#ue4-general
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@north fractal There is a particular way of importing the animations
I've done retargeting before, but I need to relearn how to do it, because it's been a while
Retargeting is a big job . My previous workflow was to either use Mixamo's skeleton for mixamo animations so that I wouldn't need to retarget animations
or just use UE4 mannequin skeleton
but now I have the Mixamo plugin sold on the marketplace
which does the retargeting for you
There is documentation on Unreal Wiki on retargeting but it takes a lot of fiddling to get exactly right
Does the Mixamo plugin work on Linux?
There is only really two issues with retargetting mixamo anims. 1. the mixamo skeleton doesn't use a root bone. it uses the hip bone as the root and UE has an explicit root bone. 2. Mixamo has extra finger anims stuff that you don't need
but there is a Blender plugin that will build the root bone for you and export it ready for UE4, then you are good to go
looks like no Linux support...bummer
@kindred viper So I can import the FBX into Blender, run it through a plugin, and export as UE4 friendly?
yes
great! hopefully that has Linux support too. What's the name of the plugin?
ill just have a look
anyone? ๐ฆ
This is the python script for Mixamo to convert to UE4 and support root animations.
@north fractal
Thanks. I hope there's a readme in there for setup, hehe
there is. it also deals with bulk anims
I used it the other day and it worked perfectly
it does need the latest blender version though
is the latest version 2.78c?
Please welcome @marble halo to the community! :beers:
would there be a kind and borred soul that would guide me on how to get an .unr to ut4 editor?
Apparently windows 10 creator update changes your computer's signature, according to remote desktop
mixamo animations feel like uncleaned mocap might just be the free ones
I know you can't resell mixamo animations but can you redistribute them freely?
Or can you not redistribute regardless
@kindred viper Would you mind if we have a quick private chat about using this plugin? I've got it installed, but Blender isn't my forte.
it's actually pretty easy to fudge animations into what you want if you have an idle, walk, and run
I'm trying to get some decent weapon strafe animations, and the animation starter pack doesn't cover my needs
though you can't easily do strafe
haha, exactly
like strafe strafe?
that starter pack should probably be mroe robust, given how many video games need things like strafing animations
or just sideways running
strafe strafe
ah why so?
sideways running looks fine in most cases
then you apply your aimmatrix with a world space blend
It's not quite what I'm going for. Don't know how else to put that.
Down the road, I may have an artist, and I may get more specific custom animations, but I want to have an approximation of what I have in mind in the meantime.
like tf2 uses it
also, the anim starter pack only has running in one direction and running backwards in the other direction...like you can run left or run backwards while facing left. It was an odd decision, and it's not working for me.
ah
you could fudge the running which I've done a bit of, but it'd require some knowledge of 3D modelling
also ikchain abuse
I've actually done a shitton with aimmatrixes and animation despite being awful at actually animating
Aimmatrixes are annoying af in UE4
I need to see if I can abuse ik and make strafe animations from running forward
Is this normal? https://gyazo.com/b0a6b4bd27b61bfdc851223fd207bf9f
yes
yeah that's normal
use half values to smooth things
or increase the density of the mesh
thanks
Please welcome @bitter seal to the community! :beers:
Please welcome @warped grotto to the community! :beers:
Hello
Please welcome @nocturne tiger to the community! :beers:
rip UE4
So I'm trying to rename the project but I keep getting an ENUM error. Is there any way to figure out what is causing this?
I can open the project but if I try to open any of the assets, the engine crashes
Please welcome @hallow hamlet to the community! :beers:
Does anyone in here have a n experience with outlines? I have several questions. Please PM me, Its kinda important
Please welcome @cyan robin to the community! :beers:
Hey all
yo
Please welcome @opal wadi to the community! :beers:
How do I fix this being super dark?
fixing the shadows created from the grass
Please welcome @open vessel to the community! :beers:
yeah that fixed it thankls
Widget Slot positions seem like finnicky little things don't they.
Please welcome @still basalt to the community! :beers:
Please welcome @livid tendon to the community! :beers:
Please welcome @dark bronze to the community! :beers:
Please welcome @plush yew to the community! :beers:
Please welcome @rigid saffron to the community! :beers:
Please welcome @compact flame to the community! :beers:
Please welcome @mint heart to the community! :beers:
anyone working on linux around here?
Could anyone be fucked teaching me proper source control with git**
brother?
dance
I have a good restaurant for that
jfc
Please welcome @vivid canyon to the community! :beers:
Tip: Do not develop anything in VR where you fly
@sacred crater https://www.youtube.com/watch?v=56zpVsJvI8M
Well, not saying it because it would be bad games but you def should have a strong stomach for it during dev time
nah, its not as bad as PSVR development
i got myself sick to death the day before sending DWVR for review, as i was testing everything one last time just to be sure
PSVR makes you a lot sicker
and i was testing stuff like smooth movement and playing DWVR with only a ps4 controller
PSVR is not enjoyful, imo
Gamemania below me has it but It didn't speak to me the way vive does
at least ue4 does al that stuff quite well
Please welcome @reef heath to the community! :beers:
lol, for vr jobs one should prove his stomach in a roller-coaster
or there should be a dedicated vr app to test it in 5 min, can be used for the interview
Quick question, I just created my first tutorial, and I'd like to know how I did, not sure where to post it, or if its appropriate to post that here. Anyone know what to do?
xD Alright
Lets do this. https://youtu.be/pwtKcDA-RTI I'd love to hear everyones thoughts, see how I did, all that.
This is my solution for scripting nice feeling Jet like movement in Unreal Engine 4.
I'll check it out when I get home in like 30m for sure ๐
Ayyyyyy its you @grim ore. Your data driven hotbar tutorial has helped me so many times.
yay! good to hear ๐
OH!
someone teach me source control and i can teach u some AbilitySystem or something if u want ๐
I've seen your tutorials before, didn't even know it.
@pallid compass What exactly would you like to know?
Anyone may suggest me a way to downgrade the API level from the last one to the 20? im not quite sure about what to do
Well im yet to find a detailed guide too setting up git source control with full file support, and general understanding
Hmm, I've never set up a git myself, just used it once its up. I'll ask one of my friends
Please welcome @covert matrix to the community! :beers:
@foggy raft Watched the video, no real problems with it that I could see. Was able to understand and follow what was going on and the audio/video was good. Suggestions I would have depending on what you wanted your goal to be would be to actually show what you are doing when you do it. You let them know a few times "this will do this" or "we can adjust this to get this effect" but never showed them. Showing them what would happen right then once you implement the code is useful as they don't have to wonder what you are doing since you show them the end result of that code immediately.
@grim ore That sounds like a good idea, I'll make sure to show exactly what things are doing, thanks!
