#ue4-general

1 messages ยท Page 94 of 1

paper kernel
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which would half the rotation between look-at direction and animation look direction

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but there's no guarantee your animation assets support such heavy blending, it might not look all that great

plush yew
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Please welcome @ember wolf to the community! :beers:

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Please welcome @unborn glade to the community! :beers:

plush yew
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Please welcome @humble pike to the community! :beers:

plush yew
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Please welcome @plush yew to the community! :beers:

plush yew
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Please welcome @opaque sonnet to the community! :beers:

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Please welcome @opaque basalt to the community! :beers:

thorn topaz
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I have an object that I want to rotate towards the player so it is always pointing at them. However, I need it to ignore the z rotation.

glossy flame
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By "z rotation" I'm guessing you mean up and down rather than yaw?

thorn topaz
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Yea, essentially I have a joystick and you "grab" it so then it points towards your controller

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however, I need it to not rotate by the yaw because that's not how joysticks work

glossy flame
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Hold on, I'm confused as to what you want now

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Rotation in the Z axis is yaw.

thorn topaz
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imagine you grab a joystick with your hand

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you can move your hand forward and back (pitch)

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and left and right (roll)

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you can't rotate it in your hand

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(yaw)

glossy flame
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Ah okay, I understand what you mean now

thorn topaz
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so I have it targeting the hand, that's easy. but I need to keep it from rotating in the yaw direction

thorn topaz
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@glossy flame any ideas?

plush yew
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hows the Linux UE4 client these days.

glossy flame
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@thorn topaz to be honest, I'm not really sure. I know you can clamp rotation axes for movement, but that would have no effect on the math itself

thorn topaz
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yea and everything I search just comes up with actual controllers

late sundial
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Top of the day all ^_^

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Does packaging for 32-Bit even matter for a steam-VR release or should I just go 64-bit since 64-bit is compileing easyer for me?

cloud cobalt
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64-bit is a low fraction of Steam users, and it probably has a very low overlap with VR

glossy flame
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Do you mean 32-bit?

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:p

cloud cobalt
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Yeah, my bad

glossy flame
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Yeah, IIRC Oculus only supports 64-bit anyways, not sure about Vive

cloud cobalt
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According to Steam, you can find around 4% of modern 32b Windows

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Plus 0.8% of Windows XP no one should even target

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Mac & Linux is larger than 32b at this point

plush yew
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Please welcome @marsh mirage to the community! :beers:

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Please welcome @marsh smelt to the community! :beers:

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Please welcome @golden condor to the community! :beers:

late sundial
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@cloud cobalt @glossy flame Thank you much for the information. Yeah I'm just gunna go full 64 and not worry about the 32bit bugs

plush yew
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Please welcome @warm crystal to the community! :beers:

golden condor
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hi

modern root
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When ever we check in our BuiltData (lighting info etc) to version control, on the receiving end unreal never seems to load the built data, we always seem to have rebuild lighting. Is that an actual bug or just the way it is?

late sundial
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Hey hey all;
I just got our game early testing build on steam, not public yet. Does anyone know if there is anything I need to add, command line or engine wise, to force the game to always and only start in Steam VR?

plush yew
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Please welcome @plush yew to the community! :beers:

late sundial
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And just found
Steamworks>Installation>Launch Options> "Launch SteamVR App"

sharp crest
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Where would I ask questions about materials?

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In what channel..

modern root
late sundial
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While I may be a bit utterly panic stricken at my looming release day. Actualy seeing our unlisted steam store and clicking download and being able to play a functional near complete build. Holy frikin wow...Its been a long road. Huazzah ๐Ÿ˜ƒ

brave horizon
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@late sundial what game ?

late sundial
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Hangry Bunnies From Mars

brave horizon
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So it's just waiting for approval or something?

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congrats btw

late sundial
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Why ty ty ^_^

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we're putting final smidge'n on and last bit of balanceing. That chaos at the end stuff. Aye, its 3 weeks out form release if everything goes according to plan

brave horizon
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ugh that crunch

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Are you tempted to add more content?

plush yew
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Please welcome @marsh basalt to the community! :beers:

south ridge
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Congrats @late sundial

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I just finished some paperwork stuff and we are going to get on steam too, but far from release (but not too far from open beta aka early access)

late sundial
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@brave horizon Oh Heck no lol. I've been doing 14 hour shifts 6-7 days a week for 5 months. I know thats nothing compared to some of course. Dont get me wrong, this was totaly frikin awesome to get to do. Its jsut this alreay recieved its fair share of feature bloat. Also we only had 6 months to develope it in and it was my first time out codeing/blueprinting a game. But I am still proud of it. I think it turned out pretty kewl

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I mean there are toooons of things I would totaly love to add given resources and time, regular time lol. But I think it totaly achieved what I set out to do with it ๐Ÿ˜ƒ

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It feels like a good sollid fun ride. To me at leat ๐Ÿ˜› . The testers have had a ball too

south ridge
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What's your game about? Just in general words

late sundial
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"Face off against an invading horde of adorable little killers with a serious case of mankind munchies! Join the Critter Death Squad and arm yourself to the teeth with ridiculous transforming weapons, face off against hundreds of onscreen bunnies, & fight to keep New Los Angeles off the dinner menu!"

south ridge
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Cool

late sundial
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If the testers didn't have fun I would have dropped it like an ugly baby, but people were hoot'n and jumpin around so I ran with it

south ridge
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I can't wait until we can let people play our game too

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It's a simulator

late sundial
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Nice!

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I was about to ask, whats everyone else working on?

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What kind of simulator?

south ridge
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A hardcore engineering train simulator ๐Ÿ˜„

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We've got a full model of the train, every single component, all electric relays and so on physically simulated

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And all the dynamics of motion, lots of infrastructure of the real metro

late sundial
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Holy frikin heck. That sounds awesome getting to build all the componants and bits and getting it all to work together

south ridge
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Well, you don't built the train, you operate it

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But you can do all the engineering operations done IRL

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We don't have a repair UI, but it's something we are thinking of adding. The physics engine supports it

late sundial
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Yeah yeah, all the nits in the cockpit

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Oooooo

south ridge
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Every single button, valve and switch, yes

late sundial
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Thats a pretty render

south ridge
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It's a screenshot ๐Ÿ˜›

late sundial
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Double nice!

south ridge
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It's a bit old too, from this spring. I've since updated the rendering tech for tunnels and stuff

late sundial
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Ours is a little less realistic lol

south ridge
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Haha. It reminds me of some X-Com game I played long time ago

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I think

late sundial
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Still, that screenshot is already pretty up there. Cant waite to see what come sof it. Is there somewhere I can follow?

south ridge
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We're not quite full on public yet

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It's extremely annoying, but I can't post everything we do to the dev blog ๐Ÿ˜„

late sundial
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What the XD holy what the flippin man, you were not kidding when you said ultra realistic

south ridge
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It goes like "Can I post about this new fancy feature?" "Nope" "Can I post about this new simulation feature?" "Nope". So I can mostly post about train engineering, but it takes some time to prepare post nicely

late sundial
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hahahah I know exactly how you feel

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I had to get in some pretty heavy head to heads to get my co-horts to allow me to keep a public dev log

south ridge
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The next post will also be on a device in the train

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Called a thyristor braking controller ๐Ÿ˜„

late sundial
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Man, you should be frikin proud, this is nuts, like next level attension to detail kinda on the edge of sanity lol

south ridge
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We have lots of engineering data on the trains and the system

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And.. we're not bound by any NDA from any of the companies

late sundial
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Might want to possibley use it for a VR train operator simulator when its all said and done

south ridge
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So you get to play with everything

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We have VR support yeah

late sundial
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VR trainer operator education I mean

south ridge
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Currently only 45 FPS mode, but it's mostly UE4 issues and not the actual game performance

late sundial
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oh oh sweet

south ridge
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We also do that yeah ๐Ÿ˜›

late sundial
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your already there then, nice

south ridge
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Industrial version of the sim is available

late sundial
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Good thinking though. VR as a education tool I think is gunna land some people some very nice contracts

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And at the same time, get to work on cool train stuff, win win

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Im off to more balancing. Good luck! Nice to meet yah though ^_^

south ridge
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See ya

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I'm gonna go draw some schematics

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We're an engineering company first and foremost

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I have a (digital) stack of schematics I need to combine and redraw a nice schematic of our own to use for engineering purposes

plush yew
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Please welcome @plush yew to the community! :beers:

plush yew
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Please welcome @craggy grove to the community! :beers:

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Please welcome @empty wraith to the community! :beers:

cloud latch
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hi all, so I'm trying to find more details about the Tutorials option under the engine section of project settings. What it is, how to use it etc, but, as you can imagine, searching for tutorials and unreal engine with other things to try specify that doesn't go well, and the docs just say it's for selecting which tutorials to package with it, which isn't terribly helpful. Anyone happen to know where I can find out more?

