#ue4-general
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I do generate my uproject
@heady bridge the .sln file, not uproject ๐
oh shit
I thought it had to be the uproject file to generate lol
there is no option to generate the .sln
@heady bridge ahah...nope...VS solution is .sln...generate option IS generating .sln file...not uproject
yep, uproject file is file for ue4 editor...you may have no c++ code, yet there always will be uproject (it stores binding to the engine)
yeah I open the sln afterwards and the solution isn't there
Ill screenshot
https://github.com/ckaiser/Lightscreen/releases - nice app for screenshots...
I had a random thought, whats the max amount of actors should be in a level before it will start lagging?
@heady bridge umm...what You expected? Open Solution Explorer Tab.
Oh ffs
Im blind as a bat lol, I didn't realize it was on the wrong tab XD
thanks lol
@sharp crest Not an answerable question
Please welcome @stuck musk to the community! :beers:
@safe rose Every question has an answer, the question is if you know it.
@sharp crest ???
Hello
No one would know that answer...
I basically said that if you dont have an answer pls dont mention me for nothing xD
Why not?
@sharp crest You are asking a stupid question
There is only a stupid answer, not a stupid question <3
You need to be more specific with your question if you want an actual answer
It's like asking, how many stars are there in the night sky
I want to know how many actors in a level will start causing lag
What is the maximum amount of stars (sun) that space can hold
Again, not an answerable question
As many as it can hold before it starts lagging?
Kinda of yea
I mean, different specs will handle it differently
Way too many variables that you are not taking into account with your question
Guys, one question. At runtime terrain editing? (Player map editor and save) Was looking on forums and see it's not avialable. Maybe only runtime mesh.
@stuck musk You would want to use a runtime mesh from what I know
@stuck musk it is not implemented by default. You can tho. IIrc i've seen some voxel editors in realtime. Not a standart landscape ofc.
Thank You very much for the anwser. ๐
@stuck musk https://www.youtube.com/watch?v=R97nV74nZYo
Short demo of my progress with smooth voxel terrain in Unreal Engine 4. Special thanks to everyone who contributed to this UE4 procedural mesh generation thr...
@stuck musk probaby exists somewhere
Wow I didn't realise someone is going to be that helpful
@stuck musk https://www.patreon.com/unrealsandbox
@stuck musk he's making voxel ingame editor
Thank You one more time ๐
@stuck musk https://github.com/bw2012/UE4VoxelTerrain
Yes, I have it
ok
Please welcome @verbal birch to the community! :beers:
Please welcome @glass ore to the community! :beers:
Getting ready for tonight: https://www.meetup.com/UnrealPDX/events/241793209/
depends on what they are and the players pc
@tribal peak GL to you and @maiden swift , you guys got a stream going?
(of the event)
Please welcome @west valley to the community! :beers:
sup
is there a channel to gather a team? or to post projects to work on?\
need help at #blueprint
Stupid question, how do I move an object in small increments?
What kinda increments
And what kinda object
There's TeleportTo which can perform sweep check and stuff
Could use Add Actor Local Offset if you just want it to move constantly in 1 direction, can specify 0.001 along just the X for example
depends what you're doing
with the red arrows?
Those
You mean moving it along the X axis?
yeah
and you want it to move that way forever by a small amount?
move it along the x-axis a little bit
when moving the arrow it does it in larger incriments
at the top right of the viewport, there's a grid button, highlighted orange
click it to uncheck it
or change the value next to it from 10 to 1 or something
that fixed it, thank you! ๐
np
can anyone explain
why visual studio sometimes rebuilds the entire engine, seemingly for no reason whatsoever, when i'm working in unreal from git?
just wanted to recompile the project after removing ONE LINE
the entire thing decides to rebuild itself.. that's it for me for 2 hours...
no work can be done now.
Is your project set as the start up project, rather than the engine?
@PickledFerret#1651 that does not matter UBT don't look on editor configuration
@plush yew Thats because engine formally part of your game, so if it dettects any dirty files in engine code ro object file it will rebuild the engine assuming there was some change
in past you could add -rocket option in ubt for it to ginore enigne code but i dont think it works anymore
might be new name for option, look on binary version of the enigne and see what build command line it is using without source
you can find it in your project propeties in VS in NMake
alternativly you can add -module NameOfYourModuleHere this should build your game module only
Ah you edit command line in NMake thing too ๐ problem is if you reginerate project files it creset to defaults
Please welcome @wooden osprey to the community! :beers:
Please welcome @ionic tide to the community! :beers:
Please welcome @hybrid orchid to the community! :beers:
Please welcome @stuck meadow to the community! :beers:
I need an opinion
@cursive swift Mine are pretty good
Im not rock mesh expect, but it looks fine to me
Hum i m not sure
well i m never sure when i m making something actually
I ll see that tomorrow i guess
So I posted a while ago about the sequencer hiding my models only when I pressed render - turns out it was just the texture streaming, Disabling it solved all issues in case anyone else runs into this problem.
If I wanted to scale a sphere mesh via radius much like the sphere collision, what is the best way to do this?
For example, I can set a collision sphere's radius and it has a size that makes sense, if I set the scale of a sphere mesh to the same value for its x, y and z , it's waaayy bigger
Please welcome @edgy bloom to the community! :beers:
Doing something silly I guess but should work
Turns out that a collision sphere radius of 50 matches a sphere mesh's scale of 1,1,1 so 1/50 = 0.02 so each radius tick gets me 0.02 on scale
Hi! I'm a total beginner at Unreal, but I have experience in programming in several languages. Does anyone have any recommendations for learning materials/books/courses to get started?
