#ue4-general

1 messages ยท Page 102 of 1

heady bridge
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yeah

next badger
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if it doesn't something is wrong

heady bridge
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I do generate my uproject

next badger
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@heady bridge the .sln file, not uproject ๐Ÿ˜ƒ

heady bridge
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oh shit

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I thought it had to be the uproject file to generate lol

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there is no option to generate the .sln

next badger
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@heady bridge ahah...nope...VS solution is .sln...generate option IS generating .sln file...not uproject

heady bridge
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oh

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so sln is after the generation

next badger
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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)

heady bridge
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yeah I open the sln afterwards and the solution isn't there

next badger
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huh?

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empty sln?

heady bridge
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Ill screenshot

next badger
heady bridge
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those are the only thigns I get

sharp crest
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I had a random thought, whats the max amount of actors should be in a level before it will start lagging?

next badger
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@heady bridge umm...what You expected? Open Solution Explorer Tab.

heady bridge
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Oh ffs

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Im blind as a bat lol, I didn't realize it was on the wrong tab XD

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thanks lol

safe rose
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@sharp crest Not an answerable question

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

sharp crest
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@safe rose Every question has an answer, the question is if you know it.

safe rose
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@sharp crest ???

stuck musk
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Hello

safe rose
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No one would know that answer...

sharp crest
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I basically said that if you dont have an answer pls dont mention me for nothing xD

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Why not?

safe rose
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@sharp crest You are asking a stupid question

sharp crest
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There is only a stupid answer, not a stupid question <3

safe rose
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You need to be more specific with your question if you want an actual answer

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It's like asking, how many stars are there in the night sky

sharp crest
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I want to know how many actors in a level will start causing lag

safe rose
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What is the maximum amount of stars (sun) that space can hold

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Again, not an answerable question

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As many as it can hold before it starts lagging?

sharp crest
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Kinda of yea

safe rose
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I mean, different specs will handle it differently

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Way too many variables that you are not taking into account with your question

stuck musk
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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.

sharp crest
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@stuck musk You would want to use a runtime mesh from what I know

stuck musk
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I want to make terrain editing

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But google anwsers me that's not implemented

next badger
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@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.

stuck musk
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Thank You very much for the anwser. ๐Ÿ˜ƒ

next badger
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@stuck musk probaby exists somewhere

stuck musk
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Wow I didn't realise someone is going to be that helpful

next badger
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@stuck musk he's making voxel ingame editor

stuck musk
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Thank You one more time ๐Ÿ˜„

next badger
stuck musk
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Yes, I have it

next badger
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ok

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

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

tribal peak
weary hull
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depends on what they are and the players pc

safe rose
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@tribal peak GL to you and @maiden swift , you guys got a stream going?

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(of the event)

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

west valley
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sup

plush yew
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is there a channel to gather a team? or to post projects to work on?\

sullen sonnet
glossy flame
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@plush yew

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ยฏ_(ใƒ„)_/ยฏ

plush yew
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Stupid question, how do I move an object in small increments?

south ridge
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What kinda increments

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And what kinda object

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There's TeleportTo which can perform sweep check and stuff

worn merlin
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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

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depends what you're doing

plush yew
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oh i mean like moving an asset

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with the red arrows

worn merlin
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with the red arrows?

plush yew
worn merlin
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You mean moving it along the X axis?

plush yew
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yeah

worn merlin
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and you want it to move that way forever by a small amount?

plush yew
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move it along the x-axis a little bit

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when moving the arrow it does it in larger incriments

worn merlin
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at the top right of the viewport, there's a grid button, highlighted orange

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click it to uncheck it

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or change the value next to it from 10 to 1 or something

plush yew
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that fixed it, thank you! ๐Ÿ˜„

worn merlin
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np

plush yew
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can anyone explain

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why visual studio sometimes rebuilds the entire engine, seemingly for no reason whatsoever, when i'm working in unreal from git?

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just wanted to recompile the project after removing ONE LINE

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the entire thing decides to rebuild itself.. that's it for me for 2 hours...

