its really fucking dangerous to do anything
easy mode is SVN
stuff goes up, stuff goes down
and thats about it
GIT with its branching bullshit is harder. But software like SourceTree will help you a lot with it
my artist got used to using git with it in a day
becouse she didnt need any of the branching features or similar, just upload/download the data
Let me just get this straight
yeah, sourcetree is okay for artists, basically just 3 button or so ๐
Once iv setup my git control in ue4
and iv made a repo
and cloned it
other people are basically just cloning that repo
right
don't forget to use a proper .gitignore file configured for unreal
git plugin for ue4 doesnt have LFS support
and trust me, you DONT want to do binary files with normal GIT
LFS is kind of a git "plugin"
at least grab SVN
the unreal plugin works
its git the one that is really tricky with ue4
@frank escarp I do binary files with normal Git all the time ๐
8K textures and so on
The project is something like 3.5Gb, the repo is 9
Not too bad, honestly
mine is 25 gb
I do that too, and I just create a new repo regularly ๐
but as i use LFS, people can clone it without bloating the hell out of their drive
Yeah that's more annoying ๐
and that didnt happen with perforce ๐ฆ
my perforce repo is 30 gb
of wich 10 gb or so is the actual files, and 20 is the old stuff
it has like a thousand commits
even binary file abuse like uploading a 500 mb map 20 times
git would probably be at around 60-100 gb for that same repo
we need delta patching in LFS...
heres random question
I just added a repo too my git desktop, the one ue4 made wth happens if i click commit changes to master when i dont actually have that repo on github
@pallid compass all this source control bullshit means i can go back to when my project was on 4.7
You mean on 4.1 ๐
@pallid compass it will be local
Amateur
can i hook the local one in too my server one on github
every user has his own server
yes
thats what you do when you do a "push"
you take the data into your local branch, and upload it to a central server
Its currently Project_f4.16
and it should be project-f
so i push it?
gotcha
look at a git tutorial lol
and as i said, github will hate you, you cant use a normal github repo for a binary game
repo sizes get bloated to hell
yeah sorry im just being nosey as i was messing about with backed up project from awhile ago
ah
thats why unreal engine downloads files separately
when you download it from github
the github only holds the code itself
ahh
external libraries and binary assets are downloaded with the setup.bat
that makes alot of sense
dam u source control
such confuse
why has no one made a streamlined version
they would be richo
for small stuff p4 is free
"they would be richo"
-> they are ๐
remember that Epic uses it for unreal engine since like 1
if you are a "enterprise" customer, you get read only access to the perforce repo
5 users IIRC
the UE4 in github comes from that
you cant pay it
hm?
why do you think they dont have public pricing?
i thought someone just said it was free for small stuff
last time i heard it was like 800 dollars per user
per year?
this kind of software its also exponential
like, the more users, the more you have to pay per user
Cost free license, available on application, for OSS or educational use; Also free for up to 20 users, 20 workspaces, and unlimited files;[4] Or free for unlimited users and up to 1,000 files; Else $740โ$900 per seat in perpetuity, or $144โ$300 per seat per year on a subscription model, both with volume discounts
OSS?
perforce according to https://en.wikipedia.org/wiki/Comparison_of_version_control_software
The following is a comparison of version control software. The following tables include general and technical information on notable version control and software configuration management (SCM) software. For SCM software not suitable for source co...
open source software
ah
@surreal viper yeah its a 12 month sub or if you have 25+ users you can get a better deal
and there are people having the money to pay for it, good for them ๐ฎ
your data is precious if not invaluable. esp. if you doing it for a living.
anyone here used Git for a project thats like 60gb
ive been using perforce but i want to change to git and host my files on github
i just bought a github private repo
anyone know how hard/easy the conversion is
trying too figure out how too push empty project from local repo on too server repo
i dont really want to use perforce anymore
also stranger that tut u sent me with the interactive thing for git was awesome
send me it
Please welcome @cerulean imp to the community! :beers:
Good evening everyone
hey guys
when i import from blender into UE, my model of a kitchen
i get these errors
then more errors when i try to build the lighting
anyone know the problem?
man, so many strange things happen after i import
haha
lots of light map problems too
so... as a newbie i've started to follow the strategy game structuring to try and learn things right. i can't find the CameraDirector there. I know I can create a camera director from an AActor, add it to the stage and set a camera to it but... is that the right way to do it? How would you setup a camera for a top down? what do you think is the best approach?
Hi there. Did anyone ever try to send a job to a printer or to send a email when you hit a button in ue4?