Interested in doing some VR development too.
@dusk hearth Google works wonders
But, really, start with Official Docs
Jump into Engine Source
There are plenty of books out there, but they become quite outdated quick
Maybe Mitch's VR book is good, haven't read it though
Hey @safe rose ! Thanks a lot! Yeah, I've noticed that happens with software books a lot lately.
But the VR one looks interesting!
Appreciate the suggestions! ๐
@dusk hearth No worries. Obviously this server serves as a stepping stone as well
So if you find yourself not being able to GoogleFu something or can't work it out, ask questions in the right places
But I'll be honest, 90% of the questions asked on this server can be resolved via Google: UE4 "What I want to do"
or UE4 "WhateverBSError"
Sounds good! I'll definitely do that. ๐
If yall haven't played Hellblade ya need to
@polar hawk That good?
How would I go from a character customization screen, such as this one, https://gfycat.com/gifs/detail/EmbarrassedLivelyCrossbill , to being able to play the game?
@safe rose Yeah its pretty awesome.
Hmm, guess I'llpick it up soon
Please welcome @bleak cargo to the community! :beers:
I want to ask something of course, if today is your lucky day and you got the chance to get a GTX 1080 TI aorus and AMD VEGA 64 for game development and overall workstation, what will you choose and why?
why
let's try to be geek/nerdy here and talk about specifications
I want to know the same thing
yeah want to know in the game dev perspective
cause we all know that gtx 1080 ti is actually cool when it comes to gaming,(not 4k of course) but I wan't to know if gtx 1080 ti is also cool with game development
I use a ti, its pretty nice in UE4
Though really any high end card would feel the same
I would prefer a higher core cpu though
more core = more fun โค
but I can buy vega here,
I'm just asking cause I'll buy one maybe next week
To be fair I want to know about from a game modelling and animation perspective.
@leaden garnet exactly
is it ok if I'll pair a 4core CPU running at 4.5ghz and a gtx 1080 ti ? OR should I just go buy a 8core cpu and get a low end gpu? I heard CPU is the only thing we need to consider here? is it right or no? lol
GAME MODELER AND ANIMATORSSSS WE NEED YOUR ANSWERSSSS
Unless you can use the compute cores on the GPU
Yeah, there's so many questions to ask about. How many cores, what is the benefit, what benefits are we trading in for the cons, is it cost effective, how long and how viable is it
Also, what do you plan to pursue, modelling or animation, if neither then which? @plucky reef
@leaden garnet I wanna do both lol
@gloomy helm what do you mean unless we can use the compute cores on the gpu?
I'm no modeler so Idk if cuda cores and whatnot are useful in 3d modeling
@gloomy helm but if you got a chance to buy either gtx 1080 ti and a 4core cpu or low profile gpu and ryzen 1800x, what will you choose?
I only really do stuff inengine, so I would go the 1800x for the faster compile times, though I would still need a somewhat alright gpu
Couldnt do a 1800x and a gt 710
but you need to run it of course after packaging it right?
1800x and a hd6570 is ok with you than 4core 4.5ghz and a 1080 ti?
Whats the difference between "Maximum Quality" and "Scalable 2D/3D" when you create a new Project? I never understood this
@plucky reef plenty of tools support CUDA nowadays, don't see a good reason to go with ATI, especially as price for top cards is pretty much the same
@vale osprey so what build should I get?
some says that I should get vega If I can cause i'll be better when amd fix their drivers?
Please welcome @open gyro to the community! :beers:
@vale osprey is that true?
Nvidia has a biggest market share on gaming PCs. If you ever develop a game you will be using what many other players are using. On top of that you have a CUDA support. I just don't see a point in buying ATI to be honest.
As a dev it's a much better idea to go nvidia
WOOOOW I See
@cloud cobalt I got a questioooon
@cloud cobalt is UNREAL ENGINE, a CPU RENDERING or GPU RENDERING SOFTWARE?
Is that a serious question ? It's a game engine, so it's always going to be using the GPU to render
cause if it's cpu hungry rendering software then I don't see the point of getting a top class gpu
I see
yes
cause I tot it's a cpu base rendering software lol
No one really renders in CPU anymore, except for 2D console emulators
sir @cloud cobalt then a quadcore running at 4.5ghz and a 1080ti is okay?
It's more than enough, yes
that's the answer I've been waiting for ๐
and it comes from a Developer ๐
ALL HAIL @cloud cobalt ๐
fucking hell
that's not nice
@cloud cobalt You answered my questions too. Thanks a lot!
yeah, not nice lol
I tot that I need a 8 core to render fast, but I was wrong hahaha all I need is a decent gpu haha, rendering is in the GPU not in the CPU haha
I was talking about Allar tho
YES! Thanks a lot! Helped! @plucky reef
^_^ I'll share everything here so in case someone will fall in the pit of questions and doubt like me you can easily get out lol
needmore tris
Please welcome @honest hill to the community! :beers:
Hello
I'm here because I wanted to work on a Third Person Shooter but Unity sucks
I literally have like... 3 pages worth of planning already
@plush yew nice (: glad you found us. Good luck on your project
Please welcome @fiery hemlock to the community! :beers:
I'm just wonderig if I'll be able to do everything I've planned
Like a semi-realistic Stealth system which makes Owl overpowered
I'm planning for a Stealth system which makes one of the character broken because they have a Sonar.
can your rig run the ARCHMODEL FOR UE VOL 4?
