#ue4-general
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Is there a way to have something like bookmarks for my asset folders? ๐ค
Could try using collections.
What are collections?
I swear I brought up such a thing to the editor team before and they mentioned some feature I hadn't realized existed that is as good as "bookmarks"
But I don't recall what it was.
Collections are arbitrary sets of references to assets.
So, for example, you could make a collection that stores all assets for a particular character.
Oh :0
So you could simply view that collection instead of navigating to various folders containing assets for the character.
God dam ima trt and fix my source engine just to look at this now
There are 4 different content browsers too, looks like it's enough for my case. I'll just keep one on my assets dir, one on my working level, one on the core stuff etc.
Please welcome @plain stag to the community! :beers:
Does anyone here work with or has worked with UE2 before?
Ya
I've worked with UE2, but honestly we're talking about a decade ago
nobody uses it any more
Some guy called No.17 was on about people using UE2.
A bit rude about the whole thing though...
it would have been around 2005/6 that I last used it
I swear their name was No.17 but I can't find them at all. Maybe they used some weird unicode values...
Oh fr
Damn
But uh like I was saying
I am only using it too bring back Republic Commando
An old star wars game that was left dead for years and has not been touched
Please welcome @slate ermine to the community! :beers:
Please welcome @plush yew to the community! :beers:
Hey, we're using perforce as source control. Our project's version is based on 4.16. We want to upgrade it to 4.17. Any suggestions or tutorials about how to merge and branch the depot?
Just make a new depot for it
Sorry, I haven't used Perforce in years, not sure I cna help a lot
But the answer is definitely not creating a new depot
yes
@oblique trench Was dealing with all that for the last two days.
are there any tutorials on how to set up inventory items/weapons in blueprints?
I have a Perforce stream that I use just for handling UE4 GitHub repo merges.
I cloned the latest version from GitHub from Epic, submit it in Perforce, then I would (if I weren't starting from scratch just now) merge in any changes I have to the engine. Submit that, and test it for stability.
Then I have another Stream that has the engine branched, that's the one I work out of.
This does mean you don't have any of the Git history.
You could, ostensibly, have your engine in both Git and Perforce in the long-term.
Get the latest from Epic via Git, resolve whatever changes, commit to your Git repo, push it to your remote Git repo, submit to Perforce.
Looks like complex, We're just sharing Content, Config and Source and .uproject files to using.
Welcome to source control. Versioning isn't all that simple.
It would be more confusing if I merge Epic's branch releases from github.
Especially across two source control systems.
Yeah that is more complex!
The minimalist solution is to just have one stream for your whole project and the engine.
Hmm having source in Git and Project on Perforce does seem like the standard thing to do though.
Please welcome @plush yew to the community! :beers:
There are plenty of high level talks on it.
Unless you get P4 access from Epic, you'll have to deal with cloning from Git, checking out the desired version, fixing any custom changes you have to the engine, and commiting those to both Perforce and your Git repos.
@oblique trench I just want to confirm something... You are just updating the project version right? Not source? Or both?
Are you even working with Source or Launcher build?
None of them
it doesn't sound like he is building the engine from source, I think he just wants to upgrade his project to 4.17. You should just be able to have the editor itself upgrade your project, it may just "work" out of the box
Okay. So all you want to do is branch your current project out, update it to 4.17... once it is good. Merge. Or just update in place, and submit once good.
I mean, you first need to figure out a workflow that will work best for you. Then just try it out.
Aye. There's nothing to do other than get the latest version, switch engine version on the project, test it, and submit it to Perforce afterwards.
you will have to coordinate with your team members since after they pull in your 4.17 commit, they will need to switch to 4.17 to continue working
Launcher build is trivial. Source build from Git is complicated.
Aye
Ostensibly, after submitting the UProject file with 4.17 associated, they won't even be able to open without 4.17.
yeah thats right
@oblique trench you can do it!
branching named as "codeline" in P4
I think you were just overcomplicating it in your head.
thanks @safe rose and @livid haven
No worries.
and @cloud cobalt
You are better than most devs
So, somehow I will create codeline(branch) and will try to keep old version files.
I say 50% at least don't use VCS
Source control is one of these things that's not easy or natural, yet is very much important
I pretty much dont develop anymore without source control
hey everyone does anyone have this weird thing in blueprint viewer where
Omg
when they zoom in and the object disappears?
Pc scammers just rang me up right
And was like we help fix ur computer stuff very cheap
So im like
Ye man i need help
Startes reading my compiler errors out
Guy got so confused
Lmfao
Hello everyone
I'm having an issue right now, my packaged game seems to be really heavy on low-mid end pc's, while my desktop (where I created the game) runs it perfectly
is there a way to decrease the graphics of the packaged version?
the game is really simple
@buoyant pine that is umm
it's not heavy in terms of content at all
A huge broad statement
Many answers too it
Your best bet is to get on a medium end rig and do some profiling
humm, and how do I change the graphics? Changing them on the editor doesn't seem to affect the end result
*packaged
Its a config file
I see, which one? ( and are we still talking about about the editor or are we talking about the packaged game?)
still accepting help, gotta finish this project soon
Hi everyone. I have a question according to "Rendering" but since there is no #rendering, If I have a 3D modell which also has many many polygons inside of it, but the interior of this 3D modell is never shown. In which way does the interior affect the performance? If it is inside of other modells, then you could guess that it will never be rendered in the first place, because the engine wouldn't render unnecessary assets if I'm correct. But in my understanding the engine does nevertheless know the data, location and stuff of those assets regardless of assets being rendered. That's my guess, but how does the engine really behave?
