#ue4-general
1 messages ยท Page 116 of 1
Pretty sure it's not in BeginPlay though. From context clues.
It seems to happen in some kind of death logic.
At the very least, you should be able to understand things before you venture into other people's crazy logic ๐
Possibly in reaction to Destroyed triggering.
I'm betting what's happening is...
The pawn placed in the level never gets possessed for the reason I already told him.
When he kills it or causes it to be destroyed, that logic triggers.
I'll send a video
Won't make a difference.
@livid haven Video won't help
Told you what you should try.
That logic spawns a new pawn and tries to get the current pawn's controller which is, of course, still none.
HOWEVER
then how can I add a controller ?
The pawn BP probably has a default value for that property to auto-posses when spawned.
So the new pawn that gets spawned during runtime gets auto-possessed.
But the one placed in the level doesn't.
Because that mechanism in Pawn explicitly separates those two types of spawning - runtime spawning versus placed-in-level spawning.
And if he just set that property to auto-possess in both cases, it'd work.
That's my theory and I'm sticking to it until evidence is presented otherwise, because it fits the bill perfectly.
And I'm a stubborn bastard who doesn't know when to quit...
how to make it auto-possess? right, the WrimmingBlueprintCharacter(self) "pawn" is auto possess "PLAYER 0" and AI CONTROLLER is set to PLAYERCONTROLLER
There is a setting that controls whether auto-possess is triggered never, triggered when spawned at runtime, triggered when placed in the level, or both.
That is the property you probably need to change.
I do not know what it's called. I just recall seeing it and what it does.
in blueprint right?
You could do it in the blueprint, yes.
Can you take a screen shot of that whole BP?
AutoPossessAI is the one you're thinking about Sion
AutoPossessPlayer does not have that option
sure victor, whole blueprint of the my swimmingblueprintcharacter wait
@safe rose And that indeed is the evidence that breaks my theory. ๐
haha
Hmm
Please welcome @fallen tundra to the community! :beers:
hey everyone
yo
I'm a ue4 newbie here ๐
I'm building a game app, but I'm trying to get the camera to zoom onto certain objects that have been clicked. is that possible?
sorry, I clicked it before I read your comments
Going to blame ignorance over malice here.
internet here sucks
sorry, i'm noob
Did you actually rename the asset or duplicated it?
yes it works perfectly but my game settings wont shows until I kill and respawn my character
RENAME it
rename the blueprint
@plucky reef SOoo
Back to square one
Because I have the exact same project
And mine works perfectly
I migrate this one
Install guide of Quality Game Settings menu. This tutorial is for the initial release. See https://www.youtube.com/watch?v=jtA3OyT81Ns for updated tutoral. G...
and it's not working, I suggest I should give you a video of my problem right?
Nah, I'm good actually.
Sadly, I don't have much more time.
You need to learn the fundamentals first.
Before starting to pull a whole bunch of random assets together
sorry if I'm interrupting, but how do you get the camera to zoom onto certain objects that have been clicked? ๐
@fallen tundra /shrug
By writing the logic to do it?
Or
Just downloading a free plugin
You can bug @scenic chasm it's his plugin
Otherwise, if you want, you could always do SetBlendCameraViews
Look it up
oh okay, does this give the player the option that when he clicks on something, the camera will zoom into it?
How do I use the Set View Target with Blend node to change cameras during gameplay using Unreal Engine 4 Blueprints. Source Files: https://github.com/MWadste...
In this tutorial, we create logic that allows the player to use the scroll wheel to zoom the camera in and out for a Third-Person camera. My Portfolio: http:...
here is my main problem, whenever I started it and click the menu setting button, it only shows my cursor, but after killing it and respawning it, it works
I think I need to recreate it, sigh, gonna start again
hey guys does automatic LOD have a heavier impact on system performance vs manual LOD?
If so is it possible for me to pre-render an automatic LOD if its suitably smooth and create a static mesh to be used as a substitute to it? Its kinda like how in After Effects sometimes after generating a fixed particle movement we export it as a video file and reimport it so the system doesn't have to keep generating it.
in general no
Please welcome @weak thunder to the community! :beers:
Please welcome @verbal iron to the community! :beers:
How is everyone doing tonight? What is everyone working on?
Please welcome @radiant gull to the community! :beers:
how do i remove the gun and arms from the c++ fps template? this seems to be harder than i would expect -_-
also hello
Hi jesse! Welcome to the discord channel. If you're new to unreal engine 4 which I'm assuming because you're new to the channel I would HIGHLY recommend heading over to the unrealengine webpage. There are a ton of great starter tutorials. After that there are literally thousands of hours worth of tutorials (most of them pretty amazing) free on youtube. Also there is a course on udemy for like 10 bucks when its on sale for C++/unreal developers which is very highly rated. Usually you won't get your hand held in the discord channel. Also I would recommend asking C++ questions in the programming channel for future reference.
If I knew the answer to your question I would tell you but I'm currently BP only with the C++ on my list of shit to learn.
hm
So if you change your user name it doesn't update your previous messages
it does not
Good morining all
UPDATE: still didn't work tried all your suggestions but nahhh
tried it couple of times, start from start but naaah failed
if someone got time try to migrate this QUALITY GAME SETTING in OCEAN PROJECT
QUALITY(https://drive.google.com/open?id=0B6On3_rv5wSXMXB4MUlycWhHTms)
OCEAN(https://github.com/UE4-OceanProject/OceanProject)
literally all i need to do is remove the arms and gun then get some lods to import from blender then i am done with unreal for ever i hope lol so it would be nice if i did not need to spend weeks learning things to do this lol
@dire storm
i think thats the right name?
o wait just read the part where you said you dont know XD
hi guys, I am facing following issue- I am working on UE4 build VXGI (NvPhysX). What I am trying to achieve is to add my own Commands plugin like here: https://www.facebook.com/artbyrens/videos/vb.232680193745156/509348126078360/?type=2&theater
so i follow this tutorial: http://overview.artbyrens.com/commands.php
Art by Rens
but issue i am facing is that when I try to add new plugin ( Go to Edit > Plugins> New Plugin) i dont have there "Editor Standalone Window" template.