Please welcome @main goblet to the community! :beers:
Anyone know how to remove the "Plugin ___ was designed for another version of the engine. Do you want to load it anyways?" thing?
Anyone with their UWorld* AActor::GetWorld() const not working in 4.16.3? I'm stuck trying to figure out why UWorld isn't declared, or why peeking GetWorld()'s definition points me to three different files, none of them being Actor.h as in the UE docs.
Didn't know what section this would best fit in but when working with the sequencer in a game, I'm just trying to record clips of the environment. I don't want to simulate an actual play session with ui and spawned characters. Does anyone know how to play and have it only play and record the sequence? Everytime I try to record it throws up the ui
@plush yew you're going to have to describe 'not working' a little more :p
If you're on 4.15+, which you are, IWYU is enabled by default, to where you have to manually include most types
Well I needed to include "Engine/World.h" apparently
Yep, that's the one ๐
IWYU yay
You can disable it if you'd like, but I think the benefits are worth it
I went for it the moment it got default
Thanks!
Please welcome @broken sleet to the community! :beers:
Is Unreal Answers down?
Seems to be fine on my end
It loading to a white page for me. :/
Turns out an addon was being stupid and messing with the page. (Not adblock either, which is odd.)
Anyone know of a fix for this?
Is it associated with the same engine version in its .uplugin?
looks like the plugin you are using use is not compiled for the engine version you use? never had such issues tho...
Please welcome @clever blaze to the community! :beers:
What's the best approach to getting started with UE4? I have 1-2 years of experience with C++ and have now gotten comfortable with UE's user interface
if your going to use C++, go thru the https://docs.unrealengine.com/latest/INT/Programming/Introduction/index.html stuff and the other 4 it links to. do the battery C++ video series on the YouTube channel. then pick a topic and dive in
Introductory guide for C++ programmers new to Unreal Engine
Okay, thank you.
hey folks, can y'all do me a solid and vote for Broad Strokes here? http://gaamshow.com/poll/indievoting/
oh and hey
apparently someone solved P vs. NP
can't pretend to understand that but hey
My therapist is telling me I probably won't be able to get a job programming if I don't have a bachelor's degree.
Even if I know how to program in Unreal.
Hey, does anyone have any idea of which font was used in FFXII, or a similiar one? http://vignette4.wikia.nocookie.net/finalfantasy/images/f/fd/Zodiac-spear-stats-ffxii.jpg/revision/latest?cb=20121022015834
they have their own font-person afaik
yup. makes sense to have your own "guy" working on stuff like fonts etc at that scale.
Please welcome @patent latch to the community! :beers:
Please welcome @grand sentinel to the community! :beers:
People are awesome!
https://i.imgur.com/HNHqTN5.png
Ask a programmer to make a map for free, and tell them that you spent all the money on code. โค
made my day ๐
lol
Where do these guys take my email address btw?
Seeing that he tags himself as a programmer...
I guess he spent his entire budget paying himself for his freelancing services
#taxfraud
Blueprints. Not even C++.
Please welcome @waxen heart to the community! :beers:
Hello i am having problem with shadow/lighting i added light map resolution of this static mesh and played with other light settings but i am always having this bad shadow :/
On a scale of 1-10, how hard would FFXII be to make and why?
how do i make a noncolliding mesh or texture for a certain actor but not others
@halcyon marsh I'm assuming that is glass in the wall. Is the wall and "glass" two seperate meshes? If so, it could be Z-fighting between the two meshes.
No AO maps?
Did you change the lightmap density settings?
Which UE4 version are you using?
4.16.3
I'm on 4.15, so I can't say if it is a bug or something. I'm just a user myself. Going to look into this, so give me a few minutes. Must be some setting somewhere. Would be good to know how to fix if I run into it as well.
yes this is the first time i face this problem ๐ก
Did you change the lightmap resolution on the meshes itself? Under the Static mesh settings.
yes i changed it
They show your problem in that link I posted. Look for the title "Shadow Seams/Shading Differences with Indirect Lighting".
Below it is also another related to overlapping UV's, it could be that your meshes have it.
Oh lol :/
I never use default stuff, so I'm not sure what the setup is like with that. So is that wall with the glass also made up of UE cubes?
I use blender. You can send me the blend file, if you want, then I'll take a look at it.
Nothing wrong with your UV's
Would maybe add some more padding.
Definitely something with UE4's settings.
Anybody have experience with slicing RuntimeMeshComponent? im getting a weird effect where essentially only one side is cut, so if i have a sphere and cut it in half, i now have a sphere and a half sphere, instead of two half spheres. my setup is working fine with ProceduralMeshComponent, but not with RuntimeMeshComponent ๐ฆ
It could also be the glass shaders refraction
@halcyon marsh Does it look a lot better with static lighting scale at 0.1?
i am using the cube from ue4 x) it doesnt have a glass
"static lighting scale at 0.1" ?
Please welcome @sour citrus to the community! :beers:
I think it's in world settings, lightmass
i played with that also
I also think it lightmass.
really x) ?
@severe mirage 10, because it's a massive AAA game that took hundreds of people to produce with a multi million dollar budget.
@halcyon marsh Could you send screenshots of your world settings and lighting info settings under the build options?
i am changing it right now x)
i will do the same setting as the website you gave me
then show you if there is a difference
Cool, hope it works.
Try 1.0/5/1.0/1.0 for the first four
Sometimes we get weird issues where multiple static meshes next to eachother cause weird shadow problems across mesh edges and this shows one way to fix that...
3 minutes... what's he say?
changing the static lighting level scale value
to 0.1
it doesnt work for me
it fixed a little bit of issue
Please welcome @narrow warren to the community! :beers:
but same problem ><
What's it look like now?
What is the lightmap resolution on the mesh itself? Overriden light map resolution under lighting on the mesh
Either those are very small cubes or it's something awfully exotic.
i put a lof them x)
to see if i could fix them all
@plush yew same result
maybe a small difference but still ugly x)
and the comments in youtube and in the forums doesnt help that much ><
It's very weird, I'm trying different settings and trying yours as well and not getting these issues.
12 cubes, some meshes.
the only thing that fix the problem is only to make the cube stationary or movement
๐ข
Does it happen with planes as well? There are some plane meshes in engine content.
guess what
i tried with 1200 cubes
mission impossible
i will test that with my wall
ok same problem
<
I think your wall would be fine with static lighting scale at 0.1, and if it has no 'bottom' face. Alternately, you can add some more geometry to hide the disjunction, or merge them all into a single mesh.
i am at 0.1
and it does fix nothing
Hello @grim ore i have the same problem as your video "HTF do I? Fix weird banding issues in shadows on meshes" and even changing static lighting level scale at 0.1 did not resolve the issue :/
Damn. I guess the biggest question is are your uv's on The mesh lined up to your 0..1 grid and do you have it all unwrapped in one part or is there a seam on that edge? Maybe unwrap it differently.
as i said before i tried with 6 different static meshs
but always the same problem
@grim ore I looked at his mesh, his UV's are fine on the model side. It's something with UE4's settings
Are there any good tutorials out there on things screen geometry things? It tends to come up a lot in specific videos but I'm lookign for some help with it in widgets UI.