I don't know where my question would fit, maybe programming, but I wanted to ask in general first. Maybe someone knows something
you're entirely on your own, I think
@wary wave sooo I should try to code something in c++ which gets the job done?
it will have to be c++, and something like a plugin
Async loading error, missing dependency on some widget >_>
aight, im about 5 past kill-the-ui-o'clock
no menus, just keybinds
(โฏยฐโกยฐ๏ผโฏ๏ธต โปโโป)
29 references already on the said "missing dependency"
this project is cursed I say
you are getting this wrong, that's not a curse, that's how life works
life usually advances somewhere in 3 months, this project does not
just errors, crashes, file corruption one after another
sounds like my life then
ยดnow it's showing references that do not even exist anymore
Please welcome @muted cape to the community! :beers:
hey all)
hi
Top of the mornin all ^_^ . Hope its starting out shiney
I'm curious what titles are everyone working on today?
it's not even mornin here
what are you thoughts on current situation with games' crowdfunding?
depends on
We're polishing our platform for it, and looking for a few thoughts outside of the box.)
I've wanted to put a new thread on the forum but can't quite decide into which section.
I like when someone with experience uses crowdfunding
but if it is your first game it's weird to ask for money when you have basically no idea what you are doing
but that's just how I see it, most people disagree I guess ๐
well, with all them icos and cryptocurrencies people are now collecting millions over a piece of paper with pencil drawings
a new gold fever, lol
our platform's key feature is that every project undergoes various checks - feasability, potential, legal risks, etc.
to minimize unfulfilled dreams(
oh you are hosting an own platform for crowdfounding?
yep, its launching in october
and basically you want to be better than e.g. kickstarter via not letting shit on your platform?
Please welcome @drifting hawk to the community! :beers:
Oh right, world wide, I keep getting used to local servers. Well good evening then
well, not only with that. there are some problems with taxation and jurisdictions, i.e. i can't raise money on KS if i'm not in KS, or don't have a represenative
*if im not in the US
so i have to either fly there for the period of campaign, or pay a representative)
Eeeesh
and if it's a small budget, it's not even worth it(
not to mention they can just not let you into us)
*US
ihave never heared of this going to US part
but the countries you can start a kickstarter project is kinda limited
@late sundial thx, what's up there?
any cool project?
Just getting started on the day. Got 3 weeks until my first title releases so its nose to the grind, well been nose to the grind for 5 months lol, and bug hunting . Its called Hangry Bunnies From Mars. What you working on?
small 2D sidescroller game
*3D
any public info about your game? (website, video, anything?)
Oh yeah yeah umms lets see I'll grab our beta trailer, one sec
Also, Nice on getting to work on a scroller! Frikin loooove well built platformers. Casual, stealthy or rage inducing difficult or somthin else?
Heres my shameless plug
https://www.youtube.com/edit?o=U&video_id=BdK3eawLjPg
it's kinda difficult but I try to make it not too hard
waite wrong link
https://www.youtube.com/watch?v=BdK3eawLjPg
Hangry Bunnies From Mars - Beta
there we go
its beta trailer
Well built scrollers though. Are a thing of game design beauty at its core. At least for me
Ori and the blind forest and Super Meat boy and Mega Man 2 . To totaly nail the intended player path and cotrolls and rewards like that. Thats not an easy thing
nice trailer
I want to try vr too but I did not find the time and the money to buy devkits ๐
hmm, steam works fine in standalone but not in development build.... any tips`?
Yeah, I didn't realy either heheh. I started learning UE4 and told myself I was not allowed to buy a Vive until I hit a point with my training that I could not go any further without a headset. By that point I had saved up enough
Still frikin hurt though. Stinkin Vive is worth more than my 95 Civic
how much people do you work with on that game?
I am the programmer/bluprinter game designer. Another guys is our designer/modeler, another guy is a animator/modeler for about a month, and another guy has taken care of schedualing, advertising, and helped out with some menues a bit. Also another guy is our musician of course. The core is just the three of us though
whats the distribution model?
Steam Vive on release day, then we immediately port to the Oculus and get that onto steam and the occulus store, then if it does well onto sony. If thats what you mean by distribution model?
yep)
Oculus port shouldn't take more than a week
Huzzah for UE4 building in everything working universaly for the most part ๐
Please welcome @celest haven to the community! :beers:
Heyo
hey ho!
Elath, is yours going to be a casual, stealthy or rage inducing difficult or somthin else?
Interesting bunnies btw, though i didn't really understand much from the video)
not casual for sure, but I am not quite sure about the difficulity yet
it is aimed to be harder than ori and the blind forest but easier than dark souls / hollow knight
also I try to mix the game with dialogues and exploration, it's a bit like an action rpg sidescroller mix, so instead of making a game based on one overcrowded genre it is based on 2, so It will be terrible compared to no matter what ๐
I am kinda okay with the platforming part, but it took about a year to drop the shitty ideas, and now I have to do the same with the combat system as well, won't be easy :/
S_X ty ty ๐ . Yeah we got much feedback along those lines so the next trailer we are going to try to show more of the game . Its and arcade style wave shooter. Just stay alive as long as you can and enjoy the humor along the way, and the weaponry ๐
Elath, one of my favorite games ever was Wonderboy on the Sega Genesis. So that gets me kinda excited to see another sidescroller RPG to come around.
good idear though to go that route. The genre is a bit crowded and yah gotta have a "thing" to stand out
Oh god, how did I forget, Dust, that was one frikin hell of a game too
hmm, Wonderboy has a remake, maybe I'll check that one out, thanks ๐
Orly, well now you got me lookin for it
Wow looks pretty sweet. One big Dawwwsss though, no companion. That was actualy one of my most favorite features. Still looks fun though
Dust looks interesting too, now I have 2 games to check ๐
hahah, for sidescrolling RPG I would prolly recomend dust over alot of other games. IT was a one man army indie dev game too if I recall right. That one inspired alot of people
Its kind of staggaring to think of just one person doing that game when you play it
*staggering
Hello do anyone here have a good tutorial on swiming in ue4 :/ ?
