#ue4-general

1 messages ยท Page 105 of 1

paper kernel
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did they remove a bunch of options from particle editor in 4.17?

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nope wait, found'em

olive schooner
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Is there a way to have something like bookmarks for my asset folders? ๐Ÿค”

livid haven
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Could try using collections.

pallid compass
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What are collections?

livid haven
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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"

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But I don't recall what it was.

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Collections are arbitrary sets of references to assets.

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So, for example, you could make a collection that stores all assets for a particular character.

pallid compass
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Oh :0

livid haven
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So you could simply view that collection instead of navigating to various folders containing assets for the character.

pallid compass
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God dam ima trt and fix my source engine just to look at this now

olive schooner
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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.

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

plush yew
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Does anyone here work with or has worked with UE2 before?

livid haven
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Talk to... I can't tag him.

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No.17?

plush yew
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Ya

wary wave
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I've worked with UE2, but honestly we're talking about a decade ago

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nobody uses it any more

livid haven
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Some guy called No.17 was on about people using UE2.

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A bit rude about the whole thing though...

plush yew
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Ik it's old but im using it for 1 purpose

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And my bad Sion

wary wave
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it would have been around 2005/6 that I last used it

livid haven
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I swear their name was No.17 but I can't find them at all. Maybe they used some weird unicode values...

plush yew
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Oh fr

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Damn

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But uh like I was saying

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I am only using it too bring back Republic Commando

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An old star wars game that was left dead for years and has not been touched

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Please welcome @slate ermine to the community! :beers:

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

oblique trench
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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?

whole quarry
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Just make a new depot for it

cloud cobalt
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Uh ?

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And lose all history ?

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Doesn't P4 handle branches ?

oblique trench
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so how to merge?

cloud cobalt
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Sorry, I haven't used Perforce in years, not sure I cna help a lot

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But the answer is definitely not creating a new depot

oblique trench
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yes

safe rose
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What's the issue?

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Just branch it and merge it back if you want

livid haven
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@oblique trench Was dealing with all that for the last two days.

toxic wagon
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are there any tutorials on how to set up inventory items/weapons in blueprints?

livid haven
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I have a Perforce stream that I use just for handling UE4 GitHub repo merges.

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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.

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Then I have another Stream that has the engine branched, that's the one I work out of.

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This does mean you don't have any of the Git history.

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You could, ostensibly, have your engine in both Git and Perforce in the long-term.

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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.

oblique trench
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Looks like complex, We're just sharing Content, Config and Source and .uproject files to using.

livid haven
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Welcome to source control. Versioning isn't all that simple.

oblique trench
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It would be more confusing if I merge Epic's branch releases from github.

livid haven
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Especially across two source control systems.

oblique trench
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Yeah that is more complex!

livid haven
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The minimalist solution is to just have one stream for your whole project and the engine.

safe rose
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Hmm having source in Git and Project on Perforce does seem like the standard thing to do though.

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

safe rose
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There are plenty of high level talks on it.

livid haven
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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.

safe rose
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@oblique trench I just want to confirm something... You are just updating the project version right? Not source? Or both?

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Are you even working with Source or Launcher build?

oblique trench
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None of them

safe rose
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@oblique trench what

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Well ... It is one of them...

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Can't be none

oblique trench
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oh, i mean wrong

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we're using launcher build

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from .uproject extension

shut gulch
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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

safe rose
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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.

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I mean, you first need to figure out a workflow that will work best for you. Then just try it out.

livid haven
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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.

shut gulch
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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

livid haven
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Launcher build is trivial. Source build from Git is complicated.

safe rose
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Aye

livid haven
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Ostensibly, after submitting the UProject file with 4.17 associated, they won't even be able to open without 4.17.

oblique trench
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yeah thats right

safe rose
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@oblique trench you can do it!

oblique trench
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branching named as "codeline" in P4

safe rose
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I think you were just overcomplicating it in your head.

oblique trench
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thanks @safe rose and @livid haven

safe rose
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No worries.

oblique trench
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and @cloud cobalt

safe rose
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You are better than most devs

oblique trench
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So, somehow I will create codeline(branch) and will try to keep old version files.

safe rose
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I say 50% at least don't use VCS

cloud cobalt
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Source control is one of these things that's not easy or natural, yet is very much important

obtuse orchid
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I pretty much dont develop anymore without source control

crimson sky
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hey everyone does anyone have this weird thing in blueprint viewer where

pallid compass
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Omg

crimson sky
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when they zoom in and the object disappears?

pallid compass
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Pc scammers just rang me up right

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And was like we help fix ur computer stuff very cheap

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So im like

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Ye man i need help

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Startes reading my compiler errors out

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Guy got so confused

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Lmfao

buoyant pine
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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

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is there a way to decrease the graphics of the packaged version?

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the game is really simple

pallid compass
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@buoyant pine that is umm

buoyant pine
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it's not heavy in terms of content at all

pallid compass
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A huge broad statement

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Many answers too it

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Your best bet is to get on a medium end rig and do some profiling

buoyant pine
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humm, and how do I change the graphics? Changing them on the editor doesn't seem to affect the end result

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*packaged

pallid compass
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Its a config file

buoyant pine
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I see, which one? ( and are we still talking about about the editor or are we talking about the packaged game?)