I dont have this template at all.
I thought, maybe its some issue with VXGI build, so I made stock, clean UE4 build, but same story there as well.
is there some plugin template pack i need to download&install to have it appear in engine?
i cant find any real time tutorials blender asset creation ๐ฆ
Please welcome @sly tide to the community! :beers:
wtf - how long has this been there and why the feck is it the default!?
why would you want to hide components?
Please welcome @surreal silo to the community! :beers:
is there some sort of list of plugins that are active by default? i deactivated plugins that sounded like i didnt need them, but now the packaged version of my game doesnt work anymore (if i deactivate google vr plugin, it doesnt start anymore at all, if i activate it, i get a split screen ingame... (im not making a vr game at all))
Hey, is it possible to use UnrealEngine 4.17 on my game i made in 4.16? Thanks ๐
You can migrate to 4.17, yes
Be sure to do a branch in source control so that you can go back if needed
why should he create a branch? ๐ฎ
you can go back anytime anyway, that's half of the stuff the source control system is about :/
also I just don't get why wouldn't I want to convert projects in-space, why is the option for that hidden the way it is :/
something goes wrong I just revert everything
just don't forget to commit before engine update and your project will be fine
Anyone ran into issues where an actor in your scene that holds a reference to another actor in the scene gets cleared when the engine restarts?
@surreal viper You don't want to move your project to a version and start developing on it
Because you'll find out about a breaking change two weeks later and have two weeks worth of un-recoverable assets
The safe way to update is to do a branch, test it for some time while development goes on on the master branch
Then once you're sure you'll update to it, merge the branch back into master
i normally only update once the version is on .1 or .2
It's trivial to merge "game" changes to a "new engine" branch - the opposite is close to impossible
and obviously i first test that it doesnt break
In my experience the bugs rarely show up in the first hours of testing
More like after packaging it and checking everywhere and finding a corner case that changed behaviour
(Not talking about API changes, but engine regressions)
A typical example for us was moving from 4.16 to 4.17. We needed two weeks of user feedback on a beta branch to learn that 4.17.1 was no-go
Just testing locally for a few days and updating would have been a potentiel disaster (had 4.17.2 not fixed it)
With branches, as long as you don't decide to drop the older version, you can have both in parallel indefinitely
I see your point Stranger, thanks
I guess once I release something I will change tactic ๐ I just wait for .2 and usually am fine right now
Yeah I've had no reason to distrust the final releases
What I did had once was with 4.14 or something, that broke mouse inputs
In corner cases where the cursor would be toggled, with some complex states behind
We saw that way after updating
Does anyone know if there are any critical bugs in the new preview version?
Probably lots of them
It depends on your game and target hardware
hmm what do you mean by that
I dont want it just for testing
for my game project
I wonna upgrade versions because I'm in 4.16
so not sure if I should go to 4.17 or to the preview 4.18
Most previews are always going to run fine inside the editor, so if you're just playing around you probably don't care one bit about being on a preview
I mean I dont want to test, I want it for my game project
I'm asking if there are gonna be any critical bugs that will remove my folder or something crazy like that lol
In that case you can test the preview on a branch but I'd never release a preview build to anyone
It'll be a copy of your project anyway so it shouldn't matter.
Well you have source control, right ?
no the game aint ready yet so until we release it the full version should be out and we will upgrade to it
so if I dont package it's gonna be fine?
no I'm not using source control
Start there...
If you're shipping a game or planning on doing so, no source control is borderline criminal
The workflow I recommend is :
- have source control, with a separate server (remote or locally)
- test previews when they're released, on a branch
- keep working on the last stable release (4.x.2 or 4.x.3)
- merge the "new engine" to master once you're satisfied there are no bugs
- have separate backups for the entire repository
Please welcome @gilded dragon to the community! :beers:
Loss of work shouldn't happen even if your computer catches fire or something
Please welcome @proper pollen to the community! :beers:
We are moving the project to source control soon but for the moment it's on my pc, and ok thanks for the tips
Well in that case I'd never think about changing version
Or powering up the computer for that matter
I'm making a backup of the project to change the version on lol
Good morning everyone. I hope everyone is having a great day. I've discovered something as I continue on my path of unreal enlightenment. Game dev will mind fuck you if you have ADD. Actual footage of me in UE4: https://www.youtube.com/watch?v=QLvvkTbHjHI&ab_channel=MovieClips
What's This A song from The Nightmare Before Christmas Directed by Henry Selick Turn On the Subtitles for the Lyrics (and Enjoy)๏ปฟ Lyrics What's this? What's ...
What if you find out that the version has a bug only a week later @sharp crest ?
You'd have to drop the work you did since you did a backup
I'm positive 4.17 or later files don't work in 4.16, at least ๐
That's why I'm telling you to use source control, and branches
sigh
xD
The point of branches is that you can say "I want all the changes from the dev branch to be applied to the engine branch, without overwriting stuff"
Obviously works better with source code than Blueprints but still
Cool
I remember first time I heared about source control in university I did not wanted to use it
cause I can backup my files and stuff
would be nice to forget stuffs like this, my own previous stupidity makes me feel meh ๐ข
you went to university to learn :)
In other related(?) news, 4.18 preview 2 is out.
Please welcome @eager spoke to the community! :beers:
I got an error with 4.17, it cant find some sort of defaultblahblah.ini
Please welcome @brave lark to the community! :beers:
Please welcome @inland dragon to the community! :beers:
Anyone have a preferred dynamic weather system they like for UE4?
howdy YALL do yall minds if i axe YALL a question?
what are the main differences between blender and 3ds max? pros and cons?