@plush yew #graphics is #rendering
As far as rendering unseen polys... as far as I know, it is all taken into account when tri count is concerned. Which is why sometimes you just delete faces that will never be seen by the player, to improve performance.
@buoyant pine Did you try changing the scalability settings?
it doesn't seem to affect the packaged version
You need to set them using Execute Console Command in BP using a UI or something (https://answers.unrealengine.com/questions/31421/scalability-reference-does-not-apply-to-standalone.html)
There's also the material quality switches if the materials are heavy, but the scalability alone should be enough I think.
Please welcome @crimson cobalt to the community! :beers:
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Hey everyone!
Does anyone here has an experience or knowledge about starting a game development company in Estonia for foreigners? (probably via e-residency)
Please welcome @plush yew to the community! :beers:
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hi i guess
hi lol
Omg, why do i have to hold left click to move my character when I join a new session?
what is it called when a animation starts from any location(example: im standing "near" a table and i have a animation to pick up said item, it then walks to the item and picks it up)
@tender bluff idle state?
@frozen oak probably #ue4-general is more relevant channel for this discussion ๐
@frozen oak well not sure, it depends on how large is your project.
@frozen oak as for myself, for my hobby project I'm using 2 repositories: the main one, with the project itself, code and my own assets. And the second one as a git submodule with 3rd-party assets which I can't legally share with others
Currently not very large. But it has the potential to become very large. especially the art side. so I'd rather get my pipeline right on the first try ๐
Has anyone ever used the vector spring interp? I'm not sure how to set it up, and I cant find any documention on proper implentation.
@frozen oak still, it's up to you. Probably it could make sense to separate by interconnected assets, to allow developers not to download the whole pack of assets, but only relevant part. I guess it's possible to implement lot of different ways of separation :)
I'd say it make sense not to bother yourself from the start, because anyway it's easily possible to substract some part to own git repository when needed
Is it possible to "Lock" Files so that when a dev pulls. they only pull the newest file of that asset instead of the full asset history?
there is one issue with git: since it can't merge any binary assets (including *.uasset files), it's required to somehow manage usage of such files, not to make conflicts
@frozen oak not sure about it, I'm not a git expert ๐ฆ Need to check how git-lfs working with it, maybe it's not fetching previous versions of the files
(in general, with git-lfs each file inside basic git is replaced by small file with lfs info, and then git-lfs fetch the binary file using that info, so while basic git will fetch all versions of that small file, maybe git-lfs will not fetch all data files...)
Tnx! I'll look into it ๐
good luck! ๐
if anyone is familiar with the BlueprintsOffice learning example i'm trying to figure out how to populate my own dialog box without it changing others that I make.
any ideas?
@frozen oak Perforce for life
I dont see how tbh
it might be good for small game jam stuff. But for projects with more than 5 memebers its not realy useable since it has an insane price tag according to the internet
@safe rose
But please, try to convince me that perforce is life. because only saying that wont help me
@frozen oak small game jams...lmfao
I don't have to try to convince you. Not my job honestly.
But let me tell you that Perforce is Industry Standard for Source Control
I wont convince ppl to use proforce.. I'll just say... have FUN with git lfs!
Lol ^
lost at least 2 months work for whole company for that BS
There is a reason why Perforce is still used today in studios even with the costs.
Luckily you get 5 users free.
After that, you have to pay, but whatever.
Nothing can compete with it for GameDev
cheaper by FAR to pay for proforce then lose months of time for 20 ppl....
even if it worked well.. it's still the worst workflow for ue4 ppl...
Aye, best VCSworkflow for UE4 is P4
seriously.. I have to use 3 different type of interfaces to even be slightly stable!
Well. I dont see how perforce will help an indie team with 10 members all needing access to the source controll and without funds to pay for perforces fees
thats why i said game jam, since they generally have small teams
SVN is another option
well.. its mostly the artists who need it
ugh... git lfs is so bad.. I'd almost rather not work for a company that impliments that
Imagine doing source control via Dropbox/GoogleDrive
was better then git...
I know of studios who did just that
raises hand
@frozen oak anyway. 10 people. I say try out SVN
Better than Git
Or just do Git and do a red/green card check in/out system
Whats the link to their site? google doesnt realy give a clear pick with just svn
ah.... well.. I'll wait to hear about your company in the news when someone goes postal ๐
Whatever workflow you come up with. Just take into account that you don't want people overwriting over other's work.
A I found it thanks to an epic article
Also, I just rememberd that my school recently released a website called artella.com It provides a full source controll pipeline for assets. for free with that red card green card thingy you talked about. I might give that a try and use git for my code
ugh, I didnt know source control could become so complicated
boom there goes your project ๐
I know, thats why I said assets
I don't understand why you are making this so hard on yourself
Because if I just use git for the assets aswell. the devs have to pull massive files to their machines everytime the pull.
only the files that get changed
and perforce is out of the question because I can never in a million years pay for that without shipping an actuall game first
or new ones
I mean @urban salmon will be all about some Git though
He can help you if you want. He is in the same boat.
"poor indie"
Not poor. just not rich enough to spend everything on perforce
He wrote up a thing
Hmm
I mean...I would consider you poor
If you can't afford Perforce for a serious GameDev project for your team
@frozen oak consider contacting them... they price differently...
That's just my IMHO though
What's the price per seat on Perforce again?
yeah....
It is a steal tbh
If its lfietime maybe I can see that
but you can do cheaper with them for sure
Free for up to 5 though. Then on sixth, pay for all.
so I could just go for the free alternatives and save 700........... yeah.... thats an easy choice
You can negotiate a bit on price.
