#ue4-general
1 messages ยท Page 103 of 1
afaik Titan is pretty rocky moon
nah, googled, seems it's pretty flat...
@plush yew xyz maps? like triplanar or real 3d maps?
is there some way of adding a push to a Character without using radial impulse?
I notice AddImpulse doesn't seem to be a thing for its movement component
@frank void Eh? AddImpulse isn't a method of a particular component - it's a method on primitive component.
Ah, wait, I see.
whats the difference between general and lounge
CharacterMovementComponent also has such a method.
#lounge = off-topic
#ue4-general = on-topic
yeah, I'm a little confused
@frank void You should be able to call AddImpulse on a Character movement component.
oook- hoping that it's intellisense being arse
maybe try Launch Character?
@frank void That error is correct.
A != B
UPawnMovementComponent != UCharacterMovementComponent
The latter is derived from the former.
..oh, whoops. I needed GetCharacterMovement
๐
The farther you move from engine code
Please welcome @astral sluice to the community! :beers:
The more inconsistent things get
Quote For Truth
Engine code moves at the speed of "This shit needs to work right the first time because we'll never be able to change it again once it goes out to the public"
it would be nice if some of the really crucial stuff was implemented by default too :u
Its really hard to find inconsistency in the engine
Game code moves at the "Fuck it, ship it, change it later, we don't owe anyone any deprecation notices, we break our own code"
@frank void As an engine programmer, I lean far the opposite way. The less we try to solve problems with many different solutions, the better.
Offering implementations outside of the engine? yes.
i get it, I was just sort of expecting some kind of lag comp library to be provided
given how important it is
UE4's lag comp library is called UCharacterMovementComponent. ๐
cannibalising code from unreal tourmanent doesn't seem right
Quoting someone at Epic, 'you can build a game with Unreal, you just can't ship one'
you can't just use that for everything though ๐ฎ
Oof. Ouch.
@frank void You're absolutely right. Which means cannibalizing that component.
dear lord
lol Allar
One of my pet peeves.
Breaking that component apart has been a @todo since 4.0
that's so wrong
would love context for that quote ๐
That would be incriminating. ๐
Aye, I can't
I know! Still ๐
This is why i never update to current version
I would also like to think that I could safely talk shit without Allar getting my contract revoked. (I did not make that quote.)
No
One of u gud ol engineers would record an audio tape on how to do things properly
'how to do things properly' is how you start religious wars
I was searching all day yesterday ans ebooks and audio tapes are just poop
There are more correct 'wrong ways' than correct 'correct' ways
Yeah, audio is not a good way to teach any kind of engineering.
I guess im finding it hard to learn good content
cool parts of working in games:
We can blame sion for this
Engineering is naturally very hands-on. And I mean any kind of engineering - not just software.
Now iv had a taste of some good tutors and foundation / examples
The easiest distinction between right and wrong is 'nieve implementation' and 'not nieve implementation'
Now everyone elses stuff seams poop
except the ones that aren't
how did you get a cloud point of multi rooms, miniture model?
And most cases are generally 'nieve implementation' until someone figures out a better way
soooo
I want to go ahead and do a YouTube and Twitch thing and a website, man. But I've got a day job and a dog and a cat and a girlfriend and friends and vices and a Steam backlog and hopes and dreams...
@tiny prawn 3000 photos taken through RealityCapture
O_O you make me want to buy a OR so much more now lol
I just can't, right now, feasibly maitain a personal life and my Epic work and my own projects and teaching.
going to try and clean up this scan if I have time, but right now planning is more important ๐
Its like, u give great foundation advice with reason and it helped me so much
I can't even keep a proper sleep schedule. I finally woke up at more-reasonable-than-as-of-late 1 PM today.
And its also helped me pass it on to alot of people here
I know omg
8 hoir napa
Hour napa
Naps jesus
That's my hope, at least. That I can instill some good habits and principles and let others pass it along.
๐
I woke up at 4, yolo
I dont know how much u pay attention to other channels but i spend alot of time helping and passing stuff on
Goos karma i think and also fuels the group postively
Dunno. I hop on here and there, between here and GDL.
What I don't have muted:
What's circled is what I actually bother to check regularly at all.
Except today some guy called me a N word and alsorts because i told him his logic was wrong when he asked for help and i told him why LOL
No joke look this
Tried to find that after you mentioned it elsewhere and couldn't find it. Assume it was moderated.
@pallid compass no need to repost, I took care of it
So much stuff i want to run past u and allah
Asking about good framework foundation
Allar, you got god status now.
You wrote allah not Allar. ๐
Omfg
well it's not inaccurate
So unless you're seeking spiritual or religious aid, typo.
Its super late okay, staying up working and waiting for fight
Late night fight club, eh?
Want to see the ship iv been working on now
Alright. Enough giving you shit. ๐
Tangents and off-topic. But showing off a model for your UE4 project seems appropriate enough to me.
yup definitely
All about that maximalism and "greeble"
Sorry, not really greeble but... small details.
hmm, I think the boxy overall shape is letting you down there
try adding in some curves instead of going 90ยฐ angles on the big shapes
I realize greeble is sometimes a dirty word and also refers to more of a "filler noise texture" to suggest complexity.
So hard to hit the tech feel with predatory aspect
Right balance is hard
Yeaj jaha
Yeah haha
Well i wantes the sharp edge shape
But mixed in the front predator head and end wings and ribs
To give it some overall shape
long box + flat wide box + cone
Yall don't know how many people read my name as Allah
Hmm good point
When I used to semi-pro game.... "allah ackbar" all the fucking time <___<
reference > *
Need to make more plates
@polar hawk Sounds like a recipe for both hilarity and cringe.