We present our first collection of trees for Unreal Engine - Archmodels for UE vol. 4. You can buy this collection in Evermotion Shop: http://goo.gl/15pqYC -...
Dayum those be some good graphics
But I don't focus on graphics
The golden rule for me is: gameplay first, everything else second.
Unless I'm going for some sort of Asura's Wrath hyper-pretty graphics, very little gameplay type thing.
I'm focusing on graphics and less gameplay lol
do epic offer a better reflection system yet?
better than what?
the one used in that video
and what is used in that video?
I'm assuming their native blurred system they've always used
@plush yew It's worth noting that those are absolutely not intended for your average game-dev purposes
Average polycount: 80k
And that's some bad level design
@keen birch what's the common polycount of one mesh?
For a tree?
Anywhere from 5k to 15k
And for grass <150
tris*
Not polys
Tri is 2*poly
๐
wow, that assets compose of 180k poly triangles
Difference between Hero and Game assets
let me take a look
if the point is to showcase beauty, not an actual game then assets are Hero, and then 180k for a tree is acceptable
For a game, you're in trouble :p
wahhhhhhhhh
unless u plan to release in 5 years ๐
do you guys think it's okay if in the sequencer I'll showcase the beauty of the assets and after the sequencer the actual game quality will drop a bit?
yea u can use all the poly u want if u render a movie in seq
speakin off. i just did my verry first change to the compositing demo
I use seq in the infiltrater demo too render a bunch of images and replaced shot3 in compositing demo
let me watch your movie ๐
used sequencer render movie too get the images and put those back into sequencer compositing ๐
mine is 500mb of pngs and theirs is 6 gigs of .exr
still pretty big for a few sec of footage but hey ๐
cool stuff to play with
imagine if your game will have a lot of that scene, hmmm wondering about 500gb lol
@obsidian nimbus ive found interesting that they are using the capsule shadows there
hmm i better get me a gdrive expantion.
the capsule shadows were implemented for paragon and robo recall, mostly for robo recall. But they are quite good for player blob-y shadows
yea a bit more work to set up, but nice stuff
wait wait, what is capsule shadow?
its cheaper than dynamic
@plucky reef capsule shadows are a way of having quite cheap super soft shadows
think of them as a really fancy version of blob shadows
see the shadow those guys have?
that is veeeery soft
thats a capsule shadow
they dont use shadowmaps like usual
now I can understand it ๐ sorry I'm a visual learner lol
so whenever that capsule overlap with some mesh they will cast this cheap shadow?
the technique was invented for the last of us
no
the shadow calculation is done by simple math against the capsules on screen
it was a technique invented for"the last of us", in there, they used spheres
wooow, so this technique doesn't hit a huge performance loss?
no, in fact it is cheaper than normal shadows
thats how they look on The Last of us
you can see the very soft shadow on the floor that ellie casts
they explain their light tech here
TLDR, lightmaps, TONS of them
basically all light is static in the last of us
they start explaining the soft shadows in page 22
that shadows in floor and in the wall are soft shadows?
yes
I should ask a friend of mine if i can lend one of his cameras ๐
so you're telling me that instead of using some dynamic shadows that cost a performance hit specially in a low end gaming machine, we can use alternative which is soft shadow that can run easily even on a low end gaming machine?
now that's awesome!
those are for characters btw
is a shader as slow as the total number of instructions, or the slowest path through the shader? (I want one shader with switches for multiple levels of damage)
Please welcome @pine oriole to the community! :beers:
@weary hull total number
well, depends on those switches
how exactly are they? normally an "if" branch in a shader works well as long as the condition is stable
but ue4 materials dont have if
the ue4 "if" node is more like a blend node
it calculates both branches and blends i think
remember that gpus are parallel calculators. But all those parallel calculations need to be the same
gpus HAAAAAATE when stuff branches
becouse they dont calculate 1 val at a time, they calculate a bunch. And they cant do different stuff at the same time
so could be better to do a small bit in shader then swap out the mesh?
it would be shooting an object that takles multiple hits to die, but each hit should result in visible chnages
make it gradual, and just blend beetween "damaged/not damaged"
then use C++ cause from personal tots, I really can't read blueprint, I mean I understand them but I don't know how to use them hahaha
Please welcome @supple gulch to the community! :beers:
That is certainly useful, split struct nodes don't throw errors when you replaced it with an exact copy made in c++
hi, im an ue4 developer and i'd like to take my skills to the next level, what should i do for that?
Please welcome @stiff quartz to the community! :beers:
i accidentally left lol
study and study and study
there is no next level really, just a new game project
i think hes askin what too focus on ๐
would help if we know if u like code or shiney things ๐
Please welcome @autumn heath to the community! :beers:
hello everyone, i just made a model in Maya but when i import it to unreal its all in parts and not 1 solid model : https://gyazo.com/7e7ce88a663da86ae5f0b82189d6c06b anyone no a fix?
