#ue4-general
1 messages ยท Page 94 of 1
but there's no guarantee your animation assets support such heavy blending, it might not look all that great
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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.
By "z rotation" I'm guessing you mean up and down rather than yaw?
Yea, essentially I have a joystick and you "grab" it so then it points towards your controller
however, I need it to not rotate by the yaw because that's not how joysticks work
imagine you grab a joystick with your hand
you can move your hand forward and back (pitch)
and left and right (roll)
you can't rotate it in your hand
(yaw)
Ah okay, I understand what you mean now
so I have it targeting the hand, that's easy. but I need to keep it from rotating in the yaw direction
@glossy flame any ideas?
hows the Linux UE4 client these days.
@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
yea and everything I search just comes up with actual controllers
Top of the day all ^_^
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?
64-bit is a low fraction of Steam users, and it probably has a very low overlap with VR
Yeah, my bad
Yeah, IIRC Oculus only supports 64-bit anyways, not sure about Vive
According to Steam, you can find around 4% of modern 32b Windows
Plus 0.8% of Windows XP no one should even target
Mac & Linux is larger than 32b at this point
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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
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hi
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?
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?
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And just found
Steamworks>Installation>Launch Options> "Launch SteamVR App"
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 ๐
@late sundial what game ?
Hangry Bunnies From Mars
Why ty ty ^_^
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
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Congrats @late sundial
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)
@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
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 ๐
It feels like a good sollid fun ride. To me at leat ๐ . The testers have had a ball too
What's your game about? Just in general words
"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!"
Cool
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
Nice!
I was about to ask, whats everyone else working on?
What kind of simulator?
A hardcore engineering train simulator ๐
We've got a full model of the train, every single component, all electric relays and so on physically simulated
And all the dynamics of motion, lots of infrastructure of the real metro
Holy frikin heck. That sounds awesome getting to build all the componants and bits and getting it all to work together
Well, you don't built the train, you operate it
But you can do all the engineering operations done IRL
We don't have a repair UI, but it's something we are thinking of adding. The physics engine supports it
Every single button, valve and switch, yes
Thats a pretty render
It's a screenshot ๐
It's a bit old too, from this spring. I've since updated the rendering tech for tunnels and stuff
Ours is a little less realistic lol
Still, that screenshot is already pretty up there. Cant waite to see what come sof it. Is there somewhere I can follow?
http://devblog.foxworks.cz/ this is probably a good spot
We're not quite full on public yet
It's extremely annoying, but I can't post everything we do to the dev blog ๐
What the XD holy what the flippin man, you were not kidding when you said ultra realistic
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
hahahah I know exactly how you feel
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
The next post will also be on a device in the train
Called a thyristor braking controller ๐
Man, you should be frikin proud, this is nuts, like next level attension to detail kinda on the edge of sanity lol
We have lots of engineering data on the trains and the system
And.. we're not bound by any NDA from any of the companies
Might want to possibley use it for a VR train operator simulator when its all said and done
VR trainer operator education I mean
Currently only 45 FPS mode, but it's mostly UE4 issues and not the actual game performance
oh oh sweet
We also do that yeah ๐
your already there then, nice
Industrial version of the sim is available
Good thinking though. VR as a education tool I think is gunna land some people some very nice contracts
And at the same time, get to work on cool train stuff, win win
Im off to more balancing. Good luck! Nice to meet yah though ^_^
See ya
I'm gonna go draw some schematics
We're an engineering company first and foremost
I have a (digital) stack of schematics I need to combine and redraw a nice schematic of our own to use for engineering purposes
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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?
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
@cloud latch You get your answer?
@safe rose To the tutorials setting? I haven't managed to find anything. Searching just leads me to lots of different tutorials ๐
sorry, MP?
marketplace
Marketplace
Were you wanting to use the in-editor tuts?
ahhhh okay - so it's about editor tool tutorials, rather than ingame runtime ones?
Also last time I checked the tutorial BPs are just plain sad to make
not sure why they want them for MP packs
@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.
god no
Aye, I don't think most people would consider using them for actual game builds
Thanks for the details, @safe rose and @worn granite
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howdy
any idea where i can find unrealpak.exe? it's not in my C:\Program Files\Epic Games dir at all
Well, I finally finished season 3 of Dragon Ball Z.