@pallid compass I do like the details ๐
Thank you its only first iteration
a good way to design stuff like this is to look at animals that convey the kind of feel you want to go for
Yeah true i do have ref library image
look at the overall shapes and lean on them
Going to hunker down and finish profiling a performance bug over here, I'll be around but checking in less.
@livid haven good luck! Always fun times that
It was orignally tech focused but its for a fast class that proficient in 1v1
So started fading towards predator pinch
Nothing like profiling and getting to the dread "Self" entry in the profiler. Time to add more profiling and relaunch the whole damn thing. :/
P.S.: QUICK_SCOPE_CYCLE_COUNTER(STAT_YourStatName); is a life saver.
noted โค
God dam what id give to follow u guys around for a weak
Actually u know whats been a big help in skill development
The gameplay ability system
Its like being thrown in a room with a gorilla with a bat
U better git gud or get rekt theres no help
@pallid compass Except when Boss Monkey comes around
Boss monkey holding a gorilla in each hand both holding 2 bats
Thats how the system feels
Or Genius Sakuragi
Also @ashen brook can u know module on the end of gpa channel
Knock*
So many people come in all the time thinking its something else haha
The name sorry
People think its general abilities when there after blueprints normally
So maybe add Module or Plugin on end of name
Pref Module as Plugin sounds like its ez grab and work
And people dont realise there in for world of madness with it
Prime example is last thing said someone is asking how to open files in engine
Yeah, noticed people come in there with general gameplay questions.
I don't have any proposals on how to fix it.
honestly we've been thinking of retiring it and rolling it back into #cpp, because as far as channels go it very much falls into "oddly specific" territory
pls no omg
Me and kaz are putting new guide together
The person who wrote the wiki article on it
We where talking about this few days ago that channel is only place on the web u can talk about it
Except inside deep dungeons of epic hq
It's a tough one. It's a very complex API that, really, should be in more popular use, but it's stuck in a middleground because of a lack of external use (which seems to be getting better?)
changed the name of the channel to hopefully be a bit less misleading
I think kaz spike to someone who helped make it and they said sometbing like
I get why it seems silly to have a channel just for one particular module or plugin though.
Its due to it being in limbo because people who made it are busy on paragon and fortnite
Aye
I encourage you to gently guide people to other channels when they ask something unrelated in it though.
Ahh thank you
Yeah we do most of the time
Its getting more popular and the small group of us
Speak of the devil - literally the most recent comment in there. ๐
Although that person is clearly not under the impression that said channel is for gameplay.
Yeah haha
If #gameplay-ability-system gets collapsed into #cpp
I might just mute this entire server
Omg
YES
But npo
Noo
Some of the studd in gpa though
To get cool down from ability right
U need owner, ability handle and ability input right
Mfw it does NOTHING with the handle
In the cpp for it the func
The handle is used no where lmao
Ima find it for u 1 sec
I think it suffers from the same issue as engine code - it's not exactly gameplay code, it's somewhere between engine and gameplay code. It's optional gameplay framework. That means changes are difficult to make because it risks breaking at least two live games.
I'd put money in #bounty channels
A channel created for the sole purpose of achieving a task sponsored by money
GG. Have fun moderating financial transactions.
Aye, it'd be a similar setup to like github beerpay
You could probably be scammed
But hey, usually it'd be by good people
void UGameplayAbility::GetCooldownTimeRemainingAndDuration(FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, float& TimeRemaining, float& CooldownDuration) const
{
SCOPE_CYCLE_COUNTER(STAT_GameplayAbilityGetCooldownTimeRemainingAndDuration);
check(ActorInfo->AbilitySystemComponent.IsValid());
TimeRemaining = 0.f;
CooldownDuration = 0.f;
const FGameplayTagContainer* CooldownTags = GetCooldownTags();
if (CooldownTags && CooldownTags->Num() > 0)
{
FGameplayEffectQuery const Query = FGameplayEffectQuery::MakeQuery_MatchAnyOwningTags(*CooldownTags);
TArray< TPair<float,float> > DurationAndTimeRemaining = ActorInfo->AbilitySystemComponent->GetActiveEffectsTimeRemainingAndDuration(Query);
if (DurationAndTimeRemaining.Num() > 0)
{
int32 BestIdx = 0;
float LongestTime = DurationAndTimeRemaining[0].Key;
for (int32 Idx = 1; Idx < DurationAndTimeRemaining.Num(); ++Idx)
{
if (DurationAndTimeRemaining[Idx].Key > LongestTime)
{
LongestTime = DurationAndTimeRemaining[Idx].Key;
BestIdx = Idx;
}
}
TimeRemaining = DurationAndTimeRemaining[BestIdx].Key;
CooldownDuration = DurationAndTimeRemaining[BestIdx].Value;
}
}
}```
Look at that
Am i blind or
I am blind now
Does not not use the handle intake
I just got a fuckton of code shoved in my face
you're blind
Becausw if it does not use that handle then how the hell does it know what ability it is
GetCooldownTags
To override if you want
I actually have no idea, I don't use the framework, and I'm purely speculating
But I feel like I'm right
Better guess than i could pull
They need add few more comments and it be fab
Some of the .h have essays
Some have a basic hi this does insert func name and thats it
No explaination
God dam thats nice
Look closer.
The naming's all inconsistent, arguments are inconsistent, comments reference parameters the function doesn't have...
... one of the comments is wholesale copy-pasted from above and is totally irrelevant.
Sometimes comment requests get rejected for 'we're not focusing on that part of the engine right now'
people have sent pull requests for typos
and gotten the engine contributor badge for it
Wtf lmao
PreEditChange gets overloaded. Meanwhile, PostEditChange is not analogous to PreEditChange... and there are two PostEditChange___ methods, one is Property, the other is ChainProperty.
