#ue4-general
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@knotty summit yeah I think that looks good
@fiery harbor Thanks! Last question, should I write my adress on my Language like (รallฤฑk Sokak) or on English (รallฤฑk Street) :D Sorry if I bother you.
@knotty summit it doesn't matter
if the postman would find it, it's fine
They'll throw that application once approved to some "Approved Folder" and add you to a database
And call it a day
yeah
But
IF you do something stupid
They'll know where to find you
๐
Or mail you a Cease and Desist
I will actually not even put the ue4 logo animation at the start of my trailer I think
kinda looks cheap
I'm surprised they don't ask for email addresses
@fiery harbor The black and white one
Yeah
Its pdf file
You'll send it on your mail adress
@safe rose what black and white one?
yes
Yeah...
I last looked at it 1.5 years ago
So, you can't use the color one anymore
didn't know they changed stuff
You should only be allowed to use the B&W flat one
Last I checked anyway
^ that one
ew, lol PNG op
this is the old one: http://www.aclockworkberry.com/wp-content/uploads/2016/01/ue4-logo.png
I don't want to deal with this kind of things.
I think it you already submitted one before they changed logos, you might be grandfathered in
But otherwise, it's B&W
@knotty summit Don't get into GameDev then?
Do I have to use it on my video even it is for commercial purposes
If you think it's just all fun and games...
I say 10% easily is just paperwork
And it's annoying
@knotty summit You don't have to use shit
Not one thing says you do
You are filling this out, so you can use it, if you want to
People do it because it has this "effect" of pedigree
did I spell that right...google time
Aye, anyway
using the logo is a privilege, not a requirement
we're not cheap unity guys here ๐
TBH, plenty of garbage UE4 games though
yeah you can show the world that you didn't bother implementing own tech XD
They just look prettier
๐
@surreal viper No one gives a shit about if you created your own game engine or not
They just want the game to be good
And have fun playing it
That's all they care about
why to spam them with the logo then? ๐
some people by now associate ue4 with "bad performance", due to ark and pubg
"spam" ?
I mean, it's usually just once in the beginning, maybe once at the end of credits.
best trailer ever: first 5 sec your company name, then 5 sec title, 5 sec unreal logo, 10 sec game, the end
That's just a crappy trailer
From some sloppy lazy dev
Who tried to put it together themselves
I'm okay with logo-s if there is Epic music in the bg ๐
I've seen some very nice trailers with any game engine logo
Even siege and fox thing
Has a nice custom pixel art one
anyway, I'm not sure yet if I want to include unreal logo or not
doesn't ue4 have that super colorful logo somewhere?
maybe I'll just put a small one at the end or something
yeah I think I'll put a small one at the end, next to the HTC vive or oculus rift logo
I'll probably have one screen with a bunch of logos
This is pre-alpha footage of The Siege and the Sandfox, created for exhibition at GDC 2016. Website: http://www.siegeandsandfox.com Press Kit: http://presski...
Like, center-screen, game logo and important stuff
hmm, that's not the one I am looking for
ยฏ_(ใ)_/ยฏ
yeah that sounds reasonable
no idea where it went
also showing the Unreal logo before showing your game may do some harm if you are an indie, because your game won't be as good as big budget unreal games, but cause of the logo the expectation will be damn high
junk unreal games help to build that down tho ๐
๐
Lol
Not so much misinformation
Just unsupported claims which are incredibly situational ;3
maybe my english sucks more than usual today, my intention was not to claim anything
that "may" there was supposed to mean that "it's just a random idea, idk, maybe wrong"
I don't think the UE4 logo creates any high expectations any more
that was 2-3 years ago
even 2 years ago there were "meh" UE4 games tbh
So I shouldn't use UE4 logo, I just show my project
well cut your trailer and just see what you prefer more
Its up to you if you want to use the UE4 logo.
It can be nice compositionally
if your game is trash, then it benefits from the UE4 logo, but it hurts the UE4 logo. if your game is very good, it probably hurts your game more to use the logo, maybe...
I want to keep it short so without logo it looks better I think. As I learnt I don't have to use it so probably I will not do
People who judge a game based on the engine used in the game ... are usually not the type of persons you should ask for their opinon anyways ๐
its not worth the effort talking to them
I love Unreal Engine btw
@tall pendant well, due to ark and pupb I see a lot of people (especially on reddit) that think ue4 in general just has bad performance
and pupb doesn't even look good
so those games hurt the reputation of ue4 quite a bit
@fiery harbor Yup. But why would you take their opinon serious? reddit isnt exactly the place were you find great advice
sometimes sure but often not so much
well, its the people that buy your game
especially on steam its important that the trailer quickly shows the game, so you shouldn't spend much time with logos and stuff. but if it fits the whole composition well, if it fits the music etc, then a few seconds UE4 logo might not be bad
the engine isn't really used as a selling point
but people say stuff like "of course this game has/will have bad performance, its made with UE4"
or "of course this game looks good, its made with UE4"
its probably a bad idea to use the ue4 logo when your game is ugly, because then people think you did stuff wrong
so those people are just prejudgmental... well i can live with that, but its still a bit irritating to me.
since the engine has pretty much nothing to do with a horridly made game
people have usually no idea how game dev works
at least if we talk the big guys UE, Unity etc
they think the engine is much more important than it actually is
thats why a good game made with unity would never show the unity logo at the start of the trailer, people associate unity with trash
so the good games made with unity, people don't even know they are made with unity
Yeah true. I agree.
