#ue4-general
1 messages ยท Page 114 of 1
I mean depends what kind of indie. Rocket league devs or Minecraft dev notch certainly are done for the rest of their life ๐ Too sad service providers are at the backend.
Wouldnt want to work for AAA. Deadlines and directors that come up with shitty stories. It's literally the same than having a lazy boss in a supermarket or callcenter or anywhere else who has no chances, really.
Can't stand the state this industry is in right now. but it's very open to accomplishment, so anything can happen any day.
Too much negativity in here :0
prior to the last bit of the log going poop from the Assert fail
Indies have tighter deadlines and restrictions than the AAA, generally speaking
deadline is driven by budget, after all
nah this discussion
Well, it's based on the negative not positives of working in AAA or III ๐
@plush yew well, luckily to you, PC indie game markets - as the exist now - will not exist in 5 years
may as well start looking around for another fields ๐
Right, III IMHO are almost worse than AAA
?
They have more restrictions, but people expect the same content nowadays
And they do themselves also
well, if you look at the current markets, they are going to be doomed, very much like what happened to mobile
you'd have to be blind to not see it
III trying to be AAA basically, with more contraints
I mean.. yeah thats how it is. Kill the competition. Marketing is winning ๐
Well, there was an interesting article I read the other day, in regards to game prices
It's not ustainable
The market is not sustainable
With current prices, both Indie or AAA
also have to remember that this situation we have now, we didn't have 5+ years ago, where anyone could pick tools and start developing with same or similar tools than the AAA studios
I just want people to give me lots of money to make reasonably big scale weird games ๐
(sadly, people with money are risk averse, so it's unlikely to happen)
things evolve fast here
which means this current trend will pass too, or evolve into something totally different
The director of Kingdom hearts mentioned that they had to put limitations in as well. so levels will be indepth as always, but there wont be as much in the game to explore as before cuz they were forced to change engines.
gamedev is not a stable industry
also, like mentioned in past, it's not even well paying for most people, you'll get better salary for working in corp software etc
you're never 'forced' to change engines
well, sometimes you are, if your current engine doesn't support the platform you need to support
someone made the decision that the cost of making the switch was of overall benefit to the project
or can't port to there
if your current engine doesn't support the platform you need to support, why the heck are you using it in the first place and changing mid project xD?
The thing about GameDev, is... 90% of the time, you aren't in it for the money
because your publisher tells you to ๐
their old engine just wasnt good enough, which proved in the past over and over, so change of plans
lmao their old engine was a massive disaster
it bloated the costs of FF15 and 13 and 14 by a fuckton
@safe rose my log literally says "MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 552.913ms to complete."
There are errors, but they are linked to PhysXCooking trying to clean meshes or other "eINTERNAL_ERROR"s like input points being coplanar and stuff. But I haven't found anything useful on the net.
And yes there are warnings like "Warning InputAxisKey Event specifies invalid FKey'OculusTouch_Left_IndexPointing' for OculusTouch_Left_IndexPointing" but these should not be the problem, I packaged several test-projects with these warnings
and wasnt even that good
@plush yew post your log, with the assertion fail error
@safe rose here or on the answerhub?
that post has same error
it's impossible to guess from your info if that's similar cause or something else
@plush yew also, since you said your packaging fails, the error has to be in the packaging log
@cursive dirge yeah, found that too but I don't use "trueSKY"
unless, it really doesn't fail on packaging
could still be related to map loading/unloading
like if you use lighting scenarios for example
Yeah i'm giving up on gamedev. cleared out my inactive server and kicked everyone, locked down all the channels and i'm moving on
it was a great ride while it lasted
I do have streaming maps, but each one only contains one single directional light, not fancy third party stuff
lighting scenarios aren't third party
@wary wave i know
@plush yew here is fine
@tulip vault Wait what
what just happened
You're giving up why?
A realization. i'm getting nowhere with anything. Modern technologies suck when you're a solo person with mental perception issues, nobody is interested in what they originally said they were. had 20 people, all saying they'd help me out as a hobby. ONE YEAR goes by, absolutely nothing
I wouldn't try to rely on other people too much to make your projects - aim smaller / smarter and focus what you yourself can achieve
i can't figure out how the heck Blueprints work because i can't think in a programming way, i've got no modelling skills so modern engines demanding meshes are killer
Took me 5 months to learn modeling, dynamics and rigging. Still learning more. didnt do anything yet. Takes time.
Get over it.
I've been trying for 2 and a half years now. no cigar. i've been reaching for fulfillment in the world i've used as an escapism
learning to program at a moderately capable level usually takes people a couple of years
This is the log of my recent try to package my project.
(it's not something most people can 'just do' and it's usually a good idea to start right at the beginning)
@plush yew [2017.09.21-08.08.24:934][ 0]LogOutputDevice:Error: Ensure condition failed: ChildActorTemplate == nullptr [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\ChildActorComponent.cpp] [Line: 95] [2017.09.21-08.08.24:934][ 0]LogOutputDevice:Error: Found unexpected ChildActorTemplate LinkerPlaceholderExportObject /Game/VirtualReality/Blueprints/VISTA_VR_Pawn.PLACEHOLDER-INST_of_PLACEHOLDER-CLASS__TabletAtHand_C_0 when ChildActorClass is null
@cursive dirge yeah, found that too and that is what I meant by checking every map and asset. It doesn't tell me "where"
@cursive dirge ok, so I proceed with checking/updating every possible child actor (component)
@plush yew Um...
It tells you where?