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@sage heath It should be in \Engine\Binaries\Win64\
Where do i create a animation for my image, i thought it was there and you could just click "add"
?????
nope
its a different panel
that it looks like you closed
get it back from the window thing in the navbar
hey guys say if I need to design a scene for a level, based off an actual place
if I need to redesign, should I lighting wise
take a few rendered shots of the place in a 3d software and make it into an enviromental map?
or should I go out to the place and take a few shots of the place and sew it into an environmental map?
what would be more accurate lighting wise?
hey everyone ! is there a way to display a custom engine name in the launcher instead of "Other" ?
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Hello
anyone wanna jump on voice?
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
mmm, no
you should probably just google something like 'game industry jobs'
As a rule of thumb, the game industry is really competitive and they are really few jobs compared to how many people want them
not to mention there are 100 better ways to make money
I don't know about "better" ways, but yeah, if money is a motivation, games are not how to get some
I made a money once
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
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.
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
well it needs to pay at least enough for people to live the lives they are comfortable with
in the long run at least
obviously
@paper kernel and that's actually problem with game industry
it's why peopl are really underpaid compared to other
but it's also an industry riddled with resume liars, so companies are bit scared to pay
not really, Id say this creative field is one of the areas where people really cant lie about their resumes.
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.
that, or you end up with need for speed game
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Hey Guys can you help me with this, please?
I doubt anyone can help with that
Since there is no error shown
@shrewd shuttle
Oh, offline already
ยฏ_(ใ)_/ยฏ
nah im back
Yeah there is no error here. Is this a C++ project ? Packaged game ?
This
Is "Dis" a community project or something?
No
You're not giving a lot of information to solve your issue
Im sure you can share more about the problem @shrewd shuttle
Thats no excuse..
aww
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?
Community project
Its a BP
And the error is in the build
The crash occurs when i start it up
Have you tried to run it in Editor as Stand-Alone?
no
Try it..
k
I just opened up the RiverMaker blueprint in the Kite demo to take a look
whoever made this should be beaten with a stick
you violent person
yea example projects aren't the most enjoyable to take apart
it looks like someone literally has thousands of monkeys in a room, and waits for them to accidentally push out functional blueprints
the nodes are vomited randomly into the event graph, and then connected up
they're everywhere, no organisation at all
post a screenshot mate, now you got me hooked
then dont peek into the materials, it's worse in N'th degree
in some cases there are totally redundant nodes
I'd post a screenshot but I've spent half an hour untangling it already
post a screenshot of the untangled network then ๐
uh-oh-spagheddii-oh
wow, cant even imagine how the initial version must have loooked like ๐ฎ
this also using a quintuple nested loop
I'm not sure how this BP ever worked
not without hitting the iteration limits
if you do the math real close, you might fall just under the max limit
whats the iteration limit?
the iteration limit is a built in check to prevent infinite loops, default is 1 million
uh higher than I thought
though it works on instruction counts, so a for loop is 4 instructions
(so 250,000 spins of a single for loop)
even 1 million causes a solid 10sec freeze on i7
so thats in one tick then?
seems to be function, so yes
now I can actually read it and work out what it's doing
@plush yew
this is the original:
https://snag.gy/98C3Ph.jpg
oh god it has a function
seriously, WTF
you know what, screw this, it isn't worth my time
That looks like bondage
bondage is a lot tight-ier. ๐
That just hurts to look at.
I'd want to spend a lot of time trying to clear that all up.
At least use local variables to store the inputs so that you don't have as many wires going around.
The Sun Temple demo is very well optimized, not sure about the Kite Demo though
it's pretty amazing that it's meant for mobile, yet it's so damn detailed
Kite demo needs a top end GPU and 24GB of memory to run at 30fps xD
Kite borders on unusable, even on a developer computer
It was never meant to be released to anyone
anyone experienced with blender to UE importing want to accept a small fee to fix this problem for me?
what problem
@half mango Whats the problem you're having?
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?
i'm probably just doing something really stupid, i would rather someone download my .blend and i send them money
and tell me what im doing wrong
yes
it's not
they still overlap
somehow
even basic objects
everyone said that to me but it's broken
will reinstalling UE help?
you want my .blend file? i will paypal you ยฃ5
No, i'm not at home now
world settings?