tho i know at least one execption. Overcooked did show the Unity logo ๐
it also looked like a "unity" game ๐
don't get me wrong it's the best coop game ever, I really liked it
but it's ugly
in both the fortnite trailer and the paragon trailer, epic didn't even use the UE4 logo themselves
so that probably has some reason
they think its better now to show it
also less paperwork ๐
yeah! I mean personally i wouldn't use logos etc in trailers or press related material.
except platform logos ofc ๐
i will go to an national gaming event to promote my videogame , can someone give me tips or advice to take advantege of gaming event ???(marketing things , you know)
@long comet if you're naked, you will get a lot of attention
This is not really a suitable question for this channel though
it is the best channel for the question
I was able to get some success with a box collision and scaler paramters.....however one thing I didn't consider...LIGHTS...there is a fire right there but it disappears due to what I am doing...is there a way to do a visibility override or something? Is there anyway to make that fire more visible?
Disappears because of what? Hard to tell what is going on from the screenshots. You could make the fire material unlit if you don't want it to be affected by light
standby I'll pull up what I'm doing
Using a box collision to scale parameter of a post processing material
What is your smoke composed of? A particle system?
ah a post process material
@light thunder does increasing the emissive strength of the fire let it show through at all?
i will try again , thanks
Hmm, did Stephan Ellis mass-notify everyone on that thread?
About 4.18 coming next week.
How's everyone doing? ^_^
oh boy.... For some reason my networking wasn't working after a tiny update. 3 weeks of trying to find the cause. Why didn't it work? I didn't have a playerspawn in the online level. I don't refer to a playerspawn even once in my code, since I just used OnPlayerJoin to assign a character and position. Why do I need the playerspawn? it seems useless to me. Or is that a bug?
Im assuming you meant PlayerStart?
If there is no PlayerStart in the level it should have just defaulted to spawning at WorldOrigin
Strange that it would not spawn at all, unless something more sinister was occuring as well.
No PlayerStart caused you not to be able to create an session? That seems really odd.
At least its fixed now right? haha
I guess so :/
NEVERMIND ;_;
I really thought I'd have it now, it was the only thing that's attached to the same area of the log. Guess it wasn't the PlayerStart afterall....
now both log files look the same except for the steam error message.
left one is an earlier compile, right is before adding the PlayerStart https://imgur.com/KA6QqIo
so "Warning: STEAM: No session info to join for session (Game)" is still there, the playerStart warning is gone now.
The playerstart thing is just a warning
AGameModeBase::FindPlayerStart looks for the best playerstart
if it doesn't find one, it spawns you at 0,0,0
ok... It was the only thing that I could somehow connect to the steam error because of the position in the log...
any other idea what the error could be about? the forums has tons of topics about people who can't join sessions, but noone seems to get this error when creating one.
I mean... the session IS created, but can't be found by anything...
@rain prism Let's just assume that isn't the issue
how do i make a turn based system in my rpg game
Do you have 480 as the appid?
@sour sorrel Wait for my book or create your own
@rain prism Now, does the Steam window pop up in the bottom right?
how di i create my own
@rain prism If so, make sure that all players are connected in the same download region.
yes, it does. shift-tab also opens the steam overlay
If that's not the issue, let me know.
all my players are in the same download region. all PCs have a different account.
Are you using 480?
yes
ok
@sour sorrel That's not a question anyone will be able to answer
why not
Because everyone's needs will be different
Because asking answering how to invent a system involves inventing the system.
so it's not made yet?
You literally just asked how to make something of your own.
You tell us, did you already make your own thing?
not the turn based rpg no
Then no, it's not made yet.
@sour sorrel Basically, you'll need to attempt to do it, and if you run into any issues, you can come back and ask for help
oh ok
I mean, the basics of creating a turn-based system is relatively simple
All you are doing is, once player 1 is done doing it's thing (maybe by pressing an End button), then make it Player two's turn.
is it your first game ever? maybe you could try starting a little bit smaller...
we don't know how new he is to this though
I am an ambitious person. I have done programming before and created some flash games
AngyReal Tutorials - UE4 versione: 4.14.3 Unreal Engine 4 - Turn Based Strategy - Tutorial [ITA] - #0 : "Create Project" Tutorial che spiega come creare il n...
that should make it easier
That's in Italian.
Google doesn't autotranslate?
I thought YT was good like that
probably cc
Ah it does
Yeah, it does auto-translate
I mean
I look at Anime subtitles at least 4 hours a day
Hit that mute button and read
Troubleshooting a cinematics issue and can't find "orange lightning bolt" on actor in World Outliner defined in docs. Any pointers to docs on this?
See JulieCharacter in outliner - the little orange lightning bolt icon - that's what I'm looking for in the docts. I thought it meant spawnable but I've got a problem with this actor and switching between Spawnable and Posseable in the sequencer doesn't change it
I've got this weird behavior where the sequence plays fine but but not when autoplayed in level. This JulieCharacter disappears when autoplayed as spawnable but as possessable it appears flickering like a vsync refresh issue!
@calm wadi take a pic of it closer please
Nvm, found it
CineCameraActor
Illustrates how you can create cinematic looking shots with the Cine Camera Actor.