I want the same system like the one of this level:
https://www.youtube.com/watch?v=MvpnrjW5g3k
It must be 100% similar + a functional main menu + credits section (with my name: COLIN SEGIETH; and the name LUKAS CONNOR), a pause menu and a climbing system (you can climb walls like Spiderman).
After you finished the game, I want the source files, than I`ll pay you. If you agree, I will pay you the doubled price. If you disagree, please forget this job post.
About me:
- I don
t mistrust the developers here on Upwork, but I dont like to pay via Upwork. Because of that, I pay via P A Y P A L, AFTER I`ve got the source files. - If a developer wants more money, he can get it. But that`s a favor, so I want a favor too.
- I
m not your real client, its a man named Lukas Connor. I`m just his assistant, so please feel free to ask me about him and his plans for the game.
you were right @keen birch
he was indeed doing some upwork stuff
" I dont mistrust the developers here on Upwork, but I dont like to pay via Upwork. Because of that, I pay via P A Y P A L, AFTER I`ve got the source files."
that is just lol
and he actually made 3 other posts with similar requirements
I have a lot of these and a lot more to do that register impacts and spawn emitters, sounds, etc.
Is there a way to do all of this inside of a function or something
So that I can just call it on a line trace hit break
Or do I have to have it all laid out in the event graph like this?
Please welcome @marble salmon to the community! :beers:
Told my friend about UE4 and he was going to pirate it
thought that was funny
Please welcome @whole acorn to the community! :beers:
@plush yew can you go to your friends house physically in the near future?
nope
Aww, was going to tell you to tell him 'sure, get the 4.9 verstion' and then go over to his house and download it from the launcher in front of him.
after he downloaded and set up the pirated version.
Please welcome @dry lichen to the community! :beers:
So when are we getting the Unreal remake?
Please welcome @pastel prairie to the community! :beers:
Please welcome @plush yew to the community! :beers:
Please welcome @gilded silo to the community! :beers:
can i get someone to look at https://answers.unrealengine.com/questions/688112/ue417-will-not-compile-with-new-153-update.html ?
Anyone here use decals before?
Please welcome @high echo to the community! :beers:
Please welcome @tawny cargo to the community! :beers:
can anyone forsee any problems with making my map tiles 1km wide, so a 300x300 map would be 300 million units wide? bigger numbers arent really a problem right?
Make a map that big
Place a bunch of assets on the fringe of the map
And a player start
Hit play
See if wierd things happen
If they don't, you're fine
If they do, thats why you don't
There is a limit that if exceeded, weird things will happen
Due to float precision issues
I have no idea what that limit is
Last I heard it was something like 20km. However, they've since added some kind of large scale map system with origin rebasing or something, which could probably circumvent the limit for single player.
Aye
I bought a book about Learning C++ with Unreal 4 and they always refer C++ programming as "Scripting" is there a reason behind this ?
that was my guess too
I'm guessing the publisher is Packt
they love to shovel out terrible books written by anybody they can sucker into a royalty contract
I thought I made a good deal with those books :/
I think I know why they refer it as scripting, they use mainly blueprints in this C++ books and C++ is just a thing to write quick classes and structs to integrate in your blueprints
so essentially it doesn't have anything much to do with programming in C++ at all?
seems like but I just read like 2 pages
(it's not a bad workflow to define things natively, mind)
why would it be an issue to call it scripting? its just semantics
native code is never scripting (it's not semantics)
scripting is usally refered as line by line interpreting a code, f.e. php or python
there is some grey area between scripting and programming, but there's little doubt that C++ is firmly in the realms of a programming language, even when managed
programming is usually compiling into machine code or sth else binaries or whatever
Do anyone got a turtorial on trueSky, i can't get it to work ๐ฆ
haha
@wary wave so I skipped through the book and it seems like its not that bad, it shows how to do stuff in C++ like creating movable characters etc and then programming those and if you want they show you how to use these C++ files in your Blueprints
I tried, and still, I get a black sky.
@viscid totem - fair
the whole "education" scheme around UE 4 seems crazy
loads of expensive courses and such
most of which seem to just say what official docs say
thats becouse people are idiots and want everything from a book
docs + examples are fine
you dont really need a book or a course
I mean I paid 12 bucks for 8 books, even if they are mostly not good, I still had a good deal
digital books from humble bundle
sadly not with pdfs :/
dang
Please welcome @reef magnet to the community! :beers:
hello ?
hello
i need help with something..
what is something?
well, theres this spline video the guys at Unreal made
and they made a continuous track
i just need to tweak it so its just a line
and it doeesnt loop back on itself
In this Livestream Tutorial we'll show how to use both Spline and Spline Mesh Components to construct an easy-to-use racetrack generator tool in UE4. Viewers...
and i dont know what exactly i must modify, for i am a noob
I haven't seen that video, so I can't help you right now. Try to ask your question at the blueprint insted.
okay. thanks
ey all
Anybody have experience with slicing RuntimeMeshComponent? im getting a weird effect where essentially only one side is cut, so if i have a sphere and cut it in half, i now have a sphere and a half sphere, instead of two half spheres. my setup is working fine with ProceduralMeshComponent, but not with RuntimeMeshComponent ๐ฆ
I guess i could 'fix' my issue by doing two "slices", one with an opposite direction plane and not keeping the other half, but that seems to very much defeat the purpose of swapping out ProceduralMeshComponent to RuntimeMeshComponent (the reason for the swap is performance, and i highly doubt doing 2 "slices", even if its more performant, will get me better performance then the single slice that ProceduralMeshComponent needs)
@lean fog unless im mistaken, your the guy behind RMC correct? ๐ once your online, i would love if you could shed a light on the above (or, if this vanishes down the discord drain, just pm me and ill repeat the issue there)
Please welcome @empty pulsar to the community! :beers:
Hi Everyone,
I have a game and i wanted to view it from different angles on different resolutions what would be the best corse of action making multiplayer game with different logic for player one and two or to use slate and write a logic for rendering second camera in different window
i used this plugin
https://github.com/chaosgrid/ExtraCamWindow
but its really glitchy
any suggestions
What is A DataAsset? What's the purpose of these?