Please welcome @velvet python to the community! :beers:
Question
Are we allowed to use images used for the UI of the editor for a game?
For example the the icon for the learn tab or whatever
Or maybe some character icon used in locomotion
Please welcome @primal fulcrum to the community! :beers:
Please welcome @tiny coyote to the community! :beers:
I believe you can use any of the /Content files in your own projects, but you cannot distribute them (Your project can't let the user download the textures to disk)
So I just installed Windows on my laptop again just so I can use Unreal better when Im out of home
I hope it was worth the trouble ๐
Please welcome @wraith verge to the community! :beers:
hopes a @rapid vine, @chandler, @monica, @phoebe, and an @joey are also welcomed soon.
<_<
badum tsch
S e r i o u s l y
yes, i went there
Would someone mind explaining
Coefficient
pre multiply additive value
Post multiply additive value
for modiifer magnitudes too me, as if i am 12 in the head
Please welcome @hazy quartz to the community! :beers:
seriously
๐ฆ
I mean, I guess I could upgrade to 64
but, I would need to buy a whole new kit
Since i have 8x4GB DDR4 sticks
No
It's when fixing up redirectors
after moving a crapton of assets
oh my god
something's not right ๐ญ
lmao.. Good luck on fixing it!!! ๐ฆ
Pray tell, what did you do? ๐ฎ
Well... That's standard! ๐
Hmmm fair enough ๐ค
The issue is...
I literally moved over 500 uassets
So, there's some hard limit to what Fix Up Redirectors can do
I just recently did the same. The problem was that the assets stayed in their folders "Invisible" inside editor, but still inside the windows explorer. So I had to manually move them
there should be a commandlet that just does the lot
something like UE4Editor.exe "Myproject\MyProject.uproject" -run=FixupRedirects
what makes a game a Triple A game?
Please welcome @stable schooner to the community! :beers:
I'd say at least 2-200 million dollar budget?
Did anyone else just suffer a random big perminant framerate drop in the last 3 hours?
@safe rose its better to disable "show folders" and enable "show redirectors" and fix those up. then you can do about 50-100 each time.
then what is?
O_o ive done it with projects over 200gb with thousands of redirectors and never had that
unless there is a redirector-infinite-loop, doubt it
Also, annoying
That I cant' delete some folders
Or, that I can't delete top level folders and subfolders at the same time
(empty ones)
Even the lowest level sub folder sometimes will not delete, have to reopen editor
and then I am able to delete it
(or do it via explorer)
that on the other hand has been an issue since 4.0 sadly
Aye, just some annoyances
Obviously if the Folder Structure was set up right in the first place, not a big deal
But, I am reorganizing a client's folder structure that has not been maintained properly over the past year
been there with quite a few clients and a few personal projects as well
keep in mind that materials referencing meshes as their preview will fuck shit up
they will break migrating and sometimes even building/cooking project
hmmph
so you should actually re-assign a new mesh in each material and instance
or you'll go insane around the final building moments
the mesh isnt properly referenced to the materials that use the mesh as preview so you wont get a warning when moving the meshes
but the material will still think its in that specific folder (sometimes reason why you cant delete a folder)
Hmm, someone should make a plugin to do this automatically @sacred crater ?
^ I would pay good money
For a complete reorganization plugin
ive asked and also reported it. nothing changed yet though
Even better, would be one that could be used with @polar hawk Linter
Man, I see the ๐ฐ
A plugin that does what? I can't follow and not gonna read up 5 miles :p
A complete folder restructure plugin, that would handle Fixing Up Redirectors and Deleting Folders after it's done ๐
But Also could handle renaming of assets
Which is why I said, if it linked up to Linter, that would make it easier, if not, something custom/along the same lines as Linter
Lazy Dev Folder Restructer
I'd say allar should expand linter, would be overkill to make a new one and also not gonna compete with a good friend :o
:p*
True
Please welcome @minor edge to the community! :beers:
Please welcome @dire prism to the community! :beers:
Please welcome @plush yew to the community! :beers:
I've created a Healthbar with widget yesterday and changed a setting for it to always turn to the screen .. but can't remember what I changed for it to function this way
can anyone enlighten me..
I'm guessing you put it in screen space...that's not exactly turning it to face the screen but it looks like it
think so but can't find it in the details panel anymore Xd
xD
Under what expansion can I find it ?
