#ue4-general

1 messages ยท Page 119 of 1

frank escarp
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so they complain a lot more

paper cedar
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you can't deny the fact that PC communities are demanding

tall pendant
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yup the whole PC Masterrace bull crap

paper cedar
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since we basically have a HUGE variety of games to choose from

feral echo
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its because it is easier to communicate for pc player, than for console

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even if you look at sony shop it is nigthmare

paper cedar
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it's rare finding an actually positive community these days

cloud cobalt
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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

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That's like natural selection at work

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The people who just enjoy games like movies usually are more likely to go to consoles

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Obviously it's not completely clear cut

plush yew
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FYI, the Amazon Basics Keyboard is $13 and bends!

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

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err, bendable hard plastic*

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(i don't think it's supposed to)

cloud cobalt
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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.

plush yew
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wobbles on the desk too! ๐Ÿ˜„

cloud cobalt
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Obviously people like that are going to be super demanding of your own game

plush yew
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well, I mean it's kerbal space program

cloud cobalt
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(And they're great at feedback)

paper cedar
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HAHAHA they spend $2000 on PC and would usually pirate all their games(based on my experience with my friends)

cloud cobalt
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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

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Overall I think shipping on PC and then porting on console is a good process

plush yew
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Diablo 3 on console is so much better than PC version

cloud cobalt
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Also, Linux gamers

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These guys can be very enthusiastic about your game

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

tall pendant
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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 ๐Ÿ˜›

paper cedar
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Linux gamers??

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I've actually never heard a thing about linux gamers

tall pendant
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i doubt there are enough of them.

cloud cobalt
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They're a double-digit percentage of our sales

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So not that much, but well worth the effort

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

paper cedar
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ah that's nice to know for future referencing actually

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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!

plush yew
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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

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"how will this make money?"

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LE SIGH

surreal viper
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fortunately most of them fail ๐Ÿ˜„

cloud cobalt
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Most games require enough time investment that money becomes a concern, frankly

surreal viper
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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 ๐Ÿ˜ฎ

cloud cobalt
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Yeah, if money is a motivation you're probably going to be disappointed

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Just pointing out

fierce tulip
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worst few weeks ever.
I feel like stabbing mrs fortune with a fork

tall pendant
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money as motivation in game development? LOL

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thats a good one ๐Ÿ˜›

gloomy horizon
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Trying to follow conventions and not sure where my GameMode is supposed to go, any ideas?

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I assume the gameplay folder right?

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Just trying to learn in-case I ever work on something for Ludum Dare haha.

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or any of the game jams

shell jetty
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@fierce tulip with Fork and Knife and Spoon?

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

rose bolt
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Heya guys and gals!

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

frozen trellis
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Anyone know the right area to ask about an issue on OSX's steam API on 4.16.3?

regal mulch
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@frozen trellis Sounds pretty specific

frozen trellis
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@regal mulch Well it's not a multiplayer issue, it's an overlay rendering and screenshot api call issue :/

regal mulch
frozen trellis
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kk thanks!

flat spade
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Is there any way to delete all unused assets?

patent wren
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How do i add someone to the unreal discord channel?

buoyant herald
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On a lot of servers there is an invite members button where you can generate invite code but there isnโ€™t one here

tall pendant
buoyant herald
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I guess I didnโ€™t ooops ๐Ÿ˜€

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

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Please welcome @tender lance to the community! :beers:

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Please welcome @sleek crown to the community! :beers:

plush yew
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Hey is anyone a computers expert?

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That knows a lot about drives

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Is this good?^

scenic chasm
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Pick something and stick to it...

glossy flame
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@plush yew how much?

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That's going to have to be a pretty great deal for me to bite on an 8 year old CPU =x

plush yew
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Is the CPU bad?

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The seller is selling for 300

glossy flame
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For the times, I would say it's not great, yeah

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I'd have to probably go for a pass on that, haha

plush yew
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Alright thanks

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Do you have any recommendations?

gloomy horizon
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@scenic chasm yeah fair enough

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Thanks.

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

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Please welcome @knotty summit to the community! :beers:

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

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

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Please welcome @remote vortex to the community! :beers:

dawn apex
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Anyone knows a good tutorial for inventory equip weapons and fire etc

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

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Please welcome @deep citrus to the community! :beers:

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

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

idle heath
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Somebody better welcome me to this community or I'm gonna flip

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

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noob question

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anyone know how to replace the default unreal weapon w/ something else

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Please welcome @bronze drift to the community! :beers:

radiant fable
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what's the best channel round here for light baking/archviz in ue4?

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

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

stiff badge
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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?

safe rose
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@stiff badge nani?

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World Outliner

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type it in

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Don't have any actors without billboards

stiff badge
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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

tawdry quail
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why do they make vector gizmo scale with actor scale =_=

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

keen carbon
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Welcome @storm ether

ruby chasm
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Anyone got ideas on a sniper scope without 2d scene capture? It's too costly

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Can't find anything on this, everyone just relies on the scene capture

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lower res seems to fix it for the most part

cursive dirge
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or.. just do what every other game does

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block the outside world and move the camera

safe rose
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@cursive dirge VR ๐Ÿ˜‰

cursive dirge
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I guess you could dynamically scale the scenecapture

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but it could prove to be an issue if it starts to fill most of the view

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

hard slate
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hello every one

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how is every ones day today (or tonight in my case)

next badger
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nap time

hard slate
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oooooh looks cool

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

keen carbon
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Welcome @low sonnet !

ruby chasm
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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.