The cinecameras are working fine , it's a Character Actor named JulieCharacter that's giving me grief
I'm wondering if I've hit a bug because I think the lightning bolt indicates a spawnable - just can't find doco to confimr
@calm wadi Well, did you spawn it?
No
the icon doesn't disappear if I set to possessable as what I want to do.
The ReginaCharacter which is almost identical, works fine and if I toggle Convert to Spawnable and then Convert to Possessable that lighting bolt appears and disappears as expected
I'm going to report this as a bug - importing a new copy of same character doesn't have same issue
Does anyone here know how to make a space that pushes the player in a direction in the Unreal Tourniment editor?
Why are my UVs fine in Maya (perfect checkboard) but when I open them in unreal it's like they don't have UVs?
Except for one item I imported into the model that already had UVs
But the other two items I made have perfect checkerboard IVs I made and they are not showing up while the imported object is
I wasn't quite sure whether this post should be in graphics or animation so I decided to post it here. Sorry if this is a stupid question but I am new to game development and UE4. So I've made a voxel character in Magicavoxel, I was wondering what the easiest way to animate and import it into UE4 was. I've tried using Mixamo but it seems very complicated importing it to the UE4 bone structure since they've dropped support for UE4, is there an easier solution to animating and importing models/characters from Magicavoxel? (the files are .obj if that matters)
@rough hemlock Not sure about Magicavoxel but if you know how to use 3ds Max, it's fairly easy to rig it with bones and then import the mesh / animations into UE4. It'll create a skeleton based on your rig and you can re-use that for all your animations that you do in 3ds Max.
@ruby chasm Thanks.
@rough hemlock I've been creating characters in Adobe Fuse uploading to Mixamo and then pulling rig and animations into UE4 - what "dropped support for UE4" do you mean?
@radiant ermine wrong channel
How do I make a turn based battle system. All the tutorials either donโt work or cost money
and you posted in the right one also
ok
didnt know where it fit
Iโm still having troubke
Well probably not the UE4 one
@sour sorrel What's the trouble?
Show the screenshots
Show me your progress
Canโt rn at work
Not ok my home pc
On
I have like several issues
Can you send me a video or link thatโs free and actually works
All of the issues are because the files were missing, or were on older versions
Nah, I'm not going to Google for you (again)
If you have an actual question relating to UE4 and need help on your project though, please don't hesitate to ask
@ruby chasm I'm sorry if my post was completely wrong but I'm still extremely new to game development, and animation. I was just repeating some of what the tutorials I had watched said. By dropped support I meant that you now have to retarget the skeleton for each animation you import into UE4 (Atleast for me anyway).
@safe rose sorry I wonโt pay for a tutorial. I am low in money and hopefully this game will help pay off my debt
lol
I will just do other systems before doing the combat
Iโm going to add a system like vats to the turn based system for bosses
You can do VATS but not a Turn based system? Hmm
im doing both. dont know how to do either, but i know how to program the VATS and turn based in unity, but their software is not what i need
I am new to unreal which is the problem
Morning folks!
I need some recommendations
looking at renting a new server... mainly used for perforce and hosting my websites, so should be a dedicated or virtual root server, no web hosting. Anyone have anything they can recommend?
I was at server4you.com until now, who are cheap but often have some bandwidth issues
Looked at digital ocean, but their storage costs are through the roof for what I need (The perforce depot alone is about half a TB)
sometimes I wonder why do tutorials do math formulas, then write 3 lines to explain what each letter represents
like G*dt when you could just write Vector3 * deltatime
formulae with single letter variables are usually easier to read at a glance
this tutorial alone is like 50 pages
I dont think adding 10 letters is gonna make much of a difference
When your equations start looking like this:
https://wikimedia.org/api/rest_v1/media/math/render/svg/4f244066a467e71d767b2015d1f368b624eb675f
you want single letter var names
FYI, that's a simple lighting equation
yes, but you still gotta explain it and probably show a code example of it
Yes, but that would be unreadable if you gave every variable a typed out name
Hey. How would i go about rotating a door? Is there a way to minus its current rotation with lets say 90,
hmm, this seems to work
well I want to make something
but every time I see those forumal my brain melt
i'd take the full variable names over single letters ;d
I'm not a fan of them either, but when you start looking at more complex stuff, things won't even fit on a side of A4 paper if you use variable names
I did a short paper on BRDFs back in the day before people were actually doing it, and some of the formulae I derived were colossal
the one linked above is part of the Phong reflectance model, which is really simple
it's missing bits like the calculation of the direction vector etc
In that equation, R is reflection vector, which is a small function on its own. 2*dot(CameraVector,FaceNormal)*FaceNormal - CameraVector) is one possible implementation. If you're not lucky, you might have to figure out CameraVector yourself because you're playing in something other than worldspace. All of that would take far more than 3 sentences to explain, so if anything they've found the most concise way to explain it.
Aye, I would say it's pretty reasonable
Though, I do see what ctzn is getting at. Equations are good for whitepapers, but a tutorial is going to attract a different crowd.