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no work can be done now.

worn merlin
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Is your project set as the start up project, rather than the engine?

wild kestrel
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@PickledFerret#1651 that does not matter UBT don't look on editor configuration

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@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

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in past you could add -rocket option in ubt for it to ginore enigne code but i dont think it works anymore

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might be new name for option, look on binary version of the enigne and see what build command line it is using without source

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you can find it in your project propeties in VS in NMake

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alternativly you can add -module NameOfYourModuleHere this should build your game module only

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Ah you edit command line in NMake thing too ๐Ÿ˜ƒ problem is if you reginerate project files it creset to defaults

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

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Please welcome @ionic tide to the community! :beers:

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Please welcome @hybrid orchid to the community! :beers:

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Please welcome @stuck meadow to the community! :beers:

cursive swift
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I need an opinion

safe rose
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@cursive swift Mine are pretty good

cursive swift
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What do you think

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still need to sculp a couple of details here and there i think

wild kestrel
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Im not rock mesh expect, but it looks fine to me

cursive swift
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Hum i m not sure

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well i m never sure when i m making something actually

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I ll see that tomorrow i guess

abstract heron
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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.

mint raptor
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If I wanted to scale a sphere mesh via radius much like the sphere collision, what is the best way to do this?

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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

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

mint raptor
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Doing something silly I guess but should work

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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

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

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ah

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the US would be litty

dusk hearth
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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?

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Interested in doing some VR development too.

safe rose
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@dusk hearth Google works wonders

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But, really, start with Official Docs

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Jump into Engine Source

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There are plenty of books out there, but they become quite outdated quick

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Maybe Mitch's VR book is good, haven't read it though

dusk hearth
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Hey @safe rose ! Thanks a lot! Yeah, I've noticed that happens with software books a lot lately.

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But the VR one looks interesting!

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Appreciate the suggestions! ๐Ÿ˜ƒ

safe rose
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@dusk hearth No worries. Obviously this server serves as a stepping stone as well

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So if you find yourself not being able to GoogleFu something or can't work it out, ask questions in the right places

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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"

dusk hearth
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Sounds good! I'll definitely do that. ๐Ÿ˜ƒ

polar hawk
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If yall haven't played Hellblade ya need to

safe rose
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@polar hawk That good?

plush yew
weary basalt
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@safe rose Yeah its pretty awesome.

safe rose
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Hmm, guess I'llpick it up soon

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

plucky reef
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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?

ashen brook
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Nvidia

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Because

plucky reef
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why

weary basalt
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Cause AMD are shit

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lol

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Intel/Nvidia fan boy ๐Ÿ˜ƒ

plucky reef
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let's try to be geek/nerdy here and talk about specifications

leaden garnet
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I want to know the same thing

plucky reef
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yeah want to know in the game dev perspective

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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

gloomy helm
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I use a ti, its pretty nice in UE4

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Though really any high end card would feel the same

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I would prefer a higher core cpu though

paper kernel
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and it's not like you can even buy Vega anywhere

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not for a long time

plucky reef
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more core = more fun โค

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but I can buy vega here,

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I'm just asking cause I'll buy one maybe next week

leaden garnet
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To be fair I want to know about from a game modelling and animation perspective.

plucky reef
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@leaden garnet exactly

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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

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GAME MODELER AND ANIMATORSSSS WE NEED YOUR ANSWERSSSS

gloomy helm
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Unless you can use the compute cores on the GPU

leaden garnet
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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

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Also, what do you plan to pursue, modelling or animation, if neither then which? @plucky reef

plucky reef
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@leaden garnet I wanna do both lol

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@gloomy helm what do you mean unless we can use the compute cores on the gpu?

gloomy helm
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I'm no modeler so Idk if cuda cores and whatnot are useful in 3d modeling

plucky reef
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@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?

gloomy helm
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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

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Couldnt do a 1800x and a gt 710

plucky reef
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but you need to run it of course after packaging it right?

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1800x and a hd6570 is ok with you than 4core 4.5ghz and a 1080 ti?

gloomy helm
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Uh no 6570 bit slow for ue4

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Could be perfectly fine for modeling/animation idk?

paper kernel
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well

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I could see issues doing hi-poly models with low-end gpu

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probably

sudden agate
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Whats the difference between "Maximum Quality" and "Scalable 2D/3D" when you create a new Project? I never understood this

plucky reef
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haaaays

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can't really get the point

vale osprey
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@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

plucky reef
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@vale osprey so what build should I get?

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some says that I should get vega If I can cause i'll be better when amd fix their drivers?