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still accepting help, gotta finish this project soon

plush yew
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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?

safe rose
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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.

ionic sedge
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@buoyant pine Did you try changing the scalability settings?

buoyant pine
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it doesn't seem to affect the packaged version

ionic sedge
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There's also the material quality switches if the materials are heavy, but the scalability alone should be enough I think.

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

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

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

inner mountain
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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)

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

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Please welcome @ripe trellis to the community! :beers:

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Please welcome @brittle adder to the community! :beers:

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

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

blazing bear
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hi i guess

plush yew
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hi lol

tawny brook
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Omg, why do i have to hold left click to move my character when I join a new session?

tender bluff
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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)

inner mountain
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@tender bluff idle state?

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@frozen oak probably #ue4-general is more relevant channel for this discussion ๐Ÿ˜ƒ

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@frozen oak well not sure, it depends on how large is your project.

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@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

frozen oak
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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 ๐Ÿ˜›

bitter edge
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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.

inner mountain
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@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

frozen oak
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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?

inner mountain
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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

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@frozen oak not sure about it, I'm not a git expert ๐Ÿ˜ฆ Need to check how git-lfs working with it, maybe it's not fetching previous versions of the files

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(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...)

frozen oak
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Tnx! I'll look into it ๐Ÿ˜ƒ

inner mountain
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good luck! ๐Ÿ˜ƒ

hazy quartz
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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.

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any ideas?

safe rose
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@frozen oak Perforce for life

frozen oak
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I dont see how tbh

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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

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@safe rose

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But please, try to convince me that perforce is life. because only saying that wont help me

safe rose
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@frozen oak small game jams...lmfao

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I don't have to try to convince you. Not my job honestly.

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But let me tell you that Perforce is Industry Standard for Source Control

swift spindle
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I wont convince ppl to use proforce.. I'll just say... have FUN with git lfs!

safe rose
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Lol ^

swift spindle
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lost at least 2 months work for whole company for that BS

safe rose
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There is a reason why Perforce is still used today in studios even with the costs.

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Luckily you get 5 users free.

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After that, you have to pay, but whatever.

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Nothing can compete with it for GameDev

swift spindle
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cheaper by FAR to pay for proforce then lose months of time for 20 ppl....

safe rose
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Even if Git keeps trying

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Maybe GitLFS2.0

swift spindle
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even if it worked well.. it's still the worst workflow for ue4 ppl...

safe rose
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Aye, best VCSworkflow for UE4 is P4

swift spindle
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seriously.. I have to use 3 different type of interfaces to even be slightly stable!

frozen oak
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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

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thats why i said game jam, since they generally have small teams

safe rose
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SVN is another option

swift spindle
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well.. its mostly the artists who need it

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ugh... git lfs is so bad.. I'd almost rather not work for a company that impliments that

safe rose
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Imagine doing source control via Dropbox/GoogleDrive

swift spindle
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was better then git...

safe rose
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I know of studios who did just that

frozen oak
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raises hand

safe rose
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@frozen oak anyway. 10 people. I say try out SVN

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Better than Git

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Or just do Git and do a red/green card check in/out system

frozen oak
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Whats the link to their site? google doesnt realy give a clear pick with just svn

swift spindle
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ah.... well.. I'll wait to hear about your company in the news when someone goes postal ๐Ÿ˜›

safe rose
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Whatever workflow you come up with. Just take into account that you don't want people overwriting over other's work.

frozen oak
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A I found it thanks to an epic article

safe rose
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Google works wonders

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Online Spambot

frozen oak
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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

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ugh, I didnt know source control could become so complicated

safe rose
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@frozen oak it isn't

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You are just making it harder than it is

swift spindle
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boom there goes your project ๐Ÿ˜‰

safe rose
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Artella isn't for unreal engine

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Just looked at it since I never heard of it

frozen oak
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I know, thats why I said assets

safe rose
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I don't understand why you are making this so hard on yourself

frozen oak
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Because if I just use git for the assets aswell. the devs have to pull massive files to their machines everytime the pull.

swift spindle
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only the files that get changed

frozen oak
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and perforce is out of the question because I can never in a million years pay for that without shipping an actuall game first

swift spindle
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or new ones

safe rose
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I mean @urban salmon will be all about some Git though

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He can help you if you want. He is in the same boat.

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"poor indie"

frozen oak
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Not poor. just not rich enough to spend everything on perforce

safe rose
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He wrote up a thing

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Hmm

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I mean...I would consider you poor

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If you can't afford Perforce for a serious GameDev project for your team

swift spindle
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@frozen oak consider contacting them... they price differently...

safe rose
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That's just my IMHO though

worn granite
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What's the price per seat on Perforce again?

safe rose
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Hmm. $700ish

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Lifetime license

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Transferrable

swift spindle
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yeah....

safe rose
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It is a steal tbh

worn granite
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If its lfietime maybe I can see that

swift spindle
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but you can do cheaper with them for sure

safe rose
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Free for up to 5 though. Then on sixth, pay for all.

frozen oak
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so I could just go for the free alternatives and save 700........... yeah.... thats an easy choice

safe rose
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You can negotiate a bit on price.

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You get what you pay for.

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That has always been something I always think about.

swift spindle
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git ended up costing us more... just in bandwidth...