If you look up a tutorial for 'general implementation of phong lighting', I hope the first words you hear are "Pull up a chair."
haha
You'd also build up that model step-by-step
rather than farting the whole thing out at once - but I'd expect to see that formula in there towards the end
@ashen brook Bit late but Vultr has been really good for me
Hey guys I'm new to this discord I'm struggling so much with a problem. My shadows keep dissapearing whatever I try it won't work. I also tried to add thise ciode to the defaultengine file of my project: r.ShadowQuality=5
r.Shadow.CSM.MaxCascades=4
r.Shadow.MaxResolution=1024
r.Shadow.RadiusThreshold=0.0001
r.Shadow.DistanceScale=1.0
r.Shadow.CSM.TransitionScale=1.0
But it didn't work either nothing happens whatever value I try.
Hey @plush yew, under what circumstances do your shadows disappear?
Also, does anyone know why my game would have inputs working in editor but in compile the same controls stop working?
They appear when I'm close and start to appear when I get away from my model. I'm using a dynamic directional light.
Might be som LOD settings @plush yew
To get more performance
Don't take my word for it though, just a guess
Yeah, that's cascades for you
Hmm, I'm not sure if you are using dynamic lighting then
As you go further off, it reduces the amount of cascades used
When you have less cascades, you lose small details
So in this instance, due to the small meshes on your character's beard, you'll lose their shadows
if i make a new folder in world outliner, how to make newly placed actors land in this folder? i thought selecting it would be enough, but seems not to be case
@keen birch How would I fix this?
Hi, I'm trying to make an endless runner and I want my flying character to follow a spline and deviate from it (pan/hover left or right or up or down) to avoid obstacles and such. I have two problems: 1.How to deviate from the path? 2. Since I'm spawning mini levels in front of my actor and destroying them behind him, how can I bind the follow splines between the levels for smooth movement?
Could there be an import problem with Skeletal Meshes in relation to the Normal Generation Method "Mikk TSpace"?
The following two screenshots show the same mesh with the same material and settings. Both have been imported exactly the same (Import Normals & Mikk TSpace), only once as static and once as skeletal.
Skeletal
static
Does anyone know the same problem?
Is there a way to compensate low FrameRate with tick?
I am tracing every tick...
define 'compensate'
@ashen brook p4 depot... 500GB, just one Project?
Not saying it couldn't get up there for one project...but yeah....
500GB isn't unreasonable
I know
@wary wave Well, I want to achieve the same fidelity with low FPS, ie. deterministic in every way
alright, so what is it that needs to be deterministic?
How do I use Delta with conjunction of Traces tho?
Or even better. Use a timer
timers / deltatime will still only execute as quickly as tick
exactly
Well, is there a way to "target" my game at 30fps and only animations etc get interpolated?
that would make much more sense than implementing complex Substepping Logic
@safe rose p4 depot with 500gb of tons of projects from across 3.5 years
it really depends on what you're trying to do, I think
but it's likely your approach may need to change
it doubles as my off-site backup for everything I make
the trace position/amount should always be the same, no matter what
Nope
then trace less frequently
That's not how unmitigated tick works
๐ค
So a player with 30FPS will jump to death while a player with 60+FPS will get the ledge...
being event driven may well be better than tracing every tick, if possible
The traces only appear when holding a button
if you're doing ledge detection, try reimplementing what you're doing so that it will work with a low framerate
even if your game is flawless, systems can still hitch for other reasons
guys i want to creat an open world mobile so what all things should i keep in mind while creating landscapes?
I might defer to using collision checks for this kind of thing, where possible
@wary wave Let's say I target my game at 30FPS. 1 Tick means one Trace.
Now I play with 15 FPS. Would it make sense to trace twice (once with original Location, and once with Location+(Location*delta))?
you could do that, but chances are you're exacerbating the problem
I would consider doing some maths that works based on character interpolation instead
for example tracing from where the character was in the previous frame, to where they are now
would Fixed FrameRate help?
no, because you can still drop frames
you need to rethink your implementation, because that is the problem
Whats the point of a fixed Frame Rate though?
I mean I though it would simply slow down the game, but would compute with a fixed Delta
it tries to maintain a stable framerate (61 is common, as an example)
a wildly fluctuating framerate is often worse than a slow one
you'll get visible stutter, even if your game is always above 60
What do you suggest?
"I would consider doing some maths that works based on character interpolation instead"
@grim ore you found this message rewarding where general is
yeah I found it, thanks ๐ was weird on this side for a bit it was completely gone
@wary wave So additionally to my trace I should trace from prev. Loc to now Loc?
@wary wave wouldn't it be enough to offset the Trace Start/End by Velocity*delta already?
I don't know exactly what you're doing, but I don't think so
I assume you're just tracing out in front of the character
kind of, yess
so yeah, you want to know what the player location was in the previous tick, and do a trace taking that location and the current location into account
if you don't do something like that, then what you are doing is probably still dependent on framerate
you mean averaging the locations?
but the 15FPS Player will still trace less often but advance the same distance
Let's say the Jump From A to B takes 2 Seconds.
Player A has steady 60FPS this means it traces about 120 times.
Player B has a massive Lag of 2 Seconds and only traces once.
Frame-independency won't help here
no, not averaging the locations
you need to change the way your thing works
change the way you are thinking about that trace
if the player moves twice as far between ticks, then your trace needs to take into account that the player has moved twice as far
a single trace won't cover that tho
then do two
if you're doing more than two, then you're probably still thinking about it the wrong way
Do you guys also find that 4.17.2 crashes a lot? I was on 4.15.3 before and it didn't crash that much
@brittle gulch - not really, seems reasonably stable to me
@sudden agate - think about how you would implement say, a Lightsaber
how do you know when it has passed through another thin object between frame A and frame B?