Aye, one character changes are easier than 1 sentence changes
And the argument types? All over the place.
What about umm
And no, you can't pull request fixing anything except maybe the comments in this.
If me and kaz sent in extra comments for the gpa
This is in UObject. Renaming anything would break every single UE4 project in existence.
Because we where writting guide kinda
meanwhile my PR from 8 versions ago to expose SetVectorParameterRandom and SetScalarParameterRandom in Cascade to blueprint got commented on as "sounds good, we'll integrate" and was then ignored
Problem with your suggestion, @pallid compass , is that it shouldn't be accepted until it's vetted, but if it's vetted then it's as much time as the person who actually can vet it spending time to write it, right?
True lmfao
So either there's no point, they should just write it themselves OR they don't have time for that.
I getcha.
Good point
Save few people a couple of hours saying how does this work
Remembee that issue i had
With mouse input being rejected by server
Well turns out
My ability system comp was not being init on the server aftef posses
That was issue
Took me and kaz 2 days too figure it out :,)
Actuallt on subject
We found out theres full debug hud for it
Debug HUD is kind of obscure outside of the AI stuff, yeah...
Was pain too get on but its got everything on it
Debug hud is a beautiful nightmare
Does anyone has or had worked with UE2 before? Or has played around with the editor in Republic Commando
I'm following this blueprint on how to make a rideable horse and i got stuck on this step
How do I get the "SET" boxes at the end to show up?
Its a bool
Type of variable
When u drag it in and set it ootion pops up
What u need go do is drag off the blue on from the cast
Ans type in your bool name
By looks of it
Its ment to set is ridable on the player who overlaps the sphere component
Anyone know how I can get a random point inside a sphere?
Also u should not rly have that type of thing attached to cast failed
Brb big fights on
I've got VS 15 and 17 installed side by side. UE4 defaults to VS 15 for each new created project. Is there anyway to make it default to VS 17 for each new created project without having to go in the individual project settings and changing it?
A month o flearning modo and finally back to here
i need to absorb the power of animation...
@tiny prawn Look at the Control Rig plugin in UE4
someone help me in #blueprint please
Anyone ?
don't ask to ask just ask
Please welcome @dusk bone to the community! :beers:
Ello. I haven't posted in a bit, but I just came across an idea that seemed kind of cool. What if a mesh did not always have a static poly count? Say, if the mesh were to be able to subdivide parts of itself, and separate parts of itself if conditions are met. How possible would this be?
it's possible already, but not very convenient
If one was to attempt to build an accurate damage system, would it then be convenient?
Visually accurate, that is
I'd assume damage system like wreckfest has was done by rigging
Ah. That's probably correct. I kinda forgot about rigging for a second. Thank you.
@toxic oriole there was a demo on slicing the meshes in ue4 somewhere
That's what I was thinking of when the idea came to mind. (The concept of being able to slice or penetrate a mesh)
Such as with a knife or bullet
Either way, I am much too inexperienced to develop it
I just thought the concept was kind of cool :)
Please welcome @plush yew to the community! :beers:
Please welcome @cinder pike to the community! :beers:
Please welcome @sharp girder to the community! :beers:
Please welcome @plush yew to the community! :beers:
@toxic oriole procedural mesh component, there is an example in content examples
I need to learn how to model
@plush yew www.3dtotal.com
Don't judge me
I might wanna go with a first-person look now that I think about it
3rd person would probably make the stealth pretty easy at best
(Judges you)
Please welcome @turbid cedar to the community! :beers:
Does anyone know what's modified on map when playing in-editor?
ACS2 might be too many bones?
this is kind of a disaster @tiny prawn
you cant do IK well on that
becouse instead of being an arm ik of 2 bones, you have 6 bones
Just export without the control bones.
Please welcome @frank python to the community! :beers:
@frank escarp im trying to see how to export only the needed bones. if i can make selection sets in modo that would help
Just a quick question: version 0.99 can go into 0.100 and further, right?
Cause I've met a guy who believes that after 0.99 there has to be 1.0, that after 0.99 Beta the game has to have 1.0 full release...
they are not decimals, so you can do whatever
there was all this meme that after unreal engine 4.9 we will have UE5
then it was just ue4.10
but that means we are near the dankest version of unreal, the version 4.20
At work re only up the major when new major software changes happens. for bug fixes re up the minor, and for test submissions for QA we up the build
got a grave issue
UATHelper: Packaging (Windows (64-bit)): Cook: LogOutputDevice:Error: Ensure condition failed: pContextTerm != nullptr [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Editor\BlueprintGraph\Private\CallFunctionHandler.cpp] [Line: 385] UATHelper: Packaging (Windows (64-bit)): Cook: LogOutputDevice:Error: '/Game/Assets/UI/Widgets/Menus/Settings/GameOptions/GameOptions.GameOptions:ExecuteUbergraph_GameOptions.K2Node_CallFunction_216' is missing a target input - if this is a server build, the input may be a cosmetic only property which was discarded (if this is the case, and this is expecting component variable try resaving.)
it says its missing a target input but idk what node and where or whatever because I get no errors outside of packaging
Well, inside of your GameOptions UI
I feel like im being a little OCD with animation and units of movement.
Good morning's people.
@regal mulch I can't find anything wrong with it, no errors whatsoever
1 sec
I"m recompiling now after an attempted fix
Tried renaming some functions I've made since the last version of GameOptions UI to see if it fixes it
..and it did
nvm lol
thanks anyway
ups of thumbs
hmm got some mail in my spambox from sketchfab with 4 programs to make 3d models i never heared off ๐
they dont seem like great programs tho
Is there an easier way to edit a color in a Curve Asset?
slender, Mayo, 3ds Create box?
gravity sketch/ 3d slash /smoothie 3d/ trnio
.... grose i looked up one and died
yea those 1st 2 are.. i dunno
smoothi 3d might be fun too give ur kid or something ๐
3d paint?
naw its some scuplting thing i have not updated to get 3d paint
sculptris?
too lazy to go look... even though its litterally on the other side of my desk lol
np ๐
well if u make a game with any of these programs its bound to have a unique style ๐
Please welcome @plush yew to the community! :beers:
lol my thought when i could suddenly save just level without any error..:"something must be wrong!"