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Does UE4 have the ability to magnify? I saw a guy in Unity had a shader that magnified things, it looked legit

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

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

normal mesa
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๐Ÿ‘‹

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so, 4.18 Preview 3, anything cool? I updated but can't find a changelog anywhere

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or is it all random bugfixes

grim ore
plush yew
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Please welcome @next jetty to the community! :beers:

next jetty
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o shit waddup

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im here to learn about paper 2D!

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

kind pumice
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Welcome

normal mesa
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oh okay, most previews usually had their own link I could find a brief rundown on but not for this one, thanks

limpid sandal
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Quick question

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Is supergrid still superior compared to all the other prototyping tools?

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Am about to press buy

wary wave
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It's pretty solid, IMHO

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don't know of any real alternatives, but would be glad to

limpid sandal
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Just want to make some quick racing levels tbh

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The style I'm going for start is compatible

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Inside-pit like stuff

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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?

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Or grab a spline solution

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

floral heart
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If only there were some way to edit bsp brushes with blueprint.

limpid sandal
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@wary wave you can strap supergrid components to splines right?

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Want to deform a bit

wary wave
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I would assume so, it's mostly materials

limpid sandal
cloud cobalt
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@floral heart Ugh, BSP.

limpid sandal
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OK I'm purchasing lol

floral heart
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They're not technically BSP, if that helps.

wary wave
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there is no BSP in UE ๐Ÿ˜‰

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(UE's tools use CSG)

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

dusky dove
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hey guys

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i have a quick question, is android multiplayer douable for beginners using blueprints?

wary wave
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I wouldn't recommend multiplayer for beginners at all

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network multiplayer has a tendency to be complicated

dusky dove
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does that include lan? ๐Ÿ˜ฎ

wary wave
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network is network

cloud cobalt
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Yeah, as someone who tried doing MP in his first game ? Don't

surreal viper
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mmorpg is the best start, once you are done you can do anything ๐Ÿ˜›

wary wave
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Yeah, once you are done :p

floral heart
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But how hard can it be if you allow your multiplayer to be as buggy and exploitable and hackable as possible?

cloud cobalt
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Still hard imho

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๐Ÿ˜ƒ

floral heart
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Do it twitch plays style. Server is the only player, the other players just send commands that the server obeys at its leisure.

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They'd probably have to watch the server on twitch to see what's happening. Hah.

wary wave
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I wanted to do a Twitch bastardry game for a game jam at some point

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Player vs Twitch

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who will win?

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

floral heart
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Make a game that gives out its own steam codes.

wary wave
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lol

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entirely possible

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that would be amusing, actually

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writes it down

floral heart
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Steam would NOT be amused.

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Could probably do it with free (but normally unpurchasable) DLC or something.

wary wave
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I think it would work for a one-off, particularly if it had paid content

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but you couldn't do a pile of asset flips

floral heart
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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.

wary wave
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Not sure you cna hook into the code generating API

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never looked into it

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

floral heart
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A game where twitch bits make things happen. Pay2win 2.0. Pay4win?

paper kernel
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streamer game, you'll probably sell like 5 copies

floral heart
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You watch twitch from in the game.

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Oh the horrible things. Watch a stream while in-game, immediately spawn next to the person streaming while in-game. Profane things happen.

surreal viper
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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? ๐Ÿ˜„

wary wave
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haha

livid haven
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The original MGS did that.

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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.

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Of course, the idea was that he was creeping you out with his psychic powers, knowing what you've been playing.

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And it only detected certain games, obviously.

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

tawdry birch
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@plush yew mada mada been there before you fool bot ๐Ÿ˜›

floral heart
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A game you play by having it read your twitter feed. Possible title: Why Everyone Blocked You On Twitter.

surreal viper
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a procedurally generated story based narrative game simulating your life based on your facebook account would be pretty cool

floral heart
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Sounds hard. Just realized I forgot I was trying to think of awful (But ostensibly easy) ways to implement multiplayer.

surreal viper
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no man's sky ๐Ÿ˜„

floral heart
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Zing.

surreal viper
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the univers is so big that it is really unlikely that you meet anyone else, but it does have multiplayer, 10/10 ๐Ÿ˜„

floral heart
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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.

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But of course, no actual replication or syncing necessary, because you're still in a single player instance. Truly marvelous work.

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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.

surreal viper
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a multiplayer game where everyone sees the world differently

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so all the glitches are actual features

livid haven
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@surreal viper You joke, but...

floral heart
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An RTS game where you play against bots that have the name of people in the matchmaking queue.

livid haven
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... 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

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And players having uncertain alliances due to hidden objectives and potentially actually seeing/hearing different things is part of it.

surreal viper
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๐Ÿ˜„

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actually reality kinda works this way too

livid haven
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I mean you see an inanimate object, another player sees a horrifying writhing monstrosity that doesn't give chase.

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You may actually be the once hallucinating normal things over the madness.

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Or vice versa.

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If you're imagining false threats, you become a danger to your party potentially.

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If you fail to alert them to a threat, you could all get killed.

surreal viper
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sounds interesting, but would be best with a small player number (like 2-4 I think)

livid haven
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Absolutely

surreal viper
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I imagine it would be cool as a narrative coop game ๐Ÿ˜„

livid haven
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Yeah. No real formulation as a game idea, really. Just a "Y'know, this concept would be really really cool"

devout relic
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That is a cool concept.

livid haven
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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.