You get what you pay for.
That has always been something I always think about.
how so alter?
I mean. If you have a serious studio. $7k for legit source control is nothing.
For some reason I was under the impression that price was monthly
No. Monthly is Assembla
But if its a lifetime seat that makes so much more sense
And that's $40/month
proforce is expensive compared to supposedly free...
you pay for bandwidth on github...
each time a user pulls
$40/user/month = Assembla Online Hosted Perforce
So.. $400/month for Blueman
But fuck Assembla
I use the visuall studio team servers atm. unlimited bandwith and repos. just a 5 seat limit
so I store my assets at another place (google drive) atm so the artists can work on them
@frozen oak not sure what to tell you man. Perforce is the best. Anything else is just going to make life a bit harder for you unless you come up with a solid workflow that won't fuck you over
seperate folders and sublevels is the most you can hope for
haha no worries at all
It was good when it was legitimate
I was soo fucking pissed when they said nah you need to pay now
I JUST PAID 600$ FOR WHAT!?
Then they saw all the GameDevs coming...and saw $$$$$
And then rose all the prices and separated Perforce as a service.
Yeah, I washed my hands with them after that move.
I got them a whole bunch of business.
They ignored all my emails asking about respecting my 1 year purchase
We paid for the entire year and they couldn't even respect that agreement. I looked through the terms tho and it says they have no obligation
Was real furious about that
They still sponsor gamejams I guess with the gamejam server I started.
told them to fuck off and ended up hosting locally
@modern root yeah. I mean once you have had a taste of Perforce, it's hard going to other VCS
Was a right reach around trying to get access outside of the office but ahh well
I keep trying to like Git too. I mean I use Git for local repo copies for solo dev work
Via Sourcetree
For sure, it's given us the least issues. It is bloody expensive but for how much we use it and how much the artists actually can functionally use it, it is worth its weight in gold
New logos and the company formation is pending ๐
But other than that, it's Perforce for everything.
@keen carbon who are you Marine squirel hmm
Yeah I'm using git now on some contract work and it's terrible for UE4. Just pure garbage
and yes i've set up LFS etc
I am marinesquirel of course ๐
I've never seen so many errors for any system in my entire life before git LFS
so we will soon be Three Peak Studios
@modern root you should set Perforce up on a droplet
$5-$20/month
Probably one of the cheapest and worthwhile other than DigitalOcean
I use vultr for the VPN to punch through the office firewall but we host locally to get seriously good speeds
@modern root nice
why does typing show collision in console, not show blocking volumes?
it shows box components just fine at least
but its not a good representation of collision if it wont show volumes :<
is there any type of volume it does show?
Is there a way to hide struct members in a data table?
Please welcome @night gale to the community! :beers:
Hello
Hello @night gale
๐
<@&213101288538374145> where would I post an advert for a learning only discord collab group? Am I allowed
Anywhere but jobs
Ofc, that's where the only place you could put it in is atm
Since it takes an arm, a leg, some babies to get new channels on this server
managing a server isn't that easy and you know it
ugh, still not figured out my actor spawning issue lol
they keep bumping into eachother sometimes and fly to the sky ๐
with 10 points of spawn lol
Working on an open world game and here's its land layout https://imgur.com/uWRdG3V
this is about 4km X 7km
http://i.imgur.com/Uxt2cN1.png fills the default skysphere
@tulip vault We have a #work-in-progress section to show off things then ๐
Probably should rename to #showcase
@tulip vault no worries, just didn't know if you had a question ยฏ_(ใ)_/ยฏ
Victor, If i put a spawn of a actor to "dotn spawn if collide" does that menas it litarilly wont spawn, or choose a different spawn point?
@toxic vale lol
wuut :p
Well...
I mean, you just wrote it
@toxic vale What's your problem?
Like show BP in #blueprint
will do
@cloud cobalt @vale osprey got a response from epic, if you sell your game to a company for X amount and they sell it for Y amount, you only pay the royalties on X amount. you do not pay royalties on what the company onsells your game for.
inb4 shell company
that was the point i was getting to yesterday
which some people were so strong-headily sure wouldn't work
I think at the scale where they would start to care it wouldn't work
going so far as to say the company that bought them would have to pay royalties ๐
I think if you legitamately sell your game to a legit reseller it works, but I don't think its something I would try to actually loophole into paying less
they would have no way of knowing this, unless you admitted it
it's not something i'm advocating, but something i hypothesised happening when someone was fretting about paying money
the same people were also 100% sure that you'd have to pay royalties on the VAT/GST that customers pay for a game ๐
woop. new athlean-x video.
Please welcome @fossil hornet to the community! :beers:
@tulip vault That looks pretty cool
@primal siren btw, thanks for getting back on that
np
That confirms the other thing I was curious about
didn't make sense what was being said as it would be against the law to do in most countries, if not all
piqued my interest :p
12 years running a business you tend to pick up a thing or two
wutface im running into so much strange issues
one friend spawns super high in sky
i spawn below map
What is actually choosing the defualt spawn X if no actor etc is set to spawn anywhere
Please welcome @tardy veldt to the community! :beers:
@toxic vale this might help - https://answers.unrealengine.com/questions/301103/multiplayer-spawn-points-blueprint.html
Please welcome @quartz root to the community! :beers:
http://i.imgur.com/6p6kjlL.png how can i fix this?
also, it's saying the city block models want their own separate textures and there's 50 slots fo rthat
@swift spindle @modern root @safe rose why you all don't like git? I came from web development and currently I'm using git+lfs for my hobby UE4 project for about 3 monthes and it looks the same good as for web projects. While the most annoying thing is that UE4 is storing all stuff in binary files ๐ฆ But this part anyway will not be better with other VCS.