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yeah, the exact wording is "Tutorials - Allows you to set which tutorials are available in this project." with no further links or other apparently associated information

safe rose
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@cloud latch You get your answer?

cloud latch
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@safe rose To the tutorials setting? I haven't managed to find anything. Searching just leads me to lots of different tutorials ๐Ÿ˜ƒ

safe rose
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Well

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Mostly it's being used for MP

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Where, you can guide stuff in your project

cloud latch
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sorry, MP?

worn granite
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marketplace

safe rose
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Marketplace

worn granite
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Were you wanting to use the in-editor tuts?

safe rose
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Now, if there's a purpose beyond that...

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I don't know

cloud latch
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ahhhh okay - so it's about editor tool tutorials, rather than ingame runtime ones?

safe rose
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Aye, most people, do their own tutorials

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Like, videos

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Or UMG widgets

worn granite
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Also last time I checked the tutorial BPs are just plain sad to make

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not sure why they want them for MP packs

cloud latch
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@safe rose yeah - I'd implemented mine in UMG widgets, but then saw this and wondered if I'd missed a better system for it.

worn granite
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god no

safe rose
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Aye, I don't think most people would consider using them for actual game builds

worn granite
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they're terrible to make

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try it out

safe rose
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I think in Content Examples

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They have a bunch

cloud latch
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Thanks for the details, @safe rose and @worn granite

plush yew
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Please welcome @sage heath to the community! :beers:

sage heath
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howdy

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any idea where i can find unrealpak.exe? it's not in my C:\Program Files\Epic Games dir at all

real geyser
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Well, I finally finished season 3 of Dragon Ball Z.

plush yew
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Please welcome @loud verge to the community! :beers:

weary basalt
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@sage heath It should be in \Engine\Binaries\Win64\

plush yew
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Where do i create a animation for my image, i thought it was there and you could just click "add"

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?????

worn granite
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nope

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its a different panel

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that it looks like you closed

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get it back from the window thing in the navbar

warm mountain
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hey guys say if I need to design a scene for a level, based off an actual place

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if I need to redesign, should I lighting wise

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take a few rendered shots of the place in a 3d software and make it into an enviromental map?

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or should I go out to the place and take a few shots of the place and sew it into an environmental map?

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what would be more accurate lighting wise?

plush yew
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@worn granite ty

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Please welcome @pseudo ether to the community! :beers:

languid shard
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hey everyone ! is there a way to display a custom engine name in the launcher instead of "Other" ?

plush yew
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Please welcome @raw dawn to the community! :beers:

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Please welcome @plush yew to the community! :beers:

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Hello

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anyone wanna jump on voice?

loud verge
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hi all im new and im interested in what kind of a job and how much money can some one make whit the unreal engine and is there a lot of companies looking for ppl to hire cuz i really find the engine interesting and cool

paper kernel
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mmm, no

wary wave
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you should probably just google something like 'game industry jobs'

cloud cobalt
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As a rule of thumb, the game industry is really competitive and they are really few jobs compared to how many people want them

paper kernel
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not to mention there are 100 better ways to make money

cloud cobalt
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I don't know about "better" ways, but yeah, if money is a motivation, games are not how to get some

wary wave
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I made a money once

loud verge
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well its not a problem if there are not a lot of jobs for it its still going to be a hobby of mine but im still learning it yesterday i made my first landscape so im really new but it looks cool btw any guides you can recommend

plush yew
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you can make a ton of money in the game field. thats out of question, but will you enjoy it as much as it sounds? Will you get there soon, or ever? That question depends on your own motivation and drive.
Getting a job in the game industry is already a challenge in itself, but then making it to a well paid position in a larger company is the real deal.

paper kernel
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I'd say there are plenty of people who really don't really care how much they get paid if the project is interesting enough

plush yew
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well it needs to pay at least enough for people to live the lives they are comfortable with

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in the long run at least

paper kernel
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obviously

devout gulch
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@paper kernel and that's actually problem with game industry

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it's why peopl are really underpaid compared to other

paper kernel
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but it's also an industry riddled with resume liars, so companies are bit scared to pay

plush yew
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not really, Id say this creative field is one of the areas where people really cant lie about their resumes.

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if you have a kickass reel and the interview confirms what you show there, you are very likely to get a job.
Lying about a demo reel and skill sets or even using other peoples reels is very easily uncovered once you start working and prove to be useless. If that happens, your carreer is literally over.

paper kernel
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that, or you end up with need for speed game

plush yew
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Please welcome @dusk charm to the community! :beers:

plush yew
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Please welcome @shrewd shuttle to the community! :beers:

shrewd shuttle
whole quarry
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I doubt anyone can help with that

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Since there is no error shown

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@shrewd shuttle

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Oh, offline already

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ยฏ_(ใƒ„)_/ยฏ

shrewd shuttle
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nah im back

cloud cobalt
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Yeah there is no error here. Is this a C++ project ? Packaged game ?

shrewd shuttle
whole quarry
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Is "Dis" a community project or something?

shrewd shuttle
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No

whole quarry
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You're not giving a lot of information to solve your issue

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Im sure you can share more about the problem @shrewd shuttle

shrewd shuttle
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like?

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im new so

whole quarry
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Thats no excuse..

shrewd shuttle
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aww

whole quarry
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Is it a own project, is it a community project? Is it a C++ project? Is it a BP project? Does it occur in the editor on in a build? What were you doing when it crashed?

shrewd shuttle
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Community project

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Its a BP

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And the error is in the build

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The crash occurs when i start it up

whole quarry
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Have you tried to run it in Editor as Stand-Alone?

shrewd shuttle
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no

whole quarry
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Try it..

shrewd shuttle
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k

wary wave
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I just opened up the RiverMaker blueprint in the Kite demo to take a look

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whoever made this should be beaten with a stick

plush yew
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you violent person

paper kernel
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yea example projects aren't the most enjoyable to take apart

wary wave
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it looks like someone literally has thousands of monkeys in a room, and waits for them to accidentally push out functional blueprints

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the nodes are vomited randomly into the event graph, and then connected up

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they're everywhere, no organisation at all

plush yew
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post a screenshot mate, now you got me hooked

paper kernel
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then dont peek into the materials, it's worse in N'th degree

wary wave
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in some cases there are totally redundant nodes

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I'd post a screenshot but I've spent half an hour untangling it already

plush yew
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post a screenshot of the untangled network then ๐Ÿ˜‰

wary wave
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half untangled

paper kernel
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uh-oh-spagheddii-oh

plush yew
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wow, cant even imagine how the initial version must have loooked like ๐Ÿ˜ฎ

wary wave
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this also using a quintuple nested loop

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I'm not sure how this BP ever worked

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not without hitting the iteration limits

paper kernel
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if you do the math real close, you might fall just under the max limit

plush yew
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whats the iteration limit?

paper kernel
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but if someone sneezes, it crashes

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default I think is 400k?

plush yew
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10k?