I haven't used 3Ds Max, but generally it's a matter of taste.
Blender is obviously free and is kinda like the toolbox you can put new things in to get more advance tools.
For someone that doesn't want to spend a lot of money, it's probably the better choice.
each and every model builder has the same tools
ok thx brodudes
just blender is free
cool beans
Hey everyone. I have a question regarding modeling of maps and complex static objects in Blender. Is it better to build the corresponding building blocks in Blender and model the complex maps and objects in Unreal Editor or would you recommend to do everything in Blender? What are the pros and cons? Especially regarding collision handling etc.?
is there a way to update the color of the PP base on something?
@kind egret It's better to make the assets in Blender and put the level together in UE4. If you use Blender for everything you will have crazy world location offsets for the meshes if you drag them out from the content browser into the level, or everything in the same place if you exported with everything at the origin.
Ideally there would be a tool to place everything in the right location but with the transforms zeroed out, well it actually exists and is called Import Into Level, however it's very broken.
@ionic sedge thank you for the answer. What about complex assets like buildings (that may be entered by the player) that are made of several building block meshes? Let's say the building consist of meshes like floor, wall, wall/door, wall/window etc. If it is quite complex and made in Blender than I think it would be very frustrating to rebuild it in Unreal right? Is it okay for such objects to be exported as one mesh resp. imported as one mesh? But in such a case only "complex collision" will work in Unreal since "simple collision" just supports convex collision meshes right?
You could export the building as a whole mesh but you should leave interactable stuff like doors out and add those as BPs in UE4.
You can export collision at the same time using the UCX_ (and whatever else) prefixes.
Or just generate it in UE4. Or use Complex as Simple if the poly count is pretty low.
Okay great. Thanks for the hints. What about high poly stuff? In these cases it is better to let UE generate the collision meshes resp. use the prefix approach right?
Well you can just profile it.
But I think for static stuff complex as simple can work.
Okay thanks again. This helps already a lot ๐
For stuff like floors, walls, windows and so on it's probably alright.
It also depends on what you're doing, you might not want to use it for trees or whatever if you've got hundreds of those.
Yeah true. Thus there may be a lot testing in such cases
And it also depends on what kind of mesh you've got, if you've got some fancy indentations in your floor (for it to look good maybe) you may not want to have players get stuck at the edge because of the complex collision.
In that case a flat collision may be better.
@kind egret And finally you can't simulate physics on stuff with Use Complex as Simple, so for things that should fly around/get knocked over and all that you should have generated collision.
Oooooh. Okay that's a good and important point. This is something I will definitely keep in mind. Great piece of information.
<@&213101288538374145> ^^ spamming
@potent quiver after viewing the video I wouldn't want to buy the game
either as consumer or future developer
and he is selling account with market place items, is that allowed?
Um
I'd have to read the MP rules
I mean, seeing how we are allowed to buy games with MP assets
No idea. not a lawyer.
huh?
But it was in multiple channels
How would you know?
Had to @ you in all channels so you would get the notification
Hmm
Too bad we can't report posts
@leaden harness
Any chance we could see that? Right click on a message, report, and all Moderator level + would get a notification
What sort of gray colour is it you want if u want to be able to change a texture to any colour i cant remember the values for it ๐ฆ
@pallid compass one
pure white
becouse then you multiply it with your custom color
hey where can i look for some help on sequencer stuff?
oh ;o
Must NOT be tempted or there will never be any work getting done: https://gyazo.com/a1a5d8aea242d39f5b9d389464c79d7d
so should i field sequencer questions to level design or animation?
Please welcome @plush yew to the community! :beers:
. Not sure where the heck to ask this, but what is the Niagara component? recently updated from 12.5 to 16 since that's what college is now using and I've just spotted it in the editor
Is it viable to build everything via layering in materials? or is it expensive af
layered mats are a bit expensive but perfectly fine for hero chars for example
hmm i wouldn't use LM on everything, too expensive but thats just my opinion
every layer is rendered and blended at runtime.
IIRC it also depends on your material complexity
also drawcalls
Instancing would reduce this ofc
is there a good subsystem I can run my multiplayer with that isn't steam
not too complex, id just like to run with a material function library to make my life easy
its only for a small project
I don't have a developer id yet with steam so I can't use it for testing after cooking
@Xanjis#5079 get one
100 dollas
you gonna have to get it anyway after all
that way you can then also distribute beta builds through steam
even if the game isnt on sale yet
don't you have to get a bussiness liscene as well?
to register through steam direct
no
brb time to go make a kickstart for a 100 bucks
some peeps are crazy and go balls deep in to steam with out even a base ltd company setup
do you need a tax history under your name and do you need to be 18?
the 18 thing sure
I think u need to be 18
with a Company it makes your life easier on steam ๐
^
man im so happy with new laptop
so comfy to work with
negeleting main rig rn
Please welcome @ivory dew to the community! :beers:
Depends what exactly we're asking here
If we're talking about what Steam requires, I don't know.
If we're talking about what it takes to form some kind of legal business entity, that depends on your country.
@safe rose that's a pretty good idea, though I wonder if if it would be clear to people who they were reporting things to.
At Moderators in chat would work most of the time, for servers that have roles set up like that
I'd think any kind of report command should effectively be seeking attention from someone who can do any of the following: delete, mute, kick, or ban.
Assuming that they're trying to report some kind of violation.
Please welcome @winged flare to the community! :beers:
Looking for some help.. new to UE.
trying to load up the top down template, I have no clue where to go get this template
As an end user, I don't imagine they care too much about who does it, so long as they have those permissions to resolve the violation.
We have (experimentally in some servers) added a report button that was more like "flag illegal activity to report to Discord"
Hmmm. Fair.
Yeah, there's rules violations for a server and there's, I guess, EULA-and-such violations that need to be reported to Discord staff specifically.