Did you combine or group the mesh? or tell it to export as 1 mesh?
i just selected all and then clicked send to unreal
an i tried, file, send to unreal, all and that didnt work
shall i export as a fbx file?
yeah AFAIK export it in FBX file
FBX EXPORT
fix it, i ticked combine meshes when importing it into unreal and that worked
thanks for the help
coool glad you fixed it ^_^
@plucky reef do you know of a way to stop the hand clipping into the torch model?
hand clipping?
may I see it?
thats a little clip of it
Please welcome @visual leaf to the community! :beers:
you should attach it the the hand or fingers or anywhere in the hand
it already is
hmmmm
So there is no Houdini Engine, for 14.7 ?
that is a actual mesh right?
yeah i think so am using the default firstpersoncontroller https://gyazo.com/5814f03b9b8d0d02ea731bb13bb8edec
nope just in the view port haha have never attached something as a parent in blueprint before
you should so it will follow the bone in the animation
you just attach it in the X and Y and Z axis of the specific bone and it stays there everytime
here is the perfect solution
In this small Tutorial I am going to show you how you can easily attach a Mesh to an Socket Link for the folder with the meshes: https://forums.unrealengine....
i'll give it a watch now, thank you for the help!
sure thing ^_^
Hey, are the templates good for newbs?
probably, but you should get familiar with the project setup process
like doing basic custom char/controller classes of your own, setting up gamemodes and such
I'll probably watch some tutorials first, I just mean after I've got a grip of how the engine works
And how to make Owl's test model an actual Owl furry
Owl isn't an Owl
They're just a really smart dude with a sonar and a fly/dash
@paper kernel Are FPS and TPS generally the same? I've only been able to find FPS tutorials, so far, and I'm wondering if in Unreal, they're mechanically the same
You'd think they would be but you never know
well, TPS just places camera further and you gotta deal with character rotation
and official TPS tutorial digs into basic animations
Oh, so I can just use the official TPS tutorial for the animation-side of things?
for the basics yea
I guess an FPS tutorial will probably also cover the things I want in more depth than a generalized Third Person one, too
Like a generalized Third Person tutorial may only scratch the surface of the bare bones of making a TPS
you'll probably have to do both anyways
Knowing me, I'll change halfway through
I'll be like "This isn't working." and just move the camera inside the guy's head.
So you can see your legs.
Like any bad FPS.
Seriously, what is it with bad FPSes and seeing your legs?
The most commonly agreed "bad" CoD games have the "seeing your leg" thing atleast twice
And Battleborn also has that for every character
I'm also very surpised my computer can run these sorts of graphics
Ahhhh finally home. on a non-potato PC
I wish I had that luxury
My PC is worse than a potato
A potato has a use - you can eat a potato
lol, gf's place has no GPU and i2 CPU
My PC is like a brick
while home pc has 2x 7700k, 1x 1080ti and 64gb ram.. its a torture to visit her :p
@toxic vale why do you need a PC in your gf's home? ๐
It's only good for throwing through that one neighbour's window.
Oh fuck I just said that, didn't I?
As long as you don't find the other ones, you have no evidence.
and norlin, i'm a person that be unconstructive for more then 12 hours without feeling sick
i have to work .. constantly ๐
that cant be*
๐
I'm the least constructive person ever
but now to figure out the issue with my game lol
@toxic vale aren't you a 3d modeller by chance?
The UE4-AutismoDrift Game has crashed and will close
Assertion failed: Offset >= 0 [File:D:\Build++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 148]
Nop just a guy working on free to play games
cus i dont like charging for things :p
All the games I've made so far have been F2P
huh, just looking for someone who can help with models, visuals and so on...
f2p is great unless it has p2w stuff or tons of ads ๐
Imma link vid of the game, Its early on but meh
Hence my profile picture basically mocking this one YouTuber for basically making HUD Maker a myth for 7 months
He'd always hint at it and preview it and give builds to patrons
but yah i hate the error i have atm, cus tis no compile issue its the actual packadged game not launching lol
That car looks like it'd be really clunky
All of these tutorials are so outdated
I just realised this one is from 2015 or something like that
most of them works tho
I also see the graphical quality improved since then
so it should be fine long as its same base-version
Also probably more stable because of all the bug fixes.
yah
but like unreal engine 2-3 (the god time for cars) wouldent work in 4 :p
stoopid unreal engine 4.. brick cars q_q
collide very fast car into stand-by car
the speedy car takes all dmg, standing car takes nothing
7.3/10, too many lighting effects
Lighting Effects + Weird car physics + ezpz not Unity = UE4
If I ever made a game engine, I'd advertise it as "Not Unity."
"We don't make you take 4 hours to get a ball rolling"
unity's games in the end makes me sick tho like 7 days to die
the engine just looks so clunky ๐
played it since alpha 0.2
never got stuck in it
mate got hooked and wasted 4k hours into it
How could you waste 4k hours into that trash?
i don't know.. and im the reasonable for it lol
responseable*
cus i gave him the alpha q_q
Next time you make a typo, press up, it's useful
It allows you to fix typos
Yes.
Wonder if lunar is around or what hes name was, spoke to him before i went home about my issue
Memory of a goldfish is not helpfull sometimes
Hold the phone this tutorial guy is lying
waaaaaaaaaaaaaaaaaaaaaaat?
He just said Unity is easier to use than Unreal.
Anyone who says Unity is easier than anything should use Unity
They'll quickly change their mind
Do you realise how hard it is to animate shit in Unity?