Please welcome @plush yew to the community! :beers:
Hello.
Please welcome @robust epoch to the community! :beers:
Any idea why my particle is popping in one by one?
I saw information window with something like "... your FPS below 20..." and something was changed, can't fing it on google, can someone explain?
it changed scalability
does anyone know why, when equipment clearly has an image on it, it doesn't print the name when i have it set to, or change the image of inventory buttons?
Does anyone have an example of how to create a map grid with coords based on your level?
Hi guys, what should I do now after modeling my character in Zbrush?
Please welcome @half stirrup to the community! :beers:
I'm using a sphere reflection capture and I can see my gun reflecting on the floor far off into the distance
Am I doing something wrong?
Please welcome @scarlet junco to the community! :beers:
Please welcome @thick kestrel to the community! :beers:
@obsidian nimbus thank You... (for sure You mean this > Settings > Engine Scalability Settings?)
Please welcome @wintry raven to the community! :beers:
Please welcome @keen shale to the community! :beers:
Anyone know how can I merge two spline points? I can't believe I forgot how to do it again!
@umbral fulcrum Highlight first one. CTRL Click second one
I tried it. It didn't work. ๐ฆ
Is there any other way to do it or is there something wrong with my spline?
Please welcome @gentle patrol to the community! :beers:
can anyone answer my question that I posted in #gameplay-ai please ๐
Please welcome @jolly kindle to the community! :beers:
not sure if this is the right channel but I don't know where it would fit better; if I create a structure, and add a few variables (with different types) and press save, it switches them to "structure" rather than vector/rotator.. is that intentional or a bug?
You add Vectors/Rotators to a Struct
And on save it put them to Struct instead of keeping vector/rotator?
wtf
vector/rotator save as structure
havent had this problem in older versions but im on 4.17 now
i was wondering if it was generalising a vector / rotator to a "structure" or something
not sure, weird
Please welcome @paper panther to the community! :beers:
Hello i'm new at Epic Games Community
hmm it appears that when i use the struct elsewhere it works and shows the right variable types
just a UI bug i think
4.17?
ah yeah
that's a 4.17 thing
4.17 is nothing but unstable with structs :p
Please welcome @vivid patio to the community! :beers:
Please welcome @mortal schooner to the community! :beers:
Hey Guys! I would appreciate it GREATELY if you could quickly fill this short survey out! Its for my new game, would love feedback! https://docs.google.com/forms/d/e/1FAIpQLScNj4aRzJhHTSfoU_ksUcdZuFjy-Wtu6erooK0w5442nABnMQ/viewform?usp=pp_url&entry.48270476&entry.197668953&entry.640276073
Please welcome @reef python to the community! :beers:
@woozypictures#5694 I did the survey
@crimson sky This survey, while good intentioned, sets off some major warning signs for your game. Most of these answers are 'it depends.' Some games, I just wanna punch things. Other games I just want a good story and pretty pictures. Asking what someone wants in a game and trying to attach it to yours is like trying to put lightsabers in Citizen Cane. Two good things, but you're not going to get a good result. I think it's best to find what works for YOUR game and YOUR vision, and get feedback based only on that. Otherwise you're just going to get a huge mess that neither you nor your player will like.
quick silly question, but does anyone know how to get this editor layout for Structures? http://i.imgur.com/Ji6QT20.png
lightsabers in Citizen Cane sounds pretty cool
Please welcome @severe matrix to the community! :beers:
jeff
Please welcome @plush yew to the community! :beers:
Please welcome @rancid zodiac to the community! :beers:
Man, it is such a hassle to figure out a good source control scheme.
I dropped Git altogether because it's a terribly awkward.
I set up Perforce, with 1 depot, 1 stream for just the engine, 1 stream for my project which has a branch of the engine.
That's setup weirdly though, because... the latter stream can't have any actual relation to the engine stream.
Now, to pull the latest UE4 from Git, I've created a task stream from my engine-only stream, where I'll clone the Git repo.
But that's still going to get weird.
None of the tools involved have any idea of the shared history between my customized engine and a new clone from Epic.
So, even though I unchecked "show HUD" in my cinematic camera recording, widgets are still visible when recorded...
Do widgets not count as HUD or something?
The HUD is set in your gamemode
i.e. the red crosshair
so if you have other widgets being added, I don't think they'll hide when you uncheck Show HUD
you'll need to set their visibility to hidden
or on the player, remove all widgets
Huh. That seems like an oversight.
I mean, if your HUD adds widgets, that's not something the system knows about innately.
But HUD should have some function called when it's hidden or shown via the cinematic stuff.
Not saying it does, it may or may not, but it should.
Then you could have your HUD show/hide the widgets.
Well, the widgets aren't added in HUD or Gamemode
So maybe if I move them as part of the HUD, they'll be hidden..?
maybe
if not, create a function that just does a foreach loop on each active widget โ set visibility to hidden
then once the cutscene ends you can set the active widgets back to visible again?
@oblique sorrel Not likely. HUD doesn't have any concept of owning widgets built-in to it.
Does the HUD not get added to the viewport in the gamemode?
like how you Create Widget > Add to Viewport in BP?
So whatever logic shows/hides the HUD wouldn't have any way of taking your custom HUD classes property that points to the widget(s) you've added and know to remove it.