Could potentially have both use the same mechanism, for normal users, and put the onus on server mods/admins to do the latter?
perhaps I should ask this.. Which channel should I go to to get some quick assistence ?
Lol I'm imagining discord staff getting reports that a guy posted a meme in the wrong channel on some server
Yeah, that's why I'm saying it might make the most sense to send to "local authorities" (server mods/admins), who can then enforce further discretion as to whether or not it needs to be reported all the way up to Discord authorities.
Obviously, that leaves room for the local authorities to supress reporting violations. Not without its flaws. Ostensibly, in that case someone can go around the mechanism and contact Discord directly if the server they're on is actively supporting some legal violation.
@winged flare It should be an option if you create a new project afaik
@tall pendant giving it a try
Thank you
ok, there it is.. well damn..
thank you
@winged flare np
hmm, about steam, if I don't even know what kind of legal entity will I be when I release...
can I get an id to use/test my game using own name and later change it? how difficult that will be?
my main problem is the fact that the way I publish my game will depend on my expectations
e.g. if it is a granted failure cause nobody cares after trailer and my desperate market attempts I would rather skip founding a basic ltd. like company cause I have much cheaper alternatives which would be not so cool for a succesful game
other question: my ltd goes bankrupt/I wanna close it
can I switch to use my own name to get money if the game still sells a bit?
re: switching names: Yes. You would need a new partner account tho. Valve has a form ready for such cases.
a new partner account?
no
thanks, my original plan was to wait with steam until I know more about my chances but this way I'll try to use it as soon as I can ๐
Does anyone know if I should pre-rotate my animations or should I remove the rotations after having animated them?
I'm talking about this scenario where in blender I do the rotations inside the animation
I have to assume I'd want UE4 to handle the rotations, right?
you are talking about root motion
thats actually fairly complicated to get right in blender
with the export settings stuff
oh okay
i remember i got it working by doing the root motion by animating the actual skeleton position
as in the skeleton object
yeah I did that too
Oh wait I didn't edit mode it I just rotated it in pose mode
i think now its better to have an "armature" object, and then have a root bone on 0,0,0position
I have 5 branches off from the root
and then you animate that root bone
for the rotation
and you never offset that armature object
that one allways on 0,0,0 scale 1 rotation 0
you can use "apply visual transform" to have them at 0,0,0 position 1 scalle
its kind of a clusterfuck, try to do it on a simple object and get the export/import seettings right
yeah and this is hardly a simple object haha
No idea why this is the first thing aside from my floaty VR hands I would try animating
Considering I have no idea what I'm doing I feel like I've shot myself in the foot haha
doesnt matter, even pros get the blender export setings wrong
ive done it many times
and i STILL have to do it several times until i get it right
But wait
should I rotate my animation in blender or remove the rotations and just keep the rest
depends on export settings...
I assume it would be better to do the rotation on the code side
first of all
remove the .001 part on the armature name
leave it called Armature
unreal import has a special setting if its called Armature
Oh cool stuff
that tries to fix some issues
I feel like something wrong is happening here
It just looks really weird haha I don't recall half of this stuff
like NLA tracks and whatnot
I just add new actions in the dope sheet
I don't even see my attack animation in there haha but it's in my drop down menu for actions
that is exactly how it works
you add new actions for the different animations
they export as separated animations
haha indeed
So does rotating the skeleton via animation translate to a rotation in UE4's world space
or do I need to accomodate for that
as i said, depends on the settings
๐
Oh, okay. Is there a way to add one?
add a bone "calling it root is optional"
and have it parented to nothing
put it on 0,0,0 location
and parent all your parentless bones to it
So I just go into the armature edit mode
and add a bone
or do I add a new armature with one bone
I know there's a single bone option haha so just curious
armature edit mode
kk
make sure your armature is at 0,0,0 and your root bone too
and export that
you can use any dummy anim you feel like
but make sure that the mesh imports well
proper scale,rotation,etc
Yeah for sure I already did the scaling
earlier and exported it was importing great
@frank escarp Indeed, I believe it worked.
Except it breaks all my anims.
Interesting.
anyone throw me a guide line too what is good and bad material instructions
It didn't look right with everything parented to it either. ๐
it seems to work fine now that I only added the old "root" bones (of which there are 5) to be parented by the root
rather than absolutely all bones
haha
wait the fuck is this 16 texture limit i just hit ;o
Texture sampler limit? Or something else?
how in the world do i fix this? lol CookResults: Error: Couldn't save package, filename is too long
reduce the length of your paths
-.-
so instead of C:\Users\SuchAndSuch\Documents\UnrealProjects\MySuperLongGameName\ do C:\wf\ue\MySuperLongGameName\
or even C:\Project
yeah i probably should do that too
i just deleted the infinityblade assets since i wasn't using them yet ๐
Please welcome @shadow gull to the community! :beers:
Please welcome @plush yew to the community! :beers:
how would i go about giving collisions and doing the auto convex thing to more than one mesh at the same time? i can have over 100 objects i need to do it to so its a bit of a pain to do it one at a time lol
faaaaaack i hate when UE is (Not Responding) -.-
and i can't remember the last save i did -.-
guys, is it possible to move the folder where my projects is?
Please welcome @supple ferry to the community! :beers:
Please welcome @tough flint to the community! :beers:
Please welcome @plush yew to the community! :beers:
Please welcome @plush yew to the community! :beers:
Are there any rules here?
@plush yew #more-resources
Which channel is that?
Pretty sure if somebody asks you for an invite its ok
Please welcome @hazy sigil to the community! :beers:
Please welcome @plush yew to the community! :beers:
Hey, I know theres a way to atatch a weapon to an actor on the scene (without making a seperate character blueprint), how do I do that. I set an animation but hes supposed to be holding a rifle
oh nvm
Please welcome @plush yew to the community! :beers:
Please welcome @stable orchid to the community! :beers:
Please welcome @amber river to the community! :beers:
You ask for help in the most appropriate channel based on the subject matter.