VISTA_VR_Pawn
tabletathand
fix up redirectors
if that doesn't help
go into that pawn and remove it
I did fix up redirectors
or delete the class itself
But I will look into that pawn as well
I don't get why and when child actors break sometimes... Does it occur when you set the child actor and changing "something" of the child actor afterwards so the already set child actors break?
if you only have blueprints, it could be just some blueprint corruption
you always risk getting that when you upgrade the engine version :p
I personally got fed up with blueprints long time ago due to all kinds of odd issues I had to chase down all the time
they work nicely if you never upgrade the engine or change the parent c++ classes
yeah it's a BP project and yeah, we went through some engine versions =/
updated every child actor, the one in the pawn and the ones in the maps.... still I get the same assertion failure
Well I experienced that there is no use setting the childactor "TabletAtHand" because it kind of kills the connection/template every time the project is reloaded. Guess I will check every single BP right now
Is there a command in blueprint system to open the hardware cd tray? I know it's possible in unity by accessing System
no
@tulip vault Don't forget to tell your mom that Bill Gates, Marky Zuc, and the minecraft guy wasted their time with computers too.
Is there a shortcut to close the current tab?
I compile (F7, i know that) every BP now and want to do it faster that with mouseclicks
Ctrl w doesn't
it's duplicate in UE4
alt f4 would kill the whole window ^^
yes, ctrl + f4 works and is the desired shortcut thx
ok, it's same as on browsers then ๐
ctrl + w is actually not duplicate, its copy & paste macro
ok I found the solution to my issue.... kind of.... I deleted all levels which are not needed right now. So, I don't know what caused the issue but it's gone. So it wasn't related to child actors at all...
so you lose whatever you had copied under ctrl + c
did you used Child Actor Component in your pawn ?
looks like it had issues with referencing, what it was referenced
Please welcome @brisk lily to the community! :beers:
Im kinda curious tho, if you copy-paste large blueprints from one project to another, why does it crash so easily?
since, afaik the copy-paste is just text
because it loses a lot of references / context a long the way
I doubt that would cause it
probably does, especially if you're going between engine versions
this is basically ue4 when you paste one smallblueprint or a massive blueprint: https://www.youtube.com/watch?v=hLYMD6R6PvU
ABOUT THE VIDEO: Our dog's dream came true when a local tennis instructor gave us 300 used tennis balls. "Jackpot!
Please welcome @slow musk to the community! :beers:
Please welcome @dusk path to the community! :beers:
Please welcome @plush yew to the community! :beers:
Please welcome @shell kite to the community! :beers:
Please welcome @atomic siren to the community! :beers:
Please welcome @twin acorn to the community! :beers:
Hmmmmmmmmmmmmmmm
Do we have a particles channel? Where would those queries be directed?
hey guys anyone fucking with Alembic these days?
is cache especially rough on your CPU?
@grim carbon try in the Graphics channel.
Cheers!
hahaha the dog with the balls
Anybody at vrdc in san fransisco today?
Please welcome @plush yew to the community! :beers:
Please welcome @ruby pollen to the community! :beers:
I got a UE4-CoreUObject.pdb not loaded problem while debugging a null pointer error. Apart from reversing my commit, what will I do?
anyone know what to do about the rawinput plugin not always sending the input to the ue4 engine? it shows that button presses are registering fine in debug but they don't always trigger input events
wtf
@sonic gate said 4.18 preview was out..
but I don't see it in launcher
there we go
Anyone use or has used UDK/UE3?
What about these volumetric lightmaps ? I'm really curious about it but can't find any post or something related to it
Yes Evil Rick, but when I was a beginner years ago so I don't think I'd be really helpful
Well, it's pretty much the same as UE4 ! Had a lot of fun with kismet and materials back in the days ๐
Why not using UE4 ?
Cause not everyone can run UE4
We want people too have a game they can run
So that everyone can play and not just some
Plus I can't run UE4 that well as of rn
And Im familar with UE2 which is kinda like UE3
Layout wise
Well you can create game that most of computers or phone could handle, optimization is the same no matter your engine. Unity could be a great one if you want to create a cheap grapichs game
Anyway UDK is good too and you have a lot of ressources / tutorials avaible on the internet
http://www.hourences.com/tutorials/ Hourences did some really awesome tutorials
how to do i turn off a stat command? i turned on stats for texture streaming and can't get it turn off
nevermind turned if off during play. for some reason i can't turn it off outside of live play
ue4 runs faster than UE3 if you know what you are doing
and usestuff like the simplified forward or mobile renderer
or just use unity
using UDK is absolute insanity
Why is that
@frank escarp I'd back you up - but you're also trying to convince someone making a fan game using a Disney owned IP. So...
ue4 or unity
An IP not owned by a particularly litigious company that aggressively enforces its intellectual property rights.
You should use your own IP ๐
Yeah
Use UE4 and enable forward shading, also replace storm troopers with hurricane soldiers
See
I'm willing to bet real money this is falling on deaf ears.
And will turn in to an argument.
You can have the same game. Just replace the assets
Anyone made a asian themed game or assets?
I mean, we could get in to the nature of what's really the game concept.
You forgot the rule number one of making fan games: don't
If the game concept is entirely just the aesthetics, you've got a problem.
just make the same exact thing but without being star wars
plenty of people have done that
If your game is not your game because you changed names and reskinned things slightly to not be in violation of IP law, then your game wasn't really a game.
same kind of universe and everything, but just enoooough to not be sued
Cause im not finna change a whole concept
Though if you're never gonna release the project and you just wanna learn the engine, you can use starwars and existing assets
Idc
So if you're making game just for yourself, probably better to pick UE4 since UDK is a little obsolete
Then use unity
CoolBasic ๐
No point trying to convince him of any of that - he's going to use UDK and he's not going to avoid getting in deep with Disney. None of us have any new advice to offer him nor resources or expertise (or the willingness) to provide using UDK.