Binary files and more difficult working in teams is my major gripe, the latter really being a flaw with distributed VCS's in general
but the only thing other vcs can give is just locking assets when someone is working with them. As for me it's not more than a hack/workaround
Not just locking assets but visually showing some one else is working on it without the need to constantly be yelling around in the office or having a physical hand over board
Don't get me wrong I use git for personal work, it's great for that
for game dev teams i'd personally advise people to steer away from it
Especially if working in UE4
still don't see why. Is there any other things in addition to files lock?
just it could be easily added into gitโฆ
Have you worked with artists on a project?
What's the overall size of the default sky sphere? I'd like to know so i can guesstimate a size of my word
but in fact it's better to develop something to parse *.uasset files and merge them, I'm almost sure it's possible
I ask because my world model is larger than my grid
Every single artist I have worked with has always struggled with git, it's not a detriment to them, it's just git requires you to be a lot more hands on (imo).
Give the same artists plastic or perforce and they are a in struggle town a whole lot less. This might come down to the VCS client but regardless in my experience it has been a lot less painful for non-technical folk
@modern root do you mean artists who's working outside of UE4? (making models, textures, etc) If so, it's not different how to work with graphics designers in a web project, in my opinion
Both outside and inside UE4. People who have overlapping work
there are GUIs for git for non-technical guys
That there is, but they aren't straight foward to use imo.
overlapping work is again about locking assets, no?
Not neccesarily
And then the usual spill of binary assets git is not great at dealing with, and im talking about detecting changes as well lfs won't solve that. I've had multiple issues with git not realising a binary file (.uasset) has been modified.
Now as I mentioned this is all in my experience. My experience has been a nightmare when it comes to game dev and git, outside of that, it has been fantastic.
haha thanks @polar hawk
@primal siren Sure, but your shell company will also pay royalties, so there is no point.
no, no it wont
only the company that developed the game pays the royalties
this is what i've confirmed via email with epic
So a company selling a UE4 game it licensed wouldn't pay royalties ?
the company that develops it pays the royalties
who ever they sell copies of this game to to onsell does not
plain and simple
doing so with a shell company could end up in court if it was proven, but it's the developer company that made the game pays the royalties only on their initial sale
multiple companies do not pay the royalties
IE if you sell a game to a company for 1$ per copy, the total royalties paid to epic per game are 5c. if the company you sold it to onsells for 10$, the total royalties paid are still 5cents per copy
not an additional 5cents, just the initial 5 cents. the second company does not owe royalties.
Okay
Does anyone have a good link to a tutorial how to add animations to a character
I tried to use mixamo to add animations to my zombie character but it said that the skeletons don't match and I got confused with it
Please welcome @plush yew to the community! :beers:
Please welcome @leaden dust to the community! :beers:
sure
@kindred dagger need permission from @maiden swift so dm him.
Please welcome @placid marsh to the community! :beers:
hello
guys... noob question. i've done this before but i don't remember what was that i needed to change (making notes this time). I have a pawn with a custom mesh with a spring arm and a camera. i want the camera to be exactly at 500 so I set the spring arm length to 500 but... camera is not moving. I've done this before as i said but i don't remember what i need to "tick" to make this work. ideas?
Please welcome @plush yew to the community! :beers:
oh and hi @placid marsh and @plush yew
i want to set a spawn point which is the best class to do so? actor doesn't have a position. should i set some invisible mesh or something like that?
@primal siren good to know, makes sense from legal point of view
@versed rain there is player spawn actor
@vale osprey are you talking about playerstart? i think that maybe in my case i want target point (just researched)
are there any big differences?
i wan tmultiple spawn points by the way
No idea, main functionality of player spawn is to automatically spawn one from a world default settings
my spawn point classes are always derived from actor
there is no need to use anything else that I can see
but actor doesn't have a vector position right?
Please welcome @peak dome to the community! :beers:
yes i also thought so, i extended one and it did't work before but now it is ๐ just forget it lol
sorry for the noobiness
should an enemy be of type Character or Actor suffices?
it walk around so... maybe character is more accurate
It depends on what you want the enemy to be like
Ideally character is better
unless you want something that doesn't act human-like, say a snake
i want it to be human like
Then character is ideal
actually i have another question related to this one i want to derive various enemies from the base Enemy class but i need to set a TArray of all the enemy classes so... how should i do it? can i just set the Enemy Class? will it act like an interface? i know this is a c++ question but maybe you can help me out
You want a TArray with all the classes in it? What for?
You can make all enemies children of a given class, then just store all of them in an array and get its class
but I don't know what you want it for, so I can't really go more in depth
so maybe i'm thinking this wrong but.. .what i want is an array to decide which enemy will spawn. with an array i can random the length and state "now create one enemy of these"
would you approach the matter other way?
Oh, that, yeah. Then you'd just make an array with all the enemy classes you have in your project, then use any function you'd like to pick a random value from 0 to (Array.length - 1)
You wouldn't put the base class in there though
The base class would just be to have the base behaviour of these enemies
Like, if they are all going to receive damage the same way, you just define it there and let the children inherit that function
Hi everyone. How can I delete assets/blueprints savely if they are used by other assets/blueprints? I just tried to but my project keeps crashing because one or more (i guess one) blueprint is not deleted properly. It exists in the content browser but if I try to access it, the projekt crashes.