Ask first where you think you'll find people with the most relevant interest/expertise.
hmm
I didn't think you were being serious with your previous comment. Figured you were just poking fun at a silly mistake you made with hilarious results.
If I had to guess, something is messed up with your export of the character's skeleton in particular.
What exactly or how to fix it? Dunno. It looks like every bone is sitting at the origin.
Maybe #animation?
Looks a bit like scaled bones
Maybe check that the ref pose and animation don't have wonky scale
Also make sure you maybe don't have additive animation in there
Hard to say what without knowing what you did though
anyone here played Dragon Nest or Vindictus before?
Hey, someone tell me that i can migrate my 4.16 game to 4.17. Someone can tell me how please? Thanks :3
Right click uproject file, switch engine versions.
Advice: Back up your entire project.
If you're using source control, ostensibly branch the whole project, work in the old version for a while and merge forward to the newer version branch.
Once assets have been saved in a newer version of the engine, they generally can NOT be opened in an older version.
So unless you have a backup, you've permanently lost all your assets if you regret upgrading the engine for some reason (like a particular bug with that version of it).
And if you have source control, you'll still want to do asset work in the old engine version branch - if you find out weeks down the line that you do regret upgrading, you will not have lost all the work you've done in assets since the branch.
๐ค This did seem like deja vu to me.
I effectively restated pretty much everything you said. Womp womp.
I also had it again with @sharp crest and you hours later
I'm like the resident "use source control" person here
Well you have an ally in this.
Sorry, i'm on my phone, i gonna check that when i can, thanks :)
"Based on his findings, the studioโs titles accounted for at least 10 percent of all games released on Steam in both July and August, with 86 titles published in those two months alone."
43 "games" release a month, hahaha
that's like two a day
I'm guessing there are lots of other asset flips on the market still
more than likely
if one 'company' (probably an individual) can flip out more than one game a day, then you know there'll be others doing it
Also most of them are probably less stupid about it
I'd be very cool with a "a game a year" policy on Steam
that sounds weird
one game per what?
it's absolutely reasonable to release more than one game in a year if you have more teams working on different projects
6 months could work too, but really, except for large developers with multiple offices, no one is doing a quality game in 6 months
It's never happening, anyway - just my thoughts
But look at that : https://steamspy.com/dev/putilin_industries
Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.
This document overviews the Source Control features.
@short onyx Source control is not an engine feature
UE just has support for showing you in engine the status of files
You need separate software
hmmmmmm..... I think i gonna stay on 4.16 xDDD
-_-
look complicate x)
That's unrelated
But okay
@surreal viper In all seriousness, would you say that it's fine for a single company (one that's probably a single dev from the look of it) to release 17 games in 5 months ? Basically close to one per week ?
Beside the animation stuff, what is the big change in 4.17? Better Blueprints right?
"Better Blueprints" isn't really a change. I don't know what to make of that description.
But you can look at the release notes yourself.
More possibility with blueprints *
of course not, but it isn't that big of a problem imo
I have look in it, but..... i just get that animation is more easy and some change with blueprints
+valve already began to do something against them, right?
I kinda feel like regarding visibility steam isn't much even without the spam
for small indies, we will have to find ways to make our game known :/
I've said it before. If you're a tiny project, you should not be on Steam.
@surreal viper Right now on Steam by looking at the 10 last released games, I found 3 other companies who're doing one "game" per week
Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.
^three games this month
https://steamspy.com/dev/G.+Malta
^two games this month
Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.
People got used to the idea that releasing on Steam meant you were going to magically rake in all the sales if you game was any good, but that's entirely inaccurate these days.
https://steamspy.com/dev/Broadplay+Games
^ tthree games in two months
Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.
etc
I have take like 6month and i still not finish my game xD
wow that actually makes the statistic less depressing about the released games each month
cause I don't feel like they are competition ๐
You can't just release a game on Steam and expect anyone to find it if you haven't busted your ass to market it otherwise.
btw just cut everything under 9$ and we should be fine ๐
And cool free game? ๐ฆ
I don't really care about these games because obviously they're not competition to my 4-year project that's well received by real players.
But I think Steam is killing itself off with these
What kind of game?
No one wants to look at new Steam games anymore because 95% of them are pure shit
The hell are you on about @short onyx? Nothing you're saying has had any connection to anything anyone's been saying.
Please welcome @proven heath to the community! :beers:
actually it did
Honestly, if asset flip games and their makers are in the system, it shouldn't be difficult for Valve to start to analyze patterns in what asset flips are like.
Then just start filtering by that, initially.
like I said I would drop everything from steam under 9$ and he asked what about cool free games
I don't think they care much ๐ข
@livid haven Stranger say he have a 4years project (a game) so i ask what kind of game :/
Ah. I guess your responses are just slower than the rate of the rest of messages, so I'm seeing them way later than what they're in response to.
And have some semblance of a process to ensure the games at least run and have at least a tiny bit of development put into them
Ostensibly, the number of legitimate games getting on Steam is still too much to manually vet.
Valve can start by taking a list of developers sorted by descending mean time between release, and I'm confident they can ban 95% of the first 100 developers with no harm done
Is it really
@livid haven I watch Youtube and chat, and i have a new keyboard xD
How many games are there on steam right now, I wonder
@short onyx It's called Helium Rain
@cloud cobalt I check that
@south ridge Valve does check that the game runs, ostensibly
Isn't there like less than 30k total games on steam right now
8K I think
@south ridge Plenty, but just looking at that number doesn't show how many are legit games. And really, they need to vet new titles more than anything else, so it's a matter of the rate of new titles, not the total number of titles.
