#ue4-general

1 messages ยท Page 116 of 1

plucky reef
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I don't have time since I need this tomorrow evening ๐Ÿ˜ฆ

livid haven
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Pretty sure it's not in BeginPlay though. From context clues.

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It seems to happen in some kind of death logic.

safe rose
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At the very least, you should be able to understand things before you venture into other people's crazy logic ๐Ÿ˜ƒ

livid haven
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Possibly in reaction to Destroyed triggering.

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I'm betting what's happening is...

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The pawn placed in the level never gets possessed for the reason I already told him.

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When he kills it or causes it to be destroyed, that logic triggers.

plucky reef
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I'll send a video

livid haven
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Won't make a difference.

safe rose
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@livid haven Video won't help

livid haven
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Told you what you should try.

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That logic spawns a new pawn and tries to get the current pawn's controller which is, of course, still none.

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HOWEVER

plucky reef
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then how can I add a controller ?

livid haven
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The pawn BP probably has a default value for that property to auto-posses when spawned.

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So the new pawn that gets spawned during runtime gets auto-possessed.

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But the one placed in the level doesn't.

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Because that mechanism in Pawn explicitly separates those two types of spawning - runtime spawning versus placed-in-level spawning.

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And if he just set that property to auto-possess in both cases, it'd work.

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That's my theory and I'm sticking to it until evidence is presented otherwise, because it fits the bill perfectly.

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And I'm a stubborn bastard who doesn't know when to quit...

plucky reef
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how to make it auto-possess? right, the WrimmingBlueprintCharacter(self) "pawn" is auto possess "PLAYER 0" and AI CONTROLLER is set to PLAYERCONTROLLER

livid haven
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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.

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That is the property you probably need to change.

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I do not know what it's called. I just recall seeing it and what it does.

plucky reef
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in blueprint right?

livid haven
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You could do it in the blueprint, yes.

safe rose
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Can you take a screen shot of that whole BP?

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AutoPossessAI is the one you're thinking about Sion

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AutoPossessPlayer does not have that option

plucky reef
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sure victor, whole blueprint of the my swimmingblueprintcharacter wait

livid haven
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@safe rose And that indeed is the evidence that breaks my theory. ๐Ÿ‘

plucky reef
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haha

safe rose
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@plucky reef Actually, do you have a link to this free asset?

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Where did you find it?

plucky reef
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sure wiat

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here

safe rose
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Hmm

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

safe rose
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While this is nice

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I don't see the SwimmingCharacter BP anywhere

fallen tundra
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hey everyone

safe rose
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yo

fallen tundra
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I'm a ue4 newbie here ๐Ÿ˜ƒ

safe rose
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nice

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But, did find 3rd person char

plucky reef
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yes that is

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I just rename it

safe rose
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@plucky reef Do you know what replication is?

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Or anything in Multiplayer?

plucky reef
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cause I migrate some assets

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nooope

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here is the screenshots

safe rose
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I don't need them

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I have the asset opened myself

plucky reef
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ohh sorry

fallen tundra
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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?

safe rose
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okay, I'm going to leave now

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You're trolling

plucky reef
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sorry, I clicked it before I read your comments

safe rose
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Ah

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I'll give you another chance

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Anyway

livid haven
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Going to blame ignorance over malice here.

plucky reef
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internet here sucks

safe rose
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I just tested the map

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And it works perfectly

plucky reef
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sorry, i'm noob

safe rose
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Did you actually rename the asset or duplicated it?

plucky reef
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yes it works perfectly but my game settings wont shows until I kill and respawn my character

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RENAME it

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rename the blueprint

safe rose
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@plucky reef SOoo

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Back to square one

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Because I have the exact same project

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And mine works perfectly

plucky reef
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I migrate this one

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and it's not working, I suggest I should give you a video of my problem right?

safe rose
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Nah, I'm good actually.

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Sadly, I don't have much more time.

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You need to learn the fundamentals first.

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Before starting to pull a whole bunch of random assets together

fallen tundra
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sorry if I'm interrupting, but how do you get the camera to zoom onto certain objects that have been clicked? ๐Ÿ™‚

safe rose
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@fallen tundra /shrug

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By writing the logic to do it?

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Or

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Just downloading a free plugin

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You can bug @scenic chasm it's his plugin

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Otherwise, if you want, you could always do SetBlendCameraViews

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Look it up

fallen tundra
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oh okay, does this give the player the option that when he clicks on something, the camera will zoom into it?

safe rose
plucky reef
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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

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I think I need to recreate it, sigh, gonna start again

warm mountain
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hey guys does automatic LOD have a heavier impact on system performance vs manual LOD?

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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.

pallid compass
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in general no

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

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Please welcome @verbal iron to the community! :beers:

dire storm
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How is everyone doing tonight? What is everyone working on?

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

radiant gull
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how do i remove the gun and arms from the c++ fps template? this seems to be harder than i would expect -_-

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also hello

dire storm
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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.

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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.

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hm

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So if you change your user name it doesn't update your previous messages

surreal viper
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it does not

verbal iron
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Good morining all

dire storm
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Yikes its already 3am!