Also I hope you don't live in any of the first-world countries
Star Trek IP holders might get pissy too if you keep talking like Shatner.
If you're gonna be messing around with Disney IP
I live in michigan lol
Ik that
Shit
And star trek
Can
Kiss my ass
tbh
Please welcome @sudden matrix to the community! :beers:
hi there
๐ ๐
๐
i can't try tri-force
my tri's aren't forced in the tri-force shape
@sudden matrix Hello ๐
I want my game to be 3D
So
Should I use unity rather than UDK?
Or just stick with UDK?
Stencyl
Why
Twine's pretty awesome too
are you recommending me 2D stuff
Because you're asking how to make a 3D game
without knowing jack shit about making a game
go make a 2D game
I want my game to be 3D
Dude, get the fuck out. No need for that disrespectful shit.
My pleasure
๐
The shits just went down here o.O
This happens from time to time.
๐ yup discord allows for all sorts
@plush yew You are officially warned. Stay nice or face the consequences. Next time we will ban.
Pretty sure.
nope
he's still got a mutual server
with me
(here)
My goal today is to import NASA weather data into UE4
to create dynamic storms based on that weather data
since last night I finished my tiled exporter for terrain
He'd been demanding immediate attention and help on at least two different UE servers/channels. When no one jumped to help him with his UDK help requests, he assumed malice and complained about the community elsewhere. ๐คท
@gloomy horizon Interesting.
Only interesting if it works ๐
I have no idea what I'm doing
When did Hurricane Maria hit?
Well if any of you notice anything feel free to ping me about it
I'm not in here 24/7 so community input to bad behavior is always appreciated :)
can I update the post processing effect? I mean I got day and night and I got sea, now post processing in my sea is light blue and I wanna make it dark blue when it is night,
does anyone know what happened to Rama ? I know he was evacuating right before Irma hit FL
Oh, like physically what happened? ๐คท Don't know.
well, either way, just wondering if he is back online in one piece
Probably spending the next few months waiting on insurance claims if it's bad.
4.18 already?
Has anyone used Rama's savegame system ?
they just published my 4.27 update lol
@motorstep
Bah.
@vale silo I don't wish him any harm, of course, but I would not recommend using any of his code as anything but, maybe, a learning resource.
TBH rama does help with updating if you have some compile issues.
eeh? how so ?
The TL;DR is that he doesn't really know what he's doing. He figures out how to get something to work and tends to spread bad advice and missinformation.
If I see someone use IsValidLowLevel one more time...
It's better than nothing.
with programming in general there is no finite way to do something. always take code as a guide not the bible in general
TBF @livid haven a lot of people just get that from Intellisense, since IsValid is a macro and not a method you call on an object
But yeah, I agree :p
I feel like that idea that there's no "right way" of doing things with code is a really unfortunate, idealistic view.
It's very open and friendly and horribly unrealistic, which should be more obvious when you think of it not as just "programming" but "software engineering" or "computer science"
There are abstract and conceptual aspects that have room for different ways to do something, absolutely.
wwll there is the long ways and the short way, the easy way and the hard way, the over thought way and the simple way, the efficent way and the what they hell did you do way
But, there's certainly a set of ways to do things that are definitely not okay.
A lot of Rama's information was put out when no one else was really producing good content to learn from.
So he had the best information.
Not saying ignore his resources.
Just... be extremely wary and get a second opinion.
And be especially wary of outright using anything he has released.
i had an engineer that needed to make a simple coin fall down a screen so we could spawn it in different places. He gave me a pertical system he only tested with flat shapes and the images caused flash to explode
There was one resource from Rama that works only in the editor but needed a different flow when at run time
I could not figure out how to edit his wiki to add in the extra changes needed
But if you ever use code with out understanding it thats pretty much like paoioning your project
copy paste deving will kill u in the end
plz help i cant download substance plugins for ue 4.17.1 !
is it out yet?
there have been a few ton of things on the late publish train
hell my plugin just got updated monday
can someone upload it plz for manual install.
hmm thats pirating
and no
contact the ppl in the forums
they are pretty fast to help
or is there a way i can make my ue 4.17.1 detected by launcher ,,
post there
Good morning everyone.. or I should say afternoon. Finally crashed after a 30 something hour tutorial binge ๐ฆ
it because i have a portable ue 4.17.1
Why aren't all my marketplace assets updated to 4.18? These lazy creator shits! I want a refund!!! Oh wait, I haven't purchased anything yet
what is a protable ue4
when i try to install it says there no version installed.
screenshot
@dire storm not everything is updated to 4.17 yet and the preview for 4.18 just hit
i bet that 4.18 wont push till nov
go to ur librasy
@plush yew go to ur library and click install to engine from the valut
samething
screenshot
scroll up to ur installed engines
assuming u figured out ur issue
@plush yew ur good?
not good maan; jus thinking how to fix this.
if ur engine is not showing up like it does on mine you dont have one installed. if u compiled the engine manually i cant help you cause i forget how to get manual compiled engines to show in the launcher.
but if ur using the binaries click he add version next to Engine Versions
sould look like that then install a version you want
tell me what the path for ue 4.17.1 ? C:\Program Files ....... then ?
what is that needed for?
to make launcher detect it
i have no idea are u using a manual engine compile?
Going over how to download, setup, build, and run Unreal Engine 4 (UE4) from the source code on GitHub. UE4: https://www.unrealengine.com/ GitHub: https://gi...
@lean fog heya ๐ looking forward to trying your RMC plugin. I couldn't find any information on forum or github which version it actually supports! I am using 4.16 currently
this is a older engine version but im sure nothing changes that far
when trying to compile I got a bunch of compile errors so I'm guessing either 4.16 is not supported, or my version is out of date
but it sounds like you dont really need that version of ue4 unless you are making engine changes
its best to use the binaries if you are new
Is there a UDK channel on here?
no ure name is not maekiplier...