@Raildex It's a way to make custom asset types without having to create an object factory. They're great for storing simple data because you don't have to spawn or instantiate them (or dig up a CDO from a class) to get at their data - you can just pass around a pointer like you would a Texture2D. If you've used Unity before, they're like ScriptableObjects.
@reef magnet this may help: https://forums.unrealengine.com/showthread.php?118071-Spline-mesh-spline-mesh-component
@fallow garden this is how i test my mp features: https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/Networking/TestMultiplayer/
@sudden agate DataAssets are, as the name suggests, to store data in, they're specific though, like you'd use a TireDataAsset for a vehicle, a BlackBoard DataAsset for behaviour trees, etc | edit; bscly what willrmiller said*
Demonstrates how you can set up the Unreal Editor for testing multiplayer games.
he went offline tho so theres no use answering ๐ - wait, discord is bugged, hes showing as offline but is online?!
'update' about my issue, reached out too @lean fog over PM with some more details n stuff, but if anybody else knows about slicing RMC i'd love to chat
@nocturne tiger Whats the difference between a simple struct?
the way i understand it its like a predefined struct
Structs aren't assets. While you can make a struct definition in the editor, you can't make an instance of it with data in it unless that struct is part of another class. Structs are also pass-by-copy, as opposed to assets (or any UObject) which are pass-by-reference. You could absolutely embed a struct inside a DataAsset if you want to.
Hello i am trying to build a big big rooms so i am putting walls next to each other but the problem is that the shadow is bad everywhere i tried to change the lightmap resolution of the static mesh, change the lightmass in the world settings but i am always having this problem and this is stopping me from continuing my project can please anyone help me ?
Please welcome @broken wasp to the community! :beers:
@halcyon marsh nothing you can do about it
there will be a seam
usually, you go around those by adding meshes on the edge, or by having texture detail
i think some specific lightmap uvs with some specific ultra high quality settings in lightmass can minimize it
i changed them to statioanary
in your case, dont have the seam in the middle
instead of having the seam in the middle, have it on the corner
and that way there wont be a visible seam
yes it works great when i put a static mesh in the middle of them
but gives me less freedom
cause i have to hide it with something
is that a problem if i changed them to stationary ?
Anyone have idea of doing multiple screens in unreal ?
@halcyon marsh stationary doesnt build AO
you there have very strong AO
it will just look quite different
for meshes, leave them in static allways
its really not that hard to just change that mesh so the seam is on the colum part
yes but i am always having this problem with shadow with the static
for example the floor
i cant hide the bad part for a floor
@halcyon marsh you can allways use the "merge actors" feature
to merge that tiled floor into 1 mesh
the seams happen becouse lightmaps are created on different threads
so there are slight differences beetween them
as i said before i used this ^^ "so they are just HierarchicalInstancedStaticMesh"
they are already as 1 mesh
nope, thats not the same thing as 1 mesh
for the lightmap, they are still a ton of different meshes
they are just rendered at once
i will try with the merge actors
do you just have a completely plain floor mesh? usually people do things like tiles
with a tiled floor, the seam is not an issue as its beetween the tiles
want to make a material alpha in / out based on distance to camera - any suggestions for an easy solution?
Is there any peformance issues that come with having alot of skeletal meshs for rigid skined animation
Please welcome @tight bramble to the community! :beers:
@frank escarp same problem even if i merge them
i have a question to you all - can u or ever tried to make character walk on the walls? for example if i made a creature - and i have a valley ready - can u make a blueprint of the character ( creature crawl ) walk on the walls? and when he actually crawl on the walls the camera will be turn with him and the whole world will turn as same angle of the character camera preview " the crawler on the wall walking "
Having the camera sideways shouldn't be hard to do
who can do that?
Please welcome @vale root to the community! :beers:
@humble yarrow https://www.youtube.com/watch?v=gDIzpYx8f4A https://www.youtube.com/watch?v=begXAlhTDEs
Looks like I was multiplying my Quats backwards. (Qa * Qb != Qb * Qa) Shame on me, but that is what I get for using Blueprints primarily for so long. Spider ...
Reworking the advanced movement system as a plugin and adding gravity volumes.
Why would I post a response to ivan's question in this chat there?
wait wth
unreal said
u just joined the channel
for me
as in
the discord not channel
Sounds like he just helped someone
"i have a question to you all - can u or ever tried to make character walk on the walls?"
"
UnrealbotBOT - Today at 2:00 PM
Please welcome @vale root to the community! ๐ป"
just poped up to to me
weird
looked like he just joined the discord and then posted videos right away
my bad
I was going to explain that you essentially need to do a find and replace in character movement component for anytime it assumes something along the world Z axis.
Replace world Z with the normal of your wall, which you can get from movement sweeps
You'll want to add code to update rotation so that your character's up axis is in line with the wall normal, probably.
@vale root hey thanks !
No problem.
How to recompile shader in UE4 and make it not crash if shader is with defect
any option?
Cause it's fckn annoying me
Please welcome @light oyster to the community! :beers:
Please welcome @narrow fog to the community! :beers:
Did anyone else just get a Reminder of Royalties letter?
Game's not launched yet so I'm curious why it came.
haven't gotten anything, haven't launched anything with UE4
sounds like they are onto you
they do spy your engine usage, maybe they've seen things, winkwink
@timber relic That's surprising if you haven't released your game yet
Please welcome @plush yew to the community! :beers:
Do have a patreon but the reward for that is a lovely webcomic.
no actual Unreal content is promoted.
If you aren't showing any UE4 stuff there, you probably need to tell the Epic staff it's unrelated
what is this server?
It's... a discord server?
Looks like it
@timber relic you actually have ue4 stuff on patreon?
Nope
The best course of action is to reply, tell Epic about it ๐
I'm curious as to why they sent that, though. From a cursory look, sounds like you're doing fine
https://www.patreon.com/HiJinx Webcomic.
I mean if I did owe 'em, glad to pay it.
yeah, that doesn't look related at all ๐
I'd ask them why they suspect you owe them
Thanks for the sanity check - my business partner is trying to calculate fractions of everything.
and ask what records they have from you
"We sold one t-shirt"
Also, royalties are due after you make 3000$
per quarter
So you're probably not going to pay anything anyway
Well, no, I'm just going 'why are you trying to calculate the fraction of a t-shirt we sold man'
I may have misread that Patreon
(T-shirts are promotion, really, not for profit)
Thought it said 750$ per month, which would be clear anyway from any UE4 royalties
Yeah that's it
That's about right.
oh, have you registered to UE4 with same "company"?
they might just automate the checks against these sites
although, if they do, it's really bad
because they sure don't automate marketplace enough ๐
should focus on more important things
I think it's worth mentioning that Unity, for example, bases the revenue checks on your entire company's revenue. So if you just want to learn Unity and your company is already making money, you have to pay the big license immediately
Epic are much nicer on this front, though they ask for more in the long term
Not really, it's just 2-3x cheaper
On the other hand, Epic is awesome.