You do a redirectors fix up from the content browser
and then remove it from your game folder
then do another redirectors fix up
If I do a redirector fix then it crashes as well and does not tell me why. It says that blueprint.cpp creates the crash with a assertion failure - So I guess it can not properly create something because some was not properly deleted
then most likely you'll have to delete it directly
not from the content browser, but from your file explorer
@pearl shoal yes but you need to set a type on the TArray to store the enemies. which type do I set? or do you think i should just set FString with the class names or something?
@pearl shoal well I did and it crashes nevertheless =/
It's not in the content browser and not in the file explorer but it is responsible for the crash ๐ฆ
@versed rain The type is UClass
@plush yew There must be some essential connection to that file that makes it crash. Does the log give you any info?
@modern root well there is no vcs which can handle changes in binary files. (at least not I'm aware of)
Perforce
The log doesn't give me any info sadly. It just tells me that there is a assertion failure happening in the blueprint.cpp =/ So I know at least that is has something to do with "some" blueprint but after opening and placing every blueprint actor in my project nothing crashes. If I want to build the project or if I want to fix redirectories, then it crashes, according to the same assertion failure
Please welcome @pearl acorn to the community! :beers:
@modern root are you saying Perforce can merge changes in binary files?
@pearl shoal oh and then you type cast or something to get the functions?
Exactly, @versed rain. It all depends on how you want to handle it
It can attempt to merge them yes, to address your original statement however perforce handles changes and just binary in general fairly well over other VCS solutions.
@inner mountain
@modern root by locking the files! it could be done with any vcs.
And what do you mean by "attempt to merge"? can I allow 2 developers work at the same time on the same level and then merge their changes? (assuming there is no conflicts, they are working on different parts of the same level)
You keep going back to that, I'm saying how it handles it. e.g. delivery, diffing, timestamping, compression, revisioning etc. It's more then just file locking.
Probably not with p4 merge alone but you arguably picked one of the more complex binary files to merge. It has worked in the past for me for psd's, maya files but not all the time. Anything uasset related can just be diffed in the editor.
@pearl shoal thanks ๐ not working everyday on unreal or games is hard to know some stuff ehehe
@modern root ok, if it can, at least, make diffs I agree it could be better in that case. But since it's proprietary stuff with huge prices, anyway there is no real alternative to git, from my point of view
Free as long as you don't go over 5 users, but yes expensive after that
is there any special setup I need to do to get StartCameraFade (Blueprint) working?
Im running from a blank c++ project and it just doesnt seem to want to work
nevermind, looks like I just needed to restart the editor ๐
Can i make a fps multiplayer without touching c++ in unreal?
@reef python Yes you can, but its not a good idea
Why is it a bad idea?
and good luck becouse the core of CharacterMovement and similar stuff is on C++
becouse not everything is overrideable/editable from blueprints
for example, movement code
ALL the replicated movement code of the CharacterMovementComponent is on C++
Ohh so i should get mmy ass up and learn c++ then
you can start with blueprints, its fine
but not for a "final" game, as there are limits
pretty much no one ever uses blueprint for 100%
but if you want to mess around its fine
But is using C++ for 100% of the game a bad idea?
@reef python Not really
@reef python Hmmm
yes, it is
if you look at ShooterGame, its like 99% C++
but still uses the blueprints to create the different weapons and config
Sometimes the time and effort to do it in C++ is not justified
you can make a first person shooter entirely in blueprints, so long as you don't need any particularly unique movement behaviours
and the animations are in blueprints
I mean yes, on the flipside you can create a game 100% in BP
Well Blueprint nativization is a thing now
usually one does a balance. The balance depends on the game, team, and people
so we can turn BP into c++ right.
no
@obtuse orchid No
it doesnt let them do extra things
thats not how it works
TBH, if you create a game 100% in BP, and you can endure the limitations, there is obviously no need for the C++
You're turning Blueprints into compiled binaries, not C++
the devs of Solus were 100% blueprint
Then Rama came
they went SO FAR into blueprints they ran into engine limits
yeah, but Solus really shouldn't have been blueprints
Well that was also
and had to call Rama to recode it
yeah, it was long ago
Now they could probably do it in BP
Rama sweept in, and recoded the whole game to C++
(at least i think thats what ended up happening)
nah, Solus is still largely, if not entirely blueprint
to be fair the solus devs went way too far
I've seen a chunk of their BPs and it's absolutely nuts
should never have been built that way
Too bad I wasn't already graduated back then
they are very well made, but its beyond fucking huge
having 30 functions in a blueprint is not good
and subgraphs into subgraphs into subgraphs
Well
it just was too huge of a scale
You know... most of these "famous" ue4 devs didn't get that way because they were gods of ue4
wtf lmao
50% BP 50% C++ bad idea?
We did the opposite and did 95% of our game in C++
right now DWVR is around 70% C++
but damn, the 30% left has given me headaches
due to the clusterfuck of upgrading the engine 12 times, and refactoring stuff constantly
on newer projects im leaning more towards 90% C++
Problem solved
get your shit working then move wht u need to c++ if your feeling iffy
leave the blueprints for prototyping stuff (than then gets written into C++), and for "FX"
so animations, special effecs, lights, etc, those all in blueprint
becouse its faster to iterate
I don't know. I find the argument that going BP first then C++ more and more unenticing
The reason: time
blueprints dont compile
and they translate directly into C++
you save lots of time just by not hot reloading
I feel like, if you're going to do C++ anyway, you might as well start there
Unless it's some super quick prototpye that needs to go out
keep in mind that this blueprint stuff is usually small graphs
the reason u do it is to help you visuallu understsnd work flow if yourr not confident in things
the moment they become big, they get C++-d
Sure, then I can see the argument, do it in BP. Then start working on the game in C++
But let's say you're in dev for 1+ years... full BP game...