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ah

wary wave
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the iteration limit is a built in check to prevent infinite loops, default is 1 million

plush yew
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uh higher than I thought

wary wave
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though it works on instruction counts, so a for loop is 4 instructions

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(so 250,000 spins of a single for loop)

paper kernel
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even 1 million causes a solid 10sec freeze on i7

plush yew
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so thats in one tick then?

paper kernel
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seems to be function, so yes

wary wave
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now I can actually read it and work out what it's doing

plush yew
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jesus

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Please welcome @plush yew to the community! :beers:

wary wave
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oh god it has a function

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seriously, WTF

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you know what, screw this, it isn't worth my time

buoyant echo
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LOL

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At least they commented that one

whole quarry
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That looks like bondage

buoyant echo
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bondage is a lot tight-ier. ๐Ÿ˜‰

sterile cairn
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That just hurts to look at.

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I'd want to spend a lot of time trying to clear that all up.

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At least use local variables to store the inputs so that you don't have as many wires going around.

wary wave
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there are local variables, which is what makes it more baffling

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lots of globals too

plush yew
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Please welcome @plush yew to the community! :beers:

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Welll hello

violet cape
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The Sun Temple demo is very well optimized, not sure about the Kite Demo though

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it's pretty amazing that it's meant for mobile, yet it's so damn detailed

wary wave
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Kite demo optimised

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ha ha ha

violet cape
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yeah

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coming from UE2, it's amazing

wary wave
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Kite demo needs a top end GPU and 24GB of memory to run at 30fps xD

cloud cobalt
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Kite borders on unusable, even on a developer computer

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It was never meant to be released to anyone

half mango
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anyone experienced with blender to UE importing want to accept a small fee to fix this problem for me?

digital anchor
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what problem

whole quarry
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@half mango Whats the problem you're having?

half mango
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lightmaps

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i tried everything over 5 days

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watched like 40 videos and nothing helps

whole quarry
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Did you made a 2nd UV channel and made new UV map (Lightmap) on that 2nd UV channel, then on importing disabled the "Generate Lightmap" option?

half mango
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i'm probably just doing something really stupid, i would rather someone download my .blend and i send them money

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and tell me what im doing wrong

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yes

whole quarry
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Then it should be fine

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What is the problem you're having?

half mango
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it's not

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they still overlap

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somehow

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even basic objects

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everyone said that to me but it's broken

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will reinstalling UE help?

whole quarry
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Nah

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Did you adjusted the lighting settings of the lightsources?

half mango
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you want my .blend file? i will paypal you ยฃ5

whole quarry
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No, i'm not at home now

half mango
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world settings?

whole quarry
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No, the Ligh settings of the light sources

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i.e. Direction Light or w/e you're using as light sources

half mango
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yes

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messed with everything

whole quarry
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Can you post a screenshot of the problem?

half mango
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look at the state of this

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looks like some kid been throwing black paint everywhere

whole quarry
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Have you double checked the normals that they're facing the right direction?

half mango
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yeah they are

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all blue lines pointing out

whole quarry
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It seems like there is an Ambient Occlusion texture added in the material

plush yew
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Please welcome @spice dust to the community! :beers:

spice dust
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Hi

whole quarry
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Hi

half mango
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hmm now my normals are beings trange

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strange

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they won't point either in or out

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when flipping

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i imported from sketchup first

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into blender

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coulkd that be a problem/

spice dust
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anyone know how to keep the proxy server turned off?

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everytime i turn it off it keeps checking itself

whole quarry
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@half mango It might help to only export the Selected Objects

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@spice dust What are you talking about?

half mango
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one at a time?

frank escarp
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is that light baked?

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you migh have bad UVs

whole quarry
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You can have multiple objects selected, it will import them as induvidial objects

frank escarp
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wich makes the lightmaps go haywire

half mango
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i did try with the island unit only in the kitchen

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and it was bad

spice dust
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Under Connections the lan settings, the proxy thing keeps checking it self

whole quarry
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lan settings?

spice dust
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pc

half mango
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man this is insane

spice dust
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not unreal

whole quarry
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this is Unreal Slackers chat...

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for UE4

spice dust
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i know]

whole quarry
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"Ask Unreal dev questions", try #lounge for Windows support..

plush yew
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Please welcome @slate cairn to the community! :beers:

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Please welcome @fair nymph to the community! :beers:

fair nymph
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hey ๐Ÿ˜„

plush yew
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Please welcome @mint rose to the community! :beers:

keen nebula
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I've got nothing. I have 0 ideas for a game right now. I need inspiration.

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I've spent a lot of time doing tutorials and reading about the engine and now I don't know what to do with it.

wary wave
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what the actual?

pallid compass
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LOL WHAT

wary wave
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I can't even

pallid compass
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U got debug version of the engine built?

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I would love to know wtf is causing that

wary wave
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sadly not

pallid compass
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u tried standalone?

wary wave
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this is a level design tool

pallid compass
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ah gotcha

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thats so weird

wary wave
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these things seem to happen to me a lot

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@cinder iron - you'll enjoy this one.

pallid compass
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thats the second strangest thing iv ever seen in ue4

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Nothing beats mine though

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U ready for this

cinder iron
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here

pallid compass
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When ever i booted up my game

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The music of the birds from the start kit level

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Would start playing

wary wave
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(video above - scroll up)

pallid compass
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Only on the first instance of the game

wary wave
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lol

pallid compass
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random bird noises

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from no where

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checked reference viewer, nothing

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made fresh level, gamemode, etc

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everything

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Still same thing

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had to delete the starter content to make it go away

cinder iron
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wat @wary wave hahahhaha

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stop breaking the engineeee

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hold on let me check it closer

wary wave
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my face:

pallid compass
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sorry if u dont mind me asking ambershee

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Where are you from

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That youtube name

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I know someone irl with similar name

wary wave
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I'm British but travel a lot

pallid compass
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wth

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Same

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Well not the traveling

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Any chance u been or around / from liverpool?

wary wave
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I used to live in Manchester

pallid compass
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Ahh might just be similar named friend i knew awhile ago haha

wary wave
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possibly

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my name is pretty unique though

cinder iron
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so the spline mesh stretches

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when you dont make it public

wary wave
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@cinder iron - there's code you can't see that scales the width on a per-segment basis (the struct contains a float for the scale)

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but yes, depending on whether it's public or not, it breaks D:

cinder iron
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check if you are using any negative scale value unintencionally

wary wave
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the values are '1' across the board (always manually defined) - what you're seeing is more or less impossible

#

or supposed to be anyway

cinder iron
#

check what is happening on spline 5

#

because the 4 first splines seem to be gucci

#

thats unconsistent

#

lol

#

splinepoints*

wary wave
#

I'm just going to leave it public because it's a tool

plush yew
#

Please welcome @analog zenith to the community! :beers:

#

Please welcome @green spindle to the community! :beers:

half mango
#

anyone else experienced with blender to UE importing and lightmaps? will give ยฃ15 for anyone to solve this problem

craggy nymph
#

@half mango you're going about it the wrong way. Just ask your question and people will be glad to help you out for free, because people in general are friendly and helpful. That's the point of this discord channel. If you start offering money, it looks like a business deal and you're offering way too little. For most people here with experience ยฃ15 is not even worth the hassle to ask you for further details about your issue.

half mango
#

sry but i already asked it and nobody knows how lol

craggy nymph
#

Well, try one more time. I'm sure lots of people didn't see your question ๐Ÿ˜ƒ

#

Ah, I see, just scrolled up a bit.

#

Yeah, seems like something very basic. I've got to go in 10 minutes, but if you feel like sending me your blend file, I'll take a look at it when I'm back (in 5+ hours)

#

Or just post more screenshots of your uv setup, etc and people might be able to help.

spice urchin
#

yup get hyper specific with question, show screens

#

the questions that get answered the slowest are the questions that are intentionally vague and hypothetical

#

when we get specifics of what exactly is being attempted, WHY, and HOW it is being done (screens), it becomes very clear why things are working the way they are

stoic moth
#

how can i rotate along the local X axis an actor that has the ProjectileMovement and Rotation Follows Velocity checked ?