2-3x means you didn't really make a successful game
Obviously the calculation tips towards Unity with higher sales
Please welcome @fresh inlet to the community! :beers:
What's the best way to go multiple Texture2Ds -> UMG animation? (or is that simply impossible?)
Please welcome @blissful prairie to the community! :beers:
hello! just found this discord
Welcome 
thanks! im already seeing some familiar names among the staff. neat!
They're all bots tho
Sometimes its a pain in the ass to ask a question here because it covers so many categories.
Guess I'll just ask here.
I have two parts: 3D Field with a 2D Widget. Cards are added to my hand dynamically at the moment of draw (they effectivelly only exist in the array beforehand). I then plan on spawning a copy of that widget on drop into the field as the related Actor. I'm wondering is there possibly a more simple way to spawn actors than this (like maybe spawn them from deck to hand at a time of draw, hand now being an upper part of the level
Please welcome @strange valley to the community! :beers:
Please welcome @plush yew to the community! :beers:
@plush yew is that you?
yes!
very sorry for that 3+ min. I had to wait to be authorized
okay I'm sorry but I have two CUSTOM (meaning I downloaded them from GitHub and UE4 Marketplace) GameInstances. If I create each one, they will be parented to their own name instead of UGameInstance, like they should, right?
Are they fully BP's?
Please welcome @sage steeple to the community! :beers:
Oh plz, @plush yew I've been here before.
Please welcome @marsh thunder to the community! :beers:
Is there a performance difference between 1) parenting a static mesh to another static mesh and 2) in blueprint, on every tick taking the transform of the parent, adding an offset to it, and setting that as the transform of the child. ?
not worry about because it's not a big difference?
you wouldn't care unless you do like thousands or at least hundreds
you can benchmark it yourself if you want
I'd guess the blueprint overhead is still plays bigger role than the parent/child thing
but it's really not a thing you'd worry unless you have tons of these
Nah it's just for the character, thanks for the info
in that case, do whatever works best for you
Please welcome @lean swallow to the community! :beers:
Please welcome @royal sandal to the community! :beers:
1 question, how can I cut a few files at same time?
Any suggestions for a good laptop that is suitable for UE4 Dev?
Like, what's the typical price range for something capable
Well, twice the price range for a suitable desktop
Had a feeling lol.
Unless you really need to move around alot it's always a better deal to get a desktop
I've already got a desktop but I do a bit of travelling
Thought it might be nice to attempt some stuff while on trains etc
Anyway you should look for a decent multicore CPU (think i7 or AMD equivalent), 16GB memory, lots of disk space and the best GPU you can afford
Well the best CPU and the best GPU, really, but CPUs are stagnant enough these days that a GPU is a better investment
If it can't burn your thighs, it's not fast enough.
how can I find out the height of the navmesh below my actor?
Get a Threadripper Laptop when they come out
A threadripper laptop... clocked at 1ghz, with 3ghz turbo (that is reached only while using notepad).
Half the reason TR is any good is that monstrous 180W TDP.
Impossible would be a threadripper tablet. Just the size of the socket would make it hilarious.
lol threadripper
anywho, hai all, does anybody here have experience with slicing procedural or runtime mesh components? im contemplating 'curved slicing' and am wondering if im just reinventing the wheel here or not
bscly what im thinking is convert the curve into a load of planes, use those for straight up slicing (as in, use the built in slice functions) then combine pieces again till its just 2 pieces with a curved cut
that does leave a bit of a problem tho, the caps
ill have to manhandle those i guess
what the heck, is there any reason AddMovementInput wouldn't do a dang thing?
AddControllerYaw works and is fully replicated, but AddMovementInput does literally nothing
annoyingly addcontrolleryaw requires physics to be simuated too for replication
Guys , There is anyone here how work with linux?
who* sorry, I'm not a english speeker
speaker*
@ebon tartan What problem do you have?
i'm trying compile the linux version, but there's too many deps and some of them I can't install, There's any pre package version? like a .deb or else?
No, you could try to compile code from third party directory or instal libraries one by one from repo whatever Linux you using
if you use any Debian based Linux remeber to instal dev verion of packages
I'm using deepin it's not the better idea for dev I know, so I will try install the dev packages
thanks
it's based on debian unstable ๐ฆ
Guys how can i find out if a piece of classical music if free to use and creative commons or not
for example https://www.youtube.com/watch?v=4n_1LT-jyPI
Debussy - "Clair de Lune" from "Suite bergamasque" | Free Classical Music Music: Caela Harrison; Licensed under Creative Commons: Attribution-NoDerivs 3.0 Un...
the normal pagages only got bineries to run, to compile you need header and lib files and those are in dev packages
@wild kestrel Thanks! ๐
some distributions package bineries and headers in same package ;p
but as i know debian and ubuntu have them seoperate
Some libraries are included in UE4 source in third party but im not sure if they build on linux
Does anyone on this Discord have/used TaikuMenu?? Or know how to reparent a level blueprint ?? Been having problems with a marketplace thing i got recently :/
Hey. I have a strange problem. My project doesn't seem to show BSPs on my map. They show up when I launch the game from the editor, but not standalone. The brushes still have colission, it's just that the actual texture/material isn't showing up.
Someone experienced with decals please PM me, this is Day #2 of me trying to get a simple bullet hole to work it's driving me nuts haha
Is anyone having problems packaging with substance plugin enabled?
Please welcome @woeful oriole to the community! :beers:
i bulk renamed a bunch of materials in windows explorer, but content browser still sees their original "unreal" name. is there any way to update them or such?
nvm realized that was stupid
Im not sure which channel this goes under but I have this problem. I was playing around with the volumetric fog and i encountered this:
When i disable Volumetric fog or restart the editor it goes away. it comes back again when i play around with the fog.
god i want bent normal's so much but too spooked too upgrade
Please welcome @late adder to the community! :beers:
Welcome!
Hello!
Please welcome @pale mica to the community! :beers:
Howdy. No idea what I'm doing, but trying to do it anyway. I was wondering if any of you could help me with my current problem. https://gfycat.com/gifs/detail/UnsungSlimyGreyhounddog
possibly related to this? https://forums.unrealengine.com/showthread.php?143020-Mixamo-to-UE4-Is-there-an-alternative
the mixamo stuff doesnt target the UE4 stuff correctly by default
I managed to get one in yesterday fine. Even managed to get animations from mixamo to retarget correctly onto Mannequin and Mannequin onto Mixamo. Now I can't get Mix to work on Mix models.