No, the Ligh settings of the light sources
i.e. Direction Light or w/e you're using as light sources
Can you post a screenshot of the problem?
Have you double checked the normals that they're facing the right direction?
It seems like there is an Ambient Occlusion texture added in the material
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Hi
Hi
hmm now my normals are beings trange
strange
they won't point either in or out
when flipping
i imported from sketchup first
into blender
coulkd that be a problem/
anyone know how to keep the proxy server turned off?
everytime i turn it off it keeps checking itself
@half mango It might help to only export the Selected Objects
@spice dust What are you talking about?
one at a time?
You can have multiple objects selected, it will import them as induvidial objects
wich makes the lightmaps go haywire
Under Connections the lan settings, the proxy thing keeps checking it self
lan settings?
pc
man this is insane
not unreal
i know]
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hey ๐
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I've got nothing. I have 0 ideas for a game right now. I need inspiration.
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.
Two hours of my life wasted:
https://www.youtube.com/watch?v=4AA4b9Ct8Vw&feature=youtu.be
what the actual?
LOL WHAT
I can't even
U got debug version of the engine built?
I would love to know wtf is causing that
sadly not
u tried standalone?
this is a level design tool
thats the second strangest thing iv ever seen in ue4
Nothing beats mine though
U ready for this
here
When ever i booted up my game
The music of the birds from the start kit level
Would start playing
(video above - scroll up)
Only on the first instance of the game
lol
random bird noises
from no where
checked reference viewer, nothing
made fresh level, gamemode, etc
everything
Still same thing
had to delete the starter content to make it go away
wat @wary wave hahahhaha
stop breaking the engineeee
hold on let me check it closer
sorry if u dont mind me asking ambershee
Where are you from
That youtube name
I know someone irl with similar name
I'm British but travel a lot
wth
Same
Well not the traveling
Any chance u been or around / from liverpool?
I used to live in Manchester
Ahh might just be similar named friend i knew awhile ago haha
@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)
but yes, depending on whether it's public or not, it breaks D:
check if you are using any negative scale value unintencionally
the values are '1' across the board (always manually defined) - what you're seeing is more or less impossible
or supposed to be anyway
check what is happening on spline 5
because the 4 first splines seem to be gucci
thats unconsistent
lol
splinepoints*
I'm just going to leave it public because it's a tool
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anyone else experienced with blender to UE importing and lightmaps? will give ยฃ15 for anyone to solve this problem
@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.
sry but i already asked it and nobody knows how lol
Just recently saw a really nice explanation of exactly this phenomenon https://www.youtube.com/watch?v=cVwFZEW3z3g
Well, try one more time. I'm sure lots of people didn't see your question ๐
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.
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
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
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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_(ใ)_/ยฏ
Ive never created a game. What is the process after you have the idea, mechanics come first right?
prototype
Mechanics usually, yes.
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
^
I would rather learn how to build it, its essentially programming without writing anything right?
Yes.
That's visual scripting, if irc
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.
Sort of, yeah.
anyone here used world machine before
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?
@plush yew yeah, extensively, what's the question?
@austere yacht more or less.
Some things that are done in older games are visual magic, etc.
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.
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.
Any series you recommend?
@grim ore has an awesome series HTF.
https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ
UE4 itself has its own series.
https://www.youtube.com/user/UnrealDevelopmentKit/playlists?shelf_id=17&view=50&sort=dd
@fierce tulip has awesome tutorials on VFX.
https://www.youtube.com/user/vladderbeest
Dean Ashford does some pretty neat BP and Mats.
https://www.youtube.com/channel/UCAaWnOJ4iFSQluBVNS2d-Ew
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
Thats reassuring, its only a matter of asking the right question then?
Yep.
ya be super specific, there's 0% chance you'll be first one to ask it
0.01%* ;P
@austere yacht I posted the youtubes for those people I mentioned.
Oh right, many thanks!
Also, for level design(I however, can't vouch for it, but I've seen them around.):
https://www.youtube.com/user/WorldofLevelDesign
I drink, eat and sleep level design and game environment art. My name is Alex Galuzin. I am the creator of World of Level Design.com I love level design and ...