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forget the time

frozen oak
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how so alter?

safe rose
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I mean. If you have a serious studio. $7k for legit source control is nothing.

worn granite
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For some reason I was under the impression that price was monthly

safe rose
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No. Monthly is Assembla

worn granite
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But if its a lifetime seat that makes so much more sense

safe rose
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And that's $40/month

swift spindle
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proforce is expensive compared to supposedly free...

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you pay for bandwidth on github...

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each time a user pulls

safe rose
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$40/user/month = Assembla Online Hosted Perforce

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So.. $400/month for Blueman

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But fuck Assembla

frozen oak
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I use the visuall studio team servers atm. unlimited bandwith and repos. just a 5 seat limit

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so I store my assets at another place (google drive) atm so the artists can work on them

safe rose
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@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

modern root
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Amen @safe rose

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To the assembla insult

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and also Perforce โค

swift spindle
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seperate folders and sublevels is the most you can hope for

safe rose
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@modern root LMFAO

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Yeah, sorry for getting you into that last year

modern root
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haha no worries at all

safe rose
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It was good when it was legitimate

modern root
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I was soo fucking pissed when they said nah you need to pay now

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I JUST PAID 600$ FOR WHAT!?

safe rose
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Then they saw all the GameDevs coming...and saw $$$$$

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And then rose all the prices and separated Perforce as a service.

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Yeah, I washed my hands with them after that move.

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I got them a whole bunch of business.

modern root
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They ignored all my emails asking about respecting my 1 year purchase

safe rose
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@modern root wow. That's sad.

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I mean, I know everyone I referred, left.

modern root
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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

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Was real furious about that

safe rose
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They still sponsor gamejams I guess with the gamejam server I started.

modern root
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told them to fuck off and ended up hosting locally

safe rose
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@modern root yeah. I mean once you have had a taste of Perforce, it's hard going to other VCS

modern root
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Was a right reach around trying to get access outside of the office but ahh well

safe rose
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I keep trying to like Git too. I mean I use Git for local repo copies for solo dev work

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Via Sourcetree

modern root
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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

keen carbon
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New logos and the company formation is pending ๐Ÿ˜„

safe rose
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But other than that, it's Perforce for everything.

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@keen carbon who are you Marine squirel hmm

modern root
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Yeah I'm using git now on some contract work and it's terrible for UE4. Just pure garbage

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and yes i've set up LFS etc

keen carbon
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I am marinesquirel of course ๐Ÿ˜›

swift spindle
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I've never seen so many errors for any system in my entire life before git LFS

keen carbon
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so we will soon be Three Peak Studios

safe rose
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@modern root you should set Perforce up on a droplet

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$5-$20/month

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Probably one of the cheapest and worthwhile other than DigitalOcean

modern root
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I use vultr for the VPN to punch through the office firewall but we host locally to get seriously good speeds

safe rose
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@modern root nice

glacial pollen
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why does typing show collision in console, not show blocking volumes?

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it shows box components just fine at least

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but its not a good representation of collision if it wont show volumes :<

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is there any type of volume it does show?

thorn topaz
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Is there a way to hide struct members in a data table?

glacial pollen
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@thorn topaz sounds like a question for #cpp , you might have better luck there

polar hawk
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Just another day

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

night gale
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Hello

thorn topaz
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Hello @night gale

night gale
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๐Ÿ‘‹

kindred dagger
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<@&213101288538374145> where would I post an advert for a learning only discord collab group? Am I allowed

safe rose
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Anywhere but jobs

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Ofc, that's where the only place you could put it in is atm

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Since it takes an arm, a leg, some babies to get new channels on this server

worn granite
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managing a server isn't that easy and you know it

safe rose
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^? Serious?

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I mean, I'm just glad Mod are allowed to change channel names on a whim

toxic vale
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ugh, still not figured out my actor spawning issue lol

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they keep bumping into eachother sometimes and fly to the sky ๐Ÿ˜„

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with 10 points of spawn lol

tulip vault
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this is about 4km X 7km

safe rose
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@tulip vault K

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Is there any issues with it?

tulip vault
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Not so far actually

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The orange areas represent where buildings will be

safe rose
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@tulip vault We have a #work-in-progress section to show off things then ๐Ÿ˜ƒ

tulip vault
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durp

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haven't come here ina while

safe rose
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Probably should rename to #showcase

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@tulip vault no worries, just didn't know if you had a question ยฏ_(ใƒ„)_/ยฏ

toxic vale
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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?

safe rose
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@toxic vale lol

toxic vale
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wuut :p

safe rose
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Well...

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I mean, you just wrote it

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@toxic vale What's your problem?

toxic vale
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will do

primal siren
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@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.

shut gulch
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inb4 shell company

primal siren
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that was the point i was getting to yesterday

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which some people were so strong-headily sure wouldn't work

shut gulch
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I think at the scale where they would start to care it wouldn't work

primal siren
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going so far as to say the company that bought them would have to pay royalties ๐Ÿ™„

shut gulch
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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

primal siren
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they would have no way of knowing this, unless you admitted it

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it's not something i'm advocating, but something i hypothesised happening when someone was fretting about paying money

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the same people were also 100% sure that you'd have to pay royalties on the VAT/GST that customers pay for a game ๐Ÿ™„

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woop. new athlean-x video.