fuck no XD
Converting that shit to C++
thats my problem with DWVR
blueprints are hard to mantain
they become a disaster real fast
and you cant put them on GIT and use merges/diff easily
The biggest advantage of C++ is long-term maintanability
refactoring/mantaining C++ is a lot easier than doing that on blueprints
Also migrate
Why not? Just select the nodes and copy paste.
on the other side, any nullptr instantly crashes
But regardless
My point is, BP is not technically harder to maintain than C++, it's just that people usually fuck up from the beginning
And make it unmanageable
Of course it is
but you cant copypaste, refactor, or use source control easily on them
Version control doesn't work for graphical assets - not for multiple-years developments
BP is not harder to maintain? lollers
๐
Half and half for both really
Give me some examples
We have history for UE 4.01 code here.
You can't just come in and say it's harder or not
We can actually compare it to 4.17 code
Or LOLLERS!
you can have source control in blueprints. But you cant compare them easily
Good lucking comparing your three-years-old Blueprint to the current revision
Depends whats in blueprint and whats in c++
First question: How many of you are engineers or programmers with at least 10+ years coding?
on perforce, you can easily scroll your different code versions and see what changed
how about the same for Blueprint? 5 years? MAYBE?
@frank escarp you can diff BPs via SC
BP != code and its shit to maintain
@safe rose never managed to diff blueprints properly
@safe rose Can you get the all-time history for every separate node in your graph ?
In C++ you can
It's builtin in your source control software
Hes got a huge point there
You dont need to use source control to justify how SHIT BP is
@safe rose You just do
we did this shit long ago without source control. Source control was a floppy on the side
BP is fine for high level gameplay, level stuff, or prototyping
Bp has pros and cons just like c++ if ur not got mad c++ exp
it can do mostly the same as C++, but mantaining it is horrible
BP == prototype and business logic at the game play level. Not at the engine or translation to engine side. Anyone trying to do heavy (really much of any) loops, async or data work, should be using C++ and not BP.
@safe rose If you've never had to maintain years-old logic that used to work and doesn't / was thrown out and needs being put back / is strange and needs history to comprehend, I wonder how long you've been programming
unless you are a noob designer with about as much experience as a gnat
Agree with u there !
Looking at a single line and wondering "why is that here" in C++ you have the answer in seconds
No matter how old it is
Even the gpa system made by epic uses c++ at core then bp for setup
Robo recall is 90% blueprints
becouse robo recall has tons of different random mechanics
Wtf rly lmao
they use C++ for the "framework" of it
Yeah so same as gpa
No one is arguing that Blueprints are actually bad, but long-term maintanability is simply not something they can ever do
Because they're graphical
Put comment on every node ez
but, stranger, imagine how amazin WoW would be if it all ran from LUA scripts? I mean.....
Lua scripts can be diffed just like C++
wow has massive amount of lua scripts mate
have you ever tried to run a pirate server?
Omg
Everything text-based can be versioned, blamed, diffed - Blueprint can't
well, thats exactly what we are arguing. Just use bluepritns for high level gameplay logic
They use a fuck ton in it
Blueprints are perfect for when you won't ever care about the versioning
we need a text blueprint...
Define high level
Lua is very maintainable
I am guessing, as I see, no one responded to my first question, that most are not really engineers or engine programmers here, but you are all talking like you are
oks
Ohh sorry !
Bp for 2 years, c++ for round7 however i tool huge break from c++ being past 4 years and just got back to it
So not long tbh
@raven cedar I actually do have a decade of programming experience - mostly in C, C++ for OS / driver / middleware dev
Started at 14, stoppes at 21 started again at 25
Also an actual software engineer
I really need to invest more time with it
@raven cedar You also come out as an asshole asking this, with respect
he has been incredibly aggresive from the start
I do
but I have learned that many speak without knowledge
and for full disclosure
25 years DBA, 8 years SEO/websites, 15 years CG pipelines/TD engineering
I love how we can all go at it in here but still keep it civil
also a SWE
No one cares about your resume though.
Dam son
well, yes and no
I am not gonna spend time talking to first year ppl with zero clue
you guys always seem to know wtf is up
that is why I asked
I can kinda understand that
Iv spent so much time debating with people about multiplayer logic with inexperianced people, it can get frustrating
why do you need to debate anything?
WHen u can just rep notofy a bool etc
People sendinf vector target data to server etc
List goes on haha
Sometimes its hard to make people see the lighf
Light
Back to the point, I think the commonly agreed upon thing is that Blueprints give great power to designers - LDs, char designers, weapon designers and so on. And C++ will obviously be preferred by engineering persons who're working on the supporting structures beneath that.