Of course. We're here to help each other out. ๐
Yeah youve been helpful already so i have no doubts in that ๐
@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
How hard is it to find artists to make art for a game?
Free artists= hard.
Paid artists = easy
Also depends on what type of art.
2d? 3d? Meshes, Mats, Textures?
There's all types. ๐
Hmm. Converting 8-dimensional RTS units from 1998 into UE4 for example
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_(ใ)_/ยฏ
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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".
Not the best play to say it ๐
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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... ?
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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?
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Bug reports
Hey there
What are some good, up to date, alternatives to BLUI/RadiantUI?
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?
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@glacial pollen sorry ;l
why does UE4 hafve redirectors anyway? when I move something it creates a dangling redirector, how annoying
@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
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@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.
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@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
Random question guys, what theme would you perfer for a game? Scifi or Magic?
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@sharp crest I like both, so do both. ๐
@weary basalt Dont cheat, you gotta decide. xD
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..."
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)
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Yo!
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Someone help me please in the #animation
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Trying to mimic @ffejnosliw's @UnrealEngine BP+API ref. I can now export my BPs to @dokuwiki format. Still very much WIP. #gamedev #indiedev https://t.co/sZuy1jcNMy
has there been a smash clone made in ue4 yet?
next Smash game is by Ubisoft using UE4
lol
they should make it so you can have the Kart in Smash too
pfft
then I can toadie boost everyone to death ๐
@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
Download another version of the Engine, see if it has it as well.
No worries lol
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Is there a way to add Sockets in SkeletalMesh via C++?
Still need help at #animation
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For some reason, I cant put my finger on why PUBG's graphics look pretty bad
@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
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)
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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.
huh, suddenly Epic launcher and engine wants firewall permit
tencent bro 
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?)
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
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It's not bad with render targets ๐ค
but I can imagine it being super heavy
and not very scaleable
Yeah, that'h why i want to lean it ๐
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
Please welcome @keen frigate to the community! :beers:
yeah but why...
lazyness /s
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.
@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
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
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yeah. wouldn't be something like ren'py or nscripter better suited for a visual novel?
ue4 for a visual novel sounds funky
also total overkill (and if you plan on selling it, also most expensive option)
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Hello
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erm, the "create destrucible mesh" isnt showing up when i right click on static meshes in the file/contest browser?
content*
damt why is there no punching animation for the Unreal character lol
So many gun stuff anims but no even one punching anim xD
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Please welcome @plush yew to the community! :beers:
this discord server is dead
Heya.
how is this server dead?
^^ Same question lol
Please welcome @plush yew to the community! :beers:
Please welcome @plush yew to the community! :beers:
Hey everyone!
What are you using as a task-tracker/planning/roadmap tool for your game projects?
GitLab ๐
A to-do list
@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 ๐
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Hack 'n Plan works pretty nicely,but odin looks promising
Thanks!
Is anyone else having issues with Surface Snapping? I don't have it enabled, but UE4 seems to think I do. I have tried this https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwjd9LrD7sDVAhUn94MKHUFOC_0QFggmMAA&url=https%3A%2F%2Fanswers.unrealengine.com%2Fquestions%2F34054%2Fbsp-brushes-and-and-other-meshes-keep-snapping-to.html&usg=AFQjCNFCrFRFWDlLDPqLxm-KI_7pEvDFlg but that didn't help. I can't freely move anything in the level.
@inner mountain we use kanboard for tracking near-term tasks and stuff that has to be done in nearest time
Oh, wait i found it, it was enabled. I am an idiot
https://kanboard.net/ it's basically a trello thing that you host locally
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
Is there a plugin that sets up cars?
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
True
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.
This is an Unreal Engine Server
Please welcome @leaden wigeon to the community! :beers:
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.
@knotty pilot better is subjective
However...I am still confused how you got to this server
Anyway, GDL is your best bet
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.
yo
when is the next sale on marketplace
i want to buy stuff but everythings so expensive
still cheaper than spending the time to make it all yourself :p
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?
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
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.
An viewmodel?
can't find anything with that name
it might not have a name, that sounds like just a normal FPS camera setup with arms
similar to the default FPS template?