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I still have 4 more hours of tutorials slated ๐Ÿ˜ฆ

plucky reef
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UPDATE: still didn't work tried all your suggestions but nahhh

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tried it couple of times, start from start but naaah failed

radiant gull
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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

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@dire storm
i think thats the right name?

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o wait just read the part where you said you dont know XD

verbal iron
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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.

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I thought, maybe its some issue with VXGI build, so I made stock, clean UE4 build, but same story there as well.

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is there some plugin template pack i need to download&install to have it appear in engine?

plush yew
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i cant find any real time tutorials blender asset creation ๐Ÿ˜ฆ

plush yew
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no i am not too lazy to youtube them

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๐Ÿ™„

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but there isn't anything good

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

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@brave matrix hi

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

wary wave
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wtf - how long has this been there and why the feck is it the default!?

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why would you want to hide components?

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

meager bough
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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))

short onyx
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Hey, is it possible to use UnrealEngine 4.17 on my game i made in 4.16? Thanks ๐Ÿ˜ƒ

cloud cobalt
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You can migrate to 4.17, yes

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Be sure to do a branch in source control so that you can go back if needed

surreal viper
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why should he create a branch? ๐Ÿ˜ฎ

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you can go back anytime anyway, that's half of the stuff the source control system is about :/

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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 :/

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something goes wrong I just revert everything

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just don't forget to commit before engine update and your project will be fine

thorn topaz
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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?

cloud cobalt
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@surreal viper You don't want to move your project to a version and start developing on it

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Because you'll find out about a breaking change two weeks later and have two weeks worth of un-recoverable assets

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The safe way to update is to do a branch, test it for some time while development goes on on the master branch

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Then once you're sure you'll update to it, merge the branch back into master

frank escarp
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i normally only update once the version is on .1 or .2

cloud cobalt
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It's trivial to merge "game" changes to a "new engine" branch - the opposite is close to impossible

frank escarp
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and obviously i first test that it doesnt break

cloud cobalt
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In my experience the bugs rarely show up in the first hours of testing

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More like after packaging it and checking everywhere and finding a corner case that changed behaviour

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(Not talking about API changes, but engine regressions)

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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

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Just testing locally for a few days and updating would have been a potentiel disaster (had 4.17.2 not fixed it)

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With branches, as long as you don't decide to drop the older version, you can have both in parallel indefinitely

surreal viper
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I see your point Stranger, thanks
I guess once I release something I will change tactic ๐Ÿ˜„ I just wait for .2 and usually am fine right now

cloud cobalt
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Yeah I've had no reason to distrust the final releases

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What I did had once was with 4.14 or something, that broke mouse inputs

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In corner cases where the cursor would be toggled, with some complex states behind

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We saw that way after updating

sharp crest
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Does anyone know if there are any critical bugs in the new preview version?

cloud cobalt
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Probably lots of them

sharp crest
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Yea I guess lol

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I guess I should wait

cloud cobalt
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It depends on your game and target hardware

sharp crest
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hmm what do you mean by that

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I dont want it just for testing

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for my game project

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I wonna upgrade versions because I'm in 4.16

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so not sure if I should go to 4.17 or to the preview 4.18

cloud cobalt
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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

ionic sedge
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Test in 4.18 for sure.

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And if you find any bugs report them and they'll get fixed.

sharp crest
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I mean I dont want to test, I want it for my game project

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I'm asking if there are gonna be any critical bugs that will remove my folder or something crazy like that lol

cloud cobalt
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In that case you can test the preview on a branch but I'd never release a preview build to anyone

ionic sedge
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It'll be a copy of your project anyway so it shouldn't matter.

cloud cobalt
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Well you have source control, right ?

sharp crest
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no the game aint ready yet so until we release it the full version should be out and we will upgrade to it

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so if I dont package it's gonna be fine?

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no I'm not using source control

cloud cobalt
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Start there...

sharp crest
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Ok so if my project breaks I can blame you

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lol

cloud cobalt
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If you're shipping a game or planning on doing so, no source control is borderline criminal

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

cloud cobalt
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Loss of work shouldn't happen even if your computer catches fire or something

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

sharp crest
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We are moving the project to source control soon but for the moment it's on my pc, and ok thanks for the tips

cloud cobalt
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Well in that case I'd never think about changing version

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Or powering up the computer for that matter

sharp crest
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I'm making a backup of the project to change the version on lol

dire storm
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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 ...

โ–ถ Play video
cloud cobalt
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What if you find out that the version has a bug only a week later @sharp crest ?

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You'd have to drop the work you did since you did a backup

sharp crest
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or just move the files over?

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lol

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we are mostly using bps too so it should be easy

cloud cobalt
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You can't use 4.17 files in 4.16

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Or any N+1 version with version N, really

sharp crest
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hm are you sure about that lol

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I will check once I got the new version updated

cloud cobalt
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I'm positive 4.17 or later files don't work in 4.16, at least ๐Ÿ˜ƒ

sharp crest
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oh yea that could be

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will check

cloud cobalt
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That's why I'm telling you to use source control, and branches

sharp crest
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I have branches on my pc :P folders

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lol

cloud cobalt
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sigh

sharp crest
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xD

cloud cobalt
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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"

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Obviously works better with source code than Blueprints but still

sharp crest
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Cool

surreal viper
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I remember first time I heared about source control in university I did not wanted to use it

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cause I can backup my files and stuff

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would be nice to forget stuffs like this, my own previous stupidity makes me feel meh ๐Ÿ˜ข

atomic siren
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you went to university to learn :)

ionic sedge
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In other related(?) news, 4.18 preview 2 is out.