I kno @tiny prawn
lmao
Im pranking another server @tiny prawn
They r buying it
But yea, is there a UDK page? @tiny prawn
everything in this discore group is ue4 afaik
@plush yew i reeally suggest you download the engine via the launcher if ur a basic user
ive seen alot of new people us the github engine not really knowing what they are doing
you cant just move files and expect it to work right
y not just redownload the engine via the launcher
U bet ? lol
okay now let me move my ue to C drive and se even though i really hate doing that . that hdd is just ols and slow
ah wait what about editin registry
any idea where i can get a good tutiorial fro unreal engine
learning c++ right now and after that moving to unreal engine
then making some video games
i aslo got 5+years of coding epxerience so
my solution is wait for algorithmic to post that offline installer.
clcik install
i have it see, its just cant be detected , maybe i should install launcher
i trey to install it on top of the existing one ?
if ur on a new installed system and ur opeing something on ur L drive then u need to reinstall the launcher on ur main OS cause working off of ur old drive directory can give u all kinds of issue
oh really let me try.
install the launcer, download the engine again and then install substance
did ur old OS die
or did u move to another hard drive
lol i cant download the engine i have a shity 1 mb internet
i will install new ue launcher and see if it will allow me to install substance
the launcher is nothing with out downloading the engine
ud still have a lot to download
algorithmic will post a new link anyways if that didnt work ! i will wiat for them
i wish u luck
thanks man, they say its also available at github how?
the engine? yes
substance ?
Compiling the engine from git: https://www.youtube.com/watch?v=dZck7_4vlYI
Going over how to download, setup, build, and run Unreal Engine 4 (UE4) from the source code on GitHub. UE4: https://www.unrealengine.com/ GitHub: https://gi...
Alright. I setup my twitch stream.
@maiden swift Is it cool to post it? I intend to just be doing a general UE4 support stream to get a hang of things.
Never streamed before, can't really work right now, figured I'd just stream and kind of a dive on different UE4 systems if people want to understand them better.
Can't see hidden channels since I updated Discord so I can't even get to #more-resources to see the rules. :X
Alright, I can't seem to find any rule in #more-resources to suggest posting your stream link is not allowed.
If I'm mistaken, let me know
๐ข
OK, sure.
Yay
@maiden swift Am I in the clear? I could easily see there being a rule against posting your stream link whenever and wherever. I just can't find any.
Obviously spamming wouldn't be cool, that's a given. Just trying to make due dilligence before I make any kind of misstep out of ignorance.
You're fine. We don't currently have a rule against posting your stream link. In fact, the #share-your-stream channel is basically only used for that.
Ah, alrighty. Thanks. I'll do that from now on.
Category help article: https://support.discordapp.com/hc/en-us/articles/115001580171-Channel-Categories-101 Potatoes belong in a deep fryer. Also, we make th...
ITS HERE!
[SOLVED] Hello everyone. I'm new to UE, just imported a model from *.obj and it is flpped on one of the sides. Is there a way to rotate it in the object editor (asset editor?) somehow? I know I can do that when I instantiate it, but I have to work on its materials and it's not easy when it's rotated this way ๐
I found it
Thank you!
@floral pagoda Great! Now ne just need @maiden swift to arrange them...i'd prefer those were user defined -_-
Hey guys, I'm new to Unreal. How can I edit a single property on multiple meshes in bulk?
thanks in advance
someone here is Brazilian?
I wanted to take issue with exporting characters from 3D Max to Unreal, my textures are giving conflict.
Alguรฉm aqui รฉ Brasileiro?
Eu queria tirar dรบvida sobre exportar personagens do 3D Max para a Unreal, as minhas texturas estรฃo dando conflito.
guys I need help urgent! How can I en-able my widget after cinimatics? it's already enable while prviewing cinimatics
oh Thanks guys
I got it
I just add ah delay
after event start
Would it be feasible for me as a solo person to model the entire game by myself?
while buying asset packs
Without context, that's a pointless question
well the game takes place in about 5km2 but only about 0.5km2 is playable
I was thinking of modelling the static meshes of that 0.5 km2
and the rest of it just buy asset packs
its largely a forest
with a small town at the far end and a village up the hills
Anyone gotten AR kit to work with the new preview version?
Are there any publicly viewable gamejams to stalk as an aspiring game dev? I suppose I could just see what has been uploaded onto youtube. I kinda have the urge watching some people working on a project together.
Hey guys when I'm doing LODs for my chars and animation cycles,
say LOD0 0-2 m and LOD1 2-10 meters for both the animation cycle and the character
would it be as simple as inputting a static mesh or an animation into the properties of the character and animation to have it transition seamlessly from LOD0-LOD1?
I'm kinda worried for bugs or irregularities that may occur if say I character does a channeling animation at point blank (LOD0) and you walk out in mid of the char doing that animation so when it switches to LOD1 you can see the static mesh being replaced or the animation changed slightly. Or perhaps it would not transition right or crash the game.
I'm not that far into UE4 yet but I'd like to know how it would go when doing LODs for chars and animations in this case so I can model and prepare it accordingly. If anyone has some tips or documentation on it.
if it would crash a game you tha would outstand bug (;
there anim is animation LOD, which skips frames, but I honestly wasn't able to find how it works, how to tweak it, and why it is so agressive that it best left switched off
if the reference viewer has collapsed nodes, how the feck do you view them?
Please welcome @quartz sonnet to the community! :beers:
Now i got no clue either of UE but if you change the mesh for a chara it shouldnt break the spell.