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?
Out of blue, does anyone knows If its possible to limit ExponentialHeightFog to be only in one room?
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 >_>
Please welcome @plush yew to the community! :beers:
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@safe rose
"[6:24 PM] VictorBurgos: Anyway, GDL is your best bet"
I can't find anything on this.
Gdl?
@grim ore @knotty pilot He was referring to Game Developer's League, I think.
We set out with a goal to create a community built for game developers by game developers.
Join the Discord - http://discord.gg/gamedev
887
1353
Please welcome @quasi otter to the community! :beers:
potato
Hey, is there anyone here who knows about packaging for Android devices?
And long time no speak ๐
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).
Please welcome @gentle ledge to the community! :beers:
On the left is the level editor, and on the right is the BP Class Editor. Why does it do that ?
https://cdn.discordapp.com/attachments/221798862938046464/343739669806186496/unknown.png
Why does it do what?
^
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
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).
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
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.
๐ Glad you solved it, all the best
Thanks
there is something really wrong with blueprints in 4.16:
https://snag.gy/Y1FE26.jpg
couple that with this gem from Friday:
https://www.youtube.com/watch?v=4AA4b9Ct8Vw
Please welcome @narrow harness to the community! :beers:
:/
usually when you pull them on the graph before compiling
meanwhile, my UMG wrap box had one job
and it failed it
Is there a way to visualize a radius setup in BP ? Like pawnsensing ?
draw debug sphere/cylinder/circle
@wary wave, did you try to right click the node and click "Refresh Node" ?
I didn't know that was a thing to be fair
however, I did just replace the functions
didn't take long
refresh node doesn't fix it
refresh fixes any input/output mismatches but you still get the compile error
๐
Please welcome @abstract narwhal to the community! :beers:
waow
LogBlueprintUserMessages: [TeamSelect_PlayerListWidget_C_2] X=-86331770649064767488.000 Y=0.000
now that is some UI transform
for when you want to draw your UI two continents east of the monitor's location
anyone familiar with packaging ... ? UnrealBuildTool: ERROR: Non-editor build cannot depend on non-redistributable modules.
:x
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
@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
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
well how should it check that?
it can be either: outer one is valid and inner one is rubbish or vice versa
start from a point on the map and check if it's reachable
but yeah it's not a problem for my ai
And to test if it is reachable you do what?
but i randomly spawn powerups on the map and am using navmesh for that. so i spawn them at reachable locations
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
How do You connect a 'Branch' with 'Get ActorLocation' ? ??
you don't
sure, I can. thought navmesh could do it so was looking into that. i guess it doesn't know about reachability
GetActorLocation is a pure node - no exec pin required
@upper heart it knows about reachability - but only after it is generated
I want to track the location of an actor that has a tag
promote to variable (the output of GetActorLocation)
@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
Like this?
@humble rivet yeah but you might get faster help in #blueprint
@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
you could also place an obstactle there
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
Does anyone know if Epic are planning to do livestream training on packaging?
@floral lion It doesn't work ๐ฆ
you don't have anything going into your exec pin of your branch
yep, what could I use as excute though? Event tick is used for the main part of the blueprint
no idea what you are doing, just telling you why it isn't working lol
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.
tick could work, sometimes overkill but go for it
even with event tick it is not working :
@upper heart actually walls are obstactles but for nav meshs it only cuts out the part where it intersects with the navmesh ๐
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?
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
okay strange. i don't remember recast working like this when i used it in unity
Hey everyone, is 426mb size too big for a material?
or do I need to calm down a bit? lol
one material? lol
what resolution is that?
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
@heady bridge, why you need 8k textures ?
Does the player character count as an actor?
I guess you could put it that way, yeah
A character is an actor
It's just a basic inheritance systemโa character is a pawn, a pawn is an actor
Can several characters be made to do things at the same time? Or are pawns better suited for that?
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
but not vice versa?
Correct
If something requires a character reference, it needs to be fed a character or a derived type of character
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
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
@errant lintel I just wanted to see how crisp I could make the materials look lol
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
So they are pretty close to each other.
Please welcome @novel cobalt to the community! :beers:
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?
And a character is a pawn with more capabilities?
But not vice versa. How much more expensive are characters than pawns?