@wary wave You probably want to tell me to implement CCD
you could do it with collision
but you shouldn't need to
you just need to know if between A/B, the player's 'ledge grappling point(s)' have passed through a potential ledge
@wary wave yeah, but the problem is how to do that.
A jump is curved and is influenced by other forces for example and I cannot predict a jump 30 or 60 frames ahead.
Okay wait a sec
in simplified terms, you only need to know if Point X has passed through Object Y between Frame A and Frame B
Player A has 60FPS and moves 100uu.
Player B has 15FPS and moves 100uu.
Player A gets updated triple as often as PlayerB.
Only start end end point of both players are the same. What's in-between is not predictable. Therefore i cannot test if "Ledge is passed through whatever"
The only solution I see is:
Lower FPS = trace more often(offsetting trace by Velocity?).
Higher FPS = trace less often.
don't even get into async stuff
and you CAN test if the ledge has been passed through
that's the whole point of the trace
if your framerate however is getting so low that this isn't working after working that way, then you have more serious problems
I am talking about exactly THAT problem @wary wave
Yes it is kind of stable but It just crashes more than when I was on 4.15.3. I have some chrashes when I just want to add a component for example, or sometimes when I add a variable. It's sometimes but It never happened before.
your framerate would have to get very low and your player would have to be moving / changing direction very quickly for it to fail
Can anyone help me out here, im trying to package for html / windows and i keep getting an error, i cant seem to find out what it is
@wary wave the trace is very very sensitive, I want to detect small gaps
how small is 'small'?
if the answer is 'very', once again, you may want to rethink what you're doing
anything smaller than 10uu is not worth detecting
it works with 60FPS perfectly, but 30 is problematic and 15FPS works very rarely
I could be looking at two blocks that are either 1cm tall or 1km tall :p
it's the default cube
right, okay, so it's 1m / 1m
The outcome simply should be same no matter the performance
I mean that gap isn't huge, but you should easily be able to detect that at 15fps, probably even as low 5fps, if the character isn't moving super fast
@wary wave jumping is too fast already then ๐
when I say too fast, we're talking (velocity changes) in the order of tens of meters per second, if not hundreds
@orchid coral :
Error: Blueprint Runtime Error: Accessed None trying to read property CallFunc_GetController_ReturnValue
In several Functions all over your Blueprints
How are you detecting the gap?
potential solution is, increase trace start height and distance based on deltatime
@misty heron i did spot that however this issue only recently appeared and i havent changed that a tall
but you would have to do it with multitrace and doublecheck the closest edge to the player
@wary wave Tracing Forward with a Capsule, tracing downwards in a loop (with decreasing height offset) until some threshold is reached
that sounds expensive
I would try doing a single capsule trace from a point in front of the player
trace from where that point was in the previous frame, to where it is now
I can't get straight trace results with capsule on flat ground
that doesn't sound right? capsule should still hit flat floor surfaces
but yeah, if you hit geometry in that trace, you can check to see if it's something you can grab; i.e comparing the normal of the hit and whatever other criteria you might need (game sensitive)
but to be fair, most games use edge grab volumes for this reason
tracing at low framerate is unreliable
edge grab volumes are common
but they don't work for all games
plus authoring them is a PITA
we use something similar for vaulting and climbing mechanics here, but we have internal tools to author those edges, and they have their own data type in the editor
(and it's still painful to work with)
I don't want to do automatic ledge detection
by design
It's just that the ledge detection should happen as often on low FPS as on high FPS so I have a consistent behaviour.
it doesn't need to be 'as often', you just need to take it into account
predictions
and ledge detection can be automatic, ledge grabbing can be a player input
at some point though, if your framerate really does get low there's nothing you can do
I mean at 5fps even shit like player input starts to fail
@wary wave why not?
Old games simply slowed down, but did the same computations, didn't they?
old games had no concept of time
they didn't work the same way and didn't have things like 'physics' getting in the way
it's why a lot of them will run at superspeed if you try to play them on a modern CPU, hehe
๐ฆ
๐ฅ brain cant compute this prediction system
lets do a little thinktank with that
where is the location pawn expects to grab?
above head, front side, with 2 hands
now imagine if you would grab a ledge from jump
what kind of trajectory your hands do
from above your head towards the eye level
do that as linetrace
if trace finds ledge, see if is it close enough to grab
increase the error margin if deltatime is large
What happened to my blue sky???
Another bug guys :
When I create a fucntion in the interface, if I forget to add my desired output variable and add it after I compiled, I cannot have access the the return node into the Actor that is implementing that interface. If I remove the Interface in class settings and try to add it again, it just do Nothing, It doesn't add . I have to restart the engine completely to make it work ><
@Raildex#6923 Wasn't there a possibility with DeltaTime?
substep that shit
@Raildex#6923
if delta time >something, then you split the tick in several miniticks
This is my Substep Macro, But it doesn't work well ๐
@wary wave @paper kernel this sounds exactly what I want:
Go Slower, but do everything needed.
@paper kernel Adjustable FPS in the Settings?
dont do it
there are games which do that
yea, they are garbage
I don't think that The Talos Principle is garbage
was it dark souls that suffered from increased durability loss because of high framerate
one need for speed broke absolutely into pieces if you unlocked the framerate
๐ค
there's gonna be 1000000 different system configurations all playing at different frametimes, some even lower than you designed for
but that's exactly what fixed Rate does: providing the same outcome when having lover FPS than designed
What's the problem with having these settings:
Fixed Rate -> Use when your Specs do not fulfill.