A integer tells the character mesh to stand in the way it is supposed to whilst using the spell.
If you change the LOD meanwhilst.. either the mesh flickers all over the screen because animation can't work with different mesh or nothing happens.
Try it
Please welcome @dire crane to the community! :beers:
Rutroh...Following along in a tutorial. The guy is kinda soft spoken so I got udemy cranked up so I can hear him. Get to the section about music and sounds, set the looping music. Go to play in the editor and BAMMM!!! SUPER loud noises and I'm sure as hell I woke up the whole house. Currently waiting for angry faces while I'm cowering behind my desk. On a side question... Lets see if I can turn down the editor volume lol
I guess its ez enough to just do it in the sound mixer on the desktop options duh
@plush yew fairly sure there's a batch edit tool for assets in the editor, but I can't remember exactly what its name is
If you look around in the Window dropdown or maybe right clicking on multiple assets, you should be able to find it
Please welcome @plucky sundial to the community! :beers:
Please welcome @odd plinth to the community! :beers:
Herro Everyone ๐
Allegorithmic typoed their email ad "The Substance Source flows Directly in Unity and EU4"
๐คฆ
Wondering how do i share a project so that 2 of us from different locations can edit ?
That's a typical job for source controlโsomething like Git, Perforce (works best with UE4), or SVN
You have a central server that everyone commits changes to and pulls changes down fromโthe server keeps track of all revisions and helps organize the project
(Git is a tad different since it's decentralized as well, but that's the gist of it)
Awesome....Thankyou @glossy flame
Please welcome @abstract valve to the community! :beers:
Please welcome @rose spruce to the community! :beers:
Please welcome @surreal glen to the community! :beers:
Please welcome @limber jewel to the community! :beers:
Please welcome @flint rose to the community! :beers:
Cheers!
Still no new channels <@&213101288538374145> ?
@maiden swift ?
Or at least categories? Every other server has gotten on the ball...
Figured I would wake up to some delights. meh
๐
@safe rose We do Categories later. I want Nick to finish the freaking bot
will the freaking bot be in addition to the current bot?
Hmm...
I mean it doesn't even need to be nick
Take one screenshot, or one written flow plan
one of the mods do it
split up the work, be smart
I think only Nick can modify the server itself
yes, but at present, I think only Nick can modify the server
maybe, shouldn't just be one person at this point though ยฏ_(ใ)_/ยฏ
that's up to Nick and whether he wants to defer responsibilities that can fuck over a 6000 person server or not :p
^
^
^
^ bandwagoners ;P
Please welcome @civic zealot to the community! :beers:
Please welcome @minor beacon to the community! :beers:
Is it safe to rename materials?
In the asset window the name it is not automatically updated
Oh it did after reopening the window.
Please welcome @alpine vault to the community! :beers:
Please welcome @trim iris to the community! :beers:
Please welcome @true nimbus to the community! :beers:
hey guys one thing that I noticed is that you can package the game for ps4 so then how do I play it then with my friend?
isnt there an free way?
Pretty sure that there isn't
Otherwise loads of people would distribute their games for free on PS4
k
Please welcome @mortal mason to the community! :beers:
Categories are horrible, don't do them yet D:
yep
@south ridge Care to explain?
Hey guys.
What do you think about such game title:
"Mass Guardians"
Does it tell you anything? What do you expect from that game if you just saw this title?
In overall, does it sounds ok, or kinda stupid?
I would say a Sci-fi RPG or so
Probably because of the "Mass"
Despite that, the title is less important than the game behind it :P
thanks! well, sure, but still...
soooo this keeps happening and I'm not sure what it's called so I cant google it
I've had it happen before, but never this bad.
I'm using the Granite SDK for texturing, could that be causing this?
I can't phantom the dislike towards return node no longer warning you path x won't be executed.
It's been non functioning since 4.16
Hmmm, oh, didn't realize it
was in always versions before
it'd tell you if you had a return node in a sequence higher
I usually just add return nodes anyway
now it won't warn you anymore
and I can't get any official response as to why they removed it
Well since it executes regardless, makes sense
TBH...
This used to throw a warning
a boolean?
oh no
I'd like to see a message log error node
LogText?
but i don't wanna see exceptions in BP
I think I am going to add it to my list
no
Like you know your message log ?
The thing that says "hey there's a lighting error"
Victor, I think I once saw that setting somewhere to break on exceptions
Could've been something else but it rings a bell
Hmmm
there's so many unknown unreal features
I am looking again
But I doubt it
I would have been using it by now
Nah, I see a bunch of answerhub posts people asking for it
most recent in May 2017
Then I dreamt it :p
That's a setting I remember seeing to
but I don't remember it being exceptions particularly
soo, preview releases are announed here, but patch releases apparently aren't, wish that'd be a thing
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well then, alright.
So if you wanted to do a blueprint "exception" somewhere you could just do something stupid there and when playing the game will stop and take you to the BP node where the error occured.
๐
I don't know if I should be more detailed, but I mean, I think they know what Exception Handling is
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@ionic sedge Aye, that's only going to happen when you do something stupid
but there are edge cases, where things will still work but shouldn't
And you want to make sure it's within the limits you determine
Couldn't you just include that check in the BP though?
And then do what?
I mean, I could do some silly macro, that would quit game everytime something occured
with an output log
Yes? ๐
So what would the difference be between the check you created yourself and the UE4 nativized thing?
LoL the irony when a game dev calls engine developers about a possible imitation ?
isnt pubg made using unreal LMAO
Yeah, that was really silly. ๐
"How dare you imitate our game mode where everyone kills eachother!!"