On one of the Unity tutorials they had about an hour's worth of a video dedicated to animating a walk
never tried :p
i honestly wish that the error gave me more then "Assertion failed: Offset >= 0" cus i dont even know what that meaaans
what offset >.<
It would take you an hour in UE4 too until the sequence rig feature is done. If you're talking about actually animating in engine. ๐
But bare in mind in Unity, you have to also apply gravity to shit individually
There isn't a "Gravity" option
So you need to go through a lengthy process of setting gravity
And linking together individual parts of a sequence to make an animation
It's weird how Unity does it
It's like how Unreal does it but with alot more shit to do beforehand, from what I've seen
Idk, the furthest I got was a character who could go inside of a vehicle
Thats futher then me!
as i use to work on a TPS Zombie mmo, that i .. lost with a HDD burn lol
never gotten entry/exit on cars tho
I'm guessing it was harder in Unreal, according to this YouTuber?
i think its easy in unreal aswell just havent focused on it prob
in my mind it seems like causing the posses the actor, put character as a child actor of the car at "Bone at seat" for realism look, and then unposses and unchild the actor and move him X to spawn outside car ? :p
Please welcome @subtle scarab to the community! :beers:
I just made it so when you pressed E on the car you basically just became the car
Nothing fancy
Ah
people want me to add characters in the car for realism
but the game is made as a "fun" game, why so serious BibleThump
Backtracked alot of code, still not found root of my issue, bleh
Please welcome @worthy ridge to the community! :beers:
Please welcome @verbal summit to the community! :beers:
Please welcome @livid beacon to the community! :beers:
Please welcome @pulsar depot to the community! :beers:
Oh nice. I got a bot to welcome me.
welcome to the UE Discord lol
I've been told that you guys can help me with a rather stupid problem I've made for myself
Althpugh I could relocate the convo to Blueprints since it's BP relevant
i dunno if i could help. im more a graphics guy, although i have dabbled a bit in BP.
Please welcome @plush yew to the community! :beers:
Welcome @plush yew !
@plush yew It's mostly a problem with struct made out of Tmaps. Says 'pin is invalid, and that map inputs must have an input wired into them'
Now I'm not sure how to solve the issue and what did I do wrong, since it's my 1st time working with Tmaps
@plush yew hey! is there any change the graphics guy want to participate in a small game project? ๐ Looking for someone who can make good visuals (probably cartoon style โ cel-shading or something like that), in best case including character models
Please welcome @pearl lance to the community! :beers:
Hi everyone - thanks for having me ๐
Please welcome @old idol to the community! :beers:
@plush yew it would be easier to answer in case if you tell what's the question ๐
Please welcome @winter obsidian to the community! :beers:
Please welcome @graceful plover to the community! :beers:
hey Norlin Hell yeah id like to join a project
whatre you guys working on?
im currently working on my own Sci-Fantasy project, but id probably be able to squeeze in time to help out
@plush yew tbh I'm alone now ๐ In few words, it's a top-down shoot 'em up arena single-player game with some RPG elements and controlling multiple characters at once
well, at first I've thought about "realistic" style but now I think about low-poly cartoon-ish... But anyway I'm programmer and don't know how to make good graphics %) for now I'm focusing on mechanics, so basically any graphics style can be implemented
this is what I have for now: https://www.youtube.com/watch?v=HW8pBdphEJc&index=10&list=PLp0Hn1zh4vFO2z4IqJnseFgx3YFk29XqQ
Also, 'game over' when all heroes died
(assets are either free or from marketplace)
that looks great. Do you made the character itself? or just weapons?
Iclone made the base model for the character. everything els- the clothing and weapons, and the to a small degree, the hair are all my models
i also can do level modeling and texturing with Substance and Blender
๐
Please welcome @obtuse nova to the community! :beers:
im a nnob at animation, so dont expenct wonders in that department
*noob
"nob" lol i cant type
but yeah.
you need any hardsurface modeling done, ill be able to help with that.
hmm actually I'm mostly looking for characters & monsters... Not even sure there will be any environment %)
ah alright. well if you DO need any help with that sort of stuff, let me know
ok, thank you! ๐ at least I'll need some weapons/armor/clothes, but it's to decide after I have characters...
yepp. just PM me here on Discord when you do get to that point.
im actually going to be needing help with creature design later on as well haha
Sci-Fantasy Universe
really all i can say about my Project right now right now
sci-fantasy โ is it fireballs vs machine guns?
like ShadowRun mixed with Skyrim. actually yeah youre technically correct. fireballs, machineguns, cybernetics, robots, basically everything badass at once
Sounds like mine but more fantasy - throw some badass shit into a box, splice 'em all together and give it a Sci-Fi aesthetic
i love that shit, man
Mine's a third person shooter, though
With a girl called "The Reaper"
Long story short: She's a girl in a mech and she's the only DPS Tank
Nice
elf trooper
lol
Mine will be kinda like that but alot more stealth-y
nice.
And with alot more scifi gadgetry like Owl with their weird dash/stealth thing
Owl being that one op character the developer puts in to help people with the Stealth aspect of the game
so is your game a hackNSlash?