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

plucky reef
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@vale osprey is that true?

vale osprey
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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.

cloud cobalt
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As a dev it's a much better idea to go nvidia

plucky reef
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WOOOOW I See

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@cloud cobalt I got a questioooon

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@cloud cobalt is UNREAL ENGINE, a CPU RENDERING or GPU RENDERING SOFTWARE?

cloud cobalt
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Is that a serious question ? It's a game engine, so it's always going to be using the GPU to render

plucky reef
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cause if it's cpu hungry rendering software then I don't see the point of getting a top class gpu

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I see

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yes

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cause I tot it's a cpu base rendering software lol

cloud cobalt
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No one really renders in CPU anymore, except for 2D console emulators

plucky reef
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sir @cloud cobalt then a quadcore running at 4.5ghz and a 1080ti is okay?

cloud cobalt
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It's more than enough, yes

plucky reef
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that's the answer I've been waiting for ๐Ÿ˜„

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and it comes from a Developer ๐Ÿ˜„

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ALL HAIL @cloud cobalt ๐Ÿ˜„

polar hawk
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fucking hell

sacred crater
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that's not nice

leaden garnet
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@cloud cobalt You answered my questions too. Thanks a lot!

plucky reef
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yeah, not nice lol

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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

sacred crater
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I was talking about Allar tho

plucky reef
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yesss I know ^_^

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I'm just agreeing with you ^_^

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@leaden garnet I hope this help

leaden garnet
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YES! Thanks a lot! Helped! @plucky reef

plucky reef
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^_^ 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

pallid compass
plush yew
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Please welcome @honest hill to the community! :beers:

plush yew
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Hello

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I'm here because I wanted to work on a Third Person Shooter but Unity sucks

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I literally have like... 3 pages worth of planning already

regal mulch
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@plush yew nice (: glad you found us. Good luck on your project

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

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I'm just wonderig if I'll be able to do everything I've planned

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Like a semi-realistic Stealth system which makes Owl overpowered

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I'm planning for a Stealth system which makes one of the character broken because they have a Sonar.

plucky reef
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can your rig run the ARCHMODEL FOR UE VOL 4?

plush yew
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Dayum those be some good graphics

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But I don't focus on graphics

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The golden rule for me is: gameplay first, everything else second.

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Unless I'm going for some sort of Asura's Wrath hyper-pretty graphics, very little gameplay type thing.

plucky reef
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I'm focusing on graphics and less gameplay lol

weary hull
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do epic offer a better reflection system yet?

vale osprey
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better than what?

weary hull
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the one used in that video

vale osprey
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and what is used in that video?

weary hull
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I'm assuming their native blurred system they've always used

vale osprey
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there is Screen Space Reflection and Planar Reflection

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either can be blurred

keen birch
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@plush yew It's worth noting that those are absolutely not intended for your average game-dev purposes

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Average polycount: 80k

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And that's some bad level design

plucky reef
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@keen birch what's the common polycount of one mesh?

keen birch
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For a tree?

plucky reef
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yes

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and for grass?

keen birch
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Anywhere from 5k to 15k

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And for grass <150

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tris*

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Not polys

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Tri is 2*poly

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๐Ÿ˜›

plucky reef
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wow, that assets compose of 180k poly triangles

keen birch
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Generally speaking

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Depends, polys can be tris

sacred crater
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Difference between Hero and Game assets

keen birch
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Or they can be quads

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In which case they're two tris

plucky reef
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let me take a look

sacred crater
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if the point is to showcase beauty, not an actual game then assets are Hero, and then 180k for a tree is acceptable

keen birch
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^

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For a game, though... Not a good idea, probably

sacred crater
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For a game, you're in trouble :p

plucky reef
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wahhhhhhhhh

obsidian nimbus
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unless u plan to release in 5 years ๐Ÿ˜ƒ

plucky reef
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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?

obsidian nimbus
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yea u can use all the poly u want if u render a movie in seq

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speakin off. i just did my verry first change to the compositing demo

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I use seq in the infiltrater demo too render a bunch of images and replaced shot3 in compositing demo

plucky reef
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let me watch your movie ๐Ÿ˜„

obsidian nimbus
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its not super awwsome or anything ๐Ÿ˜›

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just a lil test

plucky reef
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cooool

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a video in sequencer haha

obsidian nimbus
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used sequencer render movie too get the images and put those back into sequencer compositing ๐Ÿ˜›