Agreed
Pretty much the way Epic has been operaing, even when it was Unrealscript rather than Blueprint
Honestly as well i can say
UT3 had a C++ Weapon class and individual scripted classes for every weapon on top, for example
Just like you'll do in BP today
Blueprinting has helped me learn logic flow better from visually seeing my workflow
Last question if there werent BP in UE4 would i have to make the game in only c++
Yes
no, you would have unrealscript 4
if nothinh replaced it yes
So it would be like unity kinda?
no one, EVER, uses C++ purely
becouse its just stupid
script elnguage exist for a reason
burn him he said the u ord
skooooooooookumscript! ๐
word
@reef python why does it matter? You will crunch through 20+ different projects before you get something that can be sold while feeling proud of your work
while all you brain boxs re hesr anyone have a clue about this
trying to build 4.16.3 on laptop fresh
that will take year and years, at that time you can learn whatever you want/need to get your work done
Please welcome @plush yew to the community! :beers:
and even if he wants to learn c++, its better to start with blueprints
better tutorial and easier to just tinker
@pallid compass could you click on output tab first and scroll to the first error? can't see shit
and almost all ue4 offical tuts is in bp and almost every youtube tut is in bp too
Hello, I am new, when I want ask question about Blueprints, should I go to Blueprint channel?
maybe zoom in for my old ass eyeballs ๐
sure 1 sec on tablet
VS intellisense shits itself
use VAX and turn off IS
I mean it more in a sense that if someone want to win a Tour de France then "Which brand of bike I should buy?" is not an important question
When I want ask question about Blueprints, should I go to Blueprint channel?
"The one that makes you go fast! Of course!"
@plush yew Yes
thanks
@pallid compass Has visual studio finished including all files yet?
not sure what u mean then
look at the Output log
@reef python my question is there, see it please
looool 19 failed
fresh vs install
@plush yew I'm new to unreal so idk
fresh 4.16.3 clone
ooo vs update wth
The struggle rn
Miss work rig
anythoughts on errors from nyone?
error seam to be win 8.1 kit missing but its there?
il give it ago thank you
been in zbrush for likw 6 days miss engine so much
ughh
same shit
is there reset all vs button
Please welcome @meager pelican to the community! :beers:
is there a channel where i can ask a question about maya and size/scale problems?
source build issue nt project
@tropic pilot No idea. I guess this is the channel!
Please welcome @quick gulch to the community! :beers:
Thanks, HAL.
Please welcome @fair current to the community! :beers:
Welcome
Please welcome @floral flare to the community! :beers:
Please welcome @bronze maple to the community! :beers:
Please welcome @vestal helm to the community! :beers:
Please welcome @short wraith to the community! :beers:
Why graphics if it's a DCC app/scale problem?
I don't think there's a good place for stuff like that right now.
@ionic sedge "Materials, lighting, visual effects and 3D asset creation"
Oh, never saw that in the description. But that's really broad then, especially when there's super specific stuff like the gameplay abilities plugin.
And a bit arbitrary, in the UE4 forums stuff like DCC problems would be better in Content Creation than in Rendering for example.
Anyway if that's the place for it it's all good I guess.
Please welcome @alpine barn to the community! :beers:
Please welcome @gentle swallow to the community! :beers:
Anyone know why my cine camera matinee is seeing these sparks in mid-air? It's not an emitter or anything in my scene
During playback, it looks like noise
Please welcome @plush yew to the community! :beers:
it looks like lens flare
Please welcome @proper owl to the community! :beers:
hi :>
Damnit. When some newb cuts the fibers for 50+k users. And it's cloudy out. Cell phone reception is close to nada. Makes you wonder what's going to happen next. I missed out on some good stuff in here ๐ญ
4.5 hours to get it fixed. So many tiny wires to splice
Please welcome @scarlet jackal to the community! :beers:
Why thank you.
Omg
in russia u dont need a pc for UE4, u need UE4 for a pc ๐
That is right. People start working as modellers at age of 8 in russia lol
๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโโ๏ธ๐คฆโ
Sometimes I wish there would be a symbolic monthly fee for accessing UE4 and its resources. It would have filtered out occurrences like that.
nah
open source best source
Any idea why a gui would work when the map loads but when you leave to a different map and come back, it doesn't?
also, this issue only happens in VR
so you guys seen this?
NO MORE HEROES Travis Strikes Again Trailer (Nintendo Switch) Travis Touchdown is making a comeback on the Nintendo Switch in Travis Strikes Again. Subscribe...
whoa that looks crazy
Finally
thats just my tweet with screenshot from trailer
@wild kestrel lol
Shadow Complex Remastered
Humble Unreal Engine Bundle
9MA4H-K5YC6-TRL99-ZNF7A
Please welcome @karmic sapphire to the community! :beers:
Please welcome @plush yew to the community! :beers:
any idea why servertravel console cmd doesn't change maps? ping me when u respond
dat looks pretty sick
Please welcome @whole prairie to the community! :beers:
For some reason my input action is not being called when I return to the map in VR. Any ideas why?
nvm steering wheel thingie, figured it out ๐ https://gyazo.com/53e038f9e7aad8c123e006ff475d6781
Please welcome @cold ridge to the community! :beers:
Please welcome @hearty creek to the community! :beers:
Please welcome @zenith goblet to the community! :beers:
Hey, anyone had success with getting multiple cameras to render on a single machine, not via local multiplayer splitscreen? ie: two full-screen independent cameras?
Im just going to continue this here and say I can achieve what I want by using quad split screen and passing that through a datapath X4 and taking two quadrants into independent screens...but unless I render that quad split-sceen view at 8K I cannot get two independent 4K screens
and while you can force an edid into 8K, nothing is going to actually pump that out effectively for me to carve up
Please welcome @steep skiff to the community! :beers:
Was looking for some help with using one character to pick up and launch another. I asked the sub reddit and they told me to do this, I am having trouble understanding how to use a trace line and where does
"class is child of" come into play? heres the post https://www.reddit.com/r/unrealengine/comments/6wuv0b/characters_that_can_throw_each_other/
Please welcome @livid bison to the community! :beers:
Please welcome @gray venture to the community! :beers:
I might have made some miscaculations, been calculating the extent of expenditure getting my game publsihed and made. After considering outsourcing, fiverr and various other low budget options while I focus on the more crucial aspects of it. The cost winded up to about 106k in estimates at its lowest.