It's more of a shooter, and most areas have some form of Stealth
Or at least, optional stealth
get it HACK.and Slash. because its scifi? huehue
im a clever cunt
I now wanna add a hacker character
Who can hack certain enemies Deus-Ex style to become completely invisible to them
so maybe this is a pretty dumb question, but where is the best place to store all the save game variables (i dont mean the savegame blueprint type, but the call to make those saves). Ive seen people put them on the person character blueprint and others in the gamemode blueprint. But which is better?
wouldnt it go in a GameState?
theres Tutorials by Epic Games on youtube that goes into savegames
i can link you if youd like
ah so youve seen that/
hmm. yeah im not really sure. might be something to ask in the blueprints or programming section
maybe you should just stick it in the Gamemode BP.
ive been trying in the character bp right now, ill try and change it and see if it goes better
thanks^^
honestly it doesnt sound like it really matters as long as it works properly
if it doesnt spazz out and corrupt your save, youre good to go.
or game instance
yeah i guess, im surprised that there is not like a "standard" way of doing it
game instance works while in the same game play (in the same session) but not well with save games
you can put from instance into the save and on load back into the instance
Any decal experts?
what do you need done?
I've tried both spawn decal nodes but they're very janky in my case.
As in,
The decal spawns but often ends up inside the mesh. It is only clearly visible if the enemy I'm spawning it on is dead and not moving on the ground.
p.s. I tried Keep World Position as the loc type as well.
is thee a way to offset the decal?
When the enemy is dead on the ground, it appears on him fine so I don't think it's an offset issue
whats under location type?
right now Keep World Pos.
I'll try to Keep Relative Offset
1 sec
No luck
Decal does not appear on him
Sometimes for a fraction of a second but then its gone (he's attacking and/or moving btw)
Life spawn is set to 0 (therefore infinite)
It's only disappearing because he's moving though, that's what's bugging me
i was gonna say ay theres your problem
Both decal spawn nodes work properly when he's idle or on the ground, dead
Neither work in movement
I have his mesh + a cloth component on top of him
how do u get the location of where to place it?
Sinn try disabling the cloth sim, then try
Earlier this week I tweeted about hit-masking characters to show dynamic blood and wounds. Today Iโd like to talk a little about the effect and how it came to be. Iโll talk a little bit about the technical details and some alternatives. The effect is a proof of concept to try and find a cheaper โฆ
i found this on google
render target is still kinda heavy
Cloth isn't being simulated, it's using an AnimBP but I'll check out that link, it might help
but (large )decals do get funky on moving skel meshes
If I created my level blank, and then imported added the third person content pack, how would make it so i then play using the third person character?
@ruby chasm did u try keep relative offset?
I got the first part of this game down
The camera
It's at an angle that I think works
@plush yew drag the 3rd person bp into the level... in details put auto posses on player 0
Give me your opinion on it
I'll probably have most of my UI elements on the bottom right and the top, so the left is generally where the character is
hey taht looks pretty decent
*that
@obsidian nimbus Thank you so much i had no idea what i was doing lol
I tried going for an over-the-shoulder view seen in many third person shooters
you could try moving the camera down a bit
down and forward a ways
sorta Ghost Recon style
I already tried that
It seemed to cover too much of the screen
ah okay. yeah that looks good the way it is
Especially considering some of the characters will be much larger than that model there
So I don't want to be obscuring the view of the player when using Reaper or Vanguard - 2 of the tanks currently planned
Then again, Vanguard still isn't fully developed, but whatever
They're more of a concept than an actual character yet
oh right youre making your characters in huge mech suits lol.
1 character in a huge mech suit
i may add something like that to mine, but more like Power Armour in Fallout
Reaper kinda has power armour, but her's is more a mini-Titan
Power Armour with built in weapons, and mobile storage
She's also the only character with infinite ammo
and cool. you have any concept art?
Not yet
Currently most of the characters are just ideass
I'll probably do the art last
i usually just wing it. like my Elf in combat armour was entirely done randomly
I can't model for shit anyway
I'll probably get somebody else to model it
I can do a relatively decent job at making UI, but actual character models are like "Eh, no"
if youve got other people working with you youll need concept art
you need to actually show them what to make
unless youre focusing on functionality first
in that case i wouldnt worry about it
Yeah, that's usually how I do it
I have music and plot before art
np
im sorta at a partial impasse with implementing weapons. i need animations, but i suck at animating.
The trick is you use third person
Least amount of animation required
Except with a few of my planned characters
They're gonna be a nightmare to animate
i have to animate both weapons and my FP rig separately, with animations synched up.
my games inventory uses a socket based system, like a third person game
I see
its a right pain in the ass lemme tell you lol
Y'see, I only need to animate 4 weapons per character
Primary and choosable secondary
Since every character has a secondary out of 3
And most of the time they have a melee, ranged, and one that benefits their skillset
Like Shadowhammer has Brass Knuckles, a Revolver and a Stun Gun
Like Shadowhammer has Brass Knuckles, a Revolver and a Stun Gun
i may be able to get away with reusing some animations depending on the weapon, but most of the time ill need to make animations specific to each weapon. the weapons will have a Jam/Unjam animation, a reload, firing equip/unequip. LOT of work
once i know what the hell im doing it should go quicker though
Yeah
Since generally most weapons have similar animations, so once you get one or two down, the rest should be muscle memory
For example, Shotguns generally have the same "open container/sliding thing on gun, put bullet in"
mixamo has free characters and animations
im thinking i may separate the mag in/mag out and boltpull/slidepull animations. simulate firearm handling
But if they aren't the same animation, couldn't the player cancel mid-animation and it'd just look weird?