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mine is 500mb of pngs and theirs is 6 gigs of .exr

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still pretty big for a few sec of footage but hey ๐Ÿ˜›

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cool stuff to play with

plucky reef
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imagine if your game will have a lot of that scene, hmmm wondering about 500gb lol

frank escarp
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@obsidian nimbus ive found interesting that they are using the capsule shadows there

obsidian nimbus
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hmm i better get me a gdrive expantion.

frank escarp
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the capsule shadows were implemented for paragon and robo recall, mostly for robo recall. But they are quite good for player blob-y shadows

obsidian nimbus
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yea a bit more work to set up, but nice stuff

plucky reef
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wait wait, what is capsule shadow?

obsidian nimbus
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its cheaper than dynamic

frank escarp
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@plucky reef capsule shadows are a way of having quite cheap super soft shadows

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think of them as a really fancy version of blob shadows

plucky reef
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.....

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can't understand a thing

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pathetic me

frank escarp
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see the shadow those guys have?

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that is veeeery soft

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thats a capsule shadow

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they dont use shadowmaps like usual

plucky reef
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now I can understand it ๐Ÿ˜„ sorry I'm a visual learner lol

frank escarp
plucky reef
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so whenever that capsule overlap with some mesh they will cast this cheap shadow?

frank escarp
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the technique was invented for the last of us

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no

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the shadow calculation is done by simple math against the capsules on screen

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it was a technique invented for"the last of us", in there, they used spheres

plucky reef
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wooow, so this technique doesn't hit a huge performance loss?

frank escarp
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no, in fact it is cheaper than normal shadows

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thats how they look on The Last of us

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you can see the very soft shadow on the floor that ellie casts

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they explain their light tech here

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TLDR, lightmaps, TONS of them

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basically all light is static in the last of us

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they start explaining the soft shadows in page 22

plucky reef
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that shadows in floor and in the wall are soft shadows?

frank escarp
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yes

obsidian nimbus
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I should ask a friend of mine if i can lend one of his cameras ๐Ÿ˜›

plucky reef
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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?

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now that's awesome!

frank escarp
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those are for characters btw

weary hull
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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)

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

frank escarp
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@weary hull total number

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well, depends on those switches

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how exactly are they? normally an "if" branch in a shader works well as long as the condition is stable

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but ue4 materials dont have if

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the ue4 "if" node is more like a blend node

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it calculates both branches and blends i think

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remember that gpus are parallel calculators. But all those parallel calculations need to be the same

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gpus HAAAAAATE when stuff branches

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becouse they dont calculate 1 val at a time, they calculate a bunch. And they cant do different stuff at the same time

weary hull
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so could be better to do a small bit in shader then swap out the mesh?

frank escarp
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what is your use case?

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what do you want to do

weary hull
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it would be shooting an object that takles multiple hits to die, but each hit should result in visible chnages

frank escarp
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make it gradual, and just blend beetween "damaged/not damaged"

plucky reef
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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

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

sacred crater
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That is certainly useful, split struct nodes don't throw errors when you replaced it with an exact copy made in c++

stiff quartz
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hi, im an ue4 developer and i'd like to take my skills to the next level, what should i do for that?

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

stiff quartz
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i accidentally left lol

plucky reef
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study and study and study

paper kernel
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there is no next level really, just a new game project

obsidian nimbus
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i think hes askin what too focus on ๐Ÿ˜›

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would help if we know if u like code or shiney things ๐Ÿ˜›

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

harsh tiger
grim ore
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Did you combine or group the mesh? or tell it to export as 1 mesh?

harsh tiger
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i just selected all and then clicked send to unreal

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an i tried, file, send to unreal, all and that didnt work

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shall i export as a fbx file?

plucky reef
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yeah AFAIK export it in FBX file

harsh tiger
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fbx export or dae_fbx export

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@plucky reef

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@grim ore

plucky reef
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FBX EXPORT

harsh tiger
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fix it, i ticked combine meshes when importing it into unreal and that worked

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thanks for the help

plucky reef
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coool glad you fixed it ^_^

harsh tiger
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@plucky reef do you know of a way to stop the hand clipping into the torch model?

plucky reef
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hand clipping?

harsh tiger
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yeah like when i jump and land and the player hand moves it goes through the torch

plucky reef
#

may I see it?

harsh tiger
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thats a little clip of it

plucky reef
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you should attach it to the bone

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that flashlight object

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

plucky reef
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you should attach it the the hand or fingers or anywhere in the hand

harsh tiger
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it already is

plucky reef
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hmmmm

brisk osprey
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So there is no Houdini Engine, for 14.7 ?

plucky reef
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that is a actual mesh right?

harsh tiger
plucky reef
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you attach it as a parent?