Anyone know a good blueprint series on youtube?
@vital drift The unreal's youtube channel has some good blueprint series if you're just trying to learn now
unless you're looking for advanced stuff
I'm looking for stuff where it's advanced, still explains the stuff, and also goes through a process of making like a small game that's basic
anyone know anything about custom line trace channels?
more specifically how to edit them past just creating new ones that either ignore everything or block everything in project settings
I can't find documentation online
Hey everyone. Do you happen to know why a packed AO/Roughness/Metallic/Height map might import or look right in the engine? The individual channels are right when I preview them in photoshop. When I import I turn off sRGB and I set it ti Linear Color in the material but something that is rough is showing as super glossy.
Yoeri; your shader savoir
wouldnt call myself that :p
hugs @sacred crater
You can see the reflection when there should really be none
So these are temporary textures and materials in my first iteration. But I'm transitioning from Unity so all of my materials are having this glossy problem
normally most software outputs them as rma (rough, metal, ao)
so this feels confusing XD
I'm using substance designer and merging them into one output
Sorry so R=AO, G=Roughness, B=Metallic, A=Height
you could just lose the blue channel as its apparently empty and put whatever alpha you have in that
but yea, almost think you might have substance set up for spec workflow instead of roughnes
did you accidentally enable flip green channel?
thats all i can think of
also, bedtime
yea, no need to use metal if its just black. no need to put anything into metal then. idput your ao in the empty metal channel
That seems like a Normal thing
So Unreal doesn't need a map in metallic?
Even if it is black?
ok
if its metal its 1, or a b/w mask
Huh? @errant brook, your roughness is almost 0 -> it looks shiny. If you want your surface to look non-shiny, you need values close to 1.
So in Unreal roughness is white?
Roughness =/= glossiness
OK that makes sense now
slaps @craggy nymph because no
:p
glossmap looks way different than roughness, even when inverted
That's what I just said
@errant brook You should check out the documentation if you haven't already https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/
An overview of the primary Material inputs and how best to use them.
good night Luos
I am familiar with the process, I'm coming from Unity, for some reason I feel like it is inverted in unity
or maybe I'm just inverted
because the same packed texture looks right in Unity
Inverted meaning that roughness / matte is 0 in unity
I haven't used unity, but a quick google tells me it's called Smoothness in Unity. That's the opposite of Roughness.
Oh yes, that is the problem.
Thank you both so much
Confirmed. I'm backwards thanks to Unity and smoothness being 0
Frosted flakes are more than good
Appreciate all the help
Event AnyDamage is there an other variation that doesn't run on server?
No Damage Events are always handled Server side. Though you could just simple implement it yourself.
Please welcome @tepid bane to the community! :beers:
Hello everyone ๐
I'm new to UE4.16 and I am running into an issue with the FPS tutorial https://docs.unrealengine.com/latest/INT/Programming/Tutorials/FirstPersonShooter/1/3/index.html
Learn how to add log messaging to your game.
The solution that UE4 generated does not match the tutorial and I am getting compiler errors
The tutorial looks fairly recent since it uses AGameModeBase (introduced in 4.14), but I'm not sure if it covers IWYU.
That said, it doesn't really look like anything in this page specifically would need an include
Could you post your errors? Take them from the output log rather than the error list in VS
Yes, give me one second
the tutorial seems to be referencing files with a slightly different name as well
"In the Solution Explorer, locate FPSProjectGameMode.cpp (FPSProject > Source > FPSProject)." I do not have that file
Okay yeah, it looks like UE4 gave you a GameModeBase rather than just a GameMode, so you can either change the class name or change your function definition to use the correct class name
Minor things change, you just have to roll with it when using older tutorials
I don't actually think the tutorial is new, just that they went back and changed something after an update.
Yeah, I figured it was a bit out dated. Just they labeled it as 4.16 :/
I think they fixed the obvious API changes, just not that now UE4 names your GameMode differently
No big deal to fix though
Ok, thanks I will try this fix now
New to UE4, comming from Unity so these little things are going to trip me up all over the place lol
Do you know where I can submit these issues so that the devs can fix this for the next guy?
Thanks! That should be close enought
Please welcome @plush yew to the community! :beers:
for anyone with lighting knowledge - specifically nvidia volumetric light - is there a setting that will lower the blinding effect when you look directly at the light source without decreasing the contrast of the light shafts?
seems like a double edged sword unless I'm missing something
https://docs.unrealengine.com/latest/INT/Programming/Tutorials/FirstPersonShooter/2/7/index.html
Issue on 2 and 3
Learn how to change the camera view for your First Person Shooter character.
Please welcome @strong tree to the community! :beers:
Please welcome @left echo to the community! :beers:
hello?
hey
I'm just a blueprint noob looking for some guidence :p
Do you know anything about blueprints?
super tiny bit... just started today
I just know some basic Unity C#
i would suggest watching videos about blueprints on youtube
I've seem some of them. Variables and some basic games stuff is pretty straightforward, but I'm trying some VR stuff, and there isn't much on that :/
hopefully that may help
I've build off of the Oculus motion controller demo, I've just run into some blueprint location setting issues. Thanks for the link though ๐
hey @tepid bane I have a question you might be able to answer ๐
whats up?