Unlocked -> Use when your Specs fulfill
When using Delta correctly there shouldn't be any problems
https://gyazo.com/0b1f238d3e3e56c75ca00cdfd6f80fb2 why does that cast to UI fail?
What is UI?
an UserWidget (UMG) I guess
well actually
that node
add widget comp
no target
no idea what ur trying to do with it
but @harsh tiger, you created an empty widget component well it's normal there is no reference of any user widget, and if you cast null it will stay null
He doesn't
But I have opened up his eyes a bit
So, no need to fret over it anymore ๐
I'm in a blank world with no player character so its making it a bit awkward
Whats the best way to reduce package size for HTML5 as i kepe getting this error on launch https://gyazo.com/f33d41a228e9048f559d0140edb6762f
Hey all; anybody know how sockets are affected by changing the world scale of a skeletal mesh? Are the sockets scaled proportionally or does something else occur?
@pallid compass textures dont have to be square
they need to be powers of 2
they just thought they could optimize the textures more in a rectangle like that
given that they use mirroring a lot
yes, they could use a 2kx2k texture, or a 1kx1k texture
i tend to mirror my uvs, but when i do i wouldnt cut it in half
to give away that res
but they are optimizing
overwatch characters are far more optimized than my fucking skeletons in DWVR
lmao
overwatch wanted a game that would run on literally anything, so they use exactly the texture resolution they want
not more, not less
I mean i can UV, but i cant UV for high detail objects good yet
first of all, UV it without caring about the square
make sure you have each of the islands without much distortion, and of its proper size
actual uv maping is ez, scaling is my issue i guess
when you are happy with all your islands, then you go and start "packing" it
so its the shape of a square (still doesnt need to fit)
then you grab all of it, and scale it to the UV square
you wouldnt believe the amount of people i see trying to UV directly into packed UVs
do not give a fuck about the UV square until you have all your stuff done
use a grid texture
the typical UV grid
and, again
do not give a fuck about the packing
make sure each of the islands has the proper detail
the packing is not the issue
but you say your scaling is off
thats becouse you are packing it badly
in fact you are wasting a good amount of space there
its easy af to scale it all up for max res
nono, im not talking about that
i guess you are sad becouse some sections have more or less resoution that others, no?
what i say is that you should go back to your 3d editor, and pack it better
to pack it better, forget about making it fit, and focus on getting each of the uv island with the correct scales
by using a grid UV texture
do not care about the island positions yet, just make sure the scaling is as yuo want
when you have all the islands at the scaling you want, pack them together in a square
but do not scale them
you can rotate them, and move them, but dont scale yet
pack them in a square
probably it wont be on the UV 0 -1 square
maybe your square is 0-2, or 0-0.5
then you select everything and scale everything as a whole to make it fit the square
then u get better overall results?
yes
far better
this would be UV basics, should be on the first tutorial about it...
There are scripts to help you match the checker size of your islands
im going to UV a lootchest i want to show the "workflow"
this thing
prototype geo
blender unpacked it really well at the first try tho
after putting all the seams
some of them are jank becouse ngons and prototype geo and booleans
even like that, the packing is logically not optimal
to improve it, a think i like to do is to setup the islands in an ordered way, and make sure the scaling is properly done, for example in this case the inside should be less resolution
like this, for example
and now that i have each island the way i like, its just to put them in a square
more or less
and now i just take all and put it inside the uv square for final uvs
what about objects that have huge sections and small detail pieces
a
and there we go
so, like this?
in the exact same way
this is a general thing, works for absolutely everything
more talking pieces that have more than 90% size difference in object space
then you place those first
when packing for the square
and put the small pieces on the "holes"
but you need to have "perfect" uvs BEFORE trying to pack it
then you try to pack it in a smart way
dont worry, i had to show this to 3rd year game school students i had as interns
they only knew about the auto UV
shit school
i know the good techniques, just dont have the art talent
the whole course is basically figure it out your self
anytime
๐
All this art stuff in #ue4-general I was like, did I go to the wrong channel
im sure u will live, its not the end of the world.
I would say i was using the right channel tbh
I would not class UV's as art
To not see Art related stuff in #ue4-general
...
Yeah, I guess my 4-year degree from Savannah College of Art and Design was useless then, my bad
I guess so
@real bolt, click on that little button to the left of the filter button to open the file tree. Use the tree for drag and drop.
Ah thanks a lot
Not sure where to post this
The entire emitter disappears if I glance away from it and it's at the left-most of my view
It re-appears in real-time when I move back a tiny bit
it's being culled
yeah, by which setting exactly?
look at bounding box
bounds is a parameter in the particle system
yeah that, sorry ue4 wasn't up for me
are those cpu or gpu particles?
how do I determine that? it's from the mp
open the particle system and take a screenshot
they are cpu particles
alright thank you
and the downside is they won't get culled, so performance.
you could increase the size of the box instead of just disabling it
so that it still eventually gets culled, but you don't notice it
yeah, worked
np
Stupid question, I'm new to game design and UE4. I am trying to move forward with gettign started. However I have read that models for houses etc is best to be created in somethiing like 3DS Max. This is slowing me down and I know that I am far more confident in being able to create my scene in Unreal. So my question is this, do programs like 3DS Max need to be used or can I just use Unreal for creating most of my things?