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

south ridge
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@tulip vault That looks pretty cool

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@primal siren btw, thanks for getting back on that

primal siren
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np

south ridge
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That confirms the other thing I was curious about

primal siren
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didn't make sense what was being said as it would be against the law to do in most countries, if not all

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piqued my interest :p

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12 years running a business you tend to pick up a thing or two

toxic vale
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wutface im running into so much strange issues

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one friend spawns super high in sky

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i spawn below map

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What is actually choosing the defualt spawn X if no actor etc is set to spawn anywhere

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

primal siren
plush yew
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Please welcome @quartz root to the community! :beers:

tulip vault
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also, it's saying the city block models want their own separate textures and there's 50 slots fo rthat

inner mountain
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@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 ๐Ÿ˜ฆ But this part anyway will not be better with other VCS.

modern root
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Binary files and more difficult working in teams is my major gripe, the latter really being a flaw with distributed VCS's in general

inner mountain
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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

modern root
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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

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Don't get me wrong I use git for personal work, it's great for that

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for game dev teams i'd personally advise people to steer away from it

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Especially if working in UE4

inner mountain
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still don't see why. Is there any other things in addition to files lock?

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just it could be easily added into gitโ€ฆ

modern root
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Have you worked with artists on a project?

tulip vault
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What's the overall size of the default sky sphere? I'd like to know so i can guesstimate a size of my word

inner mountain
#

but in fact it's better to develop something to parse *.uasset files and merge them, I'm almost sure it's possible

tulip vault
#

I ask because my world model is larger than my grid

modern root
#

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

inner mountain
#

@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

modern root
#

Both outside and inside UE4. People who have overlapping work

inner mountain
#

there are GUIs for git for non-technical guys

modern root
#

That there is, but they aren't straight foward to use imo.

inner mountain
#

overlapping work is again about locking assets, no?

modern root
#

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.

polar hawk
#

Its hard to fuck up a p4 server

#

Its easy to fuck a git repo

#

/me leaves

modern root
#

haha thanks @polar hawk

cloud cobalt
#

@primal siren Sure, but your shell company will also pay royalties, so there is no point.

primal siren
#

no, no it wont

#

only the company that developed the game pays the royalties

#

this is what i've confirmed via email with epic

cloud cobalt
#

So a company selling a UE4 game it licensed wouldn't pay royalties ?

primal siren
#

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.

cloud cobalt
#

Okay

plush yew
#

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:

plush yew
#

Please welcome @leaden dust to the community! :beers:

leaden dust
#

hi

#

Is this a newb friendly discord?

surreal viper
#

sure

fierce tulip
#

@kindred dagger need permission from @maiden swift so dm him.

plush yew
#

Please welcome @placid marsh to the community! :beers:

placid marsh
#

hello

versed rain
#

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?

plush yew
#

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

versed rain
#

oh and hi @placid marsh and @plush yew

plush yew
#

Greetings

#

Please welcome @unique steeple to the community! :beers:

versed rain
#

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?

vale osprey
#

@primal siren good to know, makes sense from legal point of view

#

@versed rain there is player spawn actor

versed rain
#

@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

vale osprey
#

No idea, main functionality of player spawn is to automatically spawn one from a world default settings

wary wave
#

my spawn point classes are always derived from actor

#

there is no need to use anything else that I can see

versed rain
#

but actor doesn't have a vector position right?

plush yew
#

Please welcome @peak dome to the community! :beers:

wary wave
#

all actors have a location

#

it's kind of the point of an actor

versed rain
#

yes i also thought so, i extended one and it did't work before but now it is ๐Ÿ˜ 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

pearl shoal
#

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

versed rain
#

i want it to be human like

pearl shoal
#

Then character is ideal

versed rain
#

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

pearl shoal
#

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

versed rain
#

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?

pearl shoal
#

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

plush yew
#

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.

pearl shoal
#

You do a redirectors fix up from the content browser

#

and then remove it from your game folder

#

then do another redirectors fix up

plush yew
#

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

pearl shoal
#

then most likely you'll have to delete it directly

#

not from the content browser, but from your file explorer

versed rain
#

@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?

plush yew
#

@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 ๐Ÿ˜ฆ

pearl shoal
#

@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?

inner mountain
#

@modern root well there is no vcs which can handle changes in binary files. (at least not I'm aware of)

modern root
#

Perforce

plush yew
#

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:

inner mountain
#

@modern root are you saying Perforce can merge changes in binary files?

versed rain
#

@pearl shoal oh and then you type cast or something to get the functions?

pearl shoal
#

Exactly, @versed rain. It all depends on how you want to handle it

modern root
#

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

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)

modern root
#

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.

versed rain
#

@pearl shoal thanks ๐Ÿ˜ƒ not working everyday on unreal or games is hard to know some stuff ehehe

inner mountain
#

@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

modern root
#

Free as long as you don't go over 5 users, but yes expensive after that

worthy ether
#

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 ๐Ÿ˜†

reef python
#

Can i make a fps multiplayer without touching c++ in unreal?

frank escarp
#

@reef python Yes you can, but its not a good idea

reef python
#

Why is it a bad idea?