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Definitely check out the movie when it comes out then, if the idea interests you.

surreal viper
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will do ๐Ÿ˜ƒ

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ex machina was kinda not for me tho

livid haven
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We'll see if they do the books justice.

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I have low expectations. It'd be really neat if they get the visuals and the mind state stuff down.

surreal viper
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I don't think I have seen any film based on a book I read which I liked ๐Ÿ˜ข

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I might as well just check out the book

devout relic
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(Has a question, but isn't sure which channel to ask in.) ๐Ÿ˜“

floral heart
devout relic
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Alright.

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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.

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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?

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And then take them out of the inventory and drop them in another level?

surreal viper
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sure but requires much manual work

floral heart
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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.

devout relic
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Not sure what you mean by manual work.

surreal viper
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you have to code stuff yourself for this

devout relic
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Oof.

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Wait, like raw C++, or the, um... the wiring thing I forgot the name of.

floral heart
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Blueprint is the wiring thing.

devout relic
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Yes.

surreal viper
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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)

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still you need a good save system but you will need that anyway

floral heart
devout relic
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The dynamic registering sounds very complicated. ๐Ÿ˜“
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?

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Also thank you, I do need to learn a saving feature. I already know I want very free saving though.

kindred viper
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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

floral heart
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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.

devout relic
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Yeah, no multiplayer. It's a single player only campaign.

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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."

floral heart
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I'm convinced there are many very old 8-bit games that followed those rules.

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(Pointless recollection on my part)

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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.

devout relic
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Yes, all the items will be unique.

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(Starts building a prototype...)

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Different question, what's the easiest way to build an invisible box?

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I can put six invisible walls together, but I don't know if there's a smarter way to do it.

wary wave
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walls make perfect sense

kindred viper
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I have always used walls, ceiling and floor to make rooms ever since I stopped using subtractive BSP

devout relic
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Ah.

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'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.

kindred viper
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and why not give the floor collision instead?

devout relic
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I don't know how to do that.

kindred viper
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something to learn then ๐Ÿ˜ƒ

devout relic
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It's 2d characters in a 3d environment, so they use all three axises.

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Axises probably spelled incorrectly.

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*Axes.

kindred viper
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axis is it's own plural I guess

devout relic
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Google says it's 'axes.' (Shrug)

kindred viper
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google just released some nice translation headphones (ie. babelfish) but they don't always get it right :p

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but yeah axes is considered plural of axis in the dictionary. That's an odd quirtk

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*quirk

devout relic
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Yeah.

wary wave
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Axes is indeed the plural of axis

kindred viper
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"I used all 3 axes. My eular angles were way off but I chopped down 3 trees"

devout relic
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Lol.

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

kindred viper
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Why don't you do it @plush yew . I mean what do we pay you for anyway? ๐Ÿ˜ฎ

devout relic
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Lol.

kindred viper
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Here is an interesting query that I wouldn't mind a few opinions on.

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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.

surreal viper
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I don't think we pay @plush yew to be honest

warm mountain
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Marc

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I think it could be like Speed Chess

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thats pretty exciting

devout relic
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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.

warm mountain
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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

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once their 10 mins are up they can no longer make moves

kindred viper
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anticipation and stress of decision making within the other players turn may be one way.

warm mountain
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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

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I played some online card game that was like that years back great times

devout relic
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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.

kindred viper
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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

warm mountain
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ah i see

devout relic
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You might also see if there's a lore-based system that could put things on a time limit.

kindred viper
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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.

devout relic
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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.

kindred viper
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I could do that

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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

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like the battlegrounds circle of death

devout relic
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Yeah.

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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.

kindred viper
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that is pretty much exactly what it is

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its a gang based game

devout relic
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Cool.

kindred viper
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its kind of a rip off from Necromunda by Games Workshop, but im gonna reskin it and have different rules to speed things up

wary wave
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Heckramandoo, right?

kindred viper
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lol yeah. I did think about calling it Gangbangers but I think Brazzers are doing that game

devout relic
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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."

kindred viper
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All games are ideological theft anyway :p

wary wave
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I always liked Gorkamorka more than Necromunda or Mordheim

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something about the absolute anarchy of it all

devout relic
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All media is more or less ideological theft.

warm mountain
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Doing a rough layout of my game lvl

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going to be the largest thing i've ever done yet but thankfully I dont actually have to model too many things

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due to the thick trees and playable area

devout relic
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Cool.

warm mountain
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haha

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its adorable though!

devout relic
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Thanks.