Example being trying to make a door with inserts etc in 3DS is taking so long and multiple tutorials, where as a I know how to do what I want in Unreal...
UE4 isn't a modelling program so you're gonna have a hard time creating anything without a program like 3DS Max/Maya/Blender
I mean, if you can manage to do it all in Unreal then that's good
But you'll benefit in the long run from using a dedicated 3D package
You pretty much need to use something for 3D models. Blender is a good alternative, if you don't mind the very specific UI
UE4 brush editor is very deficient. You will waste a ton of time trying to build anything proper with it, UE4 brushes are way slower at simple things that every other 3D package can easily do
Which is a shame
Okay, I understand that I am brand new to this and in no way expecting to master these programs quickly however 3DS is just not sinking in for me and after a couple full tutorial playlists Im still struggling to do very simple things. Its curbing my motivation to get things moving :/
Try Blender
Is it easier than 3DS or just an alternative?
it's free so that is the main thing
I would say 3DS is more intuitive tho.
But a lot of people like Blender too. So I would give it a try.
@upper heart I have a student license for 3DS so I would only swap if easier
Well, for some people Blender is more intuitive, for some 3DS max
They are sufficiently different in how their user interface works
What about Maya vs 3ds?
Again opinion based, but Maya wins for animations and 3ds for modelling.
They are both solid programs tho
Try them out and see what you like. Form your own opinions ๐
@upper heart I understand, sorry if I am askign " how long is a piece of string" here. It's just my friend has also used Maya in Uni, for modelling from what I understand but I may be wrong. If the tool is up to the job for that, then I think having a close friend I can ask for help might help. I just need to know Maya would be a sound choice
Yes, they both great tools. Modo is awesome too to throw another name in the mix.
haha np and gl
learning blender kinda make sense if you expect your student license to expire
3DS isn't cheap iirc
Cheers, no doubt you'll see me here in a week asking " is there any programs other than Blender, 3DS Max, Maya or Modo?"
lol I think those should keep you set for more than a week
@surreal viper Nah, it is far from cheap. But I just started my license so in no rush for that yet, however Blender in on the cards if I don't start picking any of these up soon. I would guess that by learning either I would surely develop transferable skills?
yes, but still, you will hate blender after the switch, I am almost sure
if you will apply for a job max/maya knowledge is (most likely) better
if you try something on your own / join a small indie team blender is
I really like Blender, but I'm also doing technical art stuff most of my time
Fixing up topology, that kinda stuff
I think Blender is really really good for that, though I can believe people when they say it's not as good as other products for making new 3D models
I am a huge fan of blender because we can't afford anything else
I really hate the blender UI and controls, but most of the time I am not the one who has to use it, and the artist teammate actually loves it (no idea why, but I guess life is better this way)
I love Blender UI
I just can't find anything
Press space
no matter how much I used something :/ but I don't use it that often so... guess it would be better with time
The UI is a mess. Probably describes most large programs, but as customizable as Blender is it's both an annoyance and a tragedy.
I'm trying to set up a room scale demo and my character is too small... Rather than shrink the room down (and all of those consequences) how do I make the character bigger? Do I just increase the player scale in the motion controller pawn blueprint?
If anyone is good with error logs can you help me understand why launching to windows or ffirefox suddenly causes this error
How do I use the clothing tool
or rather
how do I assign the selected section as the cloth
I'm following the documentation, and it shows that once I select the section I want, I should see this window
but as you can see, 'create clothing asset from selection' is missing on mine
never mind, I'm just an idiot
I didn't enable it
when you upload an update to a game to steam through steam console client and it asks for your two-factor code, when i enter it, my normal steam goes offline and i can't chat with anyone etc
anyone knows how to bypass it?
Anyone elses engine no shutting down fully and running in the background on close?
Hey i had a question about cinematics
wasnt sure what channel to ask it
But when im done and try record the video its recording in like 12-17 fps is this normal?
oh i saw you can render out in a image sequence right? Maybe thats better?
The video comes out fine
it doesnt seem like its 14 fps
How can I let the parts of this mesh "Explode" as a Depth 1 Chunk in a DM?
OK fixed it. Is it possible to remove the additional material slots? have 16 slots with always the same material....
@quartz berry Simply assign your sections with your first material slot. You can then remove the unnecessary Materials slots (there's a small "x" nex tot the Material Slot name )
yes I know. but in the destructible mesh settings, I cant-
does anybody has any idea of how to upload image in epic's wiki
it should be still https://wiki.unrealengine.com/Special:Upload
Hello guys, I have several materials that use the same texure stored inside of the Engine Content folder.
I've copied this texture into one of my game's folder, and I want all my mateirals to use this copy instead of the Engine Content one. I wanted to do it manually but screw it. I wanted to use the Replace Reference Tool, but using it will delete the original Engine Content texture and I don't want to.
Is there another way to just make all my materials, that are using this actual texture, reference the copied texture without deleting the original?
Hey everyone!
I'm fairly new to UE4 so I'd like to ask something, bc I need a little help w my project:
So, I got a custom 3rd person chraracter set up, including custom anims, so but now as a game mechanic, I need my character to throw a ball (a Pokรฉ ball to be specific, already got the model and everything). I also got a nice throwing anim for the char, so now, I'd like to know how i can go about doing the following:
Get the char to spawn that ball in his hand, be able to throw said ball, which then immediatley spawns a new one after the one before has been thrown, and also play the throw anim while throwing ofc.