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
So even more so if you have 400 or 800 units at the same time?
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
So like a hivemind for a group of pawns?
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
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?
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
Or else shenanigans like those in the dayz mod happen?
Not really sure what you're referring to :p
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.
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
So it becomes a question of how simple you can make the actors? What are transforms btw?
The Location, Rotation, and Scale. The root thingy for most things that are present in a world
Oh right. So the more parts an actor has, the more updates per event happen?
modeling away in zbrush
suddenly turning smooth preview on mashing polyframe vanish
i am 100% done today
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
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heya ๐
Is there someone who may want to help me from time to time and i can ask some questions? ๐
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 : / ?
Make the game more extemce
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@meager bridge can you be more precise please ^^ ?
i was thinking to create a downloader
Please welcome @queen wolf to the community! :beers:
but i have no idea on how to code that ><
Just dropping this here as well as #graphics
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 ๐ (Not exactly desirable)
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?
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@sacred crater are you on 4.17 preview?
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Does anyone know how to properly show your character holding a gun in FPS camera but with a third person template?
How do you register a level location for player death. For example if the player falls of the map and to register that?
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
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.
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
I've been following this guide: https://docs.unrealengine.com/latest/INT/Engine/Deployment/Releasing/
Creating a release versioned project with cooked content for distribution.
But I'll build the game and try again
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?
Okay, so I built all levels, lighting with production quality, and I get the same error
Please welcome @errant cedar to the community! :beers:
Guess I'll send people project files and instructions how to download Unreal and launch the game that way ยฏ_(ใ)_/ยฏ
@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)
i somewhat figured it out, but now how do i check if it destroyed the player?
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Howdy, y'all
Please welcome @tired quarry to the community! :beers:
\o/
damn wish this discord would be more helpful ๐ฆ
@sullen sonnet Are you having a bad time with it?
well it's nice but there's nearly no one that can help
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
Sorry man @sullen sonnet, I've been in and out tonight
@feral vortex i haven't but might have to try
What do you mean "how do I check if it's been destroyed"? If you destroy an actor, it's destroyed :p
@glossy flame and np
It might take a second to GC which you have no control over
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
well im trying to respawn a player but i can't figure out how to trigger the respawn i setup.
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'
<_<
oook...
Did you finish your documentation tool @polar hawk
Pretty much
Now I have to write the actual documentation
And now I hate myself for how many functions I have
@feral vortex see what i mean lol
Now you need an tool that documents as you write stuff haha
I already had to write this window just so I could write my documentation
Its not pretty but its hella functional
can you @weary basalt or @polar hawk help me please?
Whats your question :p
Whats up
im trying to respawn a player but i can't figure out how to trigger the respawn i setup.
Alex Trebek: You must state your answer in the form of a question
The player enters killz volume
dies
but don't know how to trigger respawn when the character dies from killz volume.
What have you tried?
nothing cuz i don't know how to do it any way lol
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?
@polar hawk
@oblique sorrel Should be good. Unless your target has never ever ran a game before
Cool, thanks
Then they're going to have to run the epic redist (basically installs directx and other nonsense)
Then I'll just zip it and send it
@sullen sonnet You can try and make an function call OnDestroyed Event that will end up respawning you character.
What do i add after the event
ok but i don't want to press a key to kill the actor
You scrolled through without reading, aye?
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it worked @polar hawk ty
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
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?
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
what is the workflow?
shouldnt it be like a very simple thing to do, serialize a blueprint as new object..
Thats what the merge actor tool does
However editing it after its been merged isn't as nice as Unity
doc says it merges meshes
i simply need to "save" my character controller as it is right now setup in the scene
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
yeah as a new blueprin
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
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
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
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
Please welcome @oak nymph to the community! :beers:
My custom @UnrealEngine Blueprint -> Documentation tool #wip: Tool to make editing tooltips easier + @doxygen + @dokuwiki export. #gamedev https://t.co/tciIWqvwoT
Please welcome @drifting pebble to the community! :beers:
spline meshes can't use material instance dynamic??
ah wait no, a node was connected in the wrong way, disregard xD
if anybody wants to waste their time explaining some code comments, from the documentation, to me, I'd greatly appreciate it
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