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๐Ÿ™‚

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

dawn apex
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I think in here support what i get is from Unrealnot ๐Ÿ˜•

golden island
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I got an ad from unity while watching unreal engine 4 video HAHAHAHAHAHA

dawn apex
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yeah they wish it was unreal thou lol

golden island
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Hahaha

warm mountain
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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

plush yew
#

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

distant onyx
#

๐Ÿ˜ƒ

keen carbon
#

Welcome @distant onyx

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 ๐Ÿ˜ƒ )

keen carbon
#

There are a lot of resources here

frank escarp
#

unreal engine doesnt need to put youtube ads XD

surreal viper
#

youtube ads ๐Ÿ˜„

olive schooner
#

How do people manage constantly updated assets with many "moving parts"? (textures, models, anim state machines, BP changes etc)

surreal viper
#

I remember something from the dark middle age, then god invented addblockers ๐Ÿ˜„

olive schooner
#

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 ๐Ÿค”

hot ledge
#

I donโ€™t want my character to go in crouching while sprinting how can I fix it

plush yew
#

Please welcome @hoary nova to the community! :beers:

surreal viper
#

you have to implement UNotCrouchingWhileSprintingMovementComponent for that

plush yew
#

you guys know by any chance where to find the free realistic head model for unreal?

grim ore
#

There is one in the Content Examples project on the learn tab

hot ledge
#

How do you check characters walk speed and if it is greater than 30 do some stuff like die

plush yew
#

yeah im looking for the learn tab.. ๐Ÿ˜„

#

found it

grim ore
#

@hot ledge check the players velocity

stray smelt
#

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

grim ore
plush yew
#

Please welcome @tawdry bolt to the community! :beers:

tawdry bolt
#

hello all

plush yew
#

Please welcome @rain girder to the community! :beers:

azure sierra
#

I can't seem to post anything on the unreal forums but I am not getting any errors. Anyone might know why?

tawdry bolt
#

happens to me too

#

sometimes theres a time lag

azure sierra
#

i hit post and the page just seems to refresh

tawdry bolt
#

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

azure sierra
#

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 ๐Ÿ˜›

#

maybe under moderation?

#

it should really say that

tall pendant
#

the first couple posts are indeed moderated.

#

i dunno if thats the issue tho

azure sierra
#

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

keen carbon
#

It's not my favorite forum style, it seems clunky but gets the job done.

azure sierra
#

its a heavily modified vBulletin

ionic sedge
light thunder
#

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?

azure sierra
#

i think they are connected possibly

#

i remember a double error like that on mine

plush yew
#

Please welcome @ebon tiger to the community! :beers:

limber lynx
#

@plush yew idea

#

how to get ideas from the bot

wooden vector
#

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.

azure sierra
#

im using a i5 6600k lol

#

i think you'll be fine but im sure the i7 would build things much faster

keen carbon
#

The i5 is a great processor for development.

plush yew
#

Please welcome @last kite to the community! :beers:

azure sierra
#

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

last kite
#

thanks @plush yew !

plush yew
#

Please welcome @ivory blaze to the community! :beers:

ivory blaze
#

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?

glossy flame
#

While you have the right click held, try scrolling up on your scroll wheel

#

That's usually how you change your speed

ivory blaze
#

AH!

ruby chasm
#

Could this be caused by one image with transparency in my scene?

ivory blaze
#

Amazing. Yea, I was using the middle mouse button to learn the different viewing methods.

ruby chasm
#

That's a big hit

ivory blaze
#

Thanks @glossy flame

plush yew
#

Please welcome @half geyser to the community! :beers:

idle sail
#

When i use a blend_overlay how do i set the opacity of one of the maps coming into that node?

cloud cobalt
#

@ruby chasm Translucency is expensive

ruby chasm
#

@cloud cobalt Apparently so are Masked mats?

safe rose
#

Well

#

Aren't the masked parts of the materials translucent when masked?

#

ยฏ_(ใƒ„)_/ยฏ

cloud cobalt
#

No

safe rose
#

What are they then?

cloud cobalt
#

Masked materials have pretty much zero costs

#

They just have an alpha check

safe rose
#

Where do the other parts go?

#

I know they aren't drawn

cloud cobalt
#

They're not drawn, so, same as nothing

safe rose
#

Right

#

I know that

#

But where are they?

#

In terms of memory

#

They have to be somewhere

cloud cobalt
#

Pretty much zero

safe rose
#

Hmm, nah

cloud cobalt
#

I mean the mask has to be stored, obviously

safe rose
#

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

ruby chasm
#

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

cloud cobalt
#

@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

safe rose
#

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

cloud cobalt
#

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.

ruby chasm
#

Even without the sky sphere and light imp, it still does it

#

But,

#

now it's this instead:

safe rose
#

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

wooden vector
#

ty for the help guys!

floral heart
#

"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."

plush yew
#

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

#

Please welcome @kindred tusk to the community! :beers:

#

Please welcome @delicate lintel to the community! :beers:

dire storm
#

@wicked tiger Really Enjoyed the stream today! Great job guys

wicked tiger
#

Aww thank you :3

azure sierra
#

what stream?

wild kestrel
#

oh yea i need to watch the stream :>

static perch
#

Hey

#

im having a bit of an issue

#

with the thing

#

2d scene capture

#

it seems like it's definitely a bug

wild kestrel
#

let me guess... captured colors are inaccurate?

plush yew
#

Please welcome @unkempt reef to the community! :beers:

unkempt reef
#

hi

#

a friend of mine sent me here becuase you guys might know how to solve an unreal problem

dawn apex
#

Is anyone get problem on standalone view game that mouse get over screen and not control player ?

dire storm
#

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

lusty elm
#

Shouldn't there be a channel for finished games?

plush yew
#

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

magic garden
#

Just wanted to know... how many people here is developing in Linux?

dusky dove
#

dumb question but... is blueprinting an android/iOS game hard for beginners?

plush yew
#

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

plush yew
#

Please welcome @midnight flax to the community! :beers:

#

Please welcome @azure wharf to the community! :beers:

heady bridge
#

@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 ๐Ÿ˜ƒ

plush yew
#

Please welcome @gritty sun to the community! :beers:

midnight flax
#

i am trying to model a pistol but when i import it its all in seperate pieces

#

does anyone know how to fix that

devout relic
#

(Feels awkward intending to ask a question when there's a bunch of unanswered questions above that I can't answer. ๐Ÿ˜“ )

#

Except that I agree there should be a channel for finished games and/or demos.

magic garden
#

@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?

midnight flax
#

i made it im in blender

#

and its just that all the seperate pieces like the slide and clip import as seperate

devout relic
#

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

magic garden
#

Try to merge them together in Blender? Group? I don't know

dusky dove
#

@heady bridge can you link me a mobile one ๐Ÿ˜ฎ

magic garden
#

I don't think nothing about this ๐Ÿ˜ƒ Maybe # game-design?

midnight flax
#

if i put them in a group its all one piece i need it to be multiple pieces for the animations to work

magic garden
#

oh I see

midnight flax
#

could i possibly make a skeleton for it

magic garden
#

I have no clue, sorry

midnight flax
#

ok

heady bridge
#

@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

devout relic
#

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.

heady bridge
#

@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

dusky dove
#

@heady bridge hmm

#

yeah, alot of them are outdated

#

from what i have seen

devout relic
#

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."

grim ore
#

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.

magic garden
#

or some ideas from other characters, as in a RPG

devout relic
#

Yeah. Makes me wonder if there's anything more clever I could do though.

next badger
#

Time to nap.

tulip bobcat
#

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

plush yew
#

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

magic garden
#

@tulip bobcat Begin with the simpler tutorials

tulip bobcat
#

Ok

plush yew
#

Please welcome @royal verge to the community! :beers:

heady bridge
#

Cloning small games to start is a good way to learn more about an engine and game design

tulip bobcat
#

Damn

#

Just heard a really creepy story

#

Actual history

#

WWI story

wild kestrel
#

oh screenshere is live in discord:>

tulip bobcat
#

Oh shit

#

Wrong channel

full coyote
#

How the heck do you add new points to a spline mesh? alt+drag does nothing :|

dire storm
#

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.

floral heart
plush yew
#

Please welcome @willow mortar to the community! :beers:

#

Please welcome @dawn compass to the community! :beers:

#

Please welcome @dawn compass to the community! :beers:

ruby chasm
#

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?

safe rose
#

...

#

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

livid haven
#

Could try the INI-based redirectors.

#

But, that'll still be surgery.

plush yew
#

Please welcome @dull swan to the community! :beers:

ruby chasm
#

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?

livid haven
#

Just in case, make sure you don't have the map you're trying to relocate/fix up open.

plush yew
#

Please welcome @steady elk to the community! :beers:

ruby chasm
#

@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?

livid haven
#

I'm just saying that trying to move assets, especially huge ones like a level, while they're open is a bad idea.

ruby chasm
#

ffs I just bricked my whole game

livid haven
#

What'd you do originally?

#

Start doing stuff outside of the content browser?

ruby chasm
#

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

safe rose
#

@ruby chasm Are you not using Source Control ?

livid haven
#

And you didn't use source control?

#

Jinx

safe rose
#

^

#

I mean, if by now you haven't figured out the usefulness of Source Control, you should probably get on that...

ruby chasm
#

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 ๐Ÿ˜ฆ

safe rose
#

Hmm

ruby chasm
#

It's cool I can probably re-do everything in a full day

livid haven
#

Well, you just learned another thing. ๐Ÿ˜ƒ

ruby chasm
#

The hard way

safe rose
#

That would be like #1 on any gamedev's list to learn first

livid haven
#

Never don't use source control.

ruby chasm
#

Is it hard to set up?

safe rose
#

No

livid haven
#

Varies, but some are way easier than others.

safe rose
#

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

livid haven
#

I feel like Perforce got way easier in recent years. Relative to itself.

safe rose
#

Local or Github Repo

ruby chasm
#

So if I were using source control and I deleted one of my folders outside of the editor, would it be recoverable?

safe rose
#

Yeah, but then he'd have to make a P4 server

#

and that's a headache

livid haven
#

Nah, you can do it locally now.

#

With just UI

safe rose
#

Ah

#

Well I am all about some P4 over Git

#

But, I didn't know you could do local P4 depots

livid haven
#

Source control or version control effectively works by backing up files every time you tell it to and tracking the versions.

safe rose
#

I've always just used my home perforce server for many reasons

livid haven
#

All it's really doing is setting up a local server.

#

It just does it all for you with with a really simple setup.

safe rose
#

You can try out this series

#

Should give you a decent explanation and walks you through setup

#

^ use that

livid haven
#

I find Perforce easier than Git, from a basic usability/UX standpoint.

safe rose
#

too for Perforce

#

Hmmmm, I don't know about that

#

I mean, maybe locally

ruby chasm
#

I'll look over it , thank you

safe rose
#

But even Git local repo is pretty simple to setup

livid haven
#

I don't mean the server setup, just the end user experience.

safe rose
#

Especially using SourceTree

#

Yeah, P4 is definitely the way to go for any real production, especially since it handles binary assets like a champ

livid haven
#

Sync files. Check 'em out. Submit 'em. That's it. With Git you've got checking out, staging, comitting, pushing.

cloud cobalt
#

Git is more complicated, more powerful.

safe rose
#

Hmm, complicated?