If the release rate is 8000 titles per year, we have ~240 work days minus vacations, in other words you vet something like 3-4 games per day
Again, should be feasible to implement very simple filters that are overwhelmingly accurate in detecting asset flips, with very very few false positives/exceptions requiring manual vetting.
With a team of 5 to 10 people, you could totally vet 3-4 games per day for basic... presence of content
@cloud cobalt Looks cool ! Shame on me I can not spend 15$ x)
Obviously they don't have to vet every new game, just games for new partners they had no relations with before
@south ridge Yeah but with Valve's mentality, they need a team of 5 to 10 people who fit some magical criteria of perfect-Valve-employee. ๐คท
And then act reactively when old established partners do something bad
So it won't happen.
who would want to do that job anyway? ๐ฎ
Manual vetting isn't even required. Basic rules like not releasing two games the same month would be basic, no-brainer common sense
Sit all day and play games indiscriminately???
@cloud cobalt I agree, it looks like an easy problem they just don't care about enough to solve
I still think it's largely resolvable with the proper application of a tiny bit of smart engineering.
The real issue is that Valve probably don't want to solve that particular problem
Or you could throw a bunch of outsourced indians onto it
That's way more practical than keeping a dedicated staff employed.
if that Steamspy data is vaguely accurate, those shovelware guys are making absolute bank
problem is that valve doesn't loose anything
at the end of the day I'll look for new releases in other platforms, but I'll buy them in steam ๐ข
If anything, one has to wonder if they gain something by shovelware
i need some help with the destructible skeletal meshes, kindly let me know if someone is willing to help me out. :/
100$/title is already something ๐
A slice of the pie, @south ridge.
your average 'Putilin Industries' achievement garbage might cost $1, but they're putting out three a week and each is selling 1-3k copies
so that $3-$9k per week (minus royalty)
And VAT
I won't argue that the slice of the pie they're getting is a net positive compared to whatever damage is done by asset flips on the market, but that's really difficult to quantify.
But even $500k per week is way enough to make it viable
I would just give up and release shovelware if I could shovel in $500k per week
I'd sure love to make $500k a week, or a year, really
I would just make 500k a week for two weeks and then call myself a millionaire
then piss off to a beach somewhere and freelance from a hammock
I would make 500k a week for two weeks and then I would finally be able to work on my dream game ๐
just to go bankrupt after 5 years wit h a canceled project
then I could start over again ๐
If I had a fraction of that, I could finish the current game we're working on
Well
Finish it in time I'd like to
Please welcome @plush yew to the community! :beers:
Where can i change the Exposure? (i have remove the auto exposure because i don't like it)
in the auto-exposure settings
just set both the min and max it to something lower/higher, depending on what you want
Where? I just have this
in the details panel of the post process volume
both 1.0 works fine for me
Find it, thanks ๐
weird, setting the scale on a mesh instance to -1,1,1 is turning it completely inside out instead of flipping it in X
Please welcome @plush yew to the community! :beers:
@wary wave Handy for building levels as well ๐ scale into the negatives and you get an exact opposite of the mesh you had.
Well, the inside out version
lol
Please welcome @silent lark to the community! :beers:
well, it's not handy, because it's not working!
the mesh should be flipped, not inside out D:
Please welcome @teal stump to the community! :beers:
Please welcome @ashen ether to the community! :beers:
Please welcome @flat scroll to the community! :beers:
Please welcome @low pond to the community! :beers:
Please welcome @celest creek to the community! :beers:
Community Question: When you don't know how to do something (IE make a blueprint for a certain task, making a certain material ect ect) what is your personal go to learn how EXCLUDING youtube, udemy, and UE4 webpage. I'm currently working on building myself a master library of resources and I want to see what everyone else uses to determine what's out there ๐ Thanks . Hope everyone has a great day
anyone knows why my skeletal mesh from blender gets autosmoothed after I import to ue4 ?
@glass nova smoothing groups not exported
hmm, never had to do that before
just to be clear I want it to be boxy...
no smoothing
Please welcome @clever mauve to the community! :beers:
solved by choosing faces in export options.
The Blender Normals options was broken for a long time, should be fixed in the latest 2.79 from graphicall or somewhere (I didn't test it though).
@dire storm eays
easy
i just keep trying
until it works
if im totally stuck
i ask on Discord
is nobody knows, im back to learn by trial and failrue an randomly clicking
hey folks
anyone know if/how it's possible to create local config overrides for values otherwise defined in e.g. DefaultEngine.ini?
I vaguely remember being able to use /Saved/Config for that, but it doesn't seem to work
Please welcome @crystal thorn to the community! :beers:
any channel for effects?
@crystal thorn #graphics is what you're looking for
and I answered my own question: you can have platform specific configs too - instead of /Config/DefaultEngine.ini use /Config/Windows/WindowsEngine.ini.
that's actually quite handy ๐ค
Please welcome @swift tendon to the community! :beers:
Epic is starting to dig their own grave?
'Today I received a review checklist for my project with a FAIL marked on line number 4 which is "Title does not contain any of the following: Epic, Unreal, Paragon, Fortnite" with a note saying "The 'Battle Royale' section of your title conflicts with an Epic IP and may cause confusion with buyers/users of the marketplace."'
well, the response from Epic seems adequate
It is.
Now if only marketplace assets were approved as fast as that post came. ๐
dang, I've only been gone for 2 months! we have 2100 users!!
Please welcome @main basin to the community! :beers:
Please welcome @heavy onyx to the community! :beers:
Sooo... after looking up some AI stuff.. following some tutorials, digging around https://mlpforums.com/uploads/post_images/sig-4454605.secretly-aware-jack-skellington-meme-generator-what-s-this-what-s-this-5f1c6c.jpg , I fell into the hole of youtube and ended up in deep mind. Whats to prevent hackers/malicious people from getting ahold of these AI programs and repurposing them to cause absolute mayham on the internet?
and.. you know... skynet. I was hoping to die of old age before we made skynet but doesn't look like that will be the case
Trying to simulate physics on ''/Game/RollingBP/Maps/UEDPIE_0_RollingBPExampleMap.RollingBPExampleMap:PersistentLevel.rampgame_166.StaticMeshComponent0'' but it has ComplexAsSimple collision.
request help
obviously i need complex collision as simple.