That's the link I found this morning. How I got the everything to correctly retarget.
Anyone ever used DoN's 3D pathfinding?
has to be said though, one on the left looks way creepier
as for anyone who happened upon the same issue as I, it was because I was changing the RootComponent of ACharacter to something else and initialising a different kind of collision
it has to be capsulecollision and I think changing the root component mucks stuff up
I just attached my staticmesh to the GetCapsuleComponent()
this blew my mind
its PU Battleground
and people are calling it overprices LOL
overpriced^
Matinee ^
Viewport ^
Why won't Matinee render shadows?
My lights are movable, should I do static? They don't give off the same effect when static, though.
be sure the camera isn't overriding postprocess settings
for what its worth, I like the matinee image better ^_^
this auto LOD generation is pretty slick
@kind pumice I like the Matinee better, too but it feels strange without ANY shadows at all haha
I'll double check if the camera is overriding pp
This is all I see on post process under the cine camera (bottom right) @kind pumice
is the only place to change my Steam app ID is the DefaultEngine.ini?
What's the best way to store something confidential (an API (secret) token) in ue4 yet expose it to the editor so I can easily change it when I need to?
It seems ini files get packed like they are, and aren't really a viable option or am I wrong?
Well, for starters, it's never a good idea to have a secret on the client
True
I'm storing the real secret on my server, but I need a way to verify that it's a game connecting, if that makes sense
It does, just be warned that it's one of those impossible things that can always be broken with moderate ease
I'd use a formula and some parameters to tweak, personally
Hm, so you're saying something that is hard-coded into the binary (c++ code) would be a lot safer?
I'm saying nothing on the client is ever safe, but having a function return the key from a few parameters is slightly less obvious to crack than storing the key in the binary
Yeah, that makes sense ๐
It would filter attempts by laypersons
Obviously any real hacker will always get it in hours
An example of stuff you can do is use a pseudo-random generator like https://en.wikipedia.org/wiki/Mersenne_Twister, have the server provide a seed, and let the client respond
A PRNG with a unique key is somewhat decent of a key system
Please welcome @misty heron to the community! :beers:
Still, don't waste too much time on this imho
Just make it inside a basic text-file on the players desktop ๐
Or simply don't have a key and assume that all clients are compromised, which is the reality.
Watching some livestreams when suddenly one video is not allowed on the Unreal Website itself? No biggy but a bit weird!
This is why consoles are sometimes easier to work with
@hard ice Sounds like the author unticked the "allow embed" box
Yeah but it is really the only one that has it (for the ones I saw)
Does anybody know the quality a webgl export in UE4?
Holy balls, just got a call from Techland that they liked my CV and invite me for an interview!
grats
congrats!
๐
So for the experienced devs here, what would you say to a person planning to become a software engineer, so he makes enough money to save up so he can, somewhere down the line, afford to do full-time gamedev for a while?
Take a related education
start to work on your own project way before you go own project full time
My advice would be you can't afford full-time gamedev without years of hardcore savings in most places
at the end of the day, you're probably going to have to deal with getting a business loan or outside investment
or have the luck to have a shitload of marketplace packs and knowing ue4 wont suddenly get removed for ue5 :p
and get 1-2 years of passive income
that's a huge gamble though
yup
put months of work for asset and they just decline it
or review takes half a year
and you'll not get anything from your investment while that's going on
hence the word luck
yup
it could be good
but atm it's not
you're better of selling in Unity Asset Store in that regard
although it also means there's more saturated market
but it's also not a surprise when you look how UE4's marketplace is handled
it'll never grow as big this way
i think once steph is back, itll get better
I don't trust her at all
i hope at least. i have faith in her
she's one who was ok by keeping people in the dark even they bought pirated assets
adam was the one you shouldnt have had faith in
I'm mainly worried the lack of transparency
The quality isn't always super great
and that they can't guarantee you even get to sell your work
or when
those code plugin delays are not acceptable
No guarantee of selling it sounds completely normal to me
it doesn't if the quality is good enough
Define good enough
keep in mind that steph is probably in her last trimester by now, once she gets back I assume things will get better. till that time we just have to grit trough the current clusterf
you do that for living and know what you do
Plenty of people do a shit job for a living.
I definitely want Epic to filter the submisions
really? things have been messed up from day 1, one person getting back to doing what she's done for ages doesn't make things magically work
it's been three years now since the marketplace opened, and let's be honest, it's barely developed since day one
^
For the same reason I also deeply regret Valve dropping Greenlight. I believe in manual curation of stores
don't get me wrong, I'd love to sell things on UE4 marketplace myself too
but I don't really like how they handle it at all, nor accept it
im not one to stick up for the marketplace, but I have some hope left still. and Im hoping that once steph is back and whip the new people properly things will get better.
I wouldn't touch it with a bargepole at the moment, and it looks like a number of people with the more valuable offerings are giving up on it
I had a pretty good experience as a buyer myself. No idea how good it is for sellers
some people are making enough money from it though
I've had 50/50 success as a buyer
but like i said, im giving steph the benefit of the doubt and hope to see some big improvements in the upcoming months.
animation blueprint system (ALS or something) was good enough
then some sound pack which was horrible
as a buyer I've been stung multiple times by content that was way below expectations
then def post about that on the sellers thread and tagging the curators
I still don't get why that got 3,5 stars
there's some excellent stuff on the marketplace, but it's a real gamble
"These are awesome. Fully expect to hear them in a huge amount of games to come. Nice work!"
like... wat
is it wrong to expect game ready sounds from the marketplace? ๐
game ready art assets would be nice too
non-PBR, auto-collision on everything even when wildly inappropriate, no lightmap UVs.... ๐ฆ
No lightmaps is a fucking disgrace
๐
Don't remember who came up here with lighting issues and the asset didn't actually work with baked lighting
the store needs more curators by epic
That should be a big nope
they should review them
let the people release them but Epic should hire few curators to write something like "shit lightmaps"
"shit collision"
they'd just hire people for that - who have never done gamedev before
I've had a few 'my first blueprint' scenarios before too D:
big systems where literally everything is in the event graph, rather than being split into multiple blueprints / actors D:
I loved the landscape discussion in past, where person said the landscape (which was obviously created with world-machine and few basic nodes) has to cost $100-150 because it took him 10h to learn and make
like.. what
if you spend a day learning the tool, you don't go selling it for few hundred bucks ๐
is there any way to rate sellers?
nope, just assets
shit
not that it matters, because the majority of commenters don't seem to buy the product
comments and reviews should probably be separated and only allow actual reviews from people who own the asset
most assets have little to no reviews
also majority of the comments are from people who are pretty clueless on gamedev in general
yup
but then again, that's what most marketplace items target nowadays
it's the easy money
like, who would REALLY need a blueprint to make elevator to move?