#

how is it more complicated than P4?

livid haven
#

I'd say Git is more complicated, as an end user.

cloud cobalt
#

Come on, don't be ridiculous.

safe rose
#

I mean, I haven't really noticed any difference between using either of them

#

In my workflow anyway

livid haven
#

You're exposed to a lot more technical jargon and implementation details of the underlying software with Git.

cloud cobalt
#

If you're only ever doing single-branch, single-client single-server on Git ? Sure

#

Git gets real heairy real fast

safe rose
#

I mean, I am in the middle of a 20-branch/merger on my current git repo

livid haven
#

Even with a 3rd party GUI, you need to be comfortable with CLIs to handle Git beyond the most absolutely trivial operations, unfortunately.

safe rose
#

Oh, I agree

livid haven
#

Or so was my experience with SourceTree, which was the best Git client experience I had.

safe rose
#

But it's the same with P4 though

#

A lot of the best things are command line options

cloud cobalt
#

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

livid haven
#

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.

safe rose
#

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

cloud cobalt
#

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

safe rose
#

and then Reconciling Offline Work

livid haven
#

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.

safe rose
#

Aye, but I mean, you can do advanced stuff in either

#

But, for the majority, most users won't need to use those

cloud cobalt
#

Git pushes you into "advanced" territory very fast

safe rose
#

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

plush yew
#

Please welcome @vivid beacon to the community! :beers:

cloud cobalt
#

@safe rose Yeah even SVN is clearly better than nothing

limpid sandal
#

Will solve most of your issue s

#

If you don't want to go into deep territory

#

Stackoverflow can be used

cloud cobalt
#

Just because there is available documentation doesn't mean it's simple.

#

For the record I use Git, I recommend Git

limpid sandal
#

Cmd or intellij if you want a ui kappa

#

Bad for binary and resources though

#

LFS doesn't kinda work well

cloud cobalt
#

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

limpid sandal
#

You're not going to do more than a backup if you're solo

#

Perhaps a stable branch only

cloud cobalt
#

Of course you are. Daily commits over years aren't backups, they're history

limpid sandal
#

Gotta hate asset commits

ember grotto
#

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.

dawn apex
#

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

loud vapor
#

Are you setting the Input Mode on begin play?

unkempt reef
#

is there someone who would know how to use alpha textures in unreal?

plush yew
#

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

#

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

#

Please welcome @reef herald to the community! :beers:

dawn apex
#

@loud vapor on character or in level

loud vapor
#

Character

dawn apex
#

no

#

but i tester with mouse show etc no luck well i try that

#

if i am lucky

#

@loud vapor Ynx man ๐Ÿ˜ƒ

#

Tnx*

plush yew
#

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

#

Please welcome @quasi sun to the community! :beers:

dawn compass
#

anyone known how to make a FPS game ?

pallid compass
#

Thats rather a ugh

#

Large question

honest vale
#

yes

#

open the fps template, done

#

๐Ÿ˜›

plush yew
#

Please welcome @quasi lake to the community! :beers:

pallid compass
#

question out of curiosity

#

When is a good time to use maintee

grim sinew
#

When you don't want to learn Sequencer

pallid compass
#

well i mean

#

For general use

#

what if i wann move an object from a to b

grim sinew
#

then learn how to use blueprint or a 3d tool that can animate

#

sequencer and matinee are cinematics tools, not general gameplay

wary wave
#

I should probably learn to use Sequencer at some point

livid haven
#

@pallid compass Pretty sure Sequencer replaced Matinee.

wary wave
#

I still use matinee...

grim sinew
#

Sequencer is Matinee's replacement, Matinee is considered legacy

livid haven
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I don't even know how to access matinee. ๐Ÿ‘

grim sinew
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it's right under sequencer?

livid haven
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Define "right under".

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Are we talking a tab?

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A menu option?

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A drop down button?

grim sinew
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the dropdown from the main toolbar above the viewport, with the giant "cinematics" button

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right where it always was since the UE3

livid haven
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I mean, sort of since UE3, but I digress.

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Spent like 10 minutes with sequencer.

grim sinew
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sequencer used to be such a broken mess, using it used to be a nightmare

livid haven
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Reminds me, wonder what state Niagara is in...

wary wave
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it's a state

livid haven
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Wait, someone's going to troll that one

grim sinew
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enable it in plugins and find out.

wary wave
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it's crashtastic, and pretty much unusable at the moment

pallid compass
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See thing is

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My tutor

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Is teaching everyone to use maintee

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for EVERYTHING

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move a cube?

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mainteee

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open a door? maintee

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and i feel like thats not right

worn granite
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depends

livid haven
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Matinee, not maintee, or manitee. ๐Ÿ˜›

surreal viper
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martini ๐Ÿ˜„

livid haven
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Not my field though, can't speak much on it.

wary wave
worn granite
#

def. not right if you're playing that for gameplay

devout gulch
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just use sequencer

worn granite
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knowing how to do so for cinematics is different though

devout gulch
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it's right for gameplay

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I even integrated (well sort of)

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sequencer into effects editor for abilities ;

pallid compass
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just wondering the weight of

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Move from A to B

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with mainteeeee

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vs doing it in c++ or bp

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etc

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for gameplay stuff that is

devout gulch
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probabaly on the same level

worn granite
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sequencer maybe I haven't played with it

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matinee ?