The VR demo is set with trigger to grab, but the oculus controllers have the nice dedicated grab buttons. Do you have any idea how to change button configurations?
Ah, just like Unity, why didn't I try that? ๐
Pretty much just change your action mappins
lol ๐
just learned this like 35 min ago
Thanks! I'm guessing the names are what's refrenced in code/blueprint?
Ah, I think I'll stick to my blueprints :p does code really have any advantage over blueprints?
Technically you are starting from a better end since you will know the flow of the API/Engine a bit faster than if you started with the code. C++ is about 10x faster performance wise than the blue prints. Also, code always gives you more control.
Blueprints is a good start IMO
Is code really that much faster? That's crazy. Is it possible to use both? maybe program a blueprint function node, or use a sperate script?
Please welcome @cyan elm to the community! :beers:
I don't know if I could make a full jump to coding all at once
Yes , the reason it is that much faster is because you "have more fine tuned control over what is going on, rather than a general flow", the code is generated rather than precisely written.
But tbh do not let that scare you away from BPs
hello
10x slower is still as fast as Unity lol
So like the deal with BP is that you can get pretty far with it, and any major performance difference is mostly going to come down to your code- not the lang you use
But, BP has had some pretty serious flaws, and continues to suffer workflow problems
Drag and drop coding is never going to be perfect
Oh, surely not
But I don't think you can just ignore the issues BP has; anyway, if you're trying to argue that somebody should at least try C++, its well worth mentioning these other issues
do you know much about BPs @worn granite ?
I'm not arguing that at all. BPs is a great start to UE4 in my opinion since you will know what is going on a bit faster
Description: After awhile of playing FFXIV it made me ask a simple question. Wouldn't it be neat to make something that plays in a similar manor in UE4 using...
I mean listen to this guy for a min or so
i dont know what I am doing :p
What are you tring to do?
there is a game called greetings that I thought was pretty funny and I wanted to try it out, I ended up here and am very confused lol
This is the Unreal Engine chat lol?
yes :p
And I do, @left echo
i got it sorry for the bother
Seems odd you got here by trying to find a game's discord. I'd maybe go tell them they're linking here rather than their game's discord
lol the dev probably hangs out here and inadvertantly linked the wrong discord
My first RNG in Unreal Engine!
Bonus: Make it so it works against, and then for the player.
I'll try, just started using UE4 today though
Please welcome @plush yew to the community! :beers:
Issue: : on 4.15.3 Clicking on widget or menu does not work
Solved : https://answers.unrealengine.com/questions/242151/context-menu-show-bug.html
RNG is always fun
random bool is great for a quick coin flip
seriously wish volumetric lighting were cost-free. I just put it on my players flashlights and it looked badass. costs too much though ๐ฆ
Please welcome @pseudo herald to the community! :beers:
in EngineVolumetrics there's some decently faked volumetric effects... too bad they don't do shadows.
Volumetrics with shadowing:
http://shaderbits.com/blog
Please welcome @cold gull to the community! :beers:
Please welcome @normal cradle to the community! :beers:
@wary wave goddamn firewall is blocking the CSS of his blog ๐ฆ
that's both annoying and weird
What class would be the best to handle how a projectile bounces? In a Projectile Component subclass? Or somewhere else? I know I can set a "bounces" bool but I want to check things like speed and normals in order to determine if the bullet should bounce or go into the object.
Speaking of that, I couldn't get the bounce on a projectile component to work. ๐
there should be projectile path prediction function available now
if you dont want to do physics simulation
Please welcome @oak linden to the community! :beers:
Please welcome @plush yew to the community! :beers:
is there an easy way to make a collision dominant?
e.g. the character controller should not be stopped/slowed by a physics simulated dead body, but it should push the dead body around
Is something like that possible?
@everyone Can someone please help me with a issue i have in ue4
iv'e looked for a solution and cannon't find one
basically im trying to edit in my widget for my HUD and i can't move or place more than one item inside the widget ill put a giff in chat
place a canvas panel or a container first
^ what they said
Already awnsered in #blueprint
Lol
Please welcome @heady summit to the community! :beers:
Please welcome @crude quail to the community! :beers:
wtf, all my computer lag cause i Compile just a little thing (i just moved a node)
And it's make 3h for compile
did i break somethink? xD
you may have made an infinite loop
Please welcome @hidden aurora to the community! :beers:
question, when i change something on the collision settings under project settings, do i have to recompile the whole code?
no
All of my hobby code uses the prefix L (LObject), modules called LCore, LUI, but im pretty sure creating an onlinesubsystem requires me to use the name OnlineSubsystemLucifer. whats the quickest way to burn everything to ground?
those are ini config files
Morning all
Please welcome @radiant sparrow to the community! :beers:
๐ค hmm
It seems this new Whisper mode in Nvidia settings is lowering editor framerate
blueprint feels super sticky
oddly, even when searching trough the entire history of discord, that has only been asked once by you with that account.