@plush yew Then you can't simulate physics.
Yeah, you need to make it yourself (or generate it with the UE4 collision creation thing).
but what are simulated objects?
Objects with Simulate Physics enabled, either in the checkbox in the details panel, in BP or C++.
What should i pick when installing VS 2017 to work with unreal
ok i need a bit of help with tree's if you paint them on the side of a hill they dont stick straight up how can i fix this?
@plush yew Simulated objects are affected by gravity, forces and stuff like that.
ah that is new..
Please welcome @lilac walrus to the community! :beers:
Is it ethical and/or legal to learn from and or implement blueprints found on pinterest? I'm still pretty new and I know most everything I want to learn/do has already been done. Just want to make sure its moral/ethical.
can you use C# in unreal?
I like the feeling of Unreal VR apps more than unity.
ones I have seen anyways
I assume people are using some sort of libraries with it
@fierce cipher not at all
its just that ue4 has devs that care a bit more
its too easy to grab the VRTK on unity and get something done
k
meaning '
the "real programs" are on unreal
also @frank escarp your pirates game needs voiceover dude
haha
I was sooo disappointed when i watched the trailer and didn't hear ridiculous pirate voices
wait what the fuck
wait
i dont have a pirate game
no, i did make dungeon prototypes (better than that), but havent released
ive made DWVR
a shooter
ooooooooooooooooooooo
Anybody familiar with the Advanced Turn based toolkit?
recently released on PSVR
right i got them mixed up
that's dope bro
that was meant to be a psvr for sure
and congrats!
Please welcome @gentle skiff to the community! :beers:
๐ญ ๐ช ๐ฑ ๐ฑ ๐ด ๐ฆ ๐ฑ ๐ฑ
@pallid compass take this as a warning, stay friendly.
i read that as a misspelled heroes ๐
Still, don't use that language :)
Please welcome @queen arch to the community! :beers:
"Failed to generate skinning data, found conincident vertices in triangle" my lord cant find the issue D:<
@pallid compass It means you have two vertices on top of eachother.
@queen arch window shopping really ๐
Please welcome @chilly anchor to the community! :beers:
Please welcome @narrow ingot to the community! :beers:
whatup!
Please welcome @cold river to the community! :beers:
Please welcome @hollow falcon to the community! :beers:
is there a visualization mode for focal distance?
Please welcome @quiet radish to the community! :beers:
Good conversation for all you non-loungers: https://twitter.com/victorburgosG3/status/913184787740930048
@MorphoMustDie @Sythenz @JKashaar @_TheJamsh @joewintergreen This is a lesson learned for the whole #gamedev community. #indiedev #ue4 #unrealengine #unrealdev
#unity3d #rpgmaker #pixelart #pixel_dailies #gameart #gamedesign #gamedevelopment #education #edtech #GameMaker #Udemy #business #gamejobs #Games #Videogame #bitcoin #nvidia #AMD
Please welcome @blissful crown to the community! :beers:
Lol he said noone at 343 deserves a job, then 3 months later tries to get a job there? I don't see any lessons here, don't be a complete moron?
3 months!
I was expecting like... they found some slightly racist joke he made years ago or something
He actually said a lot more than that
Please welcome @naive smelt to the community! :beers:
Goes to show why it's important to always be professional and respectful.
I find it funny that anyone's assigning blame to the person who revealed this.
It's one thing for someone to dig up something in your past that has no bearing and ruin your career.
This case is super not that - it's 100% relevant to their career, the job they were being hired for, and the parties involved.
@ionic sedge ? Where do you see that?
Please welcome @median totem to the community! :beers:
Hi
Please welcome @paper tulip to the community! :beers:
It's not surprising he'd get more job offers, he's good at what he does and he's in a tight situation now. Wonder what those offers were, prolly less than he wanted originally
what is better to learn how to code our the blueprints iv been doing 3d modeling for a while now and want to get into coding
start with bueprints, it'll help you learn Python later
is blueprints easy to learn our takes time
I've seen professors teach C++ by starting with a similar kind of system
easier than learning python or something right off the bat
i guess i cant be really picky for starting off and that i know do you code Qwiggmo
like you wouldn't make an advanced AI system in blueprints
I have taken a intermediate level python course, but I'm an artist mainly
what would you say the best practice method is for learning c++
last week I bought a 52 hour long Udemy C++ course for UE4
it was on sale for $10
havent started it yet
The udemy course is a good start for beginner c++
I finished it, gives u quite a good depth
nice
it's only $15 now
you should get it
for 2 more days
normally $200
I'm going through the "Develop first 2 games" in Unreal now
and it's really good
is it something i can keep after purchasing
programmers will tell you programming is easy, but as an artist my whole life it's really been a struggle to wrap my head around the fundamentals
but it's doable
I think you can go through it multiple times
The udemy course is for life. U never loose it
yea i believe that anything is possible if you push your self and im about to be 23 in the us navy and just have always had this passion for gaming and creation and art and my thing is theres no need to go to school to learn and be succesful learning on your own.
there really isn't, you can learn everything with youtube and some paid courses
I went ot fullsail and it was good for me to focus on it and network
but I could've learned everything on my own
yea i have all my cerifitcation for windows and security plus, networking and server +
i didnt need school to get them
@rustic panther When at?
yea i was thinking about going to full sail but i was like i dont want to waiste money
I'll have ot look when I graduated
Trying to tell if you're someone whose face I vaguely recognize from 2008 - 2010 but whose name I forgot. :X
Nope, we never met. (Your real name, at least presumably, is easily found by the way)
๐ Just saying in case that's something you did care to secure.
I'm not annoymous at all with this handle
Me neither, but I digress. Sorry for the tangent.
np
Full Sail was fun though, and a lot of hard work
I only failed one of the portfolio classes too
well thats not bad but how much is your classes
bruuuughhhh lul
let me go dig my own grave real quick
I'm not saying go to Full Sail, but...