Is this normal for lets say a cartoony graphics game with 7 levels and about 12 characters? I broke down the cost and I gotta say I big chunk of it went to
Hiring Programmers Capable with AI Design: 25%
Hiring a few Vocie Actors: 27%
Hiring a musician to compose 11 tracks: 25%
3D Models, VFX and SFX Assets: 7%
Publishing, Trademarking, Marketing: 8%
Animation and Rigging: 6%
Everything Else: 2%
its a first game i'm trying to create and i'm trying to find out what to expect and how I should go about budgeting it. Animations and Rigging cost could be even higher but I'm doing most of it.
$106k doesn't sound unreasonable for a small game
gotcha
I was just worried I went overkill with the finances
didn't expect voice acting to be so much
going overkill is not a problem
going under however is a disaster, so always err on the side of caution
fair enough
I want to get the finances at least straighten out before I attempt it
'Programmers' seems like plural
haha
OneManJob
yup
One(wo)ManJob
$26k doesn't seem like an overspend for a year of programming?
I figured I would need a few to tackle it
$26k on contract?
but for now I'm sticking to one
I am assuming
26k in the course of 6 months
Yeah..that's pretty good
at least thats the quote I got
still doesn't seem like an overspend (in one year, it seems low for multiple people)
Bit of a ripoff tbh
I'm still doing a bit of the programming on my own
but I don't really trust myself with A.I
AI isn't that hard
heard its pretty tough
Or something, cause your art is super low
I already have quite a number of assets I made over the years
Nice
about 2k of em
chairs, tables etc when I was schooling
so I'm using some of those
trying to adapt an old dystopian comic into a game
that was over a year ago?
Yes i saw that but there was a other leak now
@plush forum leak?
Please welcome @plush yew to the community! :beers:
does anybody on here use Git and Git-LFS?
having some straaaaange issues with our server today and google isn't helping
Please welcome @plush yew to the community! :beers:
@pseudo parrot The Answer: Perforce
yeah sadly that's not a viable answer since the entire office is on git and changing isn't a decision i can make ๐
we're on SVN here
it's painful
Got a crash bug in your UI? Can't create a changelist, shelve it and pass it on, oh no
you've got to submit that bastard to the main branch
now everyone's editor crashes on startup until it's reverted
oh man we used to use SVN, that was an even bigger nightmware than git
Dropbox and Google Drive it up then
raahah
Anyway, I wish Fix Up Redirectors actaully did its job
100% of the time
Because it sure as hell doesn't
@wary wave does SVN still copy every file when a new branch is made instead of just tracking for changes from the original?
man i don't miss using SVN haha
yeah whenever we made a branch, our head was like 40gb (give or take) and the server would make a copy of every file in the head just for the new branch. No need at all
Oh shit son
No more crashes on 4.15->4.17 migration
(knock on wood)
Kept getting this: Error: Assertion failed: BoundProperty [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Editor\BlueprintGraph\Private\MakeStructHandler.cpp] [Line: 115]
Found the culprit, killed it
@pseudo parrot I'm using git + lfs for my project
Using regular Git here
@norlido do you use any hooks? Specifically pre commit to ensure no binary files are being pushed without lfs tracking them?
Our precommit is now failing on lighting build data for absolutely no good reason, even though I can see lfs is tracking them our hook is complaining that it's not
This is our precommit hook
TBH
If there were some solid guides out for Git/GitLFS
and UE4 especially
Like something big and comprehensive, I would probably be all up on it myself
I only use Git for local repos
I do find it a lot easier to deal with versus trying to create multiple local depots of Perforce
Git is much better when dealing with source code, but the additional power requires lots of learning
Being able to rewrite history is a must when you start having large teams
My designer today, "Wait, what's git?"
whats new in 4.17
@leaden dust more bugs
is it worth updating from 16.2
hmm
Maybe
look at release notes and see
4.16 was pretty good though
better than 4.15 for sure
(which I just finished updating from to 4.17)
I'm more of 4.10 guy myself
And that was more of a pain than I wanted
Well, you can be like Ark and be 4.4
or 4.5
or whatever they are
4.17 seems to have... problems
I mean, I spent 12 hours debugging/fixing my project trying to get it from 4.15 to 4.17
though I had this in 4.16:
https://www.youtube.com/watch?v=4AA4b9Ct8Vw
still makes me laugh
..and cry
I was just making the array visible / non-visible
Hmm, that's not intended behavior?
well no
I don't work much with splines
no data changes
it should be exactly the same
I spent two days trying to work out why the spline geometry wasn't going all the way to the end
Did Epic reply?
turns out it wasn't my blueprint, it was just plain madness
nah, of course they didn't
Here we're dealing with new versions by branching off when a preview hits, fixing the API changes, testing it - and then we rebase the branch regularly. Once it gets released, if we want to update to it, we test the shit out of it and then merge into master
Not upgrading to 4.17 since it's not bringing much
4.17 had fixes in the BP compiler
I'm just glad I don't have anymore outers missing
Please welcome @sand matrix to the community! :beers:
whats composite pipeline
@leaden dust look up last week's twitch
It's pretty sweet
super high niche though imho
@warm mountain hey! how did you calculated those expenses?
Hmm, what's today topic
ice-cream?
@inner mountain I used a variety of websites
make it easy on yourself, Minecraft Physics
and recent statements from various indies who broke down their cost
I took a high measure using sites like upwork and elance and artstation
and a low measure using fiverr, freelancer india, nigerian sites
as for VA and MOCAP I looked at individual companies,actors and VAs in their respective sites