:p
there are plenty of Discord bots out there, why do you "need" this one?
this one doesn't either
given there's tons of bots out there and none of them do it, I'm guessing that functionality isn't exposed
none of us control the bot
also, what 'group' function?
@quasi scaffold, Sent you a DM with information.
well I don't know what you're looking for, but I don't think you'll find it here
the Ayana bot might have what you want if it's something to do with roles
that sounds like a lot of work to change roles to do a simple out-of-workscope question
instead of mute&hide
thegamedev network discord has a bot that can do that
im just a tiny admin, i know bleep about bots
good luck
Hey guys, does anyone know If I should use ES2 oe ES3 preview when building for HTML5?
I mean, which one is the most accurate one to develop in?
@quasi scaffold the code is on GitHub too
I don't think the bot does the roles though, you just add them through the server administration system itself and the bot just checks if you have permissions
Please welcome @fringe timber to the community! :beers:
Please welcome @tepid palm to the community! :beers:
hello
๐
Last night I tried doing some more advanced BP tutorials and have been reallly hitting my head against the wall on them.
I feel you ๐
Anyone know if the homing projectile in the projectile movement component is working ?
yup it works
works fine
Please welcome @marsh chasm to the community! :beers:
Please welcome @austere shadow to the community! :beers:
Sneak-peak of Sequencer 2.0 (go to 1:26)
https://www.youtube.com/watch?v=uqFSNEKOlwg
I wish I could do that
Please welcome @austere fiber to the community! :beers:
When you cant figure out why a GPE is not working D:<
well i call bullshit on the engine, total mirror of 4 other working versions
and 1 simple GPE wont apply
god dam so god dam annoying, teach me too update my engine version from git
Does anyone have experience packaging games for HTML5 that could help me out a bit?
Please welcome @delicate bay to the community! :beers:
Please welcome @hybrid peak to the community! :beers:
this software is bullshit
for days i am trying to fix this lightmap overlapping error
used different ways and it still is broken
it means u have overlapping uv's normally
https://www.youtube.com/watch?v=rgocNENpIGM
Omfg they finally added a move gizmo too zbrush hahaha
In this video I show some new features for ZBrush 4R8 like the new Gizmo, Live Booleans and IMM (Insert brushes) in combination with Live Boolean and the 3D ...
Please welcome @chrome prism to the community! :beers:
might be better suited for #work-in-progress since its substance not unreal ๐
sorry... i was kind of thinking#graphics but its not UE4 graphics
fixing now ๐
hehe no worries
Right, got 2 whole weeks off work coming up and quite a bit of downtime, thanks Scottish Summer, I need a project. Something interesting and small. GO!
Please welcome @solid breach to the community! :beers:
I seem to be getting some really low FPS drops from time to time in the latest few days, cant think of anything I did that might has something to do with it.. It's just like every 5 mins the editor goes to 5-10 FPS and then it's okay after a minute
I tried being on a empty level and it still happens
New GSync monitor?
GSync has issues with how the editor throttles rendering when its not being used.
Didnt change a monitor in the latest few months
@humble rivet HAve you watched the WTF Tutorials on projectiles and homing? If not do check em out he's got all sorts of short to the point goodness
@cosmic ledge well judging by your icon, make a VR one punch man rock smasher ๐
Progress on converting my @UnrealEngine marketplace Blueprints to web documentation. #ue4 #gamedev #indiedev #documentation https://t.co/Z7zf2bG2zH
Anyone else not able to login into anything unreal related?
Their servers are down...
Someone put their eye glasses on the keyboard and cause mayhem.
hey guys
hey hey
I have been trying to upload my project to github
and i get this: ```Counting objects: 19238, done.
Delta compression using up to 4 threads.
Compressing objects: 100% (18253/18253), done.
error: RPC failed; curl 55 SSL_write() returned SYSCALL, errno = 10053
fatal: The remote end hung up unexpectedly
Writing objects: 100% (19238/19238), 21.21 GiB | 7.96 MiB/s, done.
Total 19238 (delta 5902), reused 14209 (delta 873)
fatal: The remote end hung up unexpectedly
Everything up-to-date
ive googled around, only thing i find is saying to increase the postBuffer
and i increased it to like 1gb
still does this.
did you install the git LFS for large files?
uhm
i think so
git lfs install
Updated git hooks.