#

imagine a rocket following a target, but i also want this rocket to roll in flight

#

adding Rotation Movement as well, seems to get ignored and overrided by the ProjectileMovement component

plush yew
#

Please welcome @austere yacht to the community! :beers:

buoyant echo
#

Following what @spice urchin is saying.. What sounds better to help someone?

"Guys, I'm stuck in this exercise for math."

OR

"Guys, I'm stuck trying exercise #43, on the part where I have to divide the denominator. Is this result wrong? If so, can anyone tell me what I did wrong? [Picture attached]"

#

ยฏ_(ใƒ„)_/ยฏ

austere yacht
#

Ive never created a game. What is the process after you have the idea, mechanics come first right?

spice urchin
#

prototype

buoyant echo
#

Mechanics usually, yes.

spice urchin
#

so essentially yes, mechanics. unless you have zero technical people, then you just keep making art until someone can prototype for you...seriously this happens more often than it should

buoyant echo
#

^

austere yacht
#

I would rather learn how to build it, its essentially programming without writing anything right?

buoyant echo
#

?

#

You mean blueprinting?

austere yacht
#

Yes.

buoyant echo
#

That's visual scripting, if irc

austere yacht
#

Isnt it essentially the same thing as programming though? I mean the logic in it, how you build up all the parts that you need and so on.

buoyant echo
#

Sort of, yeah.

plush yew
#

anyone here used world machine before

austere yacht
#

So say i just want to make an old game in unreal engine 4, you make all the parts of the old game in the new engine. And if I cant see how to create the needed parts, im just lacking the knowledge of basic programming?

spice urchin
#

@plush yew yeah, extensively, what's the question?

buoyant echo
#

@austere yacht more or less.

#

Some things that are done in older games are visual magic, etc.

austere yacht
#

The first thing I want to do is how to move around the camera with the arrowkeys so I cant say that its something difficult at the moment.

buoyant echo
#

Read up on the documentation, then. Anything basic is usually covered there, or follow through some tutorials in youtube.

#

Most of the basics/generic advanced things are covered.

austere yacht
#

Any series you recommend?

buoyant echo
spice urchin
#

there's so much UE4 documentation/resources and tutorials you can basically just google any topic and you'll find a specific tutorial or specific answer to any question...it's kinda ridiculous

austere yacht
#

Thats reassuring, its only a matter of asking the right question then?

buoyant echo
#

Yep.

spice urchin
#

ya be super specific, there's 0% chance you'll be first one to ask it

buoyant echo
#

0.01%* ;P

plush yew
#

@spice urchin im trying to use tile build

#

but it doesnt do anything

buoyant echo
#

@austere yacht I posted the youtubes for those people I mentioned.

austere yacht
#

Oh right, many thanks!

buoyant echo
#

Of course. We're here to help each other out. ๐Ÿ˜ƒ

austere yacht
#

Yeah youve been helpful already so i have no doubts in that ๐Ÿ˜„

spice urchin
#

@plush yew i didn't really care much for the tiled build output options in World Machine, Instead I went with a larger 4033x4033 output then uprezzed that to 8129, then we chopped up the results in Unreal 4 to be separate streaming levels

austere yacht
#

How hard is it to find artists to make art for a game?

buoyant echo
#

Free artists= hard.

Paid artists = easy

#

Also depends on what type of art.

#

2d? 3d? Meshes, Mats, Textures?

#

There's all types. ๐Ÿ˜ƒ

austere yacht
#

Hmm. Converting 8-dimensional RTS units from 1998 into UE4 for example

buoyant echo
#

If by units you mean humanoids, vehicles, etc, you'd look for a 3d artist that specializes in meshes.

#

If you want to recreate the aesthetic more or less, (IF they were pixels) you can have someone do 2d art, and stick to planes to represent them, using flipbooks.

#

(A UE4 feature)

#

It's all up to how you want to do it aesthetically. ยฏ_(ใƒ„)_/ยฏ

plush yew
#

Please welcome @regal beacon to the community! :beers:

#

Please welcome @kindred crater to the community! :beers:

#

Please welcome @sleek atlas to the community! :beers:

sharp crest
#

When I download content from the marketplace into my project, if the project is open it just wont do anything after I select it and press download. Might wonna add a message that says something like "Cant install content while project is open".

cloud cobalt
#

Not the best play to say it ๐Ÿ˜ƒ

plush yew
#

Please welcome @waxen kettle to the community! :beers:

humble rivet
#

How are friendly pawns determined in the strategy game tutorial ? as i am looking in the blueprint of the Wall_arbalest but I don't see anything there... ?

plush yew
#

Please welcome @final roost to the community! :beers:

hard minnow
#

Hey, I'm in trouble and could use little help. So I saved my project, did something wrong and it crashed. I opened the project again, it said that since the project has crashed, maybe you wanna restore something, I clicked "skip" since I've saved it right before the crash. But it loaded my project from like yesterday. What do I do now?

plush yew
#

Please welcome @verbal ermine to the community! :beers:

sharp crest
#

@cloud cobalt What lol xD

#

oh place*
yea didnt really know where to post it xD

cloud cobalt
#

Bug reports

verbal ermine
#

Hey there

cloud cobalt
#

@sharp crest I mean no one here works on the launcher

#

People here are mostly users

sterile cairn
#

What are some good, up to date, alternatives to BLUI/RadiantUI?

cloud cobalt
#

UMG / Slate ?

#

Coherent UI ?

austere yacht
#

If youre making an RTS, is it best to use a pawn for each unit? Can a pawn be used as a unit with for example spells or does that have to be a character then?

plush yew
#

Please welcome @mental crane to the community! :beers:

plush yew
#

@glacial pollen sorry ;l

proper quiver
#

why does UE4 hafve redirectors anyway? when I move something it creates a dangling redirector, how annoying

cinder iron
#

@proper quiver and they are slightly broken

#

Try always to decide in a first instance the directory and the name of the file

#

Linter and ue4 naming convention docs can help you in that

plush yew
#

Please welcome @stiff elm to the community! :beers:

#

Please welcome @abstract sandal to the community! :beers:

weary basalt
#

@proper quiver It exists to save time. Assume you have an asset that is referenced more than 1000 times. Moving or renaming that asset would mean you have to update those 1000 references to the new asset. Assume you also have an potato PC. Updating these references could take an very very long time.

#

While its updating those refs you also wont be able to use the editor.

#

Its an small price to pay for super fast referencing. If you clean your redirectors after you make an asset change like that then you really havent got much to worry about as they wouldn't accumulate.

plush yew
#

Please welcome @minor vault to the community! :beers:

proper quiver
#

@weary basalt thanks for the explanation, it does clutter up the filesys but I guess you're right I can just maintain it by fixing it up regularly

sharp crest
#

Random question guys, what theme would you perfer for a game? Scifi or Magic?

plush yew
#

Please welcome @rain wren to the community! :beers:

weary basalt
#

@sharp crest I like both, so do both. ๐Ÿ˜›

sharp crest
#

@weary basalt Dont cheat, you gotta decide. xD

bleak copper
#

I wonder if Epic announced the redacted project yet...

#

Posted this a few hours ago and no-one replied. Just realized it was in introductions. >.>;;; My bad.