frank escarp
#

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++

reef python
#

Ohh so i should get mmy ass up and learn c++ then

frank escarp
#

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

reef python
#

But is using C++ for 100% of the game a bad idea?

obtuse orchid
#

@reef python Not really

safe rose
#

@reef python Hmmm

frank escarp
#

yes, it is

safe rose
#

^

#

Man, I can't type fast enough

#

I say use a mix

frank escarp
#

if you look at ShooterGame, its like 99% C++

#

but still uses the blueprints to create the different weapons and config

safe rose
#

Sometimes the time and effort to do it in C++ is not justified

wary wave
#

you can make a first person shooter entirely in blueprints, so long as you don't need any particularly unique movement behaviours

frank escarp
#

and the animations are in blueprints

safe rose
#

Right, child BPs from C++ actors is HUGE

#

The time saved is nom nom nom

frank escarp
#

the thing is that being 100% blueprints or 100% c++ is gimping yourself

#

quite hard

safe rose
#

I mean yes, on the flipside you can create a game 100% in BP

obtuse orchid
#

Well Blueprint nativization is a thing now

frank escarp
#

usually one does a balance. The balance depends on the game, team, and people

obtuse orchid
#

so we can turn BP into c++ right.

frank escarp
#

no

#

that just makes blueprints faster

pallid compass
#

no

cloud cobalt
#

@obtuse orchid No

frank escarp
#

it doesnt let them do extra things

pallid compass
#

thats not how it works

safe rose
#

TBH, if you create a game 100% in BP, and you can endure the limitations, there is obviously no need for the C++

cloud cobalt
#

You're turning Blueprints into compiled binaries, not C++

frank escarp
#

the devs of Solus were 100% blueprint

safe rose
#

Then Rama came

frank escarp
#

they went SO FAR into blueprints they ran into engine limits

wary wave
#

yeah, but Solus really shouldn't have been blueprints

safe rose
#

Well that was also

frank escarp
#

and had to call Rama to recode it

safe rose
#

in like 4.4

#

So...

frank escarp
#

yeah, it was long ago

pallid compass
#

later on u prob move things to c++ for peformance

#

its what i do

safe rose
#

Now they could probably do it in BP

frank escarp
#

Rama sweept in, and recoded the whole game to C++

#

(at least i think thats what ended up happening)

wary wave
#

nah, Solus is still largely, if not entirely blueprint

frank escarp
#

to be fair the solus devs went way too far

safe rose
#

No idea, all I know they made some $$

#

And got pretty good praise

wary wave
#

I've seen a chunk of their BPs and it's absolutely nuts

#

should never have been built that way

safe rose
#

Too bad I wasn't already graduated back then

frank escarp
#

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

safe rose
#

Well

frank escarp
#

it just was too huge of a scale

safe rose
#

You know... most of these "famous" ue4 devs didn't get that way because they were gods of ue4

pallid compass
#

wtf lmao

reef python
#

50% BP 50% C++ bad idea?

cloud cobalt
#

We did the opposite and did 95% of our game in C++

safe rose
#

and knew better ๐Ÿ˜‰

#

It's just the right place at the right time and just knew enough

frank escarp
#

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

safe rose
#

@frank escarp So stop updating

#

๐Ÿ˜‰

frank escarp
#

on newer projects im leaning more towards 90% C++

safe rose
#

Problem solved

pallid compass
#

get your shit working then move wht u need to c++ if your feeling iffy

frank escarp
#

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

safe rose
#

I don't know. I find the argument that going BP first then C++ more and more unenticing

#

The reason: time

frank escarp
#

blueprints dont compile

#

and they translate directly into C++

#

you save lots of time just by not hot reloading

safe rose
#

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

frank escarp
#

keep in mind that this blueprint stuff is usually small graphs

pallid compass
#

the reason u do it is to help you visuallu understsnd work flow if yourr not confident in things

frank escarp
#

the moment they become big, they get C++-d

safe rose
#

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...

frank escarp
#

fuck no XD

safe rose
#

Converting that shit to C++

frank escarp
#

thats my problem with DWVR

safe rose
#

no way

#

Waste of time

frank escarp
#

blueprints are hard to mantain

#

they become a disaster real fast

#

and you cant put them on GIT and use merges/diff easily

safe rose
#

@frank escarp no they aren't though

#

Only because people are newbs

cloud cobalt
#

The biggest advantage of C++ is long-term maintanability

safe rose
#

That's why they get hard to maintain

#

Ah another one

frank escarp
#

my C++ code gets copypasted beetween projects

#

cant do that with blueprints

safe rose
#

Well, you could...