Git LFS initialized.
yea
is that all i have to do?
dang, thats about the extent of my git knowledge :S
Hey! Thanks! ๐
Please welcome @cloud berry to the community! :beers:
Hello ,I am Chinese ,my English is not good ,but i like programmer,i like ue4,i want learn more
TY whoever came to my stream and invited me to this community today. I'm not quite into the development yet just teaching myself how to make some quality assets before I really get going into the game design. Super excited to be here. ๐ฌ๐ฌ๐ฌ
Ported a project to 4.16. Now I have this constant flicker on all torches. Any idea what's causing this? https://gyazo.com/ec5336b43c3813c63444712d58db46b2
how do i share this discord server with a friend?
finally got nvidia's volumetric lighting working
performs pretty well
blinds the shit out of you if you look directly at it though, need to figure that out LOL
Please welcome @lavish lodge to the community! :beers:
Hey everyone. I know this isn't a graphic design room but I wanted people's opinion on my logo design. Would you all mind choosing one of the options (heads)? Or if you have other ideas that would be great too!
Can I ask you both why the left one?
Is it hard to mod Ark without the use of C++ coding?
They apparently only allow blueprinting.
@errant brook Honestly I really like all of them in a row like that
As a logo in general the whole thing looks great (would just centre the mastermind interactive a bit more) and you're as good as gold! in my opinion ๐
Thank you, Jack. I kinda liked them all too. I almost thought of an option where I don't have one set head, I change it out based on the game or my mood.
The first one (far left) has the best silhouette, I think.
Great point.
That can really help with brand recognition.
Thank you
@errant brook I think the reason it's hard to choose, is because all of them have three elements, making them all really stand out. But I'd agree with the Far left, 4th and 5th to the right.
@errant brook Oh oh sry for slow reply, the others feel more comedic and simple, where as the one on the left for me instantly grabs my eyes as psychotic mad scientist awesomeness
but thats just me ^_^
Also , the fonts and arangement are perfect for me , would not change those at all
Anyone know what day of the week is best to release on and why? Or any articles or experience on the subject?
Please welcome @lavish light to the community! :beers:
Heyo Xy ^_^
Hello
Whats everyone else out there workin on?
Well this is annoying...
Right on the front page of Google (when searching the title ofc) is a link to a free download of my marketplace asset lmao ๐
what the honest, daaaang man thats , I'm sorry
Already messaged Unreal's piracy email but the fact that it's right on the front page is really... yeah it sucks lol
5 pages of people stealing the asset
What kinda jerks steel from individuals. I dont validate or condone it but I can kinda see how someone can validate steel from a big giant company but to pirate single peoples hard work. Thats just frikin heartless
And it's 30$ lmao
jeeezus >< honestly
A little heartbreaking but oh well, I really feel like they need to find a way of catching these sort of people or putting big cease and desists on these sorts of sites
Not a professional on legalities however
Aye, hey hey, time to hit up the UE4 community lead and ask for a someone to setup a guidline and steps to follow to help with anti piracy efforts
They have a page for all their contacts but sadly I doubt much will happen lol
If they had a protocol setup I think that could go along way with the community being able to help with anti piracy. And yeah, fingers crossed. Still, makes yah wanna get through the internet and light some peoples computers on fire
Oh yeah for sure
If only we could somehow hide some sort of metadata into files to catch piracy
Just gunna toss this one out here. If anyone is good at figureing out why somthing faile dto package. Any help is greatly apreciated. HEre is a link to my logg.
https://forums.unrealengine.com/attachment.php?attachmentid=150648&d=1501736939
poop
wrong link
oh waite, no thats the correct link
Taking a look
I'm building lighting anyway so no time waste for me lol
@late sundial ERROR: UBT ERROR: Failed to produce item: D:\ChimKBFM\KBFM\Intermediate\Plugins\WindowsNoEditor\NativizedAssets\Binaries\Win32\UE4-NativizedAssets.lib ?
@late sundial https://answers.unrealengine.com/questions/466236/automationtool-exiting-with-exitcode5.html
Try this out
Looks like the errors might be directed at localization or something, from the warnings/errors
Where is the setting to turn of f these shadows so i can edit landscape easier
https://gyazo.com/7451cbb9efd72aa5afeb64fb6c8d754e
@plush yew
thanks mate
npnp
Please welcome @sterile oak to the community! :beers:
Please welcome @coarse arch to the community! :beers:
iv'e built my lighting and everything but why is that there https://gyazo.com/cd493f084e26646bd79d5179ce84f652
Hmm looks like a landscape tile, try painting over it if you can
Nothing a restart couldn't fix idk what it was
Odd
Try googling it, that question has been asked multiple times on the awnserhub
Please welcome @rare violet to the community! :beers:
@rare violet Welcome
Thanks
Please welcome @jovial sable to the community! :beers:
Please welcome @gritty chasm to the community! :beers:
http://imgur.com/a/vrx9L the projectile stops when it reaches the target and doesn't destroy or apply damage http://imgur.com/a/vrx9L
while it has both in the BP
If you're using Perforce might be some useful information in here for you to take away:
https://www.perforce.com/webinars/game-development-best-practices
got both fixed was an issue with wrong event being played.
so how does 1 share their amazing work for swag purposes ?
Please welcome @thorn crown to the community! :beers:
How do I convert this http://imgur.com/a/I1ql8 to shoot at any target within the triggerbox ? ? As it is now only shooting when the player character gets in the trigger box.