#

"Hmm... quiet chat today..."

polar hawk
#

If anyone is interested, here is what a blueprint node looks like in pure isolation (rendered on top of nothing)

#

What I mean specficially is: (in photoshop)

plush yew
#

Please welcome @exotic turtle to the community! :beers:

exotic turtle
#

Yo!

plush yew
#

Please welcome @glad chasm to the community! :beers:

sullen sonnet
plush yew
#

Please welcome @runic fjord to the community! :beers:

polar hawk
upbeat trench
#

thats interesting ๐Ÿ˜ƒ

#

I remember BU Wiki had something like that for UScript

mental shale
#

has there been a smash clone made in ue4 yet?

upbeat trench
#

next Smash game is by Ubisoft using UE4

mental shale
#

lol

upbeat trench
#

they should make it so you can have the Kart in Smash too

mental shale
#

pfft

upbeat trench
#

then I can toadie boost everyone to death ๐Ÿ˜›

sage heath
#

@weary basalt re finding unrealpak.exe, that's what i thought, but it's missing from that dir

#

All I have in /c/Program Files (x86)/Epic Games/Launcher/Engine/Binaries/Win64 are CrashReportClient.exe UnrealCEFSubProcess.exe UnrealVersionSelector.exe
EpicGamesLauncher.exe UnrealEngineLauncher.exe

#

i'm using the launcher, fwiw

weary basalt
#

Download another version of the Engine, see if it has it as well.

sage heath
#

hmm, ok

#

(and thank you!)

weary basalt
#

No worries lol

plush yew
#

Please welcome @rough tendon to the community! :beers:

unreal plover
#

Is there a way to add Sockets in SkeletalMesh via C++?

sullen sonnet
plush yew
#

Please welcome @dark hemlock to the community! :beers:

mental shale
#

For some reason, I cant put my finger on why PUBG's graphics look pretty bad

safe rose
#

@fierce tulip BTW, I ran into that issue about the references of things in maps not being redirected properly.... over 100 errors on each map...rofl

#

"Fix Up Redirectors" my ass

short onyx
#

I have a 1/5 chance that my engine freez when a compile my character blueprints :/ (i don't have any loop or error in it)

plush yew
#

Please welcome @timber rampart to the community! :beers:

sullen sonnet
#

Does anyone know how this technique is called where your fps camera shows an arm with a gun but if its from third person, it looks different? Pretty much every major fps games do this.

#

like it looks perfect in fps but in reality its much lower.

paper kernel
#

huh, suddenly Epic launcher and engine wants firewall permit

tall pendant
#

tencent bro kappa

cobalt owl
#

How can i remove i.e. physics engine component from project? I need to lean this project as much as i can for visual novel (which engine components can i exclude for project like this?)

paper kernel
#

isn't UE4 bit heavy engine for a VN?

#

Question: How do I make a splitscreen without making another player

#

like, I want to show 2 camera feeds to one player

plush yew
#

Please welcome @patent eagle to the community! :beers:

plush yew
#

Please welcome @stiff quartz to the community! :beers:

paper kernel
#

It's not bad with render targets ๐Ÿค”

#

but I can imagine it being super heavy

#

and not very scaleable

cobalt owl
#

Yeah, that'h why i want to lean it ๐Ÿ˜„

paper kernel
#

I don't think you can disable it as a whole, being very integrated part of the engine

#

but you should look some of the docs from last megajam about reducing engine components

#

iirc some people got as low as 20-30MB on shipping build

plush yew
#

Please welcome @keen frigate to the community! :beers:

surreal viper
#

wth is "Won't fix" ๐Ÿ˜ฎ

wary wave
#

define 'VN'?

#

won't fix means they won't fix it

#

ยฏ_(ใƒ„)_/ยฏ

surreal viper
#

yeah but why...

lost ember
#

lazyness /s

surreal viper
#

some explanation would be pretty cool

#

i mean it sounds like a trivial stuff

sullen sonnet
#

Does anyone know how this technique is called where your fps camera shows an arm with a gun but if its from third person, it looks different? Pretty much every major fps games do this.
like it looks perfect in fps but in reality its much lower.

wary wave
#

I don't think it has a name

#

it's just the way things are commonly done

cursive dirge
#

@cobalt owl I don't think you can remove physics engine without custom engine code, it's heavily integrated to ue4 components, I dunno if swapping to 2D physics would allow stripping physx though (never used 2d physics in unreal)

#

all in all, you are not saving a lot of space by that and definitely not worth the trouble if you release on desktop

#

we are talking about ~10 MB

#

or, it was about that in 4.13 with older physx, but I'd be surprized if newer physx wouldn't be in the same ballpark

cobalt owl
#

I need to make sure that unused components won't be running for 2d paper game

#

And also lean cooked version as much as i can

plush yew
#

Please welcome @ebon magnet to the community! :beers:

cursive dirge
#

I really wonder about ue4 benefits for such use

#

I mean, for visual novel

tall pendant
#

yeah. wouldn't be something like ren'py or nscripter better suited for a visual novel?

#

ue4 for a visual novel sounds funky

cursive dirge
#

also total overkill (and if you plan on selling it, also most expensive option)

plush yew
#

Please welcome @grim silo to the community! :beers:

grim silo
#

Hello

plush yew
#

Please welcome @royal escarp to the community! :beers:

mortal grail
#

erm, the "create destrucible mesh" isnt showing up when i right click on static meshes in the file/contest browser?

#

content*

sharp crest
#

damt why is there no punching animation for the Unreal character lol

#

So many gun stuff anims but no even one punching anim xD

plush yew
#

Please welcome @ripe flax to the community! :beers:

plush yew
#

Please welcome @raven phoenix to the community! :beers:

plush yew
#

Please welcome @fading owl to the community! :beers:

#

Please welcome @zealous fern to the community! :beers:

#

Please welcome @plush yew to the community! :beers:

#

Please welcome @plush yew to the community! :beers:

#

this discord server is dead

#

Heya.

fading owl
#

how is this server dead?

zealous fern
#

^^ Same question lol

plush yew
#

Please welcome @plush yew to the community! :beers:

plush yew
#

Please welcome @plush yew to the community! :beers:

inner mountain
#

Hey everyone!

What are you using as a task-tracker/planning/roadmap tool for your game projects?

barren ferry
#

GitLab ๐Ÿ˜ƒ

whole quarry
#

A to-do list

inner mountain
#

@barren ferry using GitLab as a git hosting as well, but can't use Issues...

#

as for myself, using mind maps for both roadmap/planning and as a task tracker ๐Ÿ˜„

plush yew
#

Please welcome @graceful zephyr to the community! :beers:

vale halo
#

Hack 'n Plan works pretty nicely,but odin looks promising

graceful zephyr
#

Thanks!

vale halo
wet spire
south ridge
#

@inner mountain we use kanboard for tracking near-term tasks and stuff that has to be done in nearest time

wet spire
#

Oh, wait i found it, it was enabled. I am an idiot

south ridge
#

We also are working on a custom issue tracker for submitting bugs for our game (it will replace the kanboard for public bug submissions). We put long-term plans into memos and documents

vestal cloak
#

Is there a plugin that sets up cars?

sharp crest
#

There is no plugin for it because it's built it :p xD

#

You can use the vehicle template or the advanced vehicle template to see how it works and how to set it up @vestal cloak

vestal cloak
#

True

knotty pilot
#

Do you guys have any suggestions for game engines that are multiplayer friendly, work well with 2D games, and use lua? My brother and I tried making a game together using LOVE2D, but we couldn't get past the multiplayer problems.

safe rose
#

This is an Unreal Engine Server

glossy flame
#

And UE4 doesn't fit the good at 2D or lua parts

#

๐Ÿ˜‰

plush yew
#

Please welcome @leaden wigeon to the community! :beers:

knotty pilot
#

I didn't really have anywhere else to ask.

#

I figured at the least I'd get scolded and directed to a better Discord server for that question.

safe rose
#

@knotty pilot better is subjective

#

However...I am still confused how you got to this server

#

Anyway, GDL is your best bet

knotty pilot
#

I've been here for a while.

#

I've played with Unreal a bit.