Like, between the different animations, I mean
well no. youd hit R to swap the mag and then T or something to charge a round into the chamber
variables would detect if a round is chambered
I see
Realism
I feel like that'd be really finnicky, though
like if you take cover youd be able to swap out a mag and if and enemy rounds the corner, and youre halfway through reloading, you can pistolwhip the fucker then charge the weapons
But maybe it could work
I see
I never thought about it that way
If you can pull this off, it might be a pretty cool and interesting mechanic
the game would kind aforce you to practice your control scheme. id solve that issue by implemnting unlimited ammo shooting ranges
๐
I now want to have that for Shadowhammer
have you seen the one with the Tavor animation?
most intense reload ever
That reload is the most intense reload ever
Let's be real, here
where can i throw money at who made it
rumbling SNAP (mag goes flying infinitely)
I never got that with games
Characters would just throw magazines into the abyss never to be seen again
I like Battlefield: Hardline Model - Kimono Sounds - New World Interactive Kimono if you ever see this, I just want to say that I'm sorry
dont know why youd just dump perfectly decent mags. those things get expensive. $20+ a piece
Ikr
At least go and pick them up afterwards
if i can figure out a magazine system for my game, maybe ill simulate that too :v
you can conveniently knock free bullets out of people all you want. dont have a mag, cant use your weapon
My characters have a decent reasoning for dumping mags - they're basically the equivalent of a secret police and they are usually in some sort of bunker or hideout and have to backtrack to get out anyway
fair enough
Granted, the government in this game is kinda stupid in that regard
They hire what are essentially supersoldiers for their secret police
They could literally overthrow the government at any time
The Government sucks at everything :v
Since they know all their plans, all their backups, and without them, they'd literally have no army.
They would know every single thing the government would do
Especially since one of them is just doing it for the money
He could easily just kill his way into power
lol damn the government in your game really DOES suck at everything xD
However they did 1 thing right
They at the very least chose capable people and gave them decent equipment
true
Like, they didn't pull an Overwatch and hire a gamer girl
I always found that reason kinda bullshit
yeah thats kind aridiculous
"Gamers have fast reaction times and stuff" Not military-grade, mate.
mercs should be badasses
not nerds
Hence why I made Reaper - partially to mock Overwatch's reasoning
I think it would take about 1k mercs to overtrow whole europe ๐
I made them a girl in a mech who's basically like "I have no time for games, melts the brain"
@obsidian nimbus Remember, these are essentially supersoldiers with high-tech gear designed for infiltration, assassination, murder and anarchy in general at times
so with about 500 million u could become the great european dictator ๐
And I have about 8 planned already
These guys could probably take over with just that 8
nah u need to hit multiple places at the same time
taking over a country requires a lot more than 8 people. youd need to take over most resources, all branches of government, the army, the media.
But remember - the government trusts them
They require them
oh. huh
Without them, the government basically has to hire an army, a police force, ect.
we dont really have backup shotcallers / shaddow gov here
only danger is russia comin in and taking it from you
but they prolly wont due to america not liking that
If they left and Russia attacked, they probably would be kinda fucked
Not massively
But enough
Since by hiring these guys for a decent wage, they have to pay everyone less
Meaning everyone else does a worse job, but it doesn't matter
Since they just get the guys to kill criminals in their sleep or whatever
The only time they probably wouldn't be able to overthrow the goverment would be if they weren't prepared
If they still had all of their super good gear, they might be able to. And if the government didn't have time to react
Because an EMP basically disables 70% of all the Operatives
sound slike youre going for a Deus Ex style universe
Very Deus Ex
i like it
Just without the messages about racism
What are you talking about here ๐
i was thinking more Old Deus Ex
like DX1
I didn't play old Deus Ex
you really should.
I played Human Revolution
really cool old school Cyberpunk
Sounds good
Trenchcoats, sunglasses worn at night, cyborgs, robots, and conspiracies everywhere
its so perfect
Imagine that without the cyborgs and robots
its on Steam if youre interested. for like 10 bucks at most
I'll probably wait
im not really a fan of the new games. theyre kinda bleh. and preachy at times
I only played Human Revolution
i played both HR and Mankind Divided
I heard Mankind Divided kinda sucked
i really pprefer the old cheesy tin foil hat style plot of the old game
thats actually fun
The more and more you explain old Deus Ex the more and more I'm like "wait, did I play old Deus Ex and am I just remembering it or what?"
its old. from aroundd 2000
made on the OLD Unreal Engine
back when the only other game running Unreal Engine was Unreal 1998 (or was it '99?)
now theres a piece of nostalgia, eh?
One of the things I based most of the characters in my game off of was Global Agenda
thats Deus Ex
What are those things on the side for?
which side?
the top left is the locational health system
The right
bottom left, ammo
right side is the equipment toolbelt
my game actually has that same system lol
Locational health actually sounds really interesting. Fallout did it kinda terribly, though
Because what's the point of shooting someone in the leg to slow them when you can shoot them in the head and just kill them?
im actually abandoning health entirely for a hitbox based system. marking the major organs, and central nervous system on a character
Anyone know how I'd create a dynamic material instance for a static mesh? Doesn't seem to be compatible.
That sounds interesting - I'm guessing you can sorta shoot a lung or something and it'll do more damage/DoT damage?
theres no health. shoot someone in the heart lungs or head and theyre done
Ooh, interesting
Super tactical.
even a leg shot is eventually fatal
Arteries and shit?
femoral artery.
That's actually a really cool concept
media always forgets that when they show a character getting shot in the leg.