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in the Blueprint?

harsh tiger
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nope just in the view port haha have never attached something as a parent in blueprint before

plucky reef
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you should so it will follow the bone in the animation

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you just attach it in the X and Y and Z axis of the specific bone and it stays there everytime

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here is the perfect solution

harsh tiger
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i'll give it a watch now, thank you for the help!

plucky reef
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sure thing ^_^

plush yew
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Hey, are the templates good for newbs?

paper kernel
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probably, but you should get familiar with the project setup process

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like doing basic custom char/controller classes of your own, setting up gamemodes and such

plush yew
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I'll probably watch some tutorials first, I just mean after I've got a grip of how the engine works

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And how to make Owl's test model an actual Owl furry

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Owl isn't an Owl

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They're just a really smart dude with a sonar and a fly/dash

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@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

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You'd think they would be but you never know

paper kernel
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well, TPS just places camera further and you gotta deal with character rotation

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and official TPS tutorial digs into basic animations

plush yew
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Oh, so I can just use the official TPS tutorial for the animation-side of things?

paper kernel
#

for the basics yea

plush yew
#

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

paper kernel
#

you'll probably have to do both anyways

plush yew
#

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

toxic vale
#

Ahhhh finally home. on a non-potato PC

plush yew
#

I wish I had that luxury

#

My PC is worse than a potato

#

A potato has a use - you can eat a potato

toxic vale
#

lol, gf's place has no GPU and i2 CPU

plush yew
#

My PC is like a brick

toxic vale
#

while home pc has 2x 7700k, 1x 1080ti and 64gb ram.. its a torture to visit her :p

inner mountain
#

@toxic vale why do you need a PC in your gf's home? ๐Ÿ˜„

plush yew
#

It's only good for throwing through that one neighbour's window.

toxic vale
#

lol alpha

#

thats one way to Surf Kappa

plush yew
#

Oh fuck I just said that, didn't I?

#

As long as you don't find the other ones, you have no evidence.

toxic vale
#

and norlin, i'm a person that be unconstructive for more then 12 hours without feeling sick

#

i have to work .. constantly ๐Ÿ˜„

#

that cant be*

inner mountain
#

๐Ÿ˜„

plush yew
#

I'm the least constructive person ever

toxic vale
#

but now to figure out the issue with my game lol

inner mountain
#

@toxic vale aren't you a 3d modeller by chance?

toxic vale
#

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

plush yew
#

All the games I've made so far have been F2P

inner mountain
#

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 ๐Ÿ˜„

toxic vale
#

naa, 0 profit

#

at all

plush yew
#

^

#

Then again, I used to make shitty RM games

toxic vale
#

Imma link vid of the game, Its early on but meh

plush yew
#

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

toxic vale
#

but yah i hate the error i have atm, cus tis no compile issue its the actual packadged game not launching lol

plush yew
#

That car looks like it'd be really clunky

toxic vale
#

mhm, drifting with a lambo dont fit at all

#

but thats 1 out of 8 cars so

plush yew
#

All of these tutorials are so outdated

#

I just realised this one is from 2015 or something like that

toxic vale
#

most of them works tho

plush yew
#

Oh

#

Are all UE4's generally the same?

#

This is .7

toxic vale
#

Newer sometimes gets new features and renames some features

#

sometimes..

plush yew
#

I also see the graphical quality improved since then

toxic vale
#

so it should be fine long as its same base-version

ionic sedge
#

Also probably more stable because of all the bug fixes.

toxic vale
#

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

plush yew
#

Yeah, this is still 4, though

#

The one with the 10/10 quality graficks.

toxic vale
#

collide very fast car into stand-by car

#

the speedy car takes all dmg, standing car takes nothing

plush yew
#

7.3/10, too many lighting effects

toxic vale
#

love it.