#

Actually

frank escarp
#

refactoring/mantaining C++ is a lot easier than doing that on blueprints

safe rose
#

Also migrate

ionic sedge
#

Why not? Just select the nodes and copy paste.

frank escarp
#

on the other side, any nullptr instantly crashes

safe rose
#

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

cloud cobalt
#

Of course it is

safe rose
#

Then people hire guys like me to fix it

#

๐Ÿ˜ƒ

frank escarp
#

but you cant copypaste, refactor, or use source control easily on them

cloud cobalt
#

Version control doesn't work for graphical assets - not for multiple-years developments

raven cedar
#

BP is not harder to maintain? lollers

safe rose
#

๐Ÿ˜‰

pallid compass
#

Half and half for both really

safe rose
#

Give me some examples

cloud cobalt
#

We have history for UE 4.01 code here.

safe rose
#

You can't just come in and say it's harder or not

cloud cobalt
#

We can actually compare it to 4.17 code

safe rose
#

Or LOLLERS!

frank escarp
#

you can have source control in blueprints. But you cant compare them easily

cloud cobalt
#

Good lucking comparing your three-years-old Blueprint to the current revision

pallid compass
#

Depends whats in blueprint and whats in c++

raven cedar
#

First question: How many of you are engineers or programmers with at least 10+ years coding?

frank escarp
#

on perforce, you can easily scroll your different code versions and see what changed

raven cedar
#

how about the same for Blueprint? 5 years? MAYBE?

safe rose
#

@frank escarp you can diff BPs via SC

raven cedar
#

BP != code and its shit to maintain

frank escarp
#

@safe rose never managed to diff blueprints properly

cloud cobalt
#

@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

pallid compass
#

Hes got a huge point there

safe rose
#

That's good one

#

But, why would you need it?

raven cedar
#

You dont need to use source control to justify how SHIT BP is

cloud cobalt
#

@safe rose You just do

safe rose
#

Yeah, let's keep vcs out of it though

#

No you don't

raven cedar
#

we did this shit long ago without source control. Source control was a floppy on the side

frank escarp
#

BP is fine for high level gameplay, level stuff, or prototyping

pallid compass
#

Bp has pros and cons just like c++ if ur not got mad c++ exp

frank escarp
#

it can do mostly the same as C++, but mantaining it is horrible

safe rose
#

Wait, I don't even remember the original topic

#

Maintainability

raven cedar
#

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.

cloud cobalt
#

@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

raven cedar
#

unless you are a noob designer with about as much experience as a gnat

pallid compass
#

Agree with u there !

cloud cobalt
#

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

pallid compass
#

Even the gpa system made by epic uses c++ at core then bp for setup

cloud cobalt
#

No matter the language

#

Or the OS

frank escarp
#

Robo recall is 90% blueprints

#

becouse robo recall has tons of different random mechanics

pallid compass
#

Wtf rly lmao

frank escarp
#

they use C++ for the "framework" of it

pallid compass
#

Yeah so same as gpa

cloud cobalt
#

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

pallid compass
#

Put comment on every node ez

raven cedar
#

but, stranger, imagine how amazin WoW would be if it all ran from LUA scripts? I mean.....

cloud cobalt
#

Lua scripts can be diffed just like C++

frank escarp
#

wow has massive amount of lua scripts mate

#

have you ever tried to run a pirate server?

raven cedar
#

that was the JOKE

#

its NOT MADE FROM THEM

pallid compass
#

Omg

cloud cobalt
#

Everything text-based can be versioned, blamed, diffed - Blueprint can't

frank escarp
#

well, thats exactly what we are arguing. Just use bluepritns for high level gameplay logic

pallid compass
#

They use a fuck ton in it

raven cedar
#

for highlevel game script

#

not core engine

cloud cobalt
#

Blueprints are perfect for when you won't ever care about the versioning

frank escarp
#

we need a text blueprint...

pallid compass
#

Define high level

cloud cobalt
#

Lua is very maintainable

raven cedar
#

smh

#

you gonna write WoW in LUA, mate? lollers

cloud cobalt
#

The entire game logic ? Sure

#

Not worse than doing it in C++ really

raven cedar
#

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

pallid compass
#

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

cloud cobalt
#

@raven cedar I actually do have a decade of programming experience - mostly in C, C++ for OS / driver / middleware dev

pallid compass
#

Started at 14, stoppes at 21 started again at 25

cloud cobalt
#

Also an actual software engineer

pallid compass
#

I really need to invest more time with it

cloud cobalt
#

@raven cedar You also come out as an asshole asking this, with respect

frank escarp
#

he has been incredibly aggresive from the start

raven cedar
#

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

pallid compass
#

I love how we can all go at it in here but still keep it civil

raven cedar
#

also a SWE

cloud cobalt
#

No one cares about your resume though.

pallid compass
#

Dam son

raven cedar
#

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

pallid compass
#

I can kinda understand that

cloud cobalt
#

Most people here have experience shipping titles

#

At least right now

pallid compass
#

Iv spent so much time debating with people about multiplayer logic with inexperianced people, it can get frustrating

vale osprey
#

why do you need to debate anything?

pallid compass
#

Well people thinking

#

Spamming multi casts fpr vfx

raven cedar
#

because we are bored engineers, @vale osprey

#

๐Ÿ˜„

pallid compass
#

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

cloud cobalt
#

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.

pallid compass
#

Agreed

cloud cobalt
#

Pretty much the way Epic has been operaing, even when it was Unrealscript rather than Blueprint

pallid compass
#

Honestly as well i can say

cloud cobalt
#

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

pallid compass
#

Blueprinting has helped me learn logic flow better from visually seeing my workflow

reef python
#

Last question if there werent BP in UE4 would i have to make the game in only c++

cloud cobalt
#

Yes

frank escarp
#

no, you would have unrealscript 4

pallid compass
#

if nothinh replaced it yes

cloud cobalt
#

Well yeah something else would exist

#

But there is only C++ and BP

reef python
#

So it would be like unity kinda?