#

I've been told in the past that using it for 2D games isn't the best.

final owl
#

yo

#

when is the next sale on marketplace

#

i want to buy stuff but everythings so expensive

fierce tulip
#

still cheaper than spending the time to make it all yourself :p

hard minnow
#

Hey, I've just finished epic's "introduction to blueprints" tutorial on youtube, as well as some other tutorials of the same level. What am I to do next? I can't find a proper tutorial for me to watch/read now since they all start from the beginning. Any suggestions?

astral pond
#

depends on what you have in your mind

#

set your own goals... like damn i want a cut scene with with this animations or something.. try somethings by yourself

sullen sonnet
#

Does anyone know how this technique is called, or how to do it where your fps camera shows an arm with a gun but if its from third person, it looks different? Pretty much every major fps games do this.
like it looks perfect in fps but in reality its much lower.

weary basalt
#

An viewmodel?

sullen sonnet
#

can't find anything with that name

grim ore
#

it might not have a name, that sounds like just a normal FPS camera setup with arms

#

similar to the default FPS template?

sullen sonnet
#

yes but what if im using third person template and i have the camera on the head. My character is holding a gun normally from a third person but i can't see it from the head camera. How do i do it so it looks from the head camera and from third person?

fossil ore
#

Out of blue, does anyone knows If its possible to limit ExponentialHeightFog to be only in one room?

ashen brook
#

yo, anyone know if there's something borked with custom anim notifies in 4.16?

#

added a custom notify to a few sequences but it's not showing up in my animBP

#

nvm... editor restart fixed it >_>

plush yew
#

Please welcome @plush yew to the community! :beers:

plush yew
#

Please welcome @lilac wraith to the community! :beers:

plush yew
#

Please welcome @naive remnant to the community! :beers:

knotty pilot
#

@safe rose
"[6:24 PM] VictorBurgos: Anyway, GDL is your best bet"
I can't find anything on this.

grim ore
#

Gdl?

maiden swift
#

@grim ore @knotty pilot He was referring to Game Developer's League, I think.

plush yew
#

Please welcome @quasi otter to the community! :beers:

fading owl
#

potato

brittle stream
#

Hey, is there anyone here who knows about packaging for Android devices?

#

And long time no speak ๐Ÿ˜…

#

Trying to package the UnrealMatch3 game for my Xiaomi Mi Mix Global version, apparently it's an ARM64 device. First time trying packaging for android (hence why I'm using Unrea Match).

plush yew
#

Please welcome @gentle ledge to the community! :beers:

past bloom
brittle stream
#

Why does it do what?

sharp crest
#

^

past bloom
#

Look the box collision on the right, it's a rectangle of the same size, and on the left it's a box in the middle of nowhere

brittle stream
#

Check if you have a box collision in your components tab, if not, try dragging it out into the level again. Also, it looks like you're selecting more than one object in the outliner, check to see there's not a box underneathe that you're selecting (that isn't part of the class editor).

past bloom
#

In fact, the whole platform is a BP Class and the obstacle is a Child Actor Component

#

The level is pretty much empty, with only this BP Class

brittle stream
#

Try checking both blueprints to see if they have a box that looks like it.

#

Or if you're creating it in the construction script.

past bloom
#

Oh okay, it was a Child actor component conflict

brittle stream
#

๐Ÿ˜„ Glad you solved it, all the best

past bloom
#

Thanks

wary wave
plush yew
#

Please welcome @narrow harness to the community! :beers:

paper kernel
#

@wary wave that's actually quite old bug

#

happens a lot with new functions you make

wary wave
#

:/

paper kernel
#

usually when you pull them on the graph before compiling

#

meanwhile, my UMG wrap box had one job

#

and it failed it

humble rivet
#

Is there a way to visualize a radius setup in BP ? Like pawnsensing ?

paper kernel
#

draw debug sphere/cylinder/circle

errant lintel
#

@wary wave, did you try to right click the node and click "Refresh Node" ?

wary wave
#

I didn't know that was a thing to be fair

#

however, I did just replace the functions

#

didn't take long

paper kernel
#

refresh node doesn't fix it

#

refresh fixes any input/output mismatches but you still get the compile error

#

๐Ÿ‘

plush yew
#

Please welcome @abstract narwhal to the community! :beers:

paper kernel
#

waow

#

LogBlueprintUserMessages: [TeamSelect_PlayerListWidget_C_2] X=-86331770649064767488.000 Y=0.000

#

now that is some UI transform

abstract narwhal
#

for when you want to draw your UI two continents east of the monitor's location

floral lion
#

anyone familiar with packaging ... ? UnrealBuildTool: ERROR: Non-editor build cannot depend on non-redistributable modules.

#

:x

upper heart
#

anyone have a lot of navmesh experience?

#

should it be generating the navmesh past walls? mine seems to be generating the navmesh on parts of meshes that aren't reachable

#

for example here

#

that area isn't reachable. it's behind walls

floral lion
#

@upper heart probably it is in the volume defining your navmesh

#

but it shouldn't matter - as there is no way for characters to go there - as there are no links / connections

upper heart
#

yes it is within the volume. can't really limit things from being in the volume very easily

#

just kind of weird that it doesn't check and see if it is reachable

#

yes i know but i use the navmesh for other things

#

like spawning pickups

floral lion
#

well how should it check that?

#

it can be either: outer one is valid and inner one is rubbish or vice versa

upper heart
#

start from a point on the map and check if it's reachable

#

but yeah it's not a problem for my ai

floral lion
#

And to test if it is reachable you do what?

upper heart
#

but i randomly spawn powerups on the map and am using navmesh for that. so i spawn them at reachable locations

floral lion
#

build a navmesh?

#

well - you can for sure exclude said area

#

for your spawns

#

like just doing what you said ...

#

testing if it is reachable

humble rivet
#

How do You connect a 'Branch' with 'Get ActorLocation' ? ??

floral lion
#

you don't

upper heart
#

sure, I can. thought navmesh could do it so was looking into that. i guess it doesn't know about reachability

floral lion
#

GetActorLocation is a pure node - no exec pin required

#

@upper heart it knows about reachability - but only after it is generated

humble rivet
#

I want to track the location of an actor that has a tag

floral lion
#

promote to variable (the output of GetActorLocation)

upper heart
#

@floral lion oh okay hm yeah i thought it must since there are Agent Height, Agent Radius, etc fields on it. GetRandomReachablePointInRadius was still giving me spawns on places like that tho

humble rivet
floral lion
#

@humble rivet yeah but you might get faster help in #blueprint

upper heart
#

@floral lion changing Agent Height recalculates the navmesh and I can see it changing my navmesh depending on it. For example, if I set it to a high value then the navmesh is no longer in this short tunnel of mine. So it is taking reachability into account in some fashion

floral lion
#

you could also place an obstactle there

upper heart
#

walls aren't obstacles?

#

ah you mean directly on the area where the navmesh is

#

yeah that won't help there are a lot of areas on some maps like that

#

i thought it walked the mesh with the "agent" while calculating

brittle stream
#

Does anyone know if Epic are planning to do livestream training on packaging?

humble rivet
#

@floral lion It doesn't work ๐Ÿ˜ฆ

upper heart
#

you don't have anything going into your exec pin of your branch

humble rivet
#

yep, what could I use as excute though? Event tick is used for the main part of the blueprint

upper heart
#

no idea what you are doing, just telling you why it isn't working lol

humble rivet
#

Basically I am trying to rotate .. toward the actor with the tag.

#

it is not a player and it should only rotate toward the actors with the given tag.

upper heart
#

tick could work, sometimes overkill but go for it

humble rivet
#

even with event tick it is not working :

floral lion
#

@upper heart actually walls are obstactles but for nav meshs it only cuts out the part where it intersects with the navmesh ๐Ÿ˜ƒ

upper heart
#

right, that's what I'm seeing

#

Draw Path Colliding Geometry on the RecastNavMesh is interesting

#

the way the path renders when i recalculate it's like it just goes right through the wall when it calculates

#

@floral lion so is GetRandomReachablePointInRadius supposed to about reachability? would that part of my navmesh that I took a screenshot of be "reachable" according ot it?

floral lion
#

Not so familiar with NavMeshs - already have hit my borders there

#

But I would say yes it is technically reachable and i don't know exactly about GetRandomReachablePointInRadius function args

upper heart
#

okay strange. i don't remember recast working like this when i used it in unity

heady bridge
#

Hey everyone, is 426mb size too big for a material?