Please welcome @spiral pasture to the community! :beers:
PC adds the HUD, I think.
so it's just being added like any other widget then?
but Set Show HUD is only referencing the HUD class in the gamemode?
Not sure what you're asking.
not really asking, just rhetorical lol
Well, disconnecting the widget creation did the trick
All I'm saying is that there is no way for widgets added by your custom HUD class to automatically get shown/hidden because the HUD has been shown/hidden.
Unless there is some event/function called that you then hooked up to also show/hide those added widgets.
yeah that's what I said before
BTW: On the subject of what I mentioned earlier, will have to try this workflow out: http://www.gamasutra.com/blogs/RyanDarcey/20161021/283799/An_Unholy_Alliance_Unreal_Engine_GitHub__Perforce.php
You love Unreal Engine (UE4).
You love Perforce (P4).
You DON'T love GitHub.```
SOLD. SUPER EXTRA SOLD.
What's there to sort out? ๐ค
Even if it's not fast, Git is really simple to use the basics with
(but please, on behalf of everyone, if you work with anybody else, learn to branch ๐)
P4 is nice, but is a little more tricky to set up
I dont know anything anout source control iv been zipping my project up at end of every day lmao
Also been modeling non stop past week and half rip
Git: checkout a new branch, do stuff, commit, merge back into master
Back off small break soon so gonna dive in too it
Or, if you're working alone I sometimes kinda cheat and skip the branching :p
How does it hold all the weigjt of project
Weight
We use 4k files for eveey texture by default
I have no idea what that question means :p
If you're using heavy stuff like that, I would use Git LFS, it seems to work a bit better for things like that
P4 is still king with big binaries, but Git > nothing
Right gotcha and where is all this stored
Because space qnd bandwidth obva
Obvs
Wherever you set up your repo ๐
Git is special in that you don't need particularly need a server
Gotcha so just say primary work rig
And team mates can grab files directly from me?
If you want to collaborate, you'll want to push to a remote, yes, but a local git repo is its own contained thing
If you set up a server on your network/computer, yeah
A remote?
Ah gotcha
That easy?
Wtf man last person i spoke too told me so much shit
Well, I'm sure everything is a bit harder than it sounds for someone new, hehe
They said if i set it up wrong it can fuck my project and stuff
Git doesn't work great with large binaries, that's true.
Git LFS helps in that regard
Like I said, P4 still seems to be the best, but I can remember having some trouble setting it up the first time
Maybe it was just me, dunno
Also, like I was saying before (just want to expand a touch), Git is a bit special in how it works compared to something like P4
In P4, you have a set server that you check stuff into and always have to be connected to
In Git, your repo on your filesystem acts as its own little self-functioning repo that has all of the changes locally
You can push/pull that repo to/from a remote (server) for purposes of collaboration, but while that repo is on your disk, it's its own thing.
Setting up a repo is dead easyโliterally just go into a folder and type git init
Poof, the repo is set up
I pretty much always set up a repo for anything I do experimenting with new languages or stuffโI don't need a server or anything, it just keeps track of my changes locally
Plenty of basic Git tutorials online ๐
P4 would kill my wallet on the inside out
Oh wow sounds not too bad
Can u have the git server people grab the files from in same loc as repo
Yes, but I don't recommend it, personally
They'd need credentials to access the repo on your computer, and if you shut down your computer they wouldn't be able to use it :p
There are a couple cool self-host Git services available, though
I like Gogs myself
It provides pretty much all of the features something like GitHub providesโpull requests, issues, etc.
I have an instance of Gogs running on my box ATM, I just threw it 1 gig of RAM and it's happy ๐
It'd probably work with like 768M or something like that, but I'm not really starving for RAM so it's not that big of a deal to me
Home server
Iv got servers that sot on 24/7 with 80 mb line
Sit*
And they share storge with work rig so
Would be ideal
Instant uploads
Yeah, and I mean you don't even really need a full Git service
All you need is a repo
I do like the full-featured suites, though
They add a lot of functionality to the vanilla Git workflow, especially when working collaboratively
Hmm
Deffo have to chat about this again half asleep haha
But il make sure i get this sorted soon as im bacl home
Cba doing it through remote desktop haha
At the bare minimum, get a local Git repo set up.
It'll hopefully save you from stupid things breaking, if you use it well
BTW, did you ever get that one crash figured out?
Nope lmao
Restored the bp from earlier version
No fucking clue how i caused circle dep issie
Issue
Sion asked someone at epic and they link it prob a issue with the linker
Hello, I've been trying to learn Unreal Engine 4 since 2 months but I'm still struggling. First, I started watching some videos tutorials about how to use the unreal engine 4 (I know the basics), then I tried learning c++ (where i know only a little), then tried learning 3d but struggled a lot and now im back to c++. It's really hard for me. Maybe its the method I work. Do you guys have any advices for me please? That'd be really helpful. Thanks. Zokeys.
sounds like your doing fine after 2 months, keep at it and see where you are in 2 more.
I don't feel like im learning a lot
I can't say if you are or are not but if you are making progress then you are doing fine. Are you devoting all your awake time to learning just 1 thing?
I don't know. I'm trying to learn how to use this engine in general. so I can maybe a cartoon game
like a very simple game
if you don't think you are learning alot then focus on just 1 thing and not 3. pick a single goal that you want for your game and do just that using only the 1 thing you are learning
if you know another language then sure, if you don't then learning C++ effectively could take you years.
you can make a complete game in Unreal Engine 4 without C++ so you can skip that for now if you want.
i've never learned another programming language
I certainly wouldn't find an excuse to AVOID C++.
starting with C++ then might not be the best thing to do
what do u mean by "tame"
The editor generates a lot of the boiler plate you need to simply hook into events like beginplay and tick.