frank escarp
#

no one, EVER, uses C++ purely

#

becouse its just stupid

#

script elnguage exist for a reason

pallid compass
#

burn him he said the u ord

raven cedar
#

skooooooooookumscript! ๐Ÿ˜„

pallid compass
#

word

vale osprey
#

@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

pallid compass
#

trying to build 4.16.3 on laptop fresh

vale osprey
#

that will take year and years, at that time you can learn whatever you want/need to get your work done

plush yew
#

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

frank escarp
#

and even if he wants to learn c++, its better to start with blueprints

#

better tutorial and easier to just tinker

vale osprey
#

@pallid compass could you click on output tab first and scroll to the first error? can't see shit

reef python
#

and almost all ue4 offical tuts is in bp and almost every youtube tut is in bp too

plush yew
#

Hello, I am new, when I want ask question about Blueprints, should I go to Blueprint channel?

raven cedar
#

maybe zoom in for my old ass eyeballs ๐Ÿ˜„

frank escarp
#

@pallid compass those errors are fake

#

look at the output log

pallid compass
#

sure 1 sec on tablet

frank escarp
#

VS intellisense shits itself

raven cedar
#

use VAX and turn off IS

vale osprey
#

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

plush yew
#

When I want ask question about Blueprints, should I go to Blueprint channel?

raven cedar
#

"The one that makes you go fast! Of course!"

reef python
#

@plush yew Yes

plush yew
#

thanks

pallid compass
obtuse orchid
#

@pallid compass Has visual studio finished including all files yet?

pallid compass
#

source buils not prpject

#

project

obtuse orchid
#

I know its a source build

#

visual studio will still do the include stuff

frank escarp
#

@pallid compass that window is useless

#

forget about that one

pallid compass
#

not sure what u mean then

frank escarp
#

look at the Output log

pallid compass
plush yew
#

@reef python my question is there, see it please

frank escarp
#

looool 19 failed

pallid compass
#

fresh vs install

reef python
#

@plush yew I'm new to unreal so idk

pallid compass
#

fresh 4.16.3 clone

#

ooo vs update wth

#

The struggle rn

#

Miss work rig

#

anythoughts on errors from nyone?

obtuse orchid
#

can always try getting it this way

#

maybe reinstallng it helps

pallid compass
#

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

obtuse orchid
#

u can right click ur uproject file

#

and click generate visual studio files

plush yew
#

Please welcome @meager pelican to the community! :beers:

tropic pilot
#

is there a channel where i can ask a question about maya and size/scale problems?

pallid compass
#

source build issue nt project

ionic sedge
#

@tropic pilot No idea. I guess this is the channel!

plush yew
#

Please welcome @quick gulch to the community! :beers:

quick gulch
#

Thanks, HAL.

plush yew
#

Please welcome @fair current to the community! :beers:

reef python
#

Welcome

plush yew
#

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:

inner mountain
ionic sedge
#

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.

inner mountain
#

@ionic sedge "Materials, lighting, visual effects and 3D asset creation"

cloud cobalt
ionic sedge
#

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.

plush yew
#

Please welcome @alpine barn to the community! :beers:

#

Please welcome @gentle swallow to the community! :beers:

ruby chasm
#

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

plush yew
#

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

obsidian nimbus
#

it looks like lens flare

plush yew
#

Please welcome @proper owl to the community! :beers:

proper owl
#

hi :>

safe rose
#

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 ๐Ÿ˜ญ

#

4.5 hours to get it fixed. So many tiny wires to splice

plush yew
#

Please welcome @scarlet jackal to the community! :beers:

scarlet jackal
#

Why thank you.

dusty quail
pallid compass
#

Omg

obsidian nimbus
#

in russia u dont need a pc for UE4, u need UE4 for a pc ๐Ÿ˜„

grave nebula
#

That is right. People start working as modellers at age of 8 in russia lol

vestal cloak
#

๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€โ™‚๏ธ๐Ÿคฆโ€

grave nebula
#

Sometimes I wish there would be a symbolic monthly fee for accessing UE4 and its resources. It would have filtered out occurrences like that.

lost ember
#

nah

glossy flame
#

@vestal cloak having some issues with your zwsp?

#

:p

lost ember
#

open source best source

thorn topaz
#

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

thorny iron
#

bit of a long shot here

#

but has anyone here worked with the Ocean Project plugin?

wild kestrel
#

so you guys seen this?

pallid compass
#

Whos shadpwriver

#

Shadow river

thorny iron
#

whoa that looks crazy

pallid compass
#

Finally

wild kestrel
#

thats just my tweet with screenshot from trailer

pallid compass
#

A non fucking 2d switch game

#

Thank u god

safe rose
#

@wild kestrel lol

toxic vale
#

oh boy victor, im stuck once again

#

car steering wheels :p

cursive swift
#

Shadow Complex Remastered
Humble Unreal Engine Bundle

9MA4H-K5YC6-TRL99-ZNF7A

plush yew
#

Please welcome @karmic sapphire to the community! :beers:

#

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

tawny brook
#

any idea why servertravel console cmd doesn't change maps? ping me when u respond

obsidian nimbus
#

dat looks pretty sick

plush yew
#

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

thorn topaz
#

For some reason my input action is not being called when I return to the map in VR. Any ideas why?