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

vestal cloak
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I got an error with 4.17, it cant find some sort of defaultblahblah.ini

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

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Please welcome @inland dragon to the community! :beers:

dire storm
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Anyone have a preferred dynamic weather system they like for UE4?

final owl
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howdy YALL do yall minds if i axe YALL a question?

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what are the main differences between blender and 3ds max? pros and cons?

regal mulch
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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.

elfin plaza
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each and every model builder has the same tools

final owl
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ok thx brodudes

elfin plaza
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just blender is free

final owl
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cool beans

kind egret
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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.?

safe rose
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So many fixes in p2

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sexy

plucky reef
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is there a way to update the color of the PP base on something?

ionic sedge
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@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.

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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.

kind egret
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@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?

ionic sedge
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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.

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You can export collision at the same time using the UCX_ (and whatever else) prefixes.

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Or just generate it in UE4. Or use Complex as Simple if the poly count is pretty low.

kind egret
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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?

ionic sedge
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Well you can just profile it.

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But I think for static stuff complex as simple can work.

kind egret
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Okay thanks again. This helps already a lot ๐Ÿ˜ƒ

ionic sedge
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For stuff like floors, walls, windows and so on it's probably alright.

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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.

kind egret
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Yeah true. Thus there may be a lot testing in such cases

ionic sedge
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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.

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In that case a flat collision may be better.

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@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.

kind egret
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Oooooh. Okay that's a good and important point. This is something I will definitely keep in mind. Great piece of information.

safe rose
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<@&213101288538374145> ^^ spamming

worn granite
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@potent quiver after viewing the video I wouldn't want to buy the game

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either as consumer or future developer

restive eagle
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and he is selling account with market place items, is that allowed?

safe rose
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Um

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I'd have to read the MP rules

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I mean, seeing how we are allowed to buy games with MP assets

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No idea. not a lawyer.

regal mulch
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You know, Victor

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Telling us once in one channel is enough

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Thanks though

safe rose
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huh?

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But it was in multiple channels

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How would you know?

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Had to @ you in all channels so you would get the notification

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Hmm

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Too bad we can't report posts

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@leaden harness

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Any chance we could see that? Right click on a message, report, and all Moderator level + would get a notification

pallid compass
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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 ๐Ÿ˜ฆ

frank escarp
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@pallid compass one

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pure white

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becouse then you multiply it with your custom color

urban kettle
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hey where can i look for some help on sequencer stuff?

pallid compass
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oh ;o

safe rose
urban kettle
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so should i field sequencer questions to level design or animation?

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

twin knoll
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. 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

worn granite
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Its the new particle thing

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whenever it gets done

pallid compass
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Is it viable to build everything via layering in materials? or is it expensive af

tall pendant
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layered mats are a bit expensive but perfectly fine for hero chars for example

pallid compass
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Im talking everything

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but not huge landscapes#

tall pendant
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hmm i wouldn't use LM on everything, too expensive but thats just my opinion

pallid compass
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how expensive though

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What if its just like 2 layers?

tall pendant
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every layer is rendered and blended at runtime.

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IIRC it also depends on your material complexity

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also drawcalls

pallid compass
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Instancing would reduce this ofc

uneven fractal
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is there a good subsystem I can run my multiplayer with that isn't steam

pallid compass
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not too complex, id just like to run with a material function library to make my life easy

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its only for a small project

uneven fractal
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I don't have a developer id yet with steam so I can't use it for testing after cooking

pallid compass
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I just built my own for that type of stuff

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Really trace bullet system

frank escarp
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@Xanjis#5079 get one

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100 dollas

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you gonna have to get it anyway after all

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that way you can then also distribute beta builds through steam

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even if the game isnt on sale yet

uneven fractal
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don't you have to get a bussiness liscene as well?

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to register through steam direct

pallid compass
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no

uneven fractal
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brb time to go make a kickstart for a 100 bucks

pallid compass
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some peeps are crazy and go balls deep in to steam with out even a base ltd company setup

frank escarp
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you can use your own name

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i did

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for a while

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then i migrated to company

uneven fractal
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do you need a tax history under your name and do you need to be 18?

frank escarp
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the 18 thing sure

pallid compass
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I think u need to be 18

uneven fractal
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darn

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damn government stopping me from making money

tall pendant
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with a Company it makes your life easier on steam ๐Ÿ˜›

pallid compass
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^

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man im so happy with new laptop

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so comfy to work with

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negeleting main rig rn

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

livid haven
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Depends what exactly we're asking here

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If we're talking about what Steam requires, I don't know.

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If we're talking about what it takes to form some kind of legal business entity, that depends on your country.

leaden harness
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@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.

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At Moderators in chat would work most of the time, for servers that have roles set up like that

livid haven
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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.