#

๐Ÿ˜„

#

Yah ue4's graphics are amazing i love it

#

and easyer to use

plush yew
#

Lighting Effects + Weird car physics + ezpz not Unity = UE4

#

If I ever made a game engine, I'd advertise it as "Not Unity."

toxic vale
#

hahaha

#

giving me ideas now :p

#

"Brought to you by autism.. Powered by.. not unity..

plush yew
#

"We don't make you take 4 hours to get a ball rolling"

toxic vale
#

unity's games in the end makes me sick tho like 7 days to die

#

the engine just looks so clunky ๐Ÿ˜„

plush yew
#

7 days to die sucked

#

I got it on Green Man Gaming and it sucked

toxic vale
#

played it since alpha 0.2

#

never got stuck in it

#

mate got hooked and wasted 4k hours into it

plush yew
#

How could you waste 4k hours into that trash?

toxic vale
#

i don't know.. and im the reasonable for it lol

#

responseable*

#

cus i gave him the alpha q_q

plush yew
#

Next time you make a typo, press up, it's useful

toxic vale
#

Oh I did not know that

#

:p

plush yew
#

It allows you to fix typos

toxic vale
#

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

plush yew
#

Hold the phone this tutorial guy is lying

toxic vale
#

waaaaaaaaaaaaaaaaaaaaaaat?

plush yew
#

He just said Unity is easier to use than Unreal.

toxic vale
#

unfollow him ASAP

#

^.-

plush yew
#

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

toxic vale
#

never tried :p

plush yew
#

A walk

#

An hour for a walk

toxic vale
#

damn

#

thats a long walk!

plush yew
#

Since those aren't built-in to Unity

#

Unity gives you the bare bones

toxic vale
#

i honestly wish that the error gave me more then "Assertion failed: Offset >= 0" cus i dont even know what that meaaans

#

what offset >.<

ionic sedge
#

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. ๐Ÿ˜›

plush yew
#

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

toxic vale
#

cant u import animations to unity too?

#

with the character

plush yew
#

Idk, the furthest I got was a character who could go inside of a vehicle

toxic vale
#

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

plush yew
#

I'm guessing it was harder in Unreal, according to this YouTuber?

toxic vale
#

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

plush yew
#

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

toxic vale
#

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

toxic vale
#

Backtracked alot of code, still not found root of my issue, bleh

plush yew
#

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:

pulsar depot
#

Oh nice. I got a bot to welcome me.

plush yew
#

welcome to the UE Discord lol

pulsar depot
#

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

plush yew
#

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:

pulsar depot
#

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
#

hello

#

Please welcome @whole notch to the community! :beers:

#

guys, can you help me?

inner mountain
#

@plush yew hey! is there any change the graphics guy want to participate in a small game project? ๐Ÿ˜ƒ Looking for someone who can make good visuals (probably cartoon style โ€“ cel-shading or something like that), in best case including character models

plush yew
#

Please welcome @pearl lance to the community! :beers:

pearl lance
#

Hi everyone - thanks for having me ๐Ÿ˜ƒ

plush yew
#

Please welcome @old idol to the community! :beers:

inner mountain
#

@plush yew it would be easier to answer in case if you tell what's the question ๐Ÿ˜ƒ

plush yew
#

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

inner mountain
#

@plush yew tbh I'm alone now ๐Ÿ˜„ 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

plush yew
#

cool. more of a low poly look?

#

im used to high poly stuff lol

inner mountain
#

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

#

(assets are either free or from marketplace)

plush yew
#

trying to find something of mine to show off lol

inner mountain
#

that looks great. Do you made the character itself? or just weapons?

plush yew
#

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

inner mountain
#

๐Ÿ‘

plush yew
#

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.

inner mountain
#

hmm actually I'm mostly looking for characters & monsters... Not even sure there will be any environment %)

plush yew
#

ah alright. well if you DO need any help with that sort of stuff, let me know

inner mountain
#

ok, thank you! ๐Ÿ˜ƒ at least I'll need some weapons/armor/clothes, but it's to decide after I have characters...

plush yew
#

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

inner mountain
#

sci-fantasy โ€“ is it fireballs vs machine guns?

plush yew
#

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

quick heath
#

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?

plush yew
#

wouldnt it go in a GameState?