Sadly mine wouldn't work with that considering most of the loud missions are just missiles and explosions and just.. death
im even simulating ballistic drop and things.
raytraces can do really cool shit
Boi your literally making the most realistic shooter
And you're making it part fantasy
The irony is real
UNreal
(hahahahahahaha kill me)
(that pun was terrible)
hu
hue*
ic wat u did there m9
7.3/10 2 gud
but yea. in order to balance things im planning a system of if you have a "soul Crystal" type thing, and you die, you can kind afloat around as a ghost, then respawn in a cover position. downside, you lose your armour and most of you weapons
Hardcore
my game will have magic as well as modern weapons, so things are going to need to be set up differently than say Arma. or Stalker
oh hey, the convo is still going, hi bois
like if i didnt get creative with the balancing, fucking Frost mages will be bigger cunts than in Skyrim
i fixed my game and got stuck lol
And I'm here with my uncreative af done to death sci-fi shooter
nah. keep working on the lore and it should be awesome
It's still been done to death
id play it
I'm just worried when I release it to 5 people, they'll spread it and I'll be the next Paladins
and im miles off from even alpha 0.0.0.1
"You copied Overwatch" 2 similar characters
I'm miles off from even having it remotely close to a game
Currently it's just planning
its just planned features right now
yepp same lol
I have 8 planned Operatives, I'm planning for around 12 during Alpha
But I'll probably have around 50 planned by then
Only a few will get through
focus your energy on functionality. make a few characters sure, but its not super important to have a full roster
the game should simply work at first.
True
i need to add 12 more cars to my game (Free models due to f2p game lul copyrights)
But I want to have a large amount so I can see what works and what doesn't
and theeeeen be creative.. with a map ugh
So I have some sort of guidelines to go off of
Hey all
e.g if this character doesn't work, don't include them and remember to scrap or rework those mechanics if they reappear later in newer Ops.
Hello
you should set up a character class with all the features you plan on distributing to other characters. even if some dont use those
oh hey Scott
How would I map all of them?
Each character has 2 actives and 3 passives
Do the math.
hmm
gets kind acomplicated
Then again, some Passives are repeats
you may need to convince a character designer to help build characters. or hire one whatever
y tho
you want to set up character functionality, right? each character has different stats and things
fuck i dunno.
Their stats are usually generally the same apart for their movement, health and weapon damage
i had an idea but i lost it almost immediately :/
Unless they're adjusted by their abilities
Like some characters may have a Passive that reduces damage by x%
Other than that, I want it to be predictable.
I want you to know I'll do x amount of damage in y amount of time
yeah youll have to set up a class to derive all other characters of of. with changeable variables
Yeah... then your subclasses can just tweak the stats tokens you leave.
I got that covered
Otherwise you'll need to tweak whatever the subclasses do differently in whatever systems you have.
Does anyone know why if i compile in VS it takes a long time to compile Projectname.js?
whats VS?
Visual Studio
oh. i dunno i stick with BP
projectname.js? Are you exporting HTML5?
Is there to check that
a way*
2>Deploying Projectname HTML5 Development..
how do i disable that
I don't know how you're accidentally doing that. Uhm. From Visual Studio, what is your build configuration? Development Editor Win64?
just Development
And Win64 or HTML5?
Cool cool
Yeah... struggling with windowed mode here.
New project always starts fullscreen. Alt+Enter flickers a window with border, then goes right back to fullscreen
Ideally, my game would default in a maximized window mode with a border.
I can use r.SetRes 1280x720w to make it a window, but it has very small resize handles.
I know UE4 can do it, because the editor can do it, so I'm confused.
Super weird how it's "ignoring" (technically immediately undoing) alt+enter though
Look online and all I can see is people complaining about UE4 not starting fullscreen. o.o
Yeah. It's a blank project with a stock editor...
Downloaded from Launcher. $.17.1
4.17.1**
I should note that this is in packaged games.
is there a way to make my animations run in place? because i just got my guy all hooked up and the animation plays in a loop moving him super far and teleporting back to start and doing it again constantly
or do i need to redownload all of the animations and make sure they just move in place?
there is a checkbox to check that can fix that in the anim bp
well not the anim bp, in the anim itself
do you happen to know what its called because im checking and unchecking things and nothing seems to be it
yeah was trying to remember the name, in the animation on the left under Root Motion try checking force root lock
might have to get the animations again, that is certainly weird that didnt lock it down
If for whatever reason the animation wasn't made by moving the root, the root lock wouldn't do anything, but that'd be an atypical way to animate such a thing.
i got the animations from mixamo
i know they have a button in there to make it static
ill start redownloading the animations then
yeah if using mixamo just make it in place, might be easier to fix it that way
reeeeeeeeee
also a good chance with the recent changes that mixamo did and UE4 that their non locked animations wouldn't have the root set up properly so that is probably it
thats the fix
i cri everytiem i have to redl and rename reimport reskeltal and move to right folder
Sounds like a job for... ENGINEER MAN
Or woman. Or whatever. In my mind I was going to make an awkward 90s kid reference but decided against it.
But that sounds like you really need to write some scripts and save your self a lot of pain.
it wasnt as bad as i thought, most of my animations are static, only a few need replaced
i sure hope this tutorial knows what its doing, titanicgames animation tuts
Please welcome @scenic onyx to the community! :beers:
anyone here use texturing xyz maps in unreal?
oooh this looks nice
Industries of Titan is an industrial city building sim/strategy game, set on Saturn's moon Titan. Wishlist now on Steam!: http://store.steampowered.com/app/4...
@ashen brook that looks weird, but not bad...