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not talking about the "weight", continuing my "not for gameplay" statement

pallid compass
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yeah i know, but my point was hes telling everyone to use it for like everything

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just thought it didnt sound right

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i dont really use either of them though

devout gulch
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Matinee was really standalone tools used to move objects inside level

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using it for anything else except cinemantics is streching

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imo

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Sequencer in that regard is just tool to animate objects

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they might be on level, or might be in actor blueprint

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(so you can just drop your Timelines in blueprint)

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and use Sequencer instead

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it is also heavily used in Niagra

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that is when Niagra happens to work for longer than 1 minute

quasi lake
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Hey bros

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Newbie developer here,may I ask for some free projects to learn from?

wary wave
#

there are tons of examples you can find in the launcher

quasi lake
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I've downloaded a survival game project from github which is cool but obviously not enough

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What launcher

wary wave
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Epic launcher

quasi lake
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Do you mean the market?

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They are not free

wary wave
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there are free content examples in the launcher, largely under the learn tab

quasi lake
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OK I'll check those first

plush yew
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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?

pallid compass
#

any idea why a pawn with ai stuff i just made, is floating in mid air and not falling to the ground? ๐Ÿ˜‚

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gravity is enabled

plush yew
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maybe you forgot the navmesh volume?

pallid compass
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just floats and does not move

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its in there

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but that does not explain why its just floating

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shouldnt gravity bring it down?

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i reparented from pawn to char

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and it fixed

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lmao

mortal mason
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can I make the hud render behind objects?

quasi lake
#

ไฟฎๆ”นUIๆ่ดจ็š„renderqueue่ฏ•่ฏ•๏ผŸ

mortal mason
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ไฝ ๅฏไปฅ็ป™ๆˆ‘ๅ‘ไธ€ไธช็ฝ‘็ซ™ๅ—

quasi lake
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ไป€ไนˆ็ฝ‘็ซ™

plush yew
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@plush yew 'Ingame & In Editor' ?

quasi lake
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Can anyone tell me what does these slash do?

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New to C++

plush yew
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looks like some weird end-of-line character

quasi lake
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I saw this in engine codes

plush yew
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i tend to see ยถ instead of \

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prolly relates to the ide

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what are you using @quasi lake

quasi lake
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Using?

plush yew
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which program*

quasi lake
#

UE4

plush yew
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for c++?

quasi lake
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Controller.generated.h

wary wave
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no, what program are you editing code in

plush yew
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i mean like visual studio <some version>

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or idk, notepad

quasi lake
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visual studio 2017

mortal mason
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I have seen this in c++ but this looks like something your ide is doing

quasi lake
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without assistance plugin

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emm

mortal mason
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for a new linebreak

quasi lake
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It's in vs2017

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You can open your Controller.generated.h to see

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Oh maybe I know this

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This code is generated automatically

plush yew
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beuhh vs 2015 has to many options lol

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i cant find it

quasi lake
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With some tools maybe

plush yew
#

anyway there should be a menu option somewhere to decide if you wanna see end-of-line characters or not

quasi lake
#

So generally these \ just do nothing?

plush yew
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they do do something, but you shouldnt need to worry about them

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they (as the name implies) define the end of the line

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so they definatlly have a use & a reason to be there

quasi lake
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ok

plush yew
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normally you never need to see or think about them though

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like, word (to name something random) has them too

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but you never see them

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so yea, theres some option somewhere to show/hide them, and thats what u need to toggle

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been googling around tho and cant find it ๐Ÿ˜›

quasi lake
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I found this only appears in Engine .h files

mortal mason
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I am still stuck at my question ๐Ÿ˜ฆ is it possible to place a hud behind 3d objects as non 3d widget

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I want to flip some tables rn

plush yew
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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

quasi lake
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Are you using any kind of UI plugins

plush yew
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@mortal mason that seems, strange, so may not be supported out of the box

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actually wait ive seen it in a example somewhere

mortal mason
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I want to display a texture from an ortographic camera behind my objects for an ar application

plush yew
mortal mason
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I have been able to fiddle around the engine code to actually set a custom projection matrix for the camera

plush yew
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(doesnt have to be a menu afaik, its just a umg element in 3d space)

quasi lake
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In unity projects we controll the renderqueue of UI objects' material shader

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I dont know how to do in UE

mortal mason
#

but this will also modify any plane I will create

plush yew
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in ue4 u can do that too saltyfish, its how things like outline materials work

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@mortal mason check that doc

mortal mason
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like what I can do is create a screencapture2d and render my 3d objects in the hud

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but my projection matrix wont work then

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I'm cursed

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@plush yew I said I cannot use 3d widgets

plush yew
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why not?

mortal mason
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projection matrix

plush yew
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seems like it is what u want

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i know like, 0% about projection matrix

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but a quick look at the docs doesnt raise any red flags

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why wouldnt it work with 3d widgets?