#

theres Tutorials by Epic Games on youtube that goes into savegames

#

i can link you if youd like

quick heath
#

i know, in fact it goes into gamemode

#

in that video

#

ive seen multiple of them

plush yew
#

ah so youve seen that/

quick heath
#

each one puts them in a different place

#

thats why im so confused

plush yew
#

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.

quick heath
#

ive been trying in the character bp right now, ill try and change it and see if it goes better

#

thanks^^

plush yew
#

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.

obsidian nimbus
#

or game instance

quick heath
#

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

obsidian nimbus
#

you can put from instance into the save and on load back into the instance

quick heath
#

mmm not sure how to achieve that to be honest

#

im "relatively" noob in this aspect

ruby chasm
#

Any decal experts?

plush yew
#

what do you need done?

ruby chasm
#

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.

plush yew
#

is thee a way to offset the decal?

ruby chasm
#

When the enemy is dead on the ground, it appears on him fine so I don't think it's an offset issue

plush yew
#

whats under location type?

ruby chasm
#

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)

plush yew
#

maybe its disappearing too quickly

#

Change Life Span!

ruby chasm
#

Life spawn is set to 0 (therefore infinite)

plush yew
#

oh

#

huh

ruby chasm
#

It's only disappearing because he's moving though, that's what's bugging me

plush yew
#

i was gonna say ay theres your problem

ruby chasm
#

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

plush yew
#

could be a UE glitch

#

maybe the Cloth component is screwing it up

obsidian nimbus
#

how do u get the location of where to place it?

plush yew
#

Sinn try disabling the cloth sim, then try

#

i found this on google

obsidian nimbus
#

render target is still kinda heavy

ruby chasm
#

Cloth isn't being simulated, it's using an AnimBP but I'll check out that link, it might help

obsidian nimbus
#

but (large )decals do get funky on moving skel meshes

plush yew
#

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?

obsidian nimbus
#

@ruby chasm did u try keep relative offset?

plush yew
#

I got the first part of this game down

#

The camera

#

It's at an angle that I think works

obsidian nimbus
#

@plush yew drag the 3rd person bp into the level... in details put auto posses on player 0

plush yew
#

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

obsidian nimbus
#

np

plush yew
#

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"

obsidian nimbus
#

mixamo has free characters and animations

plush yew
#

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

obsidian nimbus
plush yew
#

owninator Hyper is awesome lol

#

That is the greatest animation I have ever seen

obsidian nimbus
#

๐Ÿ˜›

plush yew
#

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

obtuse nova
#

where can i throw money at who made it

plush yew
#

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

obsidian nimbus
plush yew
#

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

obsidian nimbus
#

I think it would take about 1k mercs to overtrow whole europe ๐Ÿ˜›

plush yew
#

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

obsidian nimbus
#

so with about 500 million u could become the great european dictator ๐Ÿ˜›

plush yew
#

And I have about 8 planned already

#

These guys could probably take over with just that 8

obsidian nimbus
#

nah u need to hit multiple places at the same time

plush yew
#

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.

obsidian nimbus
#

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

plush yew
#

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

noble heath
#

What are you talking about here ๐Ÿ˜„

plush yew
#

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

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Trenchcoats, sunglasses worn at night, cyborgs, robots, and conspiracies everywhere

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its so perfect

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Imagine that without the cyborgs and robots

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its on Steam if youre interested. for like 10 bucks at most

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I'll probably wait

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im not really a fan of the new games. theyre kinda bleh. and preachy at times

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I only played Human Revolution

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i played both HR and Mankind Divided

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I heard Mankind Divided kinda sucked

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i really pprefer the old cheesy tin foil hat style plot of the old game

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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?"

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its old. from aroundd 2000

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made on the OLD Unreal Engine

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back when the only other game running Unreal Engine was Unreal 1998 (or was it '99?)

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now theres a piece of nostalgia, eh?

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One of the things I based most of the characters in my game off of was Global Agenda

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thats Deus Ex

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What are those things on the side for?

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which side?

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the top left is the locational health system

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The right

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bottom left, ammo

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right side is the equipment toolbelt

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my game actually has that same system lol

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Locational health actually sounds really interesting. Fallout did it kinda terribly, though

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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

ruby chasm
#

Anyone know how I'd create a dynamic material instance for a static mesh? Doesn't seem to be compatible.

plush yew
#

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

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Super tactical.

#

even a leg shot is eventually fatal

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Arteries and shit?

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femoral artery.

#

That's actually a really cool concept

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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.