And, if you need another event, it's fairly simple to look at what they give you and figure out the rest.
It's not like you'll be making platform-dependent calls, or need to worry about managing your own game loop or anything.
It's just things like "Once per frame, look through all Actors of type (blah) in the level and do X Y Z."
Also, idk why, but the beginning is boring
If you want to do something in C++ in Unreal Engine, then you can (but don't need to) take it as an excuse to learn.
yup I think I'll work on learning a bit more c++ and the software (such as Persona), then ill work a bit on c++
i better not focus on 3d for now
Eh
It's best to learn something by doing a project in it.
As such, you should do whatever makes sense to do next in the project.
In general? Tic Tac Toe... pong... something like that.
Eh... 2d vs 3d doesn't matter. 2D is just 3D with an axis locked.
For UE4, it's probably easier to make Pong in 3D using, like, default cubes
Yup
Btw
This is a VERY useful image. It'll come in handy going forward.
You don't need to understand it now... but you'll refer to it a bunch.
k ill keep it on my desktop then
Yup
Can u convert a minus value veriable into a plus veriable of the same value?
Uh, like taking the absolute value of it?
Does that get rid of the minus? trying to have a false true check on X amount plus and minus, but if i seperate them into - and + it keeps flickering on and off
Yes, the absolute value of a number is always positive.
aight, ty
yey it worked, just need a bit more fine tuning ty lethal https://www.youtube.com/watch?v=NzNdVwKmP94:p
(Drifting parameter is handled by it ) :p
guys I finally manage to create my own character in Zbrush, I want to use the default skeleton of Unreal Engine because I created plenty animation for that default skeleton, how do I add the default skeleton to my custom made character?
Please welcome @solar charm to the community! :beers:
@glossy flame I can't stand Git. It certainly has some functionality that I can see is better than Perforce, but it doesn't matter if I can't do a single gods damned fucking thing without wrangling with a man page, shitty fucking GUI, and an hour of trying to figure out what the right way to do it is. </RAGE>
Perforce doesn't have some of those nice and sane features. But I can actually use it without bullshit happening.
Git's equivalent to shelves is garbage.
Git's concept of staging files partially sounds kind of neat? But it's a nightmare. I'd rather deal with individual files as atomic changes. And I'd rather deal with changelists than having no mechanism for organizing multiple sets of changes simultaneously.
Git's terminology is also super confusing. Checkout? Checkout means to download the latest version? What?
Versus Perforce: Checkout means to check out, like at a library, like you've got it checked out and you have access to it.
And downloading the latest version is syncing in Perforce. As in synchronizing. As in getting on the same page.
With Perforce, you submit a changelist. With Git, you commit. Fair enough. But you also need to push, which updates the server. But you can also pull... so... pulling is the opposite of pushing? NOLAWL
Pulling is... asking someone to push your changes to their repo?
But pushing is forcibly put your changes to a repo?
I guess that kind of makes sense, it's which directions the change gets manipulated from?
Git's just gods damned awkward. Perforce has a mostly decent (as much as it hurts to says that) GUI, because while I can use a commandline, I shouldn't have to pretend its the 1980s to do trivial operations.
Anyways. Time to nuke my source control entirely and restart with something saner based on that link from earlier.
Link from earlier: http://www.gamasutra.com/blogs/RyanDarcey/20161021/283799/An_Unholy_Alliance_Unreal_Engine_GitHub__Perforce.php
Also relevant, the community local @polar hawk 's awesome post: https://allarsblog.com/2014/09/24/setup-perforce-digital/
A common question with Unreal Engine 4 (UE4) is "how do you set up version control?" I think this is a very important question and if you have never used version control for your projects you are crippling yourself from the start. I won't go into details about why you
Noted.
Been using a server at home, figure I'll use my DO droplet for P4 now too.
(DO droplet just has my site, which has nothing. GG, me.)
Aye thats an expensive use of a cheap server
Please welcome @tardy girder to the community! :beers:
Thanks Unrealbot! ๐บ
Anyway yeah I'm taking a look at Unreal Engine more than actually making an aggressive effort to make something right now..
I've heard rumors that making moddable games is a pain / basically not supported. How true is that?
@polar hawk Eh, I mean, it's a simple word press site doing nothing for 10 a month. ๐คท
This is weird. A small group of static mesh actors in my level disappear in game view. Any ideas?
Duplicating them in the level and changing the material doesn't help.
Editor view
GameView
Haven't seen this menu before
Press G to hide the Editor tools, if they disappear when that happens then they are HiddenIngame
Yea, game view
Yeah ActorHiddenIngame isnt True
By default its False so your Actors are being hidden during play
That seems backwards
Check the Rendering settings on the StaticMesh Asset itself
These menus all seem different in 4.17
Menus havent changed much in an long time
Weird. I'll have check sometime, here's all the modified properties
I think this is what i find the strangest
Gameview
They're all instances of the same mesh asset
Is it possible that the game could think the meshes are colliders?
We're using custom collision for a lot of assets...but still it's weird that the other barrels would show
Please welcome @rough pewter to the community! :beers:
@weary basalt @vivid girder I think Devils got it backwards, yeah.
Unrelated: "I'll just start my Perforce server over on my Digitla Ocean droplet, simpl enough"
...
How the fuck do I log in to this thing again?
looks at KeePass entries
Why isn't my password working?
resets root password
Oh. Shit. I had SSH keys, right.
hours pass Well, I can log in to root via SSH with RSA keys... but now I can't get my own user to login with the RSA keys I set up for it.
@livid haven I meant its false by default according to the image he posted beforehand, his actor instance had it set to false by default.
Meaning the class must have overridden it to be false.