Or "genre" ๐ค
I think the issue is more about conflict of interest, I'm pretty sure Epic had a pretty good idea what's running under the hood of pubg, then they start working on competitive product
which in my opinion, would be kind of a dick move
they are too different
its like quake copying COD becouse both have team deathmatch
no
what they ARE doing is lifting from PUBG popularity
pugb isn't all that different from dayz, but it's doing something better
^
Pubg isn't in the slightest revolutionary
And with the basis Epic built with Fortnite, it makes perfect sense for them to take advantage of PUBG's success
I could agree them using PUBG to promote the engine, but not their own games
they already had PvP
only need to implement the gamemode itself
instead of having team pvp, deathmatch. And all the looting stuff was already coded
Are player movement animations in AAA games using actual Animations or Physics Animations? I know it might be a stupid question but I just started working putting animations together.
To be Physics Animation sounds like overkill
But just want to be 100% sure
you can combine both
like spice up a recoil animation with bit of physics blend
instead of making a totally new animation
Is it called physics blend?
blend being something in between
I know there is Blend Space
But that is just smoothing the transition from one animation to the other.
I just started working on a Player Controller and started with the animations
So I just want to know how things are done before I don't get too far in case I did something wrong.
there's no right way, just handful of really flexible tools
What I did was get animations from Mixamo and Blend them together and using c++ I created a basic movement
is this ue4 related? - > ๐โด
๐ค
Yes, this is basically what I did: https://www.youtube.com/watch?v=uCEVRoiFHLc&feature=youtu.be
Animations - Idle - Walk - Jogging - Running - Sprinting Controls - N/A - Idle - W - Walking - ALT ...
music copyright blocked ๐คฆ
Yeah all my videos have music in them
yea best suggestion I can give is do the 3rd person tutorial from official youtube channel, and go mad scientist on those anim tools
I will have a look at that
feels german
**Server Channel/Category Restructure Proposal: ** https://docs.google.com/document/d/1igRL77v_S0ePkwOhQwjRvGLdltOqNSA7SNuvM2mK9fo/edit?usp=sharing
Please comment if you're interested! Throw up any ideas, additions, renames, deletes, whatever!!!! Comments are good too!
Proposed Server Structure for Unreal Slackers (Cedric: Not sure if the FAQ channels work like that. We might need to prefix them) Server Info and Rules #welcome #announcements #suggestions Unreal General #news (release notes/previews, streams, blog post, anything official) #general (where people...
@frank escarp YouTube's removing the song now, huh I always tought they allow the music but I just don't make money of it.
It's not really up to YouTube, it's more up to the copyright holder
Yeah, YouTube will make the final decision in a lot of cases, but they don't want to get sued either :p
Well you learn new things everyday ๐
I guess I'll make sure not to have music in the background from now on ๐
Do you guys know of any video compression software that will also keep the quality of the video?
I was using AVS but the quality was really crap but I am not sure what other software would be better.
๐ค that's quite a question, haha
You don't magically get to have small files along with good quality, that's the tradeoff
Obviously I am not expecting a 90% file size reduction but from like 700Mb to around 400-500
AVS would convert a 3-4GB file to 40-60Mb file, the quality was not amazing but decent for when taking into consideration the file size.
Personally I use Handbrake for transcoding, I really like it for big batches of files
You'll have to make a decision between x264 and x265 most likely, and both have advantages/disavantages
Handbrake is amazing
x265 can produce higher quality at lower bitrates, but it's relatively new and doesn't have a ton of hardware support, where pretty much anything including your toaster has hardware x264 decoding
If you're uploading to YouTube, I would stick with x264, as going from x265 -> x264 can be disastrous on quality
(actually, YouTube uses VP8/9, but any lossy -> lossy conversion should be avoided)
I've found x265 re-encoding is a lot worse, however
I am convering a video now just to have a look
At Constant Quality, if 0 is lossless (Highest Quality) how come 18-20 is lower than quality than 20-23. Shouldn't 18 be higher quality than 23
I just use avc instead 55,00 but rate 1080p 60fps that way YouTube can ruin my video with itโs crappy compression
From what I know mp4 has the best quality not sure if it's just for youtube or in general.
@stable orbit how are you judging 'lower quality'? I understand there may be some subjectivity, but that's a complicated claim to make
Mkv does but mp4 is more friendly
Yes, lower CRF values should output better quality videos (at the expense of encoding time and/or file size), but there's a ton of variables in the mix
Last video I made today was 30gbs looked great
@glossy flame Well I know when I compressed the video using AVS, the video was just terrible. It was hard to tell what was happening fewer pixels.
Well, like I said, there are other things to consider, like the preset you're using and even just weird quirks with the encoder
@stable orbit amd gpu?
Nevc then for you x264 is pointless
The thing to keep in mind with bitrates is video quality is relatively logarithmic over bitrate
The original file is 410Mb, with CRF 0 - 200Mb and CRF 20 - 72Mb
In the beginning you'll get a lot of additional 'quality' for a small bitrate increase, but as you start going further up adding additional bitrate isn't going to do a ton
A 1mpbs vs 2mpbs video is going to be a huge difference, but something like 100mbps to 200mpbs will be barely distinguishable for a huge file size increase
Max for 1080 I found was 55k beyond that it does nothing for 3200x1800 or greater 60-100k is needed for proper detail
(unless you're using some stupidly large resolution or high-action video)
MPBS? @livid bison
Jeez, those are some crazy bitrates
When I say k it means 100,000 or 55,000
Sure, but 55,000 what? :p
Kbps then I assume?