toxic vale
plush yew
#

Please welcome @cold ridge to the community! :beers:

plush yew
#

Please welcome @hearty creek to the community! :beers:

#

Please welcome @zenith goblet to the community! :beers:

zenith goblet
#

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

plush yew
#

Please welcome @steep skiff to the community! :beers:

steep skiff
#

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/

plush yew
#

Please welcome @livid bison to the community! :beers:

#

Please welcome @gray venture to the community! :beers:

warm mountain
#

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.

wary wave
#

$106k doesn't sound unreasonable for a small game

warm mountain
#

gotcha

#

I was just worried I went overkill with the finances

#

didn't expect voice acting to be so much

wary wave
#

going overkill is not a problem

#

going under however is a disaster, so always err on the side of caution

warm mountain
#

fair enough

safe rose
#

You overspent on your programmer

#

Since you didn't have me

warm mountain
#

I want to get the finances at least straighten out before I attempt it

wary wave
#

'Programmers' seems like plural

warm mountain
#

haha

safe rose
#

OneManJob

warm mountain
#

yup

safe rose
#

One(wo)ManJob

wary wave
#

$26k doesn't seem like an overspend for a year of programming?

warm mountain
#

I figured I would need a few to tackle it

safe rose
#

$26k on contract?

warm mountain
#

but for now I'm sticking to one

safe rose
#

I am assuming

warm mountain
#

26k in the course of 6 months

safe rose
#

Yeah..that's pretty good

warm mountain
#

at least thats the quote I got

wary wave
#

still doesn't seem like an overspend (in one year, it seems low for multiple people)

safe rose
#

Bit of a ripoff tbh

warm mountain
#

I'm still doing a bit of the programming on my own

#

but I don't really trust myself with A.I

safe rose
#

AI isn't that hard

warm mountain
#

heard its pretty tough

safe rose
#

People just make it so

#

You must have gotten art assets on Marketplace

warm mountain
#

good thing in asia things are much cheaper

#

yup

#

well some of it

safe rose
#

Or something, cause your art is super low

warm mountain
#

I already have quite a number of assets I made over the years

safe rose
#

Nice

warm mountain
#

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

wary wave
#

that was over a year ago?

plush forum
#

Yes i saw that but there was a other leak now

safe rose
#

@plush forum leak?

plush yew
#

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

pseudo parrot
#

does anybody on here use Git and Git-LFS?

#

having some straaaaange issues with our server today and google isn't helping

plush yew
#

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

safe rose
#

@pseudo parrot The Answer: Perforce

pseudo parrot
#

yeah sadly that's not a viable answer since the entire office is on git and changing isn't a decision i can make ๐Ÿ˜›

wary wave
#

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

pseudo parrot
#

oh man we used to use SVN, that was an even bigger nightmware than git

safe rose
#

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

pseudo parrot
#

@wary wave does SVN still copy every file when a new branch is made instead of just tracking for changes from the original?

wary wave
#

probably

#

SVN hasn't really changed in years

#

we're not using branching

pseudo parrot
#

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

safe rose
#

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

inner mountain
#

@pseudo parrot I'm using git + lfs for my project

cloud cobalt
#

Using regular Git here

pseudo parrot
#

@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

safe rose
#

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

cloud cobalt
#

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

brave horizon
#

My designer today, "Wait, what's git?"

leaden dust
#

whats new in 4.17

safe rose
#

@leaden dust more bugs

leaden dust
#

is it worth updating from 16.2

safe rose
#

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)

brave horizon
#

I'm more of 4.10 guy myself

safe rose
#

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

wary wave
#

4.17 seems to have... problems

safe rose
#

Maybe they've updated

#

4.17 does have its fair share of issues

wary wave
#

mostly UI related

#

(in my experience so far)

safe rose
#

I mean, I spent 12 hours debugging/fixing my project trying to get it from 4.15 to 4.17

wary wave
#

still makes me laugh

#

..and cry

safe rose
#

lol

#

everytime you compiled

#

wait

#

that was editable setting

wary wave
#

I was just making the array visible / non-visible

safe rose
#

Hmm, that's not intended behavior?

wary wave
#

well no

safe rose
#

I don't work much with splines

wary wave
#

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

safe rose
#

Did Epic reply?

wary wave
#

turns out it wasn't my blueprint, it was just plain madness

#

nah, of course they didn't

cloud cobalt
#

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

wary wave
#

4.17 had fixes in the BP compiler

safe rose
#

I'm just glad I don't have anymore outers missing

plush yew
#

Please welcome @sand matrix to the community! :beers:

leaden dust
#

whats composite pipeline

safe rose
#

@leaden dust look up last week's twitch

#

It's pretty sweet

#

super high niche though imho

inner mountain
#

@warm mountain hey! how did you calculated those expenses?

pseudo parrot
#

4.1 #ThrowbackThursdays

#

nah jk, 4.14 is where its at

safe rose
#

Hmm, what's today topic

pseudo parrot
#

ice-cream?

safe rose
#

Animations and Physics

#

;;(

warm mountain
#

@inner mountain I used a variety of websites

pseudo parrot
#

make it easy on yourself, Minecraft Physics

warm mountain
#

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

safe rose
#

I do MoCap cheap

#

Perception Neuron 32-kit