Please welcome @last aspen to the community! :beers:
Please welcome @hallow finch to the community! :beers:
Some dude here with some free time to help me setup blueprint animations for character?
https://www.unrealengine.com/marketplace/female-movement-animset-pro
It's probably object type
hello, I'm new to the discord and by reading the instructions I'm not sure in what channel I should ask my question: I'm looking for information for modifying weapons effects in FPS-like game. Like the bounching radious of the rocket launcher and such kind of effects, can anyone help me?
it shouldn't be object type tho
gameplay logic related questions to #blueprint or #cpp , game design question to #design-chat and visuals to #graphics
@hallow finch
thank you
What is the best way to add a blendspace to an already established set of animations? I've tried the "Apply Additive" and the "Layered Blend Per Bone", but the prior turns it into a freakshow and the latter overrides animations set further up in the pipeline.
Does anyone know why any of my objects inherited from AActor and APawn fail to call BeginPlay()? Super::BeginPlay() is there as well as my own code following it. As well as this, the Tick function for any of these objects will only call when Allow Tick Before Begin Play is set to true. The Event BeginPlay also fails to call in their blueprints.
@sterile cairn did you use branch point in layered blend?
obviously it overrides the base animation if it starts from root and blend weight is 1
but if you move the start higher in the skeleton tree the base animation applies to everything from root to that point
then starts blending at given weight
@timid wigeon im not sure, but BP wants to call parent tick and beginplay first by default, dunno do you need to do that manually in c++?
now I have a question: my InputAction says OverrideParentBinding, but it only works if something gets called, how do this without calling anything
@paper kernel I'm looking to use a blendspace to have the character turn its head naturally, so that the neck turns as well. I've got animations that are blending together that range from the entire body down to just the face. I just can't find a way to add the blendspace on top of what I have without overlapping.
Bone blending
IK would be next thing to look into
afaik it shouldn't interfere with facial animations
Nah just go full Exorcist
Anyone know how well UE itself(not compiled games) supports multithreading and multicores? Better to invest in very good single thread or better to invesst in very good mult thread/core?
Editor uses 50+ threads
So better to go for the Intel Core i7-7820X than the INTEL I7 7740X?
I couldn't say
I don't really care about the price tag, just want to know the best one for VS/UE. But thanks for that info :)
well considering you are aiming for the latest gen of i7 in both cases
and that UE4 uses multithreading and cores to the max
get the best you can afford :p
I have the 7820HK on my workstation and its maxed out when baking stuff
or building with VS
Yeah I don't compile things that often, but I'd like it to go faster, but VS is something I def want to go faster
Please welcome @plush yew to the community! :beers:
This images ( png) are all jagged in game but they're not jagged in the real images
anyone knows the reason?
I hear ryzen aint bad either for workstations
anyone know why i have all these messed up lighting?
the weird muddy shadows
i watched tutorials to fix light maps but it still says they are overlapping..
it's just in shadowd areas really, no direct light
everything is messed up
Hey, show the uv map used for lightning. Also what happened to me sometimes was that I had the "generate lightmap" checkbox ticked when I imported the mesh and i ended up not using the one i made in Blender.
i've tried both
i made them in blender
by using smart UV, then making another map
and adding a light map to that one
to each object
exported, imported without generate UV and it's still messed up
which uv map do u want to see?
it's all different objects
seems like the problem is something different, if i auto generate UV in UE i get the same results as when i do them myself in blender
@buoyant pine show me texture settings
From the mesh where it says overlapping. The lightmap res you increased already and also baked on higher quality?
It could be just low res/quali
yeah i tried building on production too
tried different lightmap res as well
even 400~
@sacred crater
one sec
Texture group : 2d pixels (something like it)
Filter to nearest
@steep flicker you want a screenshot of the UV channel 1 of onf oe the mesh?
coordinate index is also set to 1
it seems to look fine in the editor
It looks like it's overlapping
hmm
left side
to the auto UV is failing you think?
the blender one too
blender ends up with very similar results
@buoyant pine
Just wasn't sure you saw it and it was getting spammed away :p
In Blender you can check what face is what part of the uv. Maybe check it there again. If UE says it's overlapping, it probably is ๐ Also if you switch to Lightmap Density View Mode in the viewport it may give you a hint too for the meshes.
I can't find that property tho
here's blender version, that's not overlapping right?
this one was messed up too though
nah even the ones that aren't overlapping are messed up
@sacred crater remains jagged QQ
Hmm
Ping me in pm and bug me about it in 2 hours
I'll be in a project that has the settings that make it smooth
Please welcome @thorny ibex to the community! :beers:
@paper kernel Yeah, there is lookAt, but it has the same issues as the blendspace wherein it completely stops any animation on that bone. I'm able to get it working with transform bone and doing an additive, but it doesn't look at good. ๐ฆ
to be fair, you can play any combination of any animations on each individual bone if you want to
but if you want to character to look somewhere, it's gonna override the base animation at some level
closest to original would be 2 bone ik setup with blendweight of 0.5 using head and neck bones