๐
if you can't figure that out on your own, your game will not succeed
at the moment there's a great perlin noise / cellular automata pair of blueprints on the marketplace
really well put together, so you can pull them apart and reimplement them elsewhere, very well commented etc
I suspect that author will only ever get a few sales :/
yeah, that's the one
I used the perlin noise to generate landscapes, and the cellular automata to place scenery etc for a proc-gen RTS
should find the edgy 15 yo me from the garbage dump and tell him to write edgy angry reviews to every asset
only good reviews can stay as they don't censor those
marketplace staff upon request
wtf ๐
then they should also remove those no effort "good job" circle jerk comments with no substance
Please welcome @plush yew to the community! :beers:
Hello, everyone! Does anyone here has experience with running a project build (hot reload) from a command line? (UBT)
I didnt knew that was even possible
Please welcome @lament star to the community! :beers:
that's working good, just one thing โ UE4 uses some argument -ModuleWithSuffix ProjectName 243 โ and it seems it generate a random number for this argument. I don't understand is it just a number (random), or it has some meaning
e.g., here is the command UE4 uses by default when pressing "Compile" button:
C:/Program Files/Epic Games/UE_4.16/Engine/Binaries/DotNET/UnrealBuildTool.exe ProjectName -ModuleWithSuffix ProjectName 243 Win64 Development -editorrecompile -canskiplink "X:/Path/To/Your/ProjectName.uproject"
Hey guys - UK related question (may be too off-topic)
I'm currently a sole-trader, but have seen lots of advice to setup as a LLC before selling on steam - I know how to setup a PLC, but LLC seems totally american. Anyone know what the UK equiv is, and how to register? (or is there no equiv, and I should just go PLC?)
Please welcome @elfin cape to the community! :beers:
@vast anvil Just go to your local Chamber of Commerce, they can help you with that question
Likely its something like a sole proprietorship or smth
Hmm, not too near me, but perhaps I can give them a ring, thanks for the tip @whole quarry
np ๐
Good advice that man
@vast anvil as far as i'm aware you can trade through steam as a sole trader here in the UK but to protect yourself a limited liability company maybe a good idea. As someone said, the chamber of commerce can help you. But theres also the Princes Trust
They give a lot of advice for people starting up a business for the first time and helped me when I was trying to start a company about 4 years ago
usually they have a free course to help get you up and running, and can even provide a small amount of funding
That limited liability company (LLC) is american
@whole quarry the equivelant here would be a Private Limited company i believe.
@elfin cape I don't thin PLC is the same, I get the impression they also have them in the USA, main differences seem to be:
PLC: you have shares you can pass around
LLC: may be able to skip some tax in some situations (as in, avoid paying both corp and income tax)
I guess I could even stick as a sole trader... I'm not anticipating any trouble... but probably should be on the safer side regardless
You dont have to give out shares
theres two types of PCL
by gurantee or by shares
but yh it maybe easier while your a 1 person operation to do the Sole Trader
but you will have unlimited liability as a Sole Trader. So thats worth remembering.
Looking through the PLC registration forms, it looks like shares must be created, but they can have a value of ~ยฃ1 in total, and can have the payment deferred (though, not sure that is needed if they are ยฃ1)
well, I was thinking 100 1p shares ๐
this was about 4 years ago before i became a teacher, but i think the laws are still the same ^^
our equivalent here in Finland it Limited Company
would be odd if UK didn't have something similar
PLC sounds like the thing though
well, we have sole trader, and PLC, but perhaps not something between (like a LLC)
here you can have private limited company (you have shares but they are not publicly traded)
with is the common one for game companies around here at least
and there's public limited, which means you can do stock trades
I guess PLC does sound like the best option so far
I've no need to do stock trades in a hurry ๐
for taxation, you don't have to pay double tax if you spend all your company income to your salaries or for other expenses
I'm pretty sure that's how it works for US LLCs too
you pay that tax from profits basically
Makes sense! though I nthink company tax is smaller than personal tax here, so it probably makes sense to balance it out somewhat (don't quote me on that)
Well, big thanks for the advice guys!
you may want to have more shares though
more than 100?
we have 2500โฌ initial capital here, I have 50k shares ๐
basically if you have more, you can split them in future in easier way
if you never plan to sell any, it doesn't really make any difference
of course, I don't know the UK system
that's just how things work here
Well, No plans to sell. Nice to have the option, but 1% divisions probably enough for me
I guess it wouldn't hurt to have some money in the company account anyhow
oh, I meant that one share in my case cost โฌ0.05
not โฌ1
but yeah, if you mean about the profits
it would be good to have some bigger buffer
Please welcome @cursive kraken to the community! :beers:
Please welcome @ivory steeple to the community! :beers:
help me pls
Idk why on my game, when I want look around with the mouse, I can't, but I can If I press the left mouse key
What is your code for moving your camera or player?
my game is a multiplayer game, the problem is, when I click on play, and I click host and game be created I can't move around the camera, but for example If I click on play on the map, I can move camera ๐ฆ
problem fixed ๐
hey guys I have just moved to UE4 (yay!) but I would like more info on the company, specifically who owns it.
I know Tencent owns 40% of epic games and has 2 board members but what about the rest? Epic has employee stocks so multiple people has shares, Tim and Mark are the co-founders and probably own a large portion, but is Tencent the one that owns the largest number of shares?
@frank hound just curious: why do you want to know?
@pallid compass looks pretty cool imo, i would have the depth of all panels a bit more uniform though, having some pop up so far when the biggest portion hardly does is a bit strange
then again its some alien thing im sure so hey wth
@frank hound tim Sweeny owns the biggest chunk I think
The Tencent stock situation is unfortunate though, I agree. It's I suspect responsible for some of the weirdness epic has with supporting VR more than standard normal games that actually make money.
Epic support for VR is because of Robo Recall
i would assume its the other way around lol
I think they were paid quite a lot for it
It's a Rift exclusive
I really doubt Tencent is related
ye, i think its a money thing too, its no secret oculus likes to throw that shit around
Epic diverted almost all of their graphics programming staff towards VR in the last 2 years
Epic vr support is oculus $$$
It's not a coincidence that it coencidces with Tencent's Chinese VR arcades
they got paid more than 10 million dollars by oculus to dev robo recall
ehhh
robo recall did not cost that much, the money was also for the engine
hmm
and the vr market is growing hella hard
remember one thing
look at PSVR
tons of ue4 games on it
and the switch version of ue4 is being incredibly popular
true psvr is the clear winner atm
Nobody in their right mind would say VR is bigger than standard, mass market gaming
even used for the next mario
it does get prio because its 'new' tho
@grim sinew but its an area that needs much more research
@grim sinew It's also an area where people wanted Unreal Engine. Not sure that many AAA is doing UE4 these days
if ue4 does the best crossplatform vr in a year that will be worth something
fair enough ๐
basically since forever ue4 has had by FAR the best crossplatform vr
in unity you had to wiggle plugins around
@frank escarp Are you that Chinese person who wanted to recruit me this morning ? :p
im secretly hoping for (edit: full) source2 sdk to drop soon and do it even better :3
@cloud cobalt for what job?