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Assuming that they're trying to report some kind of violation.

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

winged flare
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Looking for some help.. new to UE.

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trying to load up the top down template, I have no clue where to go get this template

livid haven
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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.

leaden harness
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We have (experimentally in some servers) added a report button that was more like "flag illegal activity to report to Discord"

livid haven
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Hmmm. Fair.

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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.

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Could potentially have both use the same mechanism, for normal users, and put the onus on server mods/admins to do the latter?

winged flare
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perhaps I should ask this.. Which channel should I go to to get some quick assistence ?

worn granite
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Lol I'm imagining discord staff getting reports that a guy posted a meme in the wrong channel on some server

livid haven
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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.

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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.

tall pendant
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@winged flare It should be an option if you create a new project afaik

winged flare
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@tall pendant giving it a try

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Thank you

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ok, there it is.. well damn..

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thank you

tall pendant
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@winged flare np

surreal viper
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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?

tall pendant
#

re: switching names: Yes. You would need a new partner account tho. Valve has a form ready for such cases.

surreal viper
#

a new partner account?

tall pendant
#

yup

#

Its the account you need to do business on Steam.

surreal viper
#

ok, so I can move the game between partner accounts, right?

#

does it cost money?

frank escarp
#

no

surreal viper
#

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 ๐Ÿ˜„

gloomy horizon
#

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?

frank escarp
#

you are talking about root motion

#

thats actually fairly complicated to get right in blender

#

with the export settings stuff

gloomy horizon
#

oh okay

frank escarp
#

i remember i got it working by doing the root motion by animating the actual skeleton position

#

as in the skeleton object

gloomy horizon
#

yeah I did that too

frank escarp
#

but they changed some stuff

#

so might not work anymore

gloomy horizon
#

Oh wait I didn't edit mode it I just rotated it in pose mode

frank escarp
#

i think now its better to have an "armature" object, and then have a root bone on 0,0,0position

gloomy horizon
#

I have 5 branches off from the root

frank escarp
#

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

gloomy horizon
#

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

frank escarp
#

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

gloomy horizon
#

But wait

#

should I rotate my animation in blender or remove the rotations and just keep the rest

frank escarp
#

depends on export settings...

gloomy horizon
#

I assume it would be better to do the rotation on the code side

frank escarp
#

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

gloomy horizon
#

Oh cool stuff

frank escarp
#

that tries to fix some issues

gloomy horizon
#

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

frank escarp
#

that is exactly how it works

#

you add new actions for the different animations

#

they export as separated animations

gloomy horizon
#

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

frank escarp
#

as i said, depends on the settings

gloomy horizon
#

๐Ÿ˜›

frank escarp
#

you need a root bone

#

you dont have one there

gloomy horizon
#

Oh, okay. Is there a way to add one?

frank escarp
#

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

gloomy horizon
#

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

frank escarp
#

armature edit mode

gloomy horizon
#

kk

frank escarp
#

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

gloomy horizon
#

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.

pallid compass
#

anyone throw me a guide line too what is good and bad material instructions

frank escarp
#

of course it breaks

#

you changed all the bones

gloomy horizon
#

Yeah I reparented it properly haha

#

wasn't a very smart move that first time...

ionic sedge
#

It didn't look right with everything parented to it either. ๐Ÿ˜›

gloomy horizon
#

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

pallid compass
#

wait the fuck is this 16 texture limit i just hit ;o

ionic sedge
#

Texture sampler limit? Or something else?

pallid compass
#

yes that

#

its a first haha

azure sierra
#

how in the world do i fix this? lol CookResults: Error: Couldn't save package, filename is too long

worn granite
#

reduce the length of your paths

azure sierra
#

-.-

worn granite
#

so instead of C:\Users\SuchAndSuch\Documents\UnrealProjects\MySuperLongGameName\ do C:\wf\ue\MySuperLongGameName\

#

or even C:\Project

azure sierra
#

yeah i probably should do that too

#

i just deleted the infinityblade assets since i wasn't using them yet ๐Ÿ˜›

plush yew
#

Please welcome @shadow gull to the community! :beers:

plush yew
#

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

radiant gull
#

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

tropic pilot
#

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?

plush yew
#

Please welcome @supple ferry to the community! :beers:

#

Please welcome @tough flint to the community! :beers:

tough flint
#

Hello

#

where should I ask for help to bring a character made in Maya to Unreal?

plush yew
#

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

#

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

#

Are there any rules here?

tough flint
plush yew
#

Hello

#

Are discord invites allowed?

worn granite
plush yew
#

Which channel is that?

worn granite
plush yew
#

?

#

Oh

#

Fml

worn granite
#

Pretty sure if somebody asks you for an invite its ok

plush yew
#

Please welcome @hazy sigil to the community! :beers:

#

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

plush yew
#

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

tough flint
#

wot did I do

plush yew
#

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

#

Please welcome @stable orchid to the community! :beers:

plush yew
#

Please welcome @amber river to the community! :beers:

tough flint
#

where do I ask for help ?