Eh?
It's normally false for things. His actor has it set to false, and it does-not-differ from the default value, according to his screenshot.
Meaning that it the default is false, was false, and the actual value on his instance is false.
i made a site for materials and models, check it, if you wanna donate some assets you can send it here ankasiacity@gmail.com
@plush yew Its a start on a good model marketplace but I can tell you have to manually add models. Its not ideal if you had a big userbase... Why are you trying to create another model marketplace? there are already loads
@livid haven Yeah man lets just forget this, i cant believe i just had an massive brain fart like that lol
Realised my mistake haha
Alright, at least we're on the same page now though. ๐
Wasn't trying to give you shit, was trying to understand where the disconnect was.
No i know you werent i was just having an moment lol
Just slap me next time please.
lol
That took way to long
haha
so ah.. boyancy. Should I just get something from market place or try to roll my own?
Still open to fix suggestions... Has anybody experienced anything like this at least?
dumb q - it has collisions? As in it's not just falling through the floor?
Please welcome @primal siren to the community! :beers:
hey guys, anyone have much experience with using the Web Browser Widget in World (not Screen)?
i'm able to interact with it while it's set to Screen but when set to World to get it to display, it's not possible to interact with (which it was in 4.14?) - anyone know if there have been any changes as to how to accomplish this post 4.14?
anyone? ;.;
@brave horizon can't tell if you're asking me, or if you're asking about the buoyancy implementation?
@plush yew really?
you just put Quixel megascans freebies there
Quixel owns the right to those, even if you can freely download them, it doesn't mean you can freely share them outside of their http://megascans.se site
I'd take those down before someone reports you to quixel
Hey ppl, one of you knows a good tutorial to created a little vr game ?
@cursive dirge Follow up with IP holder, regardless. (Would have DM'd but it wouldn't let me. :X)
Hey, just confirming something. Refunds on Steam are not discounted from gross revenue royalties are calculated on, right ?
I am completely not a legit source of info on the subject, @cloud cobalt, but I recall hearing there was a weird mechanism like they'd withhold the refunded amount from sales after the refund?
atm Steam gives me a "gross revenue" number that includes refunded copies. Not sure if the monthy report will be accurate about that :/
I might be very wrong, but aren't you supposed to notify them about revenue you actually receive
As in, the financial documents you have about steam giving money to you
Like, person A gets a 20 refund, Valve pays out the 20, dev is unaffected. Person B then purchases the game for 20, Steam deducts the refunded sum from that purchase, dev gets 0, making the "debt" from dev to Valve 0?
So the refunds don't really matter/steam handles it for you and ultimately at the end of whatever fiscal period, you get amount with refunds included in that sum
@south ridge No, Epic wants gross revenue, explicitly including Valve's or Apple's share
Yes, but what numbers is that based on
I would expect it's supposed to be based on the final accounts of yours and not the steam stats page
I'll see soon enough, just curious if anyone here knows about that.
Since those are the legal records and not the steam stats pages
E.g. 5,000 people buy the game, but you have been wired only the sum corresponding to 4,500 buyers. So you have received revenue on 4,500 buyers, no?
Yeah, hopefully the report is accurate ๐
Valve withholds the sum for 500 people, so you don't include that. In the end of month, you get paid for 497 people because you had 3 refunds, so now you're at revenue for 4997 buyers (and not 5000 according to steam stats page earlier)
But
Confirm it with Epic Games themselves?
In other words
I don't see how I can pay royalties to Epic on 5000 sold copies when I actually received revenue (minus valve's percentage) for lets say 10 copies only
not just freebies
And 4990 copies worth of money is still held by Valve at the time
you pay it on your profit, not projected revenue?
You definitely don't pay on your profit - thrid-party revenue is included
Which is why I'm wondering
Hell, event VAT is included
Well
Do you go forward from numbers of sales
Or backwards by simply re-adding those subtracted values
Lets say your bank account has issues and is temporarily locked. And your game sold 100,000 copies while it was locked
So Valve is holding lots of your money, but you have received none
Are you supposed to somehow pay Epic a ton of royalties despite not receiving revenue?
hmm, it is from revenue, but that would be company revenue surely
how long does Valve hold it? you're meant to pay quaterly to Epic
No idea, we're not yet at that stage! I figure it should be quaterly or bi-yearly or something like that
their website says quaterly
It's quaterly, yeah.
Anyway, if someone shipped a game and knows the answer, be curious to know ๐
hmm
Well great, after they pay you, you use the accounts of that as a basis to pay to Epic. And your agreements with Valve and tax papers as a basis of deriving the number, from which you must take those %
i wonder if it would work out better to sell a game to a second company at a cheap price then have that company sell to valve
I hope it's like that and there's nothing dumb, but I don't know
@primal siren No, Epic's royalties are calculated on gross product from the game
So if you get 1% of the sales you still pay 5% of gross revenue
You can only sell your game at a cheap to your users directly
And pay less royalties
By virtue of less revenue
๐
@south ridge you pay to Epic only quarterly
and you definitely pay for gross sales
The question wasn't when you pay to Epic, but when Valve pays you
it doesn't matter what Valve pays you
if you were to sell your games at 1$/each as the game developer to another company, the payment per game on gross revenue for the developing company would be 5c/copy
And what actual numbers you use to compute what you pay for Epic
that company would then on-sell to valve - epic cannot make that second company pay them
@primal siren No it wouldn't
Because I'm pretty sure you're supposed to have a strong basis for the numbers you're paying to Epic
E.g. statements of bank transactions from Valve Software
yeah, but you don't report those numbers each month to epic
And a copy of agreement with Valve Software
Actually, if they will request an audit, you're gonna have to show proof
The licence for UE4 explicitely says black-on-white that the developers owes Epic 5% of gross sales, including shares for any othr company (editor, Valve, iOS, etc)
if that weren't true then Epic would be making shops like K-Mart, EB, Target, Etc pay them for any unreal engine game
So while you need to do calculations yourself, your calculations should have abasis
@primal siren The devs pays Walmart's share yes
That's what the license says.
if company 1 made 1$/sale and the second company sold for 20$/sale that would mean the initial company would make a loss of 19/sale
Tbh, it sounds like kind of a dumb statement
that's not what the license says, i'm reading it right now?