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did u test that?

mortal mason
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its not intended to set the projection matrix in ue4

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at least there is no official option ๐Ÿ˜›

plush yew
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ah ๐Ÿ˜›

mortal mason
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ima try this

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i actually thought you need to place the widget on a plane

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lets try this lol

plush yew
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k gl

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fairly sure it should work/ive seen floating monitors in ue4 before

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and thats bscly what u want, just huge af

mortal mason
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augmented reality in ue4 is making me want to rip my hair out

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like even the "official" plugins have no precise method for the projection

plush yew
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didnt they just mention 4.18 will have a new ar toolkit though

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in yesterdays stream

mortal mason
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I have looked at artoolkits source

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they dont set the projection matrix

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they just make some tweaks to fix at least the x axis

plush yew
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ye fair enough i guess, its about the ar logic, not about the visuals

mortal mason
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but thats not proper projection

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I am making a testcave to test if my code is right

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thats why I asked the question

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I have a matlab script that gives me exact values and an exported image I can use as background

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should be pixel perfect projection - i hope

plush yew
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hmmz

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theres quite a few ppl sellings plugins for this it seems

mortal mason
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well I write a thesis about it

plush yew
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its a open sauce plugin

mortal mason
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I will provide for free

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Yeah I know that already

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they don't set the projection matrix either

plush yew
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u sure? "Video displayed in-game"

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they must have the video displayed ingame if they make that claim in the feature list

mortal mason
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yeah I have literally checked their whole source

plush yew
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have u checked it in ue4 tho?

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like, played it?

mortal mason
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they create a plane they render the camera stream on as a texture

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thats pretty basic

plush yew
#

if it works, conclusion could be that you actually dont use projection matrix

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hmm

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so whats the problem? xP

mortal mason
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its hard to explain without showing haha

plush yew
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bscly im understanding your problem as 'how do i show the camera behind my 3d ar scene'

mortal mason
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if I put my texture on my plane the projection matrix will alter my plane aswell

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so I need something that renders my "video stream" in the background

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which is not affected by the projection matrix

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I have done this in unity but it works different there

plush yew
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so then check how they do it in the above project?

mortal mason
#

I did

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they don't set the matrix so they can create a plane attached to the camera

plush yew
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but they still show the camera output yes?

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so then, their approach may be the way forward?

mortal mason
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they don't have the problem I have

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I will try the 3d widget first and then look into it again

plush yew
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okie

mortal mason
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@plush yew I feared it would run into the same issue

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and I do haha

plush yew
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thats a shame

mortal mason
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Wait ima take a screen

plush yew
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well idk, my best advice would be to take a long hard look at that linked project u already knew

mortal mason
#

to show you what my problem is haha

plush yew
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and try recreate that ๐Ÿ˜›

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k ^^

mortal mason
#

its pretty simple to do it in unity

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sadlife.jpg

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note that I moved the cube on the second picture to show my projection actually works

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I took hardcore values

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but basically my widget / plane whatever will also be affected by the matrix

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What I need is a second camera that renders the "background" for me

plush yew
#

hmmmmmmmm

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dont u instead need like, proper settings for the camera

mortal mason
#

Well I have done something like this in unity before

plush yew
#

just looking at the first picture the maths seem to confused about where your camera is seeing the marker

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did u have to manually set up camera stuffs?

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like apeture size and stuff i dont remember

mortal mason
#

I took random values

plush yew
#

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

mortal mason
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dont worry

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first of all I want the texture to display in the background then place the stuff based on my coords

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but I can't find a way

plush yew
#

so you want the camera feed to be centered & visible, and the white cube should be centered above the checkerboard, correct?

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or do u want some other feed in between

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im confused ๐Ÿ˜›

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or some rendered background scene?

mortal mason
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the texture should be fitted to fill the screen yes

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and the cube should be displayed on top of the marker

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I basically want 2 cameras one which renders my background with orto projection

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and the second one that renders my cube with my custom projection matrix

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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

warm mountain
#

Are there simlulation options available in UE4 for grass and plants?

#

To be affected by winds etc?

plush yew
#

Please welcome @sturdy veldt to the community! :beers:

warm mountain
#

Or do we need to rig the grass in another 3d software first?

surreal viper
#

you can animate grass nicely in shader

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using world position offset

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there are even wind material nodes iirc

plush yew
#

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:

dire storm
#

@pallid compass physic enabled for the actor?

plush yew
#

Please welcome @tropic crown to the community! :beers:

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Please welcome @wind nest to the community! :beers:

radiant ermine
#

Hey I made a ( in my opinion a decently entertaining unreal engine 4.17 basics tutorial) If youโ€™re 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...

โ–ถ Play video
plush yew
#

Please welcome @minor lily to the community! :beers:

plush yew
#

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

gleaming thistle
plush yew
#

Please welcome @waxen canopy to the community! :beers:

lusty elm
#

@radiant ermine Wow, thanks bro for making this great tutorial!

radiant ermine
#

Well thanks sub for more!

tulip bobcat
#

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

plush yew
#

Please welcome @wanton geyser to the community! :beers:

plush yew
#

Please welcome @trail tundra to the community! :beers:

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Please welcome @hexed zephyr to the community! :beers:

quasi lake
#

What's the hotkey for pause ?

plush yew
#

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

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

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Please welcome @fickle violet to the community! :beers:

plush yew
#

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

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Please welcome @tardy ocean to the community! :beers:

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Please welcome @signal badge to the community! :beers:

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

safe rose
#

@quasi lake whatever you want

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P, Esc, Whatever

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You decide

wide sorrel
#

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?

safe rose
#

The node you might be looking for is Set Game Paused though

tall pendant
#

isn't the ANY key for pause?

safe rose
#

What?