#

<@&213101288538374145>

#

don't know who to ping so

livid haven
#

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.

tough flint
#

hmm

livid haven
#

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.

ashen brook
#

Looks a bit like scaled bones

livid haven
ashen brook
#

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

midnight mantle
#

anyone here played Dragon Nest or Vindictus before?

short onyx
#

Hey, someone tell me that i can migrate my 4.16 game to 4.17. Someone can tell me how please? Thanks :3

livid haven
#

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.

cloud cobalt
#

We had that conversation yesterday @short onyx

livid haven
#

๐Ÿค” This did seem like deja vu to me.

#

I effectively restated pretty much everything you said. Womp womp.

cloud cobalt
#

I also had it again with @sharp crest and you hours later

livid haven
#

๐Ÿ‘

#

Bahaha

cloud cobalt
#

I'm like the resident "use source control" person here

livid haven
#

Well you have an ally in this.

short onyx
#

Sorry, i'm on my phone, i gonna check that when i can, thanks :)

sharp crest
#

Yo

#

?

#

Oh I see lol

weary basalt
#

Only 200

#

lol

cloud cobalt
#

And only really unjustifiable ones, too

#

Still, it's something

wary wave
#

"Based on his findings, the studioโ€™s 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

cloud cobalt
#

I'm guessing there are lots of other asset flips on the market still

wary wave
#

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

cloud cobalt
#

Also most of them are probably less stupid about it

#

I'd be very cool with a "a game a year" policy on Steam

surreal viper
#

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

cloud cobalt
#

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

#
short onyx
cloud cobalt
#

@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

short onyx
#

hmmmmmm..... I think i gonna stay on 4.16 xDDD

livid haven
#

-_-

short onyx
#

look complicate x)

cloud cobalt
#

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 ?

short onyx
#

Beside the animation stuff, what is the big change in 4.17? Better Blueprints right?

livid haven
#

"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.

short onyx
#

More possibility with blueprints *

surreal viper
#

of course not, but it isn't that big of a problem imo

short onyx
#

I have look in it, but..... i just get that animation is more easy and some change with blueprints

surreal viper
#

+valve already began to do something against them, right?

livid haven
#

We'll see if they keep being proactive about it though

#

I suspect not.

surreal viper
#

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 :/

livid haven
#

I've said it before. If you're a tiny project, you should not be on Steam.

short onyx
#

Big explosion with cool music in trailer xD

#

Triple A game.

#

โค

cloud cobalt
#

@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

#

^three games this month

#

https://steamspy.com/dev/G.+Malta
^two games this month

livid haven
#

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.

cloud cobalt
#

https://steamspy.com/dev/Broadplay+Games
^ tthree games in two months

#

etc

short onyx
#

I have take like 6month and i still not finish my game xD

surreal viper
#

wow that actually makes the statistic less depressing about the released games each month

#

cause I don't feel like they are competition ๐Ÿ˜„

livid haven
#

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.

surreal viper
#

btw just cut everything under 9$ and we should be fine ๐Ÿ˜„

short onyx
#

And cool free game? ๐Ÿ˜ฆ

cloud cobalt
#

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

short onyx
#

What kind of game?

cloud cobalt
#

No one wants to look at new Steam games anymore because 95% of them are pure shit

livid haven
#

The hell are you on about @short onyx? Nothing you're saying has had any connection to anything anyone's been saying.

plush yew
#

Please welcome @proven heath to the community! :beers:

surreal viper
#

actually it did

livid haven
#

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.

surreal viper
#

like I said I would drop everything from steam under 9$ and he asked what about cool free games

south ridge
#

Or you know

#

Valve could

#

Look at games they publish

surreal viper
#

I don't think they care much ๐Ÿ˜ข

short onyx
#

@livid haven Stranger say he have a 4years project (a game) so i ask what kind of game :/

livid haven
#

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.

south ridge
#

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

livid haven
#

Ostensibly, the number of legitimate games getting on Steam is still too much to manually vet.

cloud cobalt
#

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

south ridge
#

Is it really

short onyx
#

@livid haven I watch Youtube and chat, and i have a new keyboard xD

south ridge
#

How many games are there on steam right now, I wonder

cloud cobalt
#

@short onyx It's called Helium Rain

short onyx
#

@cloud cobalt I check that

cloud cobalt
#

@south ridge Valve does check that the game runs, ostensibly

south ridge
#

Isn't there like less than 30k total games on steam right now

cloud cobalt
#

8K I think

livid haven
#

@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.

cloud cobalt
#

Oh no wya more

#

17 000

south ridge
#

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

livid haven
#

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.

south ridge
#

With a team of 5 to 10 people, you could totally vet 3-4 games per day for basic... presence of content

short onyx
#

@cloud cobalt Looks cool ! Shame on me I can not spend 15$ x)

south ridge
#

Obviously they don't have to vet every new game, just games for new partners they had no relations with before

livid haven
#

@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. ๐Ÿคท

south ridge
#

And then act reactively when old established partners do something bad

livid haven
#

So it won't happen.

surreal viper
#

who would want to do that job anyway? ๐Ÿ˜ฎ

south ridge
#

Who would wanna sit all day and play games

#

And get paid for it

cloud cobalt
#

Manual vetting isn't even required. Basic rules like not releasing two games the same month would be basic, no-brainer common sense

livid haven
#

Sit all day and play games indiscriminately???

south ridge
#

You don't even have to play ones you don't like

#

Just verify they have something

surreal viper
#

@cloud cobalt I agree, it looks like an easy problem they just don't care about enough to solve

livid haven
#

I still think it's largely resolvable with the proper application of a tiny bit of smart engineering.

cloud cobalt
#

The real issue is that Valve probably don't want to solve that particular problem

south ridge
#

Or you could throw a bunch of outsourced indians onto it

ashen brook
#

or just, you know, hiring people?