Lets say walmart decides to randomly adjust pricing of your game
that's the point if you sell through Valve
sigh
How can you pay gross of that?
Yeah
walmart isn't something that sells products for you
they aren't a dop-shipper
they buy them and own them then sell them
walmart does not stock items like steam does
@primal siren Still not Epic's problem.
they have no way of making you pay what 1 company sells your game for after you've sold that game to them
Just contact Epic in such case...
if you are not ok with it, don't use it
'The following simplified example illustrates the application of the royalty to gross sales: if your Product earns $10 on the App Store, Apple may pay you $7 (having deducted 30% as a distribution fee), but your royalty to Epic would still be 5% of $10 (or $0.50)."
You can always have a custom agreement with Epic
yes exactly
custom agreement is pricy
Good joke though
you're failing to understand what i'm saying i think @cloud cobalt
heh
Custom agreements are worthwhile only if you're a REALLY big project
if you sell your games to a company, sold - not have a company sell them for you for a share
@primal siren Read what I just copied.
And you have a ton of resources as a pre-requisite
steam sells games for you in exchange for a part of the profit
A custom agreement is not too pricy. But I don't think anyone here can just get the price out of their pockets
you pretty much HAVE to have custom license
kmart does not do this
what ever kmart pays you for the game is what the gross revenue will be based off
Well, to start selling to Walmart you do need to ton of resource
there's no way you can get the figures what the end user paid for retail
so UE4 license you get doesn't work
it's impossible to use even
it only works on digital sales
Yeah retail is a completely different situation
epic cannot make you pay based on what someone who resells a product sells it for
or if you sell the retail copies YOURSELF
Problem with hypotetical examples is that they are not grounded in reality and kind of pointless to discuss
yeah
^
so i am correct..
yeah, talking about Steam here please
they're not pointless to discuss because incorporating is possibly one of the easiest things to do
and i brought up the use of a secondary company
that is what i've been talking about
it's pointless as BlackFox is having a real issue here and you are sidetracking the discussion
The seconday company would pay Epic
you failing to read what i've been saying isn't my issue
So question is, if steam reports I sold 100,000 copies, but my bank account is locked and I actually received no revenue in that quarter, what do I pay to epic
It's not my issue, Stranger asked about it ๐
so you're saying that retail stores pay epic?
@south ridge you'd contact Epic for that
I am just curious to the exact source of numbers to justify it
because if you don't, you are breaching the contract
I guess the answer is "any numbers, but if stuff goes wrong, contact Epic"
@cursive dirge would you happen to know about the refund situation ? Are they discounted from gross revenue ?
Pretty sure the answer is "you pay zero until Valve can make the transaction, then you pay on the gross for that transaction"
E.g. gross that corresponds to that transaction
@cloud cobalt refunds can only happen 2 weeks from purchase usually
Yeah I know that, but are refunds discounted from the gross revenue calculation for royalties ?
and if they don't, you'd think you could reduct those from future sales then, but EULA doesn't really take that into account at all
I don't know
@cursive dirge that was why I was mentioning the fact that it should be related to numbers on your financial accounts btw
it would be stupid if you had to pay for air
I would say yes, you can't pay royalties from income you didn't receive
like, if someone refunded the game and you'd still owe epic from the initial sale event
Since those numbers would automatically include refunds (Valve would deduct them from next quaters pay and stuff)
This discussion again, sigh
it doesn't matter if you don't make a single dollar/euro
you owe epic 5%
from gross sale
I'm going to email them about it I guess
Yeah same
I don't see why I should pay them anything when my company got no real revenue (for example, because all of the sales got refunded and valve hasn't wired me anything)
if you contact them, do ask if you need to pay 5% with VAT etc taxes or without
because I've heard some saying you don't take VAT into account
EULA doesn't state that directly
i've just sent them an email
I always assumed it was with VAT but I've heard many saying they don't pay it with VAT inc
if you do not make money from it, there is nothing to take money from
VAT/GST is not revenue
and THEN it cuts tax
that is money that has to go directly to the government
and THEN it cuts 30% for valve
@primal siren Sigh, just stop
Thing is
@cloud cobalt you're just making things up now
VAT/GST is a government charge ontop of a price
it is not revenue or profit
Gross revenue means gross revenue
I don't consider steam stats page or any sorta 'reports' to be documents of any worth. The gross should be computed from the actual bank transaction records, based on contracts you have and the law of your country defining VAT and such. It would be really dumb if it's not defined clearly or it's some arbitrary "we only trust steam" stuff
It's not, but Epic still calculates royalties on that.
that would be illegal in Australia, and im sure it would be in the EU
net is less expenses
VAT/GST is not an expense
it is an added charge leveed by the government
epic games themselves have said that their 5% comes before steam 30%
@frank escarp The bank transaction number is net. The gross number is based on that number and contracts
So your net may be $1,000. Your gross is based on your contract with valve that states lets say 30%. No taxes
@primal siren but turnover is not gross sales/gross revenue
A record states net of $1,000, so the justified gross is $1,428
okay
Despite the fact that your steam page says your gross is $2,000 at the end of quater - but the bank transaction only indicates net of $1,000 at the end of quarter
you might want to study financial reporting a bit
We all do