Even 10mpbs is completely fine for an x264 1080p blu-ray encode, as long as you aren't using ultrafast or something like that
Last time I uploaded 15k it looked bad after yt was done
Well, yeah, re-encoding complicates things
YouTube are assholes
I would use x265, if it weren't the fact that a lot of my devices don't have hardware x265 decoding and Plex murders x265 when it re-encodes ๐ฆ
I have 350 upload so doesnโt matter what size the file it doesnโt take long
Hehe, we're getting a little off topic here, but if you know what you're doing with encoding you can definitely make things look nice at lower bitrates, and something like a video game vs movie is going to make a big difference
In some cases you'll favor lower file size over long enconding times, in other scenarios it's the opposite
It's really just about finding that balance for what you're doing
@frank escarp Well here is the video after only an hour. https://www.youtube.com/watch?v=ITID3UoN8kg
Animations - Idle - Walking - Jogging - Running - Sprinting Controls - Idle - N/A - Walking - W - Jogging - W + ALT - Running - W + SHIFT - Sprinting...
I have found it so that YouTube doesnโt screw me over with my footage
Is there any reason why YouTube would lower the quality?
Nvm I think I had 30fps selected by accident.
They re-encode the file to the VP9 codec, and like I was saying earlier, lossy to lossy conversion can be really bad for quality
I see
Obviously as you can tell I know nothing about video encoding/conversion/compression any of this stuff.
Can you encode it to VP9 initially?
Yes, but I don't believe there's really any hardware VP9 encoding support, where a lot of hardware has x264 encoding support
Brute-forcing it on the CPU will take a lot longer
On macOS you can use vp9 using hardware but Apple makes that happen but itโs doesnโt come out very good
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How would I go about creating a material that changes it's base color based on a variable that can have a value of 0-4?
Can you just make a blueprint that sets the material's color outright, and have the blueprint do the 4 values?
A Select node with 4 colors in an array maybe?
so like instead of having my base color options be in the material itself like here I could set the parameter value in a different blueprint and feed the value into a variable which feeds into the material?
Yep.
You create a dynamic material instance from your base material (with a color parameter), then set the parameter using Set Vector Parameter.
Using a select node with 4 linear colors in an array or something.
huh
if you use set vector param
you can just set ANY color to the material with it
Quite.
don't hardcode the material
the tutorials made it seem easy but now that I'm not following the tutorial script it suddenly got hard lol
it would be slower and silly
It might be faster, but you'd never notice below 450 fps.
It's not hard, just different. ๐
I'm just writing down this entire conversation and hopefully use a definition to help decode wtf yall are saying haha
yeah, but you just create more complexity on the material by chaining if nodes
Hierarchical material relationships that allow modification of properties to alter behavior and appearance of child materials without shader recompilation.
you can also use the global thing, if you don't have many things that need that
it really depends on the application
Assets that store an arbitrary set of scalar and vector parameters which can be referenced in any Material.
you don't need to make dynamic material instances with MPC
the application is giving a charector a different colored skin depending on 1 of 4 color options they select
also sometimes you don't even have the choise (landscape material)
Just use a vector parameter. You can add more colors later, easily.
if you have multiple chars, then just use dynamic material instances
Or blend between colors, and it will never increase the cost.
obviously I could probably give the player a color wheel to choose from but that's too much for my pee brain to handle
then just keep it simple
remember that while this is simple material, if you keep overcomplicating the things further down the line, things can get more costly
I'd recommend doing the "right" thing from the start
and keeping the shader / material simple if it doesn't benefit at all from doing all the math each frame on it's own
basically what happens with the if chain is that your material will do the comparisons for each pixel every frame it renders
if you just set the color by vector param, you do it once, when you set it and then it doesn't need to recompute it each frame
like mentioned, it wouldn't really be that heavy, but similar decisions later on could, so better not learn bad habits
yeah what I'm basically doing is trying to make a simple multiplayer tag game that can run on shitty school computers to play with my friends so the more optimizied the better imo
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Hello
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Any idea if theres a way to use complex collision for simulation?
I need it like real baddddd
well rendering came out nice can't even tell this is from the video
Is it possible to make a light with a specular highlight, but doesn't give off any light?
@regal mulch Yes. The compact theme categories are broken
Aka not compact at all
They add a TON of whitespace
I prefer an unorganized list of channels over a handful of channels that don't fit on my screen
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sup.
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hey
sup
Where the heck do I post videos ?
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whats up
Not too much
Anyone able to recommend a site that quickly breaks down graphic card comparisons without all the long winded bullshit? I'm looking to upgrade from an AMD Radeon HD 7950
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time to add those categories?
@dire storm look at any AMD products and they should be plug-and-play. I run an RX560 and it cost me $129
Anyone else here tried the 4.18 preview build on Linux and got huge everything in the editor?
Buttons, text, etc
And displaced menus
I'm learning about all the bitcoin impacts on GPU prices. What a bummer
There's alot of "I make thousands a months!" posts but after deducting costs it appears as if they are lucky to break even.
lol, aren't those scammers?
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@tiny loom I guess? I don't know too much about it really.
shrugs
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<@&213101288538374145>
Thinking they need more moderators to help out around here ;)
yeah... 2 or 3 isn't enough for over 1000 people
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ah shit what do I do the editor fails to load now, crashes on start
Look in the log
which log
No channel categorization done till now?
God no
Please
Not until they make it possible to hide muted channels
Or is there something I'm overlooking? I can't seem to hide the muted channels now with categories
the only thing that's screwing with me is the thing where voice channels go in groups
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@tulip vault It's a timezone problem. We three mods are all in europe. So we just woke up.
I'm all open for new mods, but it's not in my hands.