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raytraces can do really cool shit

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Boi your literally making the most realistic shooter

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And you're making it part fantasy

#

The irony is real

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UNreal

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(hahahahahahaha kill me)

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(that pun was terrible)

#

hu

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hue*

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ic wat u did there m9

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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

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Hardcore

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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

toxic vale
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oh hey, the convo is still going, hi bois

plush yew
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like if i didnt get creative with the balancing, fucking Frost mages will be bigger cunts than in Skyrim

toxic vale
#

i fixed my game and got stuck lol

plush yew
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And I'm here with my uncreative af done to death sci-fi shooter

toxic vale
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lol

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You cant be more uncreative then me :p

plush yew
#

nah. keep working on the lore and it should be awesome

#

It's still been done to death

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id play it

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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

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I have 8 planned Operatives, I'm planning for around 12 during Alpha

#

But I'll probably have around 50 planned by then

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Only a few will get through

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focus your energy on functionality. make a few characters sure, but its not super important to have a full roster

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the game should simply work at first.

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True

toxic vale
#

i need to add 12 more cars to my game (Free models due to f2p game lul copyrights)

plush yew
#

But I want to have a large amount so I can see what works and what doesn't

toxic vale
#

and theeeeen be creative.. with a map ugh

plush yew
#

So I have some sort of guidelines to go off of

bleak copper
#

Hey all

plush yew
#

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

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you should set up a character class with all the features you plan on distributing to other characters. even if some dont use those

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oh hey Scott

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How would I map all of them?

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Each character has 2 actives and 3 passives

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Do the math.

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hmm

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gets kind acomplicated

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Then again, some Passives are repeats

#

you may need to convince a character designer to help build characters. or hire one whatever

#

y tho

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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

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Like some characters may have a Passive that reduces damage by x%

#

Other than that, I want it to be predictable.

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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

bleak copper
#

Yeah... then your subclasses can just tweak the stats tokens you leave.

plush yew
#

I got that covered

bleak copper
#

Otherwise you'll need to tweak whatever the subclasses do differently in whatever systems you have.

plush yew
#

small preview. lol i freaking LOVE this Nature pack

obtuse orchid
#

Does anyone know why if i compile in VS it takes a long time to compile Projectname.js?

plush yew
#

whats VS?

obtuse orchid
#

Visual Studio

plush yew
#

oh. i dunno i stick with BP

bleak copper
#

projectname.js? Are you exporting HTML5?

obtuse orchid
#

Is there to check that

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a way*

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2>Deploying Projectname HTML5 Development..

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how do i disable that

bleak copper
#

I don't know how you're accidentally doing that. Uhm. From Visual Studio, what is your build configuration? Development Editor Win64?

obtuse orchid
#

just Development

bleak copper
#

And Win64 or HTML5?

obtuse orchid
#

omg its on html ...

#

derp haha

bleak copper
#

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

obtuse orchid
#

Yeah im not sure whats going on

#

as alt+enter works fine on my projects.

bleak copper
#

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.

obtuse orchid
#

Anyone has a idea why my intellisense keeps breaking

#

on the VS side of ue4

cyan gazelle
#

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?

grim ore
#

there is a checkbox to check that can fix that in the anim bp

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well not the anim bp, in the anim itself

cyan gazelle
#

do you happen to know what its called because im checking and unchecking things and nothing seems to be it

grim ore
#

yeah was trying to remember the name, in the animation on the left under Root Motion try checking force root lock

cyan gazelle
#

in the preview its the same let me try in game

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no that didnt work

grim ore
#

might have to get the animations again, that is certainly weird that didnt lock it down

cyan gazelle
#

damnit

#

i figured that was the button

livid haven
#

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.

cyan gazelle
#

i got the animations from mixamo

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i know they have a button in there to make it static

#

ill start redownloading the animations then

grim ore
#

yeah if using mixamo just make it in place, might be easier to fix it that way

cyan gazelle
#

reeeeeeeeee

grim ore
#

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

cyan gazelle
#

thats the fix

#

i cri everytiem i have to redl and rename reimport reskeltal and move to right folder

livid haven
#

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.

cyan gazelle
#

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

plush yew
#

Please welcome @scenic onyx to the community! :beers:

#

anyone here use texturing xyz maps in unreal?

ashen brook
#

oooh this looks nice

next badger
#

@ashen brook that looks weird, but not bad...