Right, AAA dropped UE4 because it didn't have the capabilities they wanted out of it. So Epic's response was just to give up entirely and risk the whole company and engine on an untested, brand new maket?
@plush yew Trust me you don't want Source 2
That wasn't just a random decision
@grim sinew Epic develops the games, not the engine
@cloud cobalt i do, trust me
So who makes Unreal 4, if not Epic?
epic does, period
the engine features are either done for their AAA licensees
or added for their own games
@frank escarp UX designer, totally unrelated to what I do ๐
why do you think they have been doing so much sequencer stuff? for their movie, car, and Hellblade
the VR stuff is Robo Recall, plus extra oculus money so they develop the engine more
@plush yew Have you worked with it already ? It's not exactly in the same class as UE4
now we are going to see tons of updates for mobile games as epic is doing a F2P gacha XD
Fortnite added a tremendous amount of stuff to the engine, and so does paragon
the reason my game runs faaaaast on ps4, is becouse epic games optimized the engine for Paragon
@cloud cobalt ive worked alot with all aspects of 'source1' (read: all source engines so far) and been poking a little at source2 engine where possible, seems similar enough
and i happen to be able to use those optimizations
basically, Epic develops for their own games first, and then they work alongside the licensees
@cloud cobalt its alot steeper learning curve for sure but i already got a head start bscly
So in your mind, the company that owns 49% of Epic games has nothing to do with the direction the engine is taking?
The reason Source 2 is similar to Source is also why I would never touch it ever again - even UDK had better tools imho
LPV (global GI) was being done for that Fable game
but that one got cancelled
so dynamic GI wasnt finished
Epic doesnt need dynamic GI in their games, so they dont have it
I actually like source over ue4 because its alot less about holding your hand and alot more about performance and possibilities
but i love ue4 too ๐
except robo recall wich is paid directly by oculus
personally i have absolutely no issue. If i have a bug i can fix it myself (and ive done so)
@plush yew It's a nice way to describe having 10% of the features, but well, if you're happy with it ๐
Tencent are opening huge VR arcades in China and are making a HUGE push here to get Unreal as the main driving force behind it. I personally know people who they've come to to try and recruit for this
@cloud cobalt ~50% at the least ๐ but ye i get your point, and i do like ue4 for taking alot of work from your hands for sure, but idk, in source i feel alot more 'free' or something
and yea, do not ever underestimate how well source engine scales, ue4 doesnt come near that at all
@plush yew it scales becouse its from 2004 mate
go grab UDK and tell me if it scales
source2 still scales like crazy ๐
source 2 is dota2 only at the moment
false
and i think the lab too
Of course it does, it's just not the same class
They're also trying to get a "blank check" of sorts. "We'll pay you X amount of money as a flat fee and in return you let us set up as many machines with the game as we want." They're just buying talent and trying to shove the whole Unreal community in the direction that they can personally take advantage of it for this VR arcade idea.
theres also steamvr home, and the lab, and the performance test thingy
@grim sinew personally i have no issue with something of the sort
ive entered in contact to local arcades for that
tencent could do the same buy pay 20 times more
keep in mind in a case like this you are getting paid basically up front
nah, not really
few people want to go to china just like that
@plush yew it won't affect the fact that I will be using the engine, just would like to know who i'm working with and who has more power in the company.
@fiery burrow looking at wikipedia it says tencent owns epic so Im not sure if Tim owns most of it, not that it matters tho, tencent owns shares on a lot of large studios and those studios are all doing a great job, I don't really have anything against Tencent I just want to know if they actually own epic more than anybody else, I think it's importat to know who Im working with just that.
I was hopping someone would have some numbers, I was not able to find any numbers on epic shares besides the 40% Tencent got
@frank hound ah ok, nothing wrong with that ofc, was just wondering ๐
Y'know, every time I've been beeped in this server, it's NEVER for me ๐
i dunno, no issue with that stuff. Honestly as i do VR and console dev, means the shiny stuff is perfect XD
anyway, the general logic is that. Epic does not do features for the indie community
they are the absolute last focus of them
for obvious reasons
they do features for their games, and for their AAA licenses
indies just happen to get the features "tricke down" from all of that, becouse the engine is open source after all
It wouldn't be so bad if Epic didn't leave so many features unfinished. 2 years later, the procedural foliage tools are still considered "experimental" and haven't been touched since the kite demo
the AAA licensees use the exact same engine versions as the indies
just they can get stuff done as they are paying tons of money to epic directly
try the witchcraft of Gameplay ability system plugin, thats never getting finished
And some engine features actively -regress-, like heightfield GI is flat out broken now
@pallid compass gameplay ability is something that comes from paragon and fortnite i think
its just nowhere near stable
same with DFGI
anybody ever get the feeling they dont fully implement features they develop for their own games because that would make it to easy for somebody to make a clone?
someone tell me about the asset manager thing ;o
@plush yew no
they do not like adding "game specific" code to the engine
go take a spin with gameplay ability plugin and ul find out
thats why gameplay abilities is kind of a framework, but you dont have stuff like powers already made
This whole situation stinks of what broke the CryENGINE 3 years ago. They kept on taking contracts (military, serious games stuff) and shifted focus to that and only worked on what they personally needed for stuff like that and Ryse, and for indies the engine shifted to be more and more unstable and unusable, with more features breaking every patch.
@grim sinew i was on that thing
not even comparable
what killed cryengine was their own ego
they had it so far up the ass it was absurd
I was too
rip them
i had a team that asked crytek for a license
I used the CryENGINE from 2011 until when I got the UE4 beta invite. Years of it.
they asnwered half a million dollars and 8% profit
to an indie team
the engine couldnt create an installer
ouch
@grim sinew what would you want from the procedural foliage tool? just curious. I always thought this kind of thing was better done in a 3d software like houdini
you couldnt play a game standalone
and everything was on a DRM
imagine unreal engine, but the launcher login is obligatory
the engine will NOT launch without the launcher login
also no cooking features
@frank hound Houdini isn't capable of placing down engine specific tags like instancing and clustering
and to top it off, fully closed source
you only need to compare with unity if you want