#

๐Ÿ˜„

livid haven
#

That's way more practical than keeping a dedicated staff employed.

wary wave
#

if that Steamspy data is vaguely accurate, those shovelware guys are making absolute bank

surreal viper
#

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 ๐Ÿ˜ข

south ridge
#

If anything, one has to wonder if they gain something by shovelware

undone coral
#

i need some help with the destructible skeletal meshes, kindly let me know if someone is willing to help me out. :/

surreal viper
#

100$/title is already something ๐Ÿ˜„

livid haven
#

A slice of the pie, @south ridge.

wary wave
#

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)

cloud cobalt
#

And VAT

livid haven
#

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.

cloud cobalt
#

But even $500k per week is way enough to make it viable

south ridge
#

$500k per week?!

#

๐Ÿ˜„

cloud cobalt
#

$500

#

๐Ÿ˜ƒ

south ridge
#

I would just give up and release shovelware if I could shovel in $500k per week

cloud cobalt
#

I'd sure love to make $500k a week, or a year, really

ashen brook
#

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

surreal viper
#

I would make 500k a week for two weeks and then I would finally be able to work on my dream game ๐Ÿ˜›

#

just to go bankrupt after 5 years wit h a canceled project

#

then I could start over again ๐Ÿ˜„

south ridge
#

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

plush yew
#

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

short onyx
#

Where can i change the Exposure? (i have remove the auto exposure because i don't like it)

ashen brook
#

in the auto-exposure settings

#

just set both the min and max it to something lower/higher, depending on what you want

short onyx
surreal viper
#

in the details panel of the post process volume
both 1.0 works fine for me

short onyx
#

Find it, thanks ๐Ÿ˜ƒ

wary wave
#

weird, setting the scale on a mesh instance to -1,1,1 is turning it completely inside out instead of flipping it in X

plush yew
#

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

weary basalt
#

@wary wave Handy for building levels as well ๐Ÿ˜ƒ scale into the negatives and you get an exact opposite of the mesh you had.

#

Well, the inside out version

#

lol

plush yew
#

Please welcome @silent lark to the community! :beers:

wary wave
#

well, it's not handy, because it's not working!

#

the mesh should be flipped, not inside out D:

plush yew
#

Please welcome @teal stump to the community! :beers:

plush yew
#

Please welcome @ashen ether to the community! :beers:

plush yew
#

Please welcome @flat scroll to the community! :beers:

plush yew
#

Please welcome @low pond to the community! :beers:

#

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

dire storm
#

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 ๐Ÿ˜ƒ Thanks . Hope everyone has a great day

glass nova
#

anyone knows why my skeletal mesh from blender gets autosmoothed after I import to ue4 ?

frank escarp
#

@glass nova smoothing groups not exported

glass nova
#

hmm, never had to do that before

#

just to be clear I want it to be boxy...

#

no smoothing

plush yew
#

Please welcome @clever mauve to the community! :beers:

glass nova
#

solved by choosing faces in export options.

ionic sedge
#

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).

devout gulch
#

@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

ashen brook
#

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

plush yew
#

Please welcome @crystal thorn to the community! :beers:

crystal thorn
#

any channel for effects?

ashen brook
#

@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.

paper kernel
#

that's actually quite handy ๐Ÿค”

plush yew
#

Please welcome @swift tendon to the community! :beers:

honest vale
#

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

tall pendant
#

It is.

ionic sedge
#

Now if only marketplace assets were approved as fast as that post came. ๐Ÿ˜›

keen carbon
#

dang, I've only been gone for 2 months! we have 2100 users!!

plush yew
#

Please welcome @main basin to the community! :beers:

plush yew
#

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

livid bison
#

is metal 2 in ue4 yet?

#

ormis it like vulkan they say it's there but it never works

dire storm
#

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

plush yew
#

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.

ionic sedge
#

@plush yew Then you can't simulate physics.

plush yew
#

but how can i

#

i want good colis.

#

making manual colis?

ionic sedge
#

Yeah, you need to make it yourself (or generate it with the UE4 collision creation thing).

plush yew
#

but what are simulated objects?

ionic sedge
#

Objects with Simulate Physics enabled, either in the checkbox in the details panel, in BP or C++.

plush yew
#

but what are they? ::D

#

ill google

reef python
#

What should i pick when installing VS 2017 to work with unreal

livid bison
#

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?

ionic sedge
#

@plush yew Simulated objects are affected by gravity, forces and stuff like that.

plush yew
#

ah that is new..

plush yew
#

Please welcome @lilac walrus to the community! :beers:

dire storm
#

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.

fierce cipher
#

can you use C# in unreal?

#

I like the feeling of Unreal VR apps more than unity.

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ones I have seen anyways

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I assume people are using some sort of libraries with it

plush yew
#

@dire storm ofc its fully ok

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you're not stealing anything.

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just copying

frank escarp
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@fierce cipher not at all

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its just that ue4 has devs that care a bit more

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its too easy to grab the VRTK on unity and get something done

fierce cipher
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k

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meaning '

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the "real programs" are on unreal

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also @frank escarp your pirates game needs voiceover dude

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haha

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I was sooo disappointed when i watched the trailer and didn't hear ridiculous pirate voices

frank escarp
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wait what the fuck

fierce cipher
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wait

frank escarp
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i dont have a pirate game

fierce cipher
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ohhh i thought you made "v arr"

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didn't you make vr dungeon knight?

frank escarp
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no, i did make dungeon prototypes (better than that), but havent released

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ive made DWVR

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a shooter

fierce cipher
#

ooooooooooooooooooooo

flat scroll
#

Anybody familiar with the Advanced Turn based toolkit?

frank escarp
#

recently released on PSVR

fierce cipher
#

right i got them mixed up

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that's dope bro

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that was meant to be a psvr for sure

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and congrats!

plush yew
#

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

gentle skiff
#

๐Ÿ‡ญ ๐Ÿ‡ช ๐Ÿ‡ฑ ๐Ÿ‡ฑ ๐Ÿ‡ด ๐Ÿ‡ฆ ๐Ÿ‡ฑ ๐Ÿ‡ฑ

sacred crater
#

@pallid compass take this as a warning, stay friendly.

tall pendant
#

i read that as a misspelled heroes ๐Ÿ˜›

pallid compass
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it was friendly haha sorry

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anyone in here use nvidia physics cloth?

sacred crater
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Still, don't use that language :)

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

queen arch
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Heyall!

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@gentle skiff ... what are you doing here?

pallid compass
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"Failed to generate skinning data, found conincident vertices in triangle" my lord cant find the issue D:<

ionic sedge
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@pallid compass It means you have two vertices on top of eachother.

pallid compass
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man setting up real world apex is hard

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0 doc anywhere

gentle skiff
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@queen arch window shopping really ๐Ÿ˜

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

plush yew
#

Please welcome @narrow ingot to the community! :beers:

narrow ingot
#

whatup!

plush yew
#

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

plush yew
#

Please welcome @hollow falcon to the community! :beers:

rustic panther
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is there a visualization mode for focal distance?

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

safe rose
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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

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

rustic panther
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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?

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3 months!

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I was expecting like... they found some slightly racist joke he made years ago or something

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He actually said a lot more than that

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

cunning umbra
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Goes to show why it's important to always be professional and respectful.

livid haven
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I find it funny that anyone's assigning blame to the person who revealed this.

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It's one thing for someone to dig up something in your past that has no bearing and ruin your career.

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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
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He got 4 other AAA job offers. Seems like it was a good plan!

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๐Ÿค”

safe rose
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@ionic sedge ? Where do you see that?

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

median totem
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Hi

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

rustic panther
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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

amber river
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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

rustic panther
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start with bueprints, it'll help you learn Python later

amber river
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is blueprints easy to learn our takes time

rustic panther
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I've seen professors teach C++ by starting with a similar kind of system

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easier than learning python or something right off the bat

amber river
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my thing is can blueprints go the extent of what coding can do for a game

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?

rustic panther
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no

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but they go a long way

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you can optimize better with C++ too

amber river
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i guess i cant be really picky for starting off and that i know do you code Qwiggmo

rustic panther
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like you wouldn't make an advanced AI system in blueprints

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I have taken a intermediate level python course, but I'm an artist mainly

amber river
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what would you say the best practice method is for learning c++

rustic panther
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last week I bought a 52 hour long Udemy C++ course for UE4

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it was on sale for $10

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havent started it yet

frosty bloom
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The udemy course is a good start for beginner c++

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I finished it, gives u quite a good depth

rustic panther
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nice

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it's only $15 now

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you should get it

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for 2 more days

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normally $200

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I'm going through the "Develop first 2 games" in Unreal now

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and it's really good

amber river
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is it something i can keep after purchasing

rustic panther
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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

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but it's doable

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I think you can go through it multiple times

frosty bloom
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The udemy course is for life. U never loose it

amber river
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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.

rustic panther
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there really isn't, you can learn everything with youtube and some paid courses

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I went ot fullsail and it was good for me to focus on it and network

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but I could've learned everything on my own

amber river
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yea i have all my cerifitcation for windows and security plus, networking and server +

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i didnt need school to get them

livid haven
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@rustic panther When at?

amber river
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yea i was thinking about going to full sail but i was like i dont want to waiste money

rustic panther
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I'll have ot look when I graduated

livid haven
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Trying to tell if you're someone whose face I vaguely recognize from 2008 - 2010 but whose name I forgot. :X

rustic panther
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thats about the time ya

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graduated 2011

livid haven
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Nope, we never met. (Your real name, at least presumably, is easily found by the way)

rustic panther
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october I think

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ya I know

livid haven
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๐Ÿ‘ Just saying in case that's something you did care to secure.

rustic panther
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I'm not annoymous at all with this handle

livid haven
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Me neither, but I digress. Sorry for the tangent.

rustic panther
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np

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Full Sail was fun though, and a lot of hard work

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I only failed one of the portfolio classes too

amber river
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well thats not bad but how much is your classes

rustic panther
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ha

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something like $80k

amber river
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bruuuughhhh lul

rustic panther
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ya

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not cheap

amber river
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let me go dig my own grave real quick

livid haven
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I'm not saying go to Full Sail, but...

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You should also consider alot of other factors than just the price.

amber river
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such as

livid haven
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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

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Versus

rustic panther
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I wouldn't say it's worth the money, but it's worth something

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and it all depends what you put into it too

livid haven
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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.

rustic panther
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get some scholarships

livid haven
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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.

rustic panther
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ya but you could also learn the same stuff home by yourslef if you're motivated enough

livid haven
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Cost of living also varies, so you'd have to account for the cost of living where that school is.

rustic panther
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both jobs after school I got because of the people I knew from FS

livid haven
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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.

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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.

rustic panther
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every month at FS we all basically stayed up 24 hours before finishing a final project

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I remember staying up like 3 days straight almost for a rigging final

livid haven
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Learn to shun the rising of the day star - it means another day has passed and you've got far less time to deliver.

safe rose
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@amber river I'm about to launch a YouTube series tonight sometime about this exact topic

rustic panther
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learning programming or how to learn all this stuff

safe rose
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I've been compiling data for a little while now, and last night I was like...man, the same questions keep being asked

rustic panther
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or the differences between blueprints/C++?

safe rose
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Or the same "worries"

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Nah, about getting into game development

amber river
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as far as school and stuff you mean @safe rose

safe rose
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Should people get game dev degrees

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Right

amber river
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i see

rustic panther
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it's not a yes or no is it

safe rose
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No

amber river
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its more of a first hand experience you mean

rustic panther
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like for me, I'm not self motivated, I'll just play video games all day ro read reddit and never get anything done

safe rose
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That's the TL;DW slide

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TooLongDidn'tWatch

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But, I'll be answering common questions and guiding people as close as possible to their own answers

amber river
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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.

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i fell like that will help me

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be motivated

rustic panther
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if you have the means, get an office somewhere

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that doesn't have itnernet or something

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that works for me lol

livid haven
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Big cities tend to have shared office space stuff like that.

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I don't know about not having internet... that's not really viable for any tech field.

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Certainly not viable for working with UE4.

rustic panther
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ya I know what you mean

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or just have it so it blocks everything but what you need

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I worked at a place with no internet for 4 years

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because it was for movies

livid haven
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X_X

rustic panther
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this last year I've been in gamedev and I have everything

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definitely makes it harder to concentrate

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but its so nice to be able ot look something up too

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I had to look stuff up on my phone before

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and you werent allowed ot have your phone out o nthe floor

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mostly ignored that though

plush yew
#

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

wild creek
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THanks Bot ๐Ÿ˜ƒ

safe rose
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Anyone off-hand know when the "Search for help" seachbar in the top right died?

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k, it's there in 4.15

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4.16

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hmm, never noticed it gone in 4.17

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sad

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hmmm

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why

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

dire storm
#

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.

grim ore
#
#

and there is nothing wrong with YT or the official docs/wiki

dire storm
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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.

grim ore
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and my personal go to is to tear apart the content examples project if I get stuck

dire storm
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I've also discovered that there's a ton of BPs through pinterest

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Ah yes the content examples. I'm in the process of trying to merge /migrate a big reference for myself

broken nimbus
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I usually start on you tube and look for breakdowns of similar content

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I would have never thought to look on pintrest nice

dire storm
#

dude

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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

broken nimbus
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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

plush yew
#

Please welcome @upbeat shadow to the community! :beers:

grim ore
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darnit, why did no one tell me you could rebind keys in blueprints now lol

upbeat shadow
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hi

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is anyone else new to UE4 and looking for other people to start a game with?

broken nimbus
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rebind, you have to set up every key, unless you use the default character and game mode, then you get movement and jump

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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

safe rose
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@grim ore That was forever ago

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I thought you had already done a tutorial on it

grim ore
#

well not on the input settings version. It was never even in any patch notes that I can see =/

plush yew
#

Please welcome @lilac zodiac to the community! :beers:

lilac zodiac
#

hey boys

upbeat shadow
#

Welcome

lilac zodiac
#

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!

upbeat shadow
#

r u the pavlov dev?

lilac zodiac
#

got some great people that can make great content in here and am just wanting to let everyone know

upbeat shadow
#

Just askin cuz my friend plays that game and prefers it over onward, Im getting a vive soon though.

lilac zodiac
#

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

upbeat shadow
#

Does anyone know why my Bullet wont import into the game? Its a OBJ file if that makes a difference.

safe rose
#

fbx for life

upbeat shadow
#

Fbx?

safe rose
plush yew
#

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

upbeat shadow
#

Welcome!

plush yew
#

Please welcome @ornate hinge to the community! :beers:

upbeat shadow
#

Welcome

plush yew
#

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