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Good morning everyone or night for those fellow night owls. So I've been working in UE4 for a few weeks now. Still very much fresh meat. I of course, just like you most likely have a head full of all these wonderful ideas (I write them all down because sometimes I think I struggle to remember my own name). Anywho one of my biggest struggles has so far has just been getting adjusted to the sheer volume of options, nodes, ect ect especially in the BP editor. Learning how to do everything is def a rewarding and challenging goal. Obviously I can't hope to remember how everything works and what all of the options do. Not until I get alot more mileage under my belt and iterate similiar BPs and such a few times. So my questions to some of the more seasoned UE4 warriors is pretty simple. Is there a public library of all the nodes, how they work and what they do? Do you keep your own personal BP library for future projects? How did you go about and what would you recommend for consuming as much UE4 knowledge as possible. Thanks in advance. If you don't want to clutter up the general chat please feel to DM
@dire storm 90% of it is just practice, you'll figure out what everything is as time goes on and you use it. UE4 blueprint node-specific docs are shit, so they've been rather useless to me. It's really just lots of searching and googling to see if there's a node which does what you want.
The good ol brute force method ๐
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What is the biggest diffrence between unreal and unity other than visual scripting and c++?
render engine in unreal is much stronger, but on the other hand way less customizable
and you dont need to stop for plugins about everything in ue4
unity is opening the actual render path
you can write shaders directly in hlsl
unity shaders are a LOT more flexible than unreal shaders
not even close
try to do a fine toon shader in ue4
good luck
it is pretty much impossible without editing the engine itself adding new surface shaders.
in unity its trivial
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is there a setting to always display fps in editor? I used to type "stat fps" console command but I am way too lazy to type it each time after startup
viewport settings
nice, but that also isn't serialized ๐ข
What engine would be best for a multiplayer fps?
The one you feel most comfortable with.
@reef python Seeing how UE comes from FPS and caters heavily towards it, you would figure UE4 would be the logical choice.
But if you are starting out and have no clue about GameDev engines, try them all out.
Yeah, vblanco, I can see where you're coming from
But the average hobbyist/indie won't care too much, I think
Most shader-things can be done through material
Some special cases are there, absolutely
E.g. the toon shading
But it's mostly fine
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serious question ?
Do developers make thiere games slow on pc on purpose ? so they make gamers upgrade ?
no, they make them slow becouse we allways add as much stuff as we humanly can to a game
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Yo
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My movie stops rendering about halfway through?
what do i doooo
nvm i'm actually retarded eksdee
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Can anyone suggest me a good way to prevent my player going through wall on my lean animation. I have a capsule collider around the player where he can hug corners close but the lean animation goes outside the collider therefore the player will clip right through any object he is close to. Is there a good way to stop the animation at the point of the wall so he doesn't clip through it?
https://gyazo.com/0fda4eb38f14f5f6b658b151ee51ff5f this is a gif of the issue
@jaunty spade have a collider in the head, stop the animation if it collides
alright ill try that thanks @frank escarp
I'm new to UE so trying to think it through. I use an InputAxis to control the lean left or right and pass that value to the animation blueprint.
does this look like a proper setup for controlling the leaning https://gyazo.com/a9aa8d298f05bdea7c53eb63ed93acd9
well, you wither a) need a linetrace to check before leaning or b) do physics animation blend to stop the mesh for going inside the wall
which would probably look really derpy
so line trace probably best option?
you only need to check it once per pressed input so
I wouldn't expect major performance losses
+it's a really short trace
well i would still want them to be able to lean some up until it would hit the wall
so wouldnt that be a continuous check?
hm
well, you could add few sphere or box collisions to the character that check for world static collisions
like one for each shoulder
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thats an interesting idea
and probably better one too for multiplayer
and when it collides prevent the input from going any further that way
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i think ill try that method sounds like the best so far
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I love their cel shading
would love to see how the hell they did it and stil managed to hit 60fps on a ton of different rigs.
Last I heard most methods of cell shading were pretty intensive
@gloomy horizon no they are not
they are incredibly cheap
in fact they have a GDC talk
Seriously? I'd love ot use that kind of style
essentially it just compares the angle of the light with the normal of the face
and thats it
the rest is planar textures, a "shadow" texture, and vertex colors to tweak settings (like how "shiny" a zone is)
also lots, and LOTS of animation stuff
characters have like 200 bones
they animate it like if it was an anime
they dont do interpolation
yeah I know that
they do every one of the frames by hand specially how they want them
for sure
makes sense though
Does interpolated cell shadinglook awful or something?
Or is that just a style choice
I know they did something similar for Guilty Gear XRD
which was actually why I wanted to use UE4 about 3 years ago haha
they have a GDC talk
While the quality of photo-realistic real-time graphics in games is advancing daily to near feature-film quality, Arc System Works' RED team took a completel...
Thanks! I'll be watching this haha
pretty much the gold standard for anime in games
and yes, it can be done in ue4
with a custom shader
and now custom shaders are in a plugin
Arc Systems are one of my favorite companies
and my understanding was that t heir audio designer worked on XRD as well
every time i look at it its just amazing. They do CG anime better than companies that do that constantly
Watashi Ishiwatari I believe
guilty gear cinematics look FAR better than anything by Polygon pictures
and they do Ajin and Knights of Sidonia
they are just retarded
Loved the story though
they cap it at 10 fps
Story is minto
for guilty gear, they do the frames like in normal animation
more/less frames as needed
ah, sweet.
but they dont use all the frames
each of the frames has a different frametime depending on exactly how they want it to look
Man, I just love their work.
It's so well done. It's sad that the game wasn't received super well in america
I think it was a hit over in japan
"How many of you like anime?"
everyone laughs lmao
i have thought of implementing the toon shader they explain there for ue4
as a plugin
but i dont really have good art to showcase the effect well
yeah same I only learned blender 2 weeks ago haha
ended up making that last night, finished rigging for the most part.
Was gonna try animating with inverse kinematics
or whatever it's called