You should also consider alot of other factors than just the price.
such as
4 years for a degree somewhere else, while paying for housing for 4 years, but also being able to potentially work a job during that time
Versus
I wouldn't say it's worth the money, but it's worth something
and it all depends what you put into it too
In 4 years, spending only 2 years paying for housing and such, but not having any time for a job, but potentially getting to professional grade pay for 2 years once you have graduated.
get some scholarships
It's a more complicated comparison than merely the cost of the degree, especially taking in to account whether you can have the time for a job OR get a higher paying job/start your career sooner, or spend fewer years paying the cost of living while in school.
ya but you could also learn the same stuff home by yourslef if you're motivated enough
Cost of living also varies, so you'd have to account for the cost of living where that school is.
both jobs after school I got because of the people I knew from FS
What he said. If you really think you can self-teach, go for it and save the money. Just know that that takes a lot of discipline and you have to rely on what you can find, so it's more of a gamble.
And there's nothing wrong with admitting that you need some kind of externally enforced structure to work as a platform for developing your knowledge and skills.
every month at FS we all basically stayed up 24 hours before finishing a final project
I remember staying up like 3 days straight almost for a rigging final
Learn to shun the rising of the day star - it means another day has passed and you've got far less time to deliver.
@amber river I'm about to launch a YouTube series tonight sometime about this exact topic
learning programming or how to learn all this stuff
I've been compiling data for a little while now, and last night I was like...man, the same questions keep being asked
or the differences between blueprints/C++?
as far as school and stuff you mean @safe rose
i see
it's not a yes or no is it
No
its more of a first hand experience you mean
like for me, I'm not self motivated, I'll just play video games all day ro read reddit and never get anything done
That's the TL;DW slide
TooLongDidn'tWatch
But, I'll be answering common questions and guiding people as close as possible to their own answers
im the same way qwiggmo but ima try working on that for myself and my family my wife has notice iv been like that i think i just need to start working on being productive.
i fell like that will help me
be motivated
if you have the means, get an office somewhere
that doesn't have itnernet or something
that works for me lol
Big cities tend to have shared office space stuff like that.
I don't know about not having internet... that's not really viable for any tech field.
Certainly not viable for working with UE4.
ya I know what you mean
or just have it so it blocks everything but what you need
I worked at a place with no internet for 4 years
because it was for movies
X_X
this last year I've been in gamedev and I have everything
definitely makes it harder to concentrate
but its so nice to be able ot look something up too
I had to look stuff up on my phone before
and you werent allowed ot have your phone out o nthe floor
mostly ignored that though
Please welcome @wild creek to the community! :beers:
THanks Bot ๐
Anyone off-hand know when the "Search for help" seachbar in the top right died?
k, it's there in 4.15
4.16
hmm, never noticed it gone in 4.17
sad
hmmm
why
Please welcome @broken nimbus to the community! :beers:
Hiya guys. What is everyone's "go to" when they don't know how to do something either in blueprints, materials, lighting ect? I'm trying to compile a great knowledge base/resource list for myself and I'm looking for great resources outside of youtube, unreal engine official documentation.
and there is nothing wrong with YT or the official docs/wiki
I know there isn't. I've been living on youtube and the official site for the last 2 months. Just working on building from there.
I found a site called blueprintUE.com Has a bunch of copy pasta blueprints.
and my personal go to is to tear apart the content examples project if I get stuck
I've also discovered that there's a ton of BPs through pinterest
Ah yes the content examples. I'm in the process of trying to merge /migrate a big reference for myself
I usually start on you tube and look for breakdowns of similar content
I would have never thought to look on pintrest nice
dude
Don't go to pinterest if you havent yet. Its almost as bad as youtube. You'll get fucking lost in there and realize you spent a week without sleep just looking at everything
Ive been using the blue printing system in regaurds to materials and functions and stuff more related to the art end I am just now getting into the programing type of blue prints
Please welcome @upbeat shadow to the community! :beers:
darnit, why did no one tell me you could rebind keys in blueprints now lol
rebind, you have to set up every key, unless you use the default character and game mode, then you get movement and jump
I am trying to set up a key for autorun right now, i have thus far made the key toggle and move the player forward about an inch lol
well not on the input settings version. It was never even in any patch notes that I can see =/
Please welcome @lilac zodiac to the community! :beers:
hey boys
Welcome
just wanted to let everyone know that the pavlov vr workshop is in full swing and if anyone wants to make a map be sure to ask me for the invite to the discord!
r u the pavlov dev?
got some great people that can make great content in here and am just wanting to let everyone know
@upbeat shadow no but i am a map designer. you can talk to the pavlov dev if you head over to https://discord.gg/rzcUqm
Just askin cuz my friend plays that game and prefers it over onward, Im getting a vive soon though.
if you are wanting to know more about making a game it wouldnt hurt to get to know some things about a well known game such as pavlov!
yeah
in my opinion, pavlov is amazing
i picked up ue4 last week coming from unity 5 (veteran) and have already pushed a map out
Does anyone know why my Bullet wont import into the game? Its a OBJ file if that makes a difference.
fbx for life
Fbx?
Learn how to import static meshes.
Content import pipeline using the FBX format for meshes, animations, materials, and textures.
Please welcome @tame goblet to the community! :beers:
Welcome!
Please welcome @ornate hinge to the community! :beers:
Welcome
Please welcome @plush yew to the community! :beers: