#ue4-general
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you can't deny the fact that PC communities are demanding
yup the whole PC Masterrace bull crap
since we basically have a HUGE variety of games to choose from
its because it is easier to communicate for pc player, than for console
even if you look at sony shop it is nigthmare
it's rare finding an actually positive community these days
The most hardcore demanding players are usually on PC, naturally, because they're the people spending $200 on a keyboard and $1500 on a PC
That's like natural selection at work
The people who just enjoy games like movies usually are more likely to go to consoles
Obviously it's not completely clear cut
FYI, the Amazon Basics Keyboard is $13 and bends!
Please welcome @plush yew to the community! :beers:
err, bendable hard plastic*
(i don't think it's supposed to)
I know one of my clients made a custom keyboard for his favorite game. Like he bought parts, an Arduino, LCD screen and made a custom control panel for Kerbal Space Program.
wobbles on the desk too! ๐
Obviously people like that are going to be super demanding of your own game
well, I mean it's kerbal space program
(And they're great at feedback)
HAHAHA they spend $2000 on PC and would usually pirate all their games(based on my experience with my friends)
Console crowd is more likely to demand zero bug and a well-polished experience, but less likely to require a specific setting and a specific controller
Overall I think shipping on PC and then porting on console is a good process
Diablo 3 on console is so much better than PC version
Please welcome @hushed goblet to the community! :beers:
some stuff is pretty nice to do on consoles (in theory at least^^) due to the XR/TRC stuff, the flip side has also to do with XR/TRC tho ๐
i doubt there are enough of them.
They're a double-digit percentage of our sales
So not that much, but well worth the effort
Please welcome @terse ruin to the community! :beers:
ah that's nice to know for future referencing actually
anyways been nice talking with you guys, first time I've actually felt I can talk around about game development (no one around me is in the slightest interested with game development). Thanks for the insight! see ya!
I know people who are interested in game dev but the money making aspect of it, not the whole "let's make something fun or interesting" aspect
"how will this make money?"
LE SIGH
fortunately most of them fail ๐
Most games require enough time investment that money becomes a concern, frankly
yep, but if you start the whole game dev thing to make money you will have a hard time imo, there are easier ways for sure ๐ฎ
Yeah, if money is a motivation you're probably going to be disappointed
Just pointing out
worst few weeks ever.
I feel like stabbing mrs fortune with a fork
Trying to follow conventions and not sure where my GameMode is supposed to go, any ideas?
I assume the gameplay folder right?
Just trying to learn in-case I ever work on something for Ludum Dare haha.
or any of the game jams
@fierce tulip with Fork and Knife and Spoon?
Please welcome @rose bolt to the community! :beers:
Heya guys and gals!
Please welcome @tight folio to the community! :beers:
Anyone know the right area to ask about an issue on OSX's steam API on 4.16.3?
@regal mulch Well it's not a multiplayer issue, it's an overlay rendering and screenshot api call issue :/
kk thanks!
Is there any way to delete all unused assets?
How do i add someone to the unreal discord channel?
On a lot of servers there is an invite members button where you can generate invite code but there isnโt one here
I guess I didnโt ooops ๐
Please welcome @final dust to the community! :beers:
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@gloomy horizon For me, I have a Blueprints folder and inside of it I have another one for GameModes. BUT, you might want to check out Allar's style guide. https://github.com/Allar/ue4-style-guide
Pick something and stick to it...
@plush yew how much?
That's going to have to be a pretty great deal for me to bite on an 8 year old CPU =x
For the times, I would say it's not great, yeah
I'd have to probably go for a pass on that, haha
Please welcome @plush yew to the community! :beers:
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Anyone knows a good tutorial for inventory equip weapons and fire etc
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Please welcome @hasty notch to the community! :beers:
Somebody better welcome me to this community or I'm gonna flip
Please welcome @plush yew to the community! :beers:
noob question
anyone know how to replace the default unreal weapon w/ something else
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what's the best channel round here for light baking/archviz in ue4?
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Editor question: Any way to get a list of objects under cursor, when it's hard to select a translucent one?
@stiff badge nani?
World Outliner
type it in
Don't have any actors without billboards
Yes, but I mean in the eidtor, I know I can find it somehow else, was hoping for something like Ctrl-right click in Photoshop
why do they make vector gizmo scale with actor scale =_=
Please welcome @storm ether to the community! :beers:
Welcome @storm ether
Anyone got ideas on a sniper scope without 2d scene capture? It's too costly
Can't find anything on this, everyone just relies on the scene capture
lower res seems to fix it for the most part
or.. just do what every other game does
block the outside world and move the camera
@cursive dirge VR ๐
I guess you could dynamically scale the scenecapture
but it could prove to be an issue if it starts to fill most of the view
Please welcome @hard slate to the community! :beers:
oooooh looks cool
Please welcome @low sonnet to the community! :beers:
Welcome @low sonnet !
I don't really want to use a scene capture at all tbh for the scope, it just looks flat, no depth. I wanna see if I can create a scope with depth where the crosshair is inside the scope and can shift based on perspective.
Does UE4 have the ability to magnify? I saw a guy in Unity had a shader that magnified things, it looked legit
Please welcome @rich pulsar to the community! :beers:
Please welcome @normal mesa to the community! :beers:
๐
so, 4.18 Preview 3, anything cool? I updated but can't find a changelog anywhere
or is it all random bugfixes
the log is in the preview release thread, and yes bug fixes generally. https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1357546-unreal-engine-4-18-preview?p=1364317#post1364317
Please welcome @next jetty to the community! :beers:
Please welcome @plush yew to the community! :beers:
Welcome
oh okay, most previews usually had their own link I could find a brief rundown on but not for this one, thanks
Quick question
Is supergrid still superior compared to all the other prototyping tools?
Am about to press buy
Just want to make some quick racing levels tbh
The style I'm going for start is compatible
Inside-pit like stuff
Turns is what I'm having trouble with as I don't know how to model but I guess I can plug the tiles into splines?
Or grab a spline solution
Please welcome @glad drift to the community! :beers:
If only there were some way to edit bsp brushes with blueprint.
@wary wave you can strap supergrid components to splines right?
Want to deform a bit
I would assume so, it's mostly materials

@floral heart Ugh, BSP.
OK I'm purchasing lol
They're not technically BSP, if that helps.
Please welcome @dusky dove to the community! :beers:
hey guys
i have a quick question, is android multiplayer douable for beginners using blueprints?
I wouldn't recommend multiplayer for beginners at all
network multiplayer has a tendency to be complicated
does that include lan? ๐ฎ
network is network
Yeah, as someone who tried doing MP in his first game ? Don't
mmorpg is the best start, once you are done you can do anything ๐
Yeah, once you are done :p
But how hard can it be if you allow your multiplayer to be as buggy and exploitable and hackable as possible?
Do it twitch plays style. Server is the only player, the other players just send commands that the server obeys at its leisure.
They'd probably have to watch the server on twitch to see what's happening. Hah.
I wanted to do a Twitch bastardry game for a game jam at some point
Player vs Twitch
who will win?
Please welcome @plush yew to the community! :beers:
Make a game that gives out its own steam codes.
Steam would NOT be amused.
Could probably do it with free (but normally unpurchasable) DLC or something.
I think it would work for a one-off, particularly if it had paid content
but you couldn't do a pile of asset flips
So long as the codes themselves aren't abusable. But I was assuming the game would have the code generator, rather than asking a server for one. Might be a fun way for a beta to hand out keys.
Please welcome @waxen sparrow to the community! :beers:
A game where twitch bits make things happen. Pay2win 2.0. Pay4win?
streamer game, you'll probably sell like 5 copies
You watch twitch from in the game.
Oh the horrible things. Watch a stream while in-game, immediately spawn next to the person streaming while in-game. Profane things happen.
i kinda feel we began to move to a specific direction:
Imagine if there was a game that knew if you had been playing other games before finishing it, feeling jealous and reacting as a consequence
sounds possible with steam api, right? ๐
haha
The original MGS did that.
During the boss fight with Psychomantis, he'd say some canned lines about how you've played a few games, based on reading other save files from your memory card.
Of course, the idea was that he was creeping you out with his psychic powers, knowing what you've been playing.
And it only detected certain games, obviously.
Please welcome @tawdry birch to the community! :beers:
@plush yew mada mada been there before you fool bot ๐
A game you play by having it read your twitter feed. Possible title: Why Everyone Blocked You On Twitter.
a procedurally generated story based narrative game simulating your life based on your facebook account would be pretty cool
Sounds hard. Just realized I forgot I was trying to think of awful (But ostensibly easy) ways to implement multiplayer.
no man's sky ๐
Zing.
the univers is so big that it is really unlikely that you meet anyone else, but it does have multiplayer, 10/10 ๐
And then they made it so that players can see each other's relative position on the same planet when that turned out to be astonishingly more frequent than though possible.
But of course, no actual replication or syncing necessary, because you're still in a single player instance. Truly marvelous work.
A multiplayer game where your movement is pseudorandom and determined by your name as the seed, but the rate you proceed through it is derived from how loudly you shout into the the server's teamspeak server.
a multiplayer game where everyone sees the world differently
so all the glitches are actual features
@surreal viper You joke, but...
An RTS game where you play against bots that have the name of people in the matchmaking queue.
... I do have a project I'm dreaming of doing that is inspired by a cross of the Battlestar Galactica boardgame and the novel series (and now upcoming movie) The Southern Reach
And players having uncertain alliances due to hidden objectives and potentially actually seeing/hearing different things is part of it.
I mean you see an inanimate object, another player sees a horrifying writhing monstrosity that doesn't give chase.
You may actually be the once hallucinating normal things over the madness.
Or vice versa.
If you're imagining false threats, you become a danger to your party potentially.
If you fail to alert them to a threat, you could all get killed.
sounds interesting, but would be best with a small player number (like 2-4 I think)
Absolutely
I imagine it would be cool as a narrative coop game ๐
Yeah. No real formulation as a game idea, really. Just a "Y'know, this concept would be really really cool"
That is a cool concept.
Which is not a game design. It's a fragment of an idea for some kind of experience. But I think it's a solid one to build off of.
Definitely check out the movie when it comes out then, if the idea interests you.
Watch the teaser trailer for #Annihilation starring Natalie Portman, Jennifer Jason Leigh, Gina Rodriguez, Tessa Thompson, Tuva Novotny, and Oscar Isaac. In ...
We'll see if they do the books justice.
I have low expectations. It'd be really neat if they get the visuals and the mind state stuff down.
I don't think I have seen any film based on a book I read which I liked ๐ข
I might as well just check out the book
(Has a question, but isn't sure which channel to ask in.) ๐
Easily #ue4-general and almost never #design-chat.
Alright.
I think it's kind of a combination of game design and programming? I'm trying to decide on my game's mechanics in advance so I know what to learn and what to build.
Programming is very much not my forte. I'm an artist and writer who came up with an idea a week or two ago that I'm dead-set on making into a game. I was into game design a little when I was a teenager, but I never got past a beginner level.
Is it possible for the player to be able to pick up items with the right mouse button and drop them in a persistent inventory on the HUD that keeps those items when moving between levels?
And then take them out of the inventory and drop them in another level?
sure but requires much manual work
I'm no programmer so the specifics would evade me, but if programming is an option then anything is possible. Probably plausible to do in blueprint as well.
Not sure what you mean by manual work.
you have to code stuff yourself for this
Blueprint is the wiring thing.
Yes.
I guess it is also possible with bp but i'm not sure
somehow you have to register which item belongs to which level, also in which position, when a level is loaded you have to spawn the items placed on that level dynamically based on your item system
or you could just move all items to persistent level (if they are not physic simulated that would be the easiest maybe)
still you need a good save system but you will need that anyway
How to save and load your game using Blueprints
The dynamic registering sounds very complicated. ๐
Wait, would the items stay where they were dropped in another level? Like if the player bought a snowcone from the store, left it on the beach, left the beach, and came back to the beach later, would the snowcone still be there?
Also thank you, I do need to learn a saving feature. I already know I want very free saving though.
You could do that with blueprints but I highly recommend at least having the base C++ classes setup for it. Anything that works with the GameInstance feels easier with C++ to me
Assuming there's no multiplayer, you want to save the position of everything that persists. Every time you load a level, you would look up the saved things for that level and for that campaign, and load those in. You might even save the absence of things that are definitely not there any longer and despawn them on load so you don't get rabid duplication.
Yeah, no multiplayer. It's a single player only campaign.
Also, they only need to persist in the player's inventory. I don't care if they despawn if left somewhere, as long as I can tell the game "If this item is in the player's inventory, don't spawn it again when they reenter its area. And if it's not in their inventory, respawn it."
I'm convinced there are many very old 8-bit games that followed those rules.
(Pointless recollection on my part)
I haven't done this myself.
Still, it sounds easy. You wouldn't even need to save the level objects. Having them check the character's saved inventory on level load, as you describe, would be the whole of it. Assuming each item is unique. E.g. I can't break the game by bringing level 1's snowcone to despawn level 3's snowcone. Then again, those kinds of bugs lead to amazing speedruns.
Yes, all the items will be unique.
(Starts building a prototype...)
Different question, what's the easiest way to build an invisible box?
I can put six invisible walls together, but I don't know if there's a smarter way to do it.
walls make perfect sense
I have always used walls, ceiling and floor to make rooms ever since I stopped using subtractive BSP
Ah.
'Cause my plan is to draw 2d backgrounds (because I can't 3d model for shit), but I need gravity, so I'm going to have the player walk around on an invisible floor that matches the room's floor, so they have something to collide with.
So the player doesn't run the character off a cliff that doesn't exist, as hilarious as that would be.
and why not give the floor collision instead?
I don't know how to do that.
something to learn then ๐
It's 2d characters in a 3d environment, so they use all three axises.
Axises probably spelled incorrectly.
*Axes.
axis is it's own plural I guess
Google says it's 'axes.' (Shrug)
google just released some nice translation headphones (ie. babelfish) but they don't always get it right :p
but yeah axes is considered plural of axis in the dictionary. That's an odd quirtk
*quirk
Yeah.
Axes is indeed the plural of axis
"I used all 3 axes. My eular angles were way off but I chopped down 3 trees"
Lol.
Please welcome @keen parcel to the community! :beers:
Why don't you do it @plush yew . I mean what do we pay you for anyway? ๐ฎ
Lol.
Here is an interesting query that I wouldn't mind a few opinions on.
How would you implement a turn based game that is multiplayer? I was thinking of something akin to giving 60 seconds to make your moves (heathstone style I guess) but I am worried about the gameplay being too slow and making half the game boring to watch.
I don't think we pay @plush yew to be honest
Well, I know a turn based multiplayer game definitely needs a time limit on turns, else people would annoy the hell out of opponents, either being horribly indecisive or afk.
basically each player is given 10 mins per match to make decisions they need to make a decision as fast as they can to save time
once their 10 mins are up they can no longer make moves
anticipation and stress of decision making within the other players turn may be one way.
so eg player 1's turn and player 1 takes 5 seconds to make his first move= 9 mins 55 seconds left and frozen till Player 2 makes his move etc
I played some online card game that was like that years back great times
It might also depend on the other mechanics and feel of the game too. Like a game that's supposed to be more pressing and action packed would need a tighter time limit, and a more casual, fun-based game could be more lenient.
it wouldn't really fit the scenario im setting it in currently but I could work that idea in. Its not a card game btw. It's more Xcom like
ah i see
You might also see if there's a lore-based system that could put things on a time limit.
I did think about switching it so if the team is 4 characters, then alternating the turns per character might speed it up. Rather than giving a player 1 turn to move 4 characters.
Ie, your characters can temporarily freeze time to make decisions on where to move and what to do, but they can't hold it long. Just an example idea.
I could do that
I could have an external influence, such as the police come to break skulls if you dont get it done in time. That would give an emergence to finishing ASAP
like the battlegrounds circle of death
Yeah.
Could be something like (and I don't know the specifics of your game) two gangs fighting over an objective. If one doesn't take down the other and take the objective before the police show up, they'll just both be arrested and the police will take the objective themselves.
Cool.
its kind of a rip off from Necromunda by Games Workshop, but im gonna reskin it and have different rules to speed things up
Heckramandoo, right?
lol yeah. I did think about calling it Gangbangers but I think Brazzers are doing that game
Rip-offs aren't such a bad thing, as long as you make them different enough to justify really calling them a different game.
Like "I'm going to take the ideas this game presented, remix them and do them my way," rather than, "I'm going to steal as much of this game as I can so I can do the minimum amount of work for the maximum profit."
All games are ideological theft anyway :p
I always liked Gorkamorka more than Necromunda or Mordheim
something about the absolute anarchy of it all
All media is more or less ideological theft.
Doing a rough layout of my game lvl
going to be the largest thing i've ever done yet but thankfully I dont actually have to model too many things
due to the thick trees and playable area
Cool.
I'm trying to remember how to properly set up a character, lol. https://gyazo.com/8fea0ac6cb188305ea8dc2879793811d
Please welcome @plush yew to the community! :beers:
I think in here support what i get is from Unrealnot ๐
yeah they wish it was unreal thou lol
Hahaha
I 'm still having trouble keeping my work in scale however I don't have issues when it comes to the proportions of the small area
I'm thinking of focusing down a single area which I'm really sure of the size of it
and use it as the point of reference and measurement when I work on the rest of the map
so leaving the rest of the map in rough scale while working on a small definite area and then expanding accurately over the rough blocking
Please welcome @distant onyx to the community! :beers:
๐
Welcome @distant onyx
Hello there, just found this group randomly looking for unreal stuff on google.
I'm a sound designer, I did some games for unity and gear VR and I am approaching to UE in order to start a new job and practice c++ a bit.
(This server is an awsome idea ๐ )
There are a lot of resources here
unreal engine doesnt need to put youtube ads XD
youtube ads ๐
How do people manage constantly updated assets with many "moving parts"? (textures, models, anim state machines, BP changes etc)
I remember something from the dark middle age, then god invented addblockers ๐
You know what would be cool? If people could add bounties to bug fixes that are only released to the devs (more applicable to open source/free-* projects) when they're completed ๐ค
I donโt want my character to go in crouching while sprinting how can I fix it
Please welcome @hoary nova to the community! :beers:
you have to implement UNotCrouchingWhileSprintingMovementComponent for that
you guys know by any chance where to find the free realistic head model for unreal?
There is one in the Content Examples project on the learn tab
How do you check characters walk speed and if it is greater than 30 do some stuff like die
@hot ledge check the players velocity
Hmm
is there a way to migrate assets inside the same project, to a sub-folder?
I have a library of assets, but I would like to extract only certain assets to my level folder
but i don't want to go through and move every single dependency manually
"worst" case I'll migrate then move that folder manually
https://answers.unrealengine.com/questions/90555/how-do-i-access-the-players-current-speed-in-bluep.html , the googles works well for this question.
Please welcome @tawdry bolt to the community! :beers:
hello all
Please welcome @rain girder to the community! :beers:
I can't seem to post anything on the unreal forums but I am not getting any errors. Anyone might know why?
i hit post and the page just seems to refresh
give it a day and i bet they show up. when i first started posting, i triple posted the same thing thinking it wasn't working and all three showed up the next day
after that i was fine
the subject and content box emptied then it refreshes again and gots to the index of the forum i was posting in
oh man
i just triple posted too ๐
maybe under moderation?
it should really say that
hope they dont get mad i triple posted if it is the case
the new account i created is a month old and has 0 posts so it probably is the case
It's not my favorite forum style, it seems clunky but gets the job done.
its a heavily modified vBulletin
I've got a few build failures, Error: Unable to cook package for platform because it is unable to be loaded: , Error: Couldn't save package, filename is too long: so that's why my 90 minute build failed?? I figure I can fix the file name error but what about that asset?
Any advice?
Please welcome @ebon tiger to the community! :beers:
just a curious question, is there a big leap from i5 7500 to i7 7700? Perofrmance wise, workflow wise etc?
the rest specs are 1060 6gb and 32gb ram
I only fear whether my cpu would burn from all assets etc.
im using a i5 6600k lol
i think you'll be fine but im sure the i7 would build things much faster
The i5 is a great processor for development.
Please welcome @last kite to the community! :beers:
yeah i feel like mine does fine and if anything i need more ram
16gb just isnt cutting it since i started keeping things like blender and photoshop and unreal open sometimes all at the same time lol
thanks @plush yew !
Please welcome @ivory blaze to the community! :beers:
o/ all. Just received my first tutorial course for Unreal Engine 4. I think I may have broken something... When I right click and hold and surf around the viewport with WASD i'm flying around WAYYYY slower than when I first started.
Did I change a field or something by mistake?
While you have the right click held, try scrolling up on your scroll wheel
That's usually how you change your speed
AH!
Amazing. Yea, I was using the middle mouse button to learn the different viewing methods.
That's a big hit
Thanks @glossy flame
Please welcome @half geyser to the community! :beers:
When i use a blend_overlay how do i set the opacity of one of the maps coming into that node?
@ruby chasm Translucency is expensive
No
What are they then?
They're not drawn, so, same as nothing
Right
I know that
But where are they?
In terms of memory
They have to be somewhere
Pretty much zero
Hmm, nah
I mean the mask has to be stored, obviously
I mean, I am not a tech artist or renderer guru
But nothing is pretty much zero
when it comes to the renderer
And obviously
it costs something for @ruby chasm
So, there's some cost
I got around the mask, now it's giving me 5.65ms on a directional light component when I have none in this basic scene
@safe rose From my own experiments on vegetation, masked and opaque rendering has the same cost. There is like, one instruction required in GLSL to implement it
Transient is "temp"
So, if the engine is somehow creating you one (or it's somehow needed)...that sucks
But the main category is shadows
You have a light importance volume
delete that and see if you still get it
Oh, that sky sphere
Translucent is extremely expensive because you need to draw two surfaces one after the other, requiring multiple rendering pass, basically the worst case ever. By contrast, masked discards the entire fragments before they even get to the renderer. So there is only a cost in the frontend to the deferred renderer, which is the cheapest part.
Even without the sky sphere and light imp, it still does it
But,
now it's this instead:
Yeah, sadly the profiler is a bit tricky to play with
You should look into that open-sourced profiler
@ruby chasm
check out twitter
or the baby battle royale game
those are the devs that open-sourced their profiler
ty for the help guys!
"Certain CPU-bound cases the GPU timings can be affected by CPU bottlenecks (bubbles) where the GPU is waiting for the CPU to catch up, so please consider that if you see unexpected results in cases where draw thread time is high."
Please welcome @plush yew to the community! :beers:
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@wicked tiger Really Enjoyed the stream today! Great job guys
Aww thank you :3
what stream?
oh yea i need to watch the stream :>
Hey
im having a bit of an issue
with the thing
2d scene capture
it seems like it's definitely a bug
let me guess... captured colors are inaccurate?
Please welcome @unkempt reef to the community! :beers:
hi
a friend of mine sent me here becuase you guys might know how to solve an unreal problem
Is anyone get problem on standalone view game that mouse get over screen and not control player ?
Hiya team. I'm pretty new to debugging and I just broke my camerapawn. Whats the best way to see why my camera pawn controller isn't firing. My UMG widget nor camera pawn are getting any action and I'm trying to figure out how to do the step through process
UGHHHH
As soon as I typed that an idea came to me. My default game mode changed itself somehow off of my RTS game mode... 4 hours going through bps, adding in print strings and reading up on debugging/ following every node trying to find it hahahaha
Shouldn't there be a channel for finished games?
Please welcome @meager crane to the community! :beers:
Just wanted to know... how many people here is developing in Linux?
dumb question but... is blueprinting an android/iOS game hard for beginners?
Please welcome @plush yew to the community! :beers:
Please welcome @midnight flax to the community! :beers:
Please welcome @azure wharf to the community! :beers:
@dusky dove It's not too difficult, there are tons of blueprint tutorials on youtube if there are specific things you'd like to do ๐
Please welcome @gritty sun to the community! :beers:
i am trying to model a pistol but when i import it its all in seperate pieces
does anyone know how to fix that
(Feels awkward intending to ask a question when there's a bunch of unanswered questions above that I can't answer. ๐ )
Except that I agree there should be a channel for finished games and/or demos.
@midnight flax Where did you modeled your pistol? Have you tried to open it in other 3d editors, like Blender? Maybe it's a problem in your model?
@devout relic There's a forum for this, but people don't respond much to it. Had you seen it?
i made it im in blender
and its just that all the seperate pieces like the slide and clip import as seperate
Yeah, I've seen it, but I'm not too big a fan of forums. I think Discord is nicer and more convinient.
I will go there if you think it's better though. :S
Try to merge them together in Blender? Group? I don't know
@heady bridge can you link me a mobile one ๐ฎ
I don't think nothing about this ๐ Maybe # game-design?
if i put them in a group its all one piece i need it to be multiple pieces for the animations to work
oh I see
could i possibly make a skeleton for it
I have no clue, sorry
ok
@dusky dove I don't know any, because I don't do mobile, but if you do a quick search on youtube I'm sure you'll find plenty
And I barely know a damn thing about 3D modeling. I'm using sprites.
I figured out how to put my character in a 3d box. That's an A+ for my level.
@midnight flax while the pieces are where they are supposed to be in blender, select all objects then CTRL +A and apply location + rotation, see if that helps at all
So I wanted to ask advice and opinions on unbeatable/discouraging bosses.
In the first level of my game, the player is sent to fight a boss attacking his village, but upon doing so finds them to be stupidly strong. Mainly because the combat system is difficult and not explained. I want to tell the player--without having to spell it out for them--that confronting this boss head-on right now isn't what they're supposed to be doing. They're supposed to go instead to the clocktower to get a weapon that can defeat this boss more easily. Veteran players will know how to defeat this boss and should be able to do it easily in a new game, and extremely persistent players could potentially figure it out, but I need to get most players to think "I can't defeat this boss head-on, there must be some kind of power up I have to go get first before I can beat them." rather than "This game is stupidly hard, screw this, I'm going to go eat a tub of ice cream and watch TV."
a helpful text message with something like "Your weapon easily glances off the boss due to it's weak power" or something similar to show them that it's not doing well.
or some ideas from other characters, as in a RPG
Yeah. Makes me wonder if there's anything more clever I could do though.
Enjoy the #darkside @UnrealEngine #UnrealEngine #ue4 #gamedev #theme #CSS #stylish https://t.co/KaPqV86bxW
Time to nap.
I need to learn how to use Unreal Engine
I want to make an Alien game with the style and atmosphere and such of Alien Isolation
But with some combat and playing as a colonial marine
Please welcome @clear ether to the community! :beers:
@tulip bobcat Begin with the simpler tutorials
Ok
Please welcome @royal verge to the community! :beers:
Cloning small games to start is a good way to learn more about an engine and game design
oh screenshere is live in discord:>
How the heck do you add new points to a spline mesh? alt+drag does nothing :|
Hiya guys. I'm trying to learn the "high concepts" or basics of blueprints. So I've made a couple of demo tutorial games now. I'm getting some of the flow down. I'm still trying to understand some of the basics though. Like I completely understand you use a "PawnBP" and then controll it with the "PlayerControllerBP". I get that. But whats the big difference between the two besides that in project settings you pick your controller there? I'm having a hard time understanding why people put which nodes into where and the sequence that they are all called originally and its really slowing down my ability to implement simple mechanics on my own. I don't want to just follow tutorials.
Short overview of classes for game rules, characters, controllers, user interfaces, etc., that make up the framework for the game.
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Please welcome @dawn compass to the community! :beers:
I imported an asset and lost the map, so I re-imported the asset, copied the map to my maps folder and deleted the 2nd imported asset. The map doesn't work because its references are on the one I deleted, not the original one (which would work if references properly)
Any way to re-reference to use my existing folders and not the newly imported ones if the map uses the same assets in both cases?
...
Man, you're in some trouble
I'd do a revert
But, if you can't for whatever reason like, you don't have source control
You can reference stuff
Right click on assets and Asset Actions, Replace References
GL tho
@ruby chasm
Please welcome @dull swan to the community! :beers:
I got it to work as long as the asset root folder is in the root of my project. I saved, restarted the editor and then moved the asset folder where I need it to be. The map loads but it's still referencing the folder in the root (because 'moving' folders for some reason leaves copies behind lol)
I just need to redirect the map to the new folder, if I right click and use the replace references
I see this:
Doesn't let me do anything
Unless I do it on the main folder and not the map?
Just in case, make sure you don't have the map you're trying to relocate/fix up open.
Please welcome @steady elk to the community! :beers:
@livid haven Ah yeah, I had it open. So do I need to re-do anything now that I'm outside of it?
Repeat the 'move' process?
I'm just saying that trying to move assets, especially huge ones like a level, while they're open is a bad idea.
ffs I just bricked my whole game
Yeah I deleted one of the main folders but it was the wrong one. Everything I actually did was in it and the other one was pretty much full of empty duplicate folders. When I loaded up the map it said it couldn't find everything it needed, which was the referencing I actually wanted to begin with so while I solved the problem unknowingly, I also deleted everything I did rip
@ruby chasm Are you not using Source Control ?
^
I mean, if by now you haven't figured out the usefulness of Source Control, you should probably get on that...
I know it's crucial but I've been learning too many things at once, I haven't gotten around to it (though it should've been one of the first)
So no ๐ฆ
Hmm
It's cool I can probably re-do everything in a full day
Well, you just learned another thing. ๐
The hard way
That would be like #1 on any gamedev's list to learn first
Never don't use source control.
Is it hard to set up?
No
Varies, but some are way easier than others.
Well, maybe at first, it might take a little to get used to
But actual setup is pretty simple nowadays
Especially a simple Git Repo
I feel like Perforce got way easier in recent years. Relative to itself.
Local or Github Repo
So if I were using source control and I deleted one of my folders outside of the editor, would it be recoverable?
Ah
Well I am all about some P4 over Git
But, I didn't know you could do local P4 depots
Source control or version control effectively works by backing up files every time you tell it to and tracking the versions.
I've always just used my home perforce server for many reasons
All it's really doing is setting up a local server.
It just does it all for you with with a really simple setup.
You can try out this series
Ever wanted to work with friends on an Unreal Engine 4 project but just couldn't figure out source control? Look no further! Collaborate with your friends, w...
Should give you a decent explanation and walks you through setup
How to setup Perforce so that you can share assets with other on your team.
^ use that
I find Perforce easier than Git, from a basic usability/UX standpoint.
I'll look over it , thank you
But even Git local repo is pretty simple to setup
I don't mean the server setup, just the end user experience.
Especially using SourceTree
Yeah, P4 is definitely the way to go for any real production, especially since it handles binary assets like a champ
Sync files. Check 'em out. Submit 'em. That's it. With Git you've got checking out, staging, comitting, pushing.
Git is more complicated, more powerful.
I'd say Git is more complicated, as an end user.
Come on, don't be ridiculous.
I mean, I haven't really noticed any difference between using either of them
In my workflow anyway
You're exposed to a lot more technical jargon and implementation details of the underlying software with Git.
If you're only ever doing single-branch, single-client single-server on Git ? Sure
Git gets real heairy real fast
I mean, I am in the middle of a 20-branch/merger on my current git repo
Even with a 3rd party GUI, you need to be comfortable with CLIs to handle Git beyond the most absolutely trivial operations, unfortunately.
Oh, I agree
Or so was my experience with SourceTree, which was the best Git client experience I had.
I've got years of experience with Git and "simple" is not at all how I would describe it. It's extremely complicated - the notion that your local master branch can become completely unrelated to the remote master branch, for example, is pretty much mind-blowing to everyone at first
I wouldn't say that of P4. I've definitely done a handful of P4 operations via CLI, but the overwhelming majority of my... 7 years I think? Of experience with P4 has been just fine using P4V.
yeah, I haven't used any other Git Client yet, but I hear GitKraken and a few others are better
@cloud cobalt I can agree on that point
But it's not very different than P4, and not getting latest
Rewriting history and pushing it to a remote is pretty wild, too
That's not "simple" no matter how you put it
And it's one of the biggest pros of Git against other VCS
and then Reconciling Offline Work
And the P4 CLI stuff I've done had been automation, proxying, cloning workspaces and priming them to another workspace's have list, that kind of thing.
Aye, but I mean, you can do advanced stuff in either
But, for the majority, most users won't need to use those
Git pushes you into "advanced" territory very fast
Hmmm, I don't know. Maybe I am just "battle-hardened" by now
Either way, at this point
Recommending any source control is a win
Please welcome @vivid beacon to the community! :beers:
@safe rose Yeah even SVN is clearly better than nothing
A quick read of git-scm.com
Will solve most of your issue s
If you don't want to go into deep territory
Stackoverflow can be used
Just because there is available documentation doesn't mean it's simple.
For the record I use Git, I recommend Git
Cmd or intellij if you want a ui 
Bad for binary and resources though
LFS doesn't kinda work well
What I'm saying is, not everyone going into UE4 is a programmer, or even a very technical person. Source control is completely unheard of for many, and for others it's just a "backup system".
Perforce is pretty complicated to those, and Git is basically alien
You're not going to do more than a backup if you're solo
Perhaps a stable branch only
Of course you are. Daily commits over years aren't backups, they're history
Gotta hate asset commits
Couldn't live without P4 with our remote team. Sometimes it's a pain but I couldn't imagine a world where we send files to one person and they implement it.
Can some one tell me why after loading other level example my character dont have mouse control over him just draging ??
when i play the map directly i can but when i play from mine menu i cant
Are you setting the Input Mode on begin play?
is there someone who would know how to use alpha textures in unreal?
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@loud vapor on character or in level
Character
no
but i tester with mouse show etc no luck well i try that
if i am lucky
@loud vapor Ynx man ๐
Tnx*
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anyone known how to make a FPS game ?
Please welcome @quasi lake to the community! :beers:
When you don't want to learn Sequencer
then learn how to use blueprint or a 3d tool that can animate
sequencer and matinee are cinematics tools, not general gameplay
I should probably learn to use Sequencer at some point
@pallid compass Pretty sure Sequencer replaced Matinee.
I still use matinee...
Sequencer is Matinee's replacement, Matinee is considered legacy
I don't even know how to access matinee. ๐
it's right under sequencer?
the dropdown from the main toolbar above the viewport, with the giant "cinematics" button
right where it always was since the UE3
sequencer used to be such a broken mess, using it used to be a nightmare
Reminds me, wonder what state Niagara is in...
it's a state
Wait, someone's going to troll that one
enable it in plugins and find out.
it's crashtastic, and pretty much unusable at the moment
See thing is
My tutor
Is teaching everyone to use maintee
for EVERYTHING
move a cube?
mainteee
open a door? maintee
and i feel like thats not right
depends
Matinee, not maintee, or manitee. ๐
martini ๐
Not my field though, can't speak much on it.
def. not right if you're playing that for gameplay
just use sequencer
knowing how to do so for cinematics is different though
it's right for gameplay
I even integrated (well sort of)
sequencer into effects editor for abilities ;
just wondering the weight of
Move from A to B
with mainteeeee
vs doing it in c++ or bp
etc
for gameplay stuff that is
probabaly on the same level
sequencer maybe I haven't played with it
matinee ?
not talking about the "weight", continuing my "not for gameplay" statement
yeah i know, but my point was hes telling everyone to use it for like everything
just thought it didnt sound right
i dont really use either of them though
Matinee was really standalone tools used to move objects inside level
using it for anything else except cinemantics is streching
imo
Sequencer in that regard is just tool to animate objects
they might be on level, or might be in actor blueprint
(so you can just drop your Timelines in blueprint)
and use Sequencer instead
it is also heavily used in Niagra
that is when Niagra happens to work for longer than 1 minute
there are tons of examples you can find in the launcher
I've downloaded a survival game project from github which is cool but obviously not enough
What launcher
Epic launcher
there are free content examples in the launcher, largely under the learn tab
OK I'll check those first
hey, is anyone a native english speaker here? i'm making some promotional material for a plugin that i made. it's a screenshot of something and it says GENERATE SOMETHING (IN GAME AND IN EDITOR).... or should it be IN GAME AND EDITOR?
what is the correct form?
any idea why a pawn with ai stuff i just made, is floating in mid air and not falling to the ground? ๐
gravity is enabled
maybe you forgot the navmesh volume?
just floats and does not move
its in there
but that does not explain why its just floating
shouldnt gravity bring it down?
i reparented from pawn to char
and it fixed
lmao
What is the best way to do something like this in ue4 http://answers.unity3d.com/questions/9729/how-can-i-display-a-flat-background-2d-image-not-a.html ?
can I make the hud render behind objects?
ไฟฎๆนUIๆ่ดจ็renderqueue่ฏ่ฏ๏ผ
ไฝ ๅฏไปฅ็ปๆๅไธไธช็ฝ็ซๅ
ไปไน็ฝ็ซ
@plush yew 'Ingame & In Editor' ?
looks like some weird end-of-line character
I saw this in engine codes
i tend to see ยถ instead of \
prolly relates to the ide
what are you using @quasi lake
Using?
which program*
UE4
for c++?
Controller.generated.h
no, what program are you editing code in
visual studio 2017
I have seen this in c++ but this looks like something your ide is doing
for a new linebreak
It's in vs2017
You can open your Controller.generated.h to see
Oh maybe I know this
This code is generated automatically
With some tools maybe
anyway there should be a menu option somewhere to decide if you wanna see end-of-line characters or not
So generally these \ just do nothing?
they do do something, but you shouldnt need to worry about them
they (as the name implies) define the end of the line
so they definatlly have a use & a reason to be there
ok
normally you never need to see or think about them though
like, word (to name something random) has them too
but you never see them
so yea, theres some option somewhere to show/hide them, and thats what u need to toggle
been googling around tho and cant find it ๐
I found this only appears in Engine .h files
I am still stuck at my question ๐ฆ is it possible to place a hud behind 3d objects as non 3d widget
I want to flip some tables rn
i dont have a quick n easy way to check that atm, but what you can check is if it happens in other editors, try open that file in notepad or something, see if the slashes are still there
Are you using any kind of UI plugins
@mortal mason that seems, strange, so may not be supported out of the box
actually wait ive seen it in a example somewhere
I want to display a texture from an ortographic camera behind my objects for an ar application
cant u just use this? https://docs.unrealengine.com/latest/INT/Engine/UMG/HowTo/Create3DWidgets/
Create an interactive 3D menu that appears in the game world instead of 2D screen space.
I have been able to fiddle around the engine code to actually set a custom projection matrix for the camera
(doesnt have to be a menu afaik, its just a umg element in 3d space)
In unity projects we controll the renderqueue of UI objects' material shader
I dont know how to do in UE
but this will also modify any plane I will create
in ue4 u can do that too saltyfish, its how things like outline materials work
@mortal mason check that doc
like what I can do is create a screencapture2d and render my 3d objects in the hud
but my projection matrix wont work then
I'm cursed
@plush yew I said I cannot use 3d widgets
why not?
projection matrix
seems like it is what u want
i know like, 0% about projection matrix
but a quick look at the docs doesnt raise any red flags
why wouldnt it work with 3d widgets?
did u test that?
its not intended to set the projection matrix in ue4
at least there is no official option ๐
ah ๐
ima try this
i actually thought you need to place the widget on a plane
lets try this lol
k gl
fairly sure it should work/ive seen floating monitors in ue4 before
and thats bscly what u want, just huge af
augmented reality in ue4 is making me want to rip my hair out
like even the "official" plugins have no precise method for the projection
I have looked at artoolkits source
they dont set the projection matrix
they just make some tweaks to fix at least the x axis
ye fair enough i guess, its about the ar logic, not about the visuals
but thats not proper projection
I am making a testcave to test if my code is right
thats why I asked the question
I have a matlab script that gives me exact values and an exported image I can use as background
should be pixel perfect projection - i hope
hmmz
theres quite a few ppl sellings plugins for this it seems
@mortal mason maybe check out this: https://github.com/adynathos/AugmentedUnreality
well I write a thesis about it
its a open sauce plugin
I will provide for free
Yeah I know that already
they don't set the projection matrix either
u sure? "Video displayed in-game"
they must have the video displayed ingame if they make that claim in the feature list
yeah I have literally checked their whole source
they create a plane they render the camera stream on as a texture
thats pretty basic
if it works, conclusion could be that you actually dont use projection matrix
hmm
so whats the problem? xP
its hard to explain without showing haha
bscly im understanding your problem as 'how do i show the camera behind my 3d ar scene'
if I put my texture on my plane the projection matrix will alter my plane aswell
so I need something that renders my "video stream" in the background
which is not affected by the projection matrix
I have done this in unity but it works different there
so then check how they do it in the above project?
but they still show the camera output yes?
so then, their approach may be the way forward?
they don't have the problem I have
I will try the 3d widget first and then look into it again
okie
thats a shame
Wait ima take a screen
well idk, my best advice would be to take a long hard look at that linked project u already knew
to show you what my problem is haha
its pretty simple to do it in unity
sadlife.jpg
note that I moved the cube on the second picture to show my projection actually works
I took hardcore values
but basically my widget / plane whatever will also be affected by the matrix
What I need is a second camera that renders the "background" for me
Well I have done something like this in unity before
just looking at the first picture the maths seem to confused about where your camera is seeing the marker
did u have to manually set up camera stuffs?
like apeture size and stuff i dont remember
I took random values
but yea too me that seems to be the problem and what you should fix instead, theres a mixup going on between where it sees the marker and where it renders the virtual marker/stuff on it
dont worry
first of all I want the texture to display in the background then place the stuff based on my coords
but I can't find a way
so you want the camera feed to be centered & visible, and the white cube should be centered above the checkerboard, correct?
or do u want some other feed in between
im confused ๐
or some rendered background scene?
the texture should be fitted to fill the screen yes
and the cube should be displayed on top of the marker
I basically want 2 cameras one which renders my background with orto projection
and the second one that renders my cube with my custom projection matrix
the only setup for this I know currently is orto camera with hud that contains a scenecapture2d but the projection matrix does not work then
Are there simlulation options available in UE4 for grass and plants?
To be affected by winds etc?
Please welcome @sturdy veldt to the community! :beers:
Or do we need to rig the grass in another 3d software first?
you can animate grass nicely in shader
using world position offset
there are even wind material nodes iirc
There once was a man from Peru who dreamed he was eating his shoe. He woke with a fright in the middle of the night to find that his dream had come true.
Please welcome @radiant ermine to the community! :beers:
@pallid compass physic enabled for the actor?
Please welcome @tropic crown to the community! :beers:
Please welcome @wind nest to the community! :beers:
Hey I made a ( in my opinion a decently entertaining unreal engine 4.17 basics tutorial) If youโre interested or have any friends who are interested in learning I cover the basics and make a sci-fi scene in about 20 minutes who knows you might even learn a bit yourself https://youtu.be/_FG6oJyf3nU
In this Video we run over the basics of Ue4 and make a sci-fi scene. Pretty Simple. Engine Download: https://www.epicgames.com/unrealtournament/download Twit...
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I have a "phone" that is stuck infornt of you in my game, however, when you move around, the whole thing flimmers like crazy on the right side, any ideas why/how to fix it? https://imgur.com/a/xUJ6V
Please welcome @waxen canopy to the community! :beers:
@radiant ermine Wow, thanks bro for making this great tutorial!
Well thanks sub for more!
You guys know Alien Isolation
I want to try and make an Alien game like it, but with some more action elements
Like playing as a colonial marine
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What's the hotkey for pause ?
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Hello good people of the internet! :)
Is there a way to place a note inside the project? I have found the "Note" class but it can only be placed on the map and I was wondering if there is a better solution for that, something similar to a txt file?
The node you might be looking for is Set Game Paused though
isn't the ANY key for pause?
What?