#

or do I need to calm down a bit? lol

upper heart
#

one material? lol

heady bridge
#

Yeah lol

#

each map is 85.3MB

upper heart
#

what resolution is that?

heady bridge
#

8k, I was trying to make it as small as possible for 8k and get away with it, but I don't think it's possible without diminishing quality at this point lol

upper heart
#

lol

#

beast

errant lintel
#

@heady bridge, why you need 8k textures ?

austere yacht
#

Does the player character count as an actor?

glossy flame
#

I guess you could put it that way, yeah

#

A character is an actor

#

It's just a basic inheritance systemโ€”a character is a pawn, a pawn is an actor

austere yacht
#

Can several characters be made to do things at the same time? Or are pawns better suited for that?

glossy flame
#

Not really sure what you mean by that

#

It's a core principle of inheritance that any derived class can be used as a base class reference completely fine

#

So: anything that requires a pawn would be able to be fed a character reference

austere yacht
#

but not vice versa?

glossy flame
#

Correct

#

If something requires a character reference, it needs to be fed a character or a derived type of character

austere yacht
#

So for example in an rts. Im guessing each unit doesnt have to be a character since units dont require to know things like how to jump and so on?

#

Though the character class has collision and thats pretty handy

glossy flame
#

A character is a subclass of pawn that has a built-in capsule component and CharacterMovementComponent, so if that sounds like your units, you might want to think about using it

#

Realistically, you usually won't use all of a class' features when working in an engine with a set framework

heady bridge
#

@errant lintel I just wanted to see how crisp I could make the materials look lol

glossy flame
#

And in the same respect, a pawn is a subclass of actor that allows it to be 'controlled' by a controller, which are good built-in features for something a player uses as their 'player' in-game

austere yacht
#

So they are pretty close to each other.

plush yew
#

Please welcome @novel cobalt to the community! :beers:

austere yacht
#

Welcome!

So characters can be manipulated in ways such as several characters being selected at the same time and all getting an order to do things? It doesnt have to be a pawn for things like that?

glossy flame
#

I think you're still misunderstanding ๐Ÿ˜ƒ

#

A character is a pawn.

austere yacht
#

And a character is a pawn with more capabilities?

glossy flame
#

Correct.

#

So anything a pawn can do, a character can do

austere yacht
#

But not vice versa. How much more expensive are characters than pawns?

glossy flame
#

I couldn't tell you, to be honest

#

I know the CharacterMovementComponent isn't a super light component to run, especially if you have 10s of characters using it

#

But I can't give you exact numbers or anything like that

austere yacht
#

So even more so if you have 400 or 800 units at the same time?

glossy flame
#

Yeah.

#

Once you get to really large scales, even having that many actors can be problematic, especially if they're all ticking

#

You have to make use of clever techniques, like pooling or having a central manager that does most of the logic instead of having each individual unit doing it

#

That seems to go against rules of abstraction, but sometimes it's necessary for performance concerns

austere yacht
#

So like a hivemind for a group of pawns?

glossy flame
#

Yeah, but the units probably wouldn't actually be pawns at that point

#

I would suggest just seeing how things play out in terms of performance.

#

Doing too much initially when it might not even be a big issue isn't great

#

I'm not sure if it'll be an issue to worry about myself. I was just putting that out there as a potential concern for the future

austere yacht
#

No but its a very valid concern, thanks for voicing it. Honestly i dont know why im asking about questions so far ahead, still havent managed to understand the basics haha.

#

So say in the top-down template, you as the player control one character from above. But as soon as you want to control several, the player has to become something other than the character right?

glossy flame
#

You would probably have to write some custom controlling code, yeah

#

By default, UE4 gives you a controller that controls one pawn.

#

It's not like the only thing that a controller does is relay events to a pawn though, it has much bigger implications in the framework, especially in MP

austere yacht
#

Or else shenanigans like those in the dayz mod happen?

glossy flame
#

Not really sure what you're referring to :p

austere yacht
#

People could easily manipulate code and cheat whilst getting away with it basically. So a good place to for example do the blueprints for camera movement and unit selection would be in the controller-blueprint? Basically everything that each player will have access to.

south ridge
#

Also there is a problem in UE4

#

Updating transforms is conceptually invalid in UE4

#

When you move an actor, you're updating transforms of all its children components

#

Which is pretty bad. I have actors with hundreds of components... and it's a noticeable overhead even on a handful of them

austere yacht
#

So it becomes a question of how simple you can make the actors? What are transforms btw?

grim ore
#

The Location, Rotation, and Scale. The root thingy for most things that are present in a world

austere yacht
#

Oh right. So the more parts an actor has, the more updates per event happen?

pallid compass
#

modeling away in zbrush
suddenly turning smooth preview on mashing polyframe vanish

#

i am 100% done today

south ridge
#

Transform is a matrix of component to world transformation

#

It is required by the rendering engine to draw the component

#

Transforms are cached and only updated if the object moves... In our case, our objects always move and never rest

#

Our solution is going to be not updating transforms for objects, whose moving parent is not visible on the screen and they are out of range

#

Such objects will be added to a special list that is checked once in a while and updated when they suddenly DO satisfy the conditions

#

But I haven't started work on that yet

plush yew
#

Please welcome @somber crow to the community! :beers:

#

Please welcome @cerulean nova to the community! :beers:

cerulean nova
#

heya ๐Ÿ˜ƒ

#

Is there someone who may want to help me from time to time and i can ask some questions? ๐Ÿ˜ƒ

halcyon marsh
#

Hello everyone my friend did a game for android but the playstore accepte only app with 100 mb or less, anyone have a solution please : / ?

meager bridge
#

Make the game more extemce

plush yew
#

Please welcome @queen pawn to the community! :beers:

halcyon marsh
#

@meager bridge can you be more precise please ^^ ?

meager bridge
#

Add some new things

#

It's the best way to add more mb

halcyon marsh
#

i was thinking to create a downloader

plush yew
#

Please welcome @queen wolf to the community! :beers:

halcyon marsh
#

but i have no idea on how to code that ><

keen birch
#

I'm currently trying to figure out if it's possible in any way get the WorldAlignedTexture node working with channel-packed (MRA) textures - anyone have any idea on how to do it? WAT requires a T2D, and replacing the T2D with a texture sample in the function doesn't work as it uses the set-up shown in the picture below.

#

So far I can only come up with just copy-pasting the entire function into my material four times ๐Ÿ˜› (Not exactly desirable)

queen wolf
#

hey I need some help with this problem im having. After I release one of my movement keys my character still plays the animation for around 1 sec until completely stopping. Anyone know how to fix this problem?

plush yew
#

Please welcome @plush yew to the community! :beers:

brisk osprey
#

When unreal like just freezes

#

is it chance for it to come back ?

plush yew
#

Please welcome @rigid tundra to the community! :beers:

#

Please welcome @sharp fiber to the community! :beers:

sacred crater
#

I can't see stats of a material

#

anyone know why?

#

Okay randomly came back, nvm

plush yew
#

Please welcome @cloud nexus to the community! :beers:

cinder iron
#

@sacred crater are you on 4.17 preview?

plush yew
#

Please welcome @olive schooner to the community! :beers:

grave spruce
#

mixamo cant uploud models to the site

#

๐Ÿ˜ฆ

sullen sonnet
#

Does anyone know how to properly show your character holding a gun in FPS camera but with a third person template?

sullen sonnet
#

How do you register a level location for player death. For example if the player falls of the map and to register that?

glossy flame
#

I believe there's a kill volume by default

#

If you want more control over how it works, making a simple actor to do it would be pretty trivial

oblique sorrel
#

Having trouble building my game for release... I'm getting only one error:
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Stage Failed. Missing receipt 'OneGun.target'. Check that this target has been built.

sullen sonnet
#

can't i just set the location of the map where he reaches certain height he gets destroyed ?

#

@oblique sorrel build your game first fully and then try again

oblique sorrel
#

But I'll build the game and try again

sullen sonnet
#

in the build button on top, make sure you built everything

#

and the lighting to production quality

#

@glossy flame Are you able to help me?

oblique sorrel
#

Okay, so I built all levels, lighting with production quality, and I get the same error

plush yew
#

Please welcome @errant cedar to the community! :beers:

oblique sorrel
#

Guess I'll send people project files and instructions how to download Unreal and launch the game that way ยฏ_(ใƒ„)_/ยฏ

sullen sonnet
#

lol

#

it loses performance if you play through engine

glossy flame
#

@sullen sonnet if you mean like a step-by-step, not really, it should be a really simple thing if you just want to destroy the actor

#

Make an actor, add a collision volume, add an overlap event on that volume, destroy the actor (possibly checking if it's a player)

sullen sonnet
#

i somewhat figured it out, but now how do i check if it destroyed the player?

plush yew
#

Please welcome @feral vortex to the community! :beers:

feral vortex
#

Howdy, y'all

plush yew
#

Please welcome @tired quarry to the community! :beers:

tired quarry
#

\o/

sullen sonnet
#

damn wish this discord would be more helpful ๐Ÿ˜ฆ

feral vortex
#

@sullen sonnet Are you having a bad time with it?

sullen sonnet
#

well it's nice but there's nearly no one that can help

feral vortex
#

Dang, sorry to hear that. I'm a noob and need a lot of help myself, I was hoping this would be the place to meet up and chat about issues and whatnot

sullen sonnet
#

well good luck with it.

#

it's hard to get free help nowadays ๐Ÿ˜›

feral vortex
#

Thanks, and you as well

#

Have you tried reddit? Those dudes seem pretty active

glossy flame
#

Sorry man @sullen sonnet, I've been in and out tonight

sullen sonnet
#

@feral vortex i haven't but might have to try

glossy flame
#

What do you mean "how do I check if it's been destroyed"? If you destroy an actor, it's destroyed :p

sullen sonnet
#

@glossy flame and np

glossy flame
#

It might take a second to GC which you have no control over

oblique sorrel
#

This chat can be dead at times, yeah

#

Usually I just throw in a question once a day and wait if it catches anyone's attention

sullen sonnet
#

well im trying to respawn a player but i can't figure out how to trigger the respawn i setup.

polar hawk
#

Spent a lot of effort automating something I didn't want to do by hand. Now I can click one button and something that would have taken me forever is done in less than 30 seconds. Its something that only has to be done about once a month though....

#

I click the button, output looks good, and now go.. 'now what'

#

<_<

sullen sonnet
#

oook...

weary basalt
#

Did you finish your documentation tool @polar hawk

polar hawk
#

Pretty much

#

Now I have to write the actual documentation

#

And now I hate myself for how many functions I have

sullen sonnet
#

@feral vortex see what i mean lol

weary basalt
#

Now you need an tool that documents as you write stuff haha

polar hawk
#

I already had to write this window just so I could write my documentation

#

Its not pretty but its hella functional

sullen sonnet
#

can you @weary basalt or @polar hawk help me please?

polar hawk
#

Whats your question :p

weary basalt
#

Whats up

sullen sonnet
#

im trying to respawn a player but i can't figure out how to trigger the respawn i setup.

polar hawk
#

Alex Trebek: You must state your answer in the form of a question

weary basalt
#

๐Ÿ˜ƒ

#

Id suggest an keypress perhaps?

#

Your not giving us much to go off

sullen sonnet
#

The player enters killz volume

#

dies

#

but don't know how to trigger respawn when the character dies from killz volume.

polar hawk
#

What have you tried?

sullen sonnet
#

nothing cuz i don't know how to do it any way lol

oblique sorrel
#

Quick question: is the packaged build (file > package project > windows >64 bit) good enough to send to someone so they can play around and test it, or do I need to do something more?

sullen sonnet
#

@polar hawk

polar hawk
#

@oblique sorrel Should be good. Unless your target has never ever ran a game before

oblique sorrel
#

Cool, thanks

polar hawk
#

Then they're going to have to run the epic redist (basically installs directx and other nonsense)

oblique sorrel
#

Then I'll just zip it and send it

weary basalt
#

@sullen sonnet You can try and make an function call OnDestroyed Event that will end up respawning you character.

sullen sonnet
#

What do i add after the event

polar hawk
#

First result

sullen sonnet
#

ok but i don't want to press a key to kill the actor

polar hawk
#

You scrolled through without reading, aye?

sullen sonnet
#

no, i read the bluprints, i think i see it now though. Ill try this.

#

ty

plush yew
#

Please welcome @mighty sonnet to the community! :beers:

plush yew
#

Please welcome @distant marlin to the community! :beers:

sullen sonnet
#

it worked @polar hawk ty

tender sigil
#

Is there areason all my exports for the sqeunce come out choppy and at very low frame rates? I am running off the defualt settings at it takes 20-30mins for the 30s clip to render

waxen tiger
#

hey guys how do i move stuff between scenes, in unity i just drag anything in the project, it makes a prefab out of it, then i drop it in another scene - done, how do i do it in ue?

polar hawk
#

Cry

#

a lot

#

UE4 doesn't have a 1:1 for unity prefabs

#

You can use the merge actors tool and stuff but, its not the same workflow

waxen tiger
#

what is the workflow?

#

shouldnt it be like a very simple thing to do, serialize a blueprint as new object..

polar hawk
#

Thats what the merge actor tool does

#

However editing it after its been merged isn't as nice as Unity

waxen tiger
#

doc says it merges meshes

#

i simply need to "save" my character controller as it is right now setup in the scene

polar hawk
#

Yup, it merges meshes which is the only way to go from world placed collection of meshes to any form of prefab

#

Ah, if you're making changes to a blueprint in the world that you want to save to the blueprint defaults

waxen tiger
#

yeah as a new blueprin

polar hawk
#

Theres a button in the top right of the details pane that'll let you apply your changes

#

I don't know if there is a button to save changes as a new blueprint

#

Theres definitely one to apply as defaults to current blueprint

waxen tiger
#

thanks i can hack around by duping it before apply

#

as for meshes you can always make a new bp and dump your meshes in it

#

i would castrate for dumping meshes directly in the scene

#

btw do you know how the character controller is implemented in ue, in terms of like, in unity it uses physx cc, which doesnt even calculate slope

#

the slope is baked into surfaces on edit time, and then controller simply reads the underlying surface, and whats the worst - its a boolean state - can/cant walk

polar hawk
#

Its complex and theres a lot of things that go into it and basically no but yes

#

It doesn't do any form of slope baking

waxen tiger
#

thus in unity you get stuck on stairs, you jitter on sharp edges, you will hate your life calculating sliding direction when you have many collisions

plush yew
#

Please welcome @oak nymph to the community! :beers:

polar hawk
plush yew
#

Please welcome @drifting pebble to the community! :beers:

wary wave
#

spline meshes can't use material instance dynamic??

#

ah wait no, a node was connected in the wrong way, disregard xD

plush yew
#

if anybody wants to waste their time explaining some code comments, from the documentation, to me, I'd greatly appreciate it

wary wave
#

which code are you referring to?

#

if you post it here, someone may know

plush yew
#

it's this part of the "Components and Collision" guide

#

I'm not interested in actually following the guide I'm just referencing it

#

// Get (and then clear) the movement vector that we set in ACollidingPawn::Tick
FVector DesiredMovementThisFrame = ConsumeInputVector().GetClampedToMaxSize(1.0f) * DeltaTime * 150.0f;

#

but no movement vector was set in ACollidingPawn::Tick, and I don't know how it's clearing a specific movement vector based on that code