@rocky depot https://www.youtube.com/watch?v=hVdNji_TtXw
This part is about making second type of our enemy (distance enemy). We we will use enumeration type to switch between melee and distance enemy. When constru...
thx
np
nvm
Does anyone know if there's a different way to set up screen shake on a twin stick shooter?
Tried using Epic's tutorial but it's for a First Person game and doesn't seem to be working on my Twin Stick project
is it possible to create landscape in unreal engine fo mobile phones?
what';s the quick trick to opening a door smoothly? it involves adding a key but I can't remember the link
i want to to "animate slowly" not slam closed instantly
when i import an fbx file in ue4 textures dont work eventhough they show in my 3D software and i exported with material checked
Look for R Interp Easy in out
Send the materials over manually
I never bring them in with an FBX
So i cant say if it works or it does not
i dont think you get my problem lol
What 3d software?
nvm i just had to put my fbx file in the same folder as the textures
I keep losing my "hands" in my Vr doom...is there a way to get them back without restarting editor? i'm at a maker faire event
Hello everyone ! Do you know if I can change the player I control in the editor ? I tried to "eject" from the first player, then select the second player and click "possess", but it still possess the first player :/ ...
thanks, i'll take a look ๐
Anyone got a tip for making a alpha mask for this ๐
alpha mask?
btw, for decals, its better to have them be axis aligned
that way its a lot easier to do the UVs for the decals
while that might save some space, it makes it a little bit harder to use
yeah im just messing about with it
i forgot to grid it
lmfao
also some weird shit is happening
importing in to ue4 is moving my uvs
like
what??
in maya
nvm it fixed
combining it before exporting seams to fix
that was weird af
so you improved your uvs with what i said yesterday?
this new UVs are far more optimal than the ones yesterday
oh not yet xD im yet to sit down and go HAM with your advice
however it did help
that was just a quick flick together
right now im trying to do some more new greybox blocks for my game. but damn i suck at level design, even at greybox
practice makes perfect!
man is there no way to pick what material slot ur using when ur prevewing a mesh in material editor
oh crap i still need figure out how to mask these normals easily
got it down
now to figure out how people make panel lines with this stuff
anim montage isnt working in blueprint
Add a slot node in your anim BP.
whats the correct channel (here in this discord server) to get help randomly distributing objects around a large map -- preferably with some hard buffer/distance variable to keep the new objects that distance from any existing objects?
I'm just trying to figure out that workflow before I start creating & importing /manually placing any objects around my naked terrain
further, I have no idea if that random distribution of objects is even possible (trees, old rock walls in a forest, etc)
#blueprint if you don't know how to code. #cpp if you do know how to code
but in here we help people when they get stuck, you would have to have an idea and a not working prototype for anyone to be able to help you
thx dog #blueprint it is
So im trying to make a physically simulated bicycle and im not sure where to start, i took notes from this video but im still not completely sure where to start with it, although it did help me a bit. This is pretty similar to what i want to do but I want to go the bicycle route and not motorcycle. Also the bike will have no player/person riding it https://www.youtube.com/watch?v=PE_gHAEaWME&t=384s
I this video I waffle on about the physical underpinnings of wheelz2 after a request from Alan Noon for a breakdown. Will happily do a forum post with more d...
Does anyone know how i can go about doing what i put above?
would the advanced vehicle template help you at all?
Any place that would be suited to report BP nativization errors?
answerhub?
The advanced vehicle setup uses UE4's vehicle system. Im trying to make it physically simulated. Not sure how to quite explain it though
How can I update the Epic Games Launcher? Once I opened it, it said that an update is necessary and now it doesn't launch at all.
Hello everyone my name is Nick I am a senior level engineer primarily in the unity workspace my team is intrested in learning a bit more about unreal as unity user interface support is extremely dismal
I was wondering if any of you could share your insight as to how robust the user interface development is
@near crow You mean what it's like to build in-game UI in Unreal?
Unreal is pretty top notch. Ive found it handles most everything well except water in levels.
Yes ie
Animation support
Dynamic binding of resources from web
Jason integration
Sorry please forgive my brief responses at the moment I'm in my car getting gas
Not sure about Jason integration, sorry.
Jason? You mean JSON?
Yeah obv
Im fairly new to unreal but the maybe 2 hours ive spent in UMG (UI designer) have been pretty amazing coming from unity
No silly, it handles Jason Beumack very well. He's the new Unreal Dummy.
Right, @worn granite ?
@Unrealistic Engineer#6103 There should be an Gear icon at the top right which is where you go to update the Launcher.
What are you guy's opinions on using source control for a Solo project?
and if you were to set one up what system would you use?
Absolute must for all Projects
Perforce ๐
AH I didn't realize helix core was free for <5
JSON yes. sorry was driving
using voice to text.
finally got to sit down at my computer
Anyone interest in rev share of a scifi game?
@twin acorn please talk in #career-chat about it. Not here. ๐
Ok
mfw i buy a crap ton of ram today and then install... glorious for a moment. then grandpa power supply popped past 9pm
thank god for amazon prime now
@ornate night you could try #legacy-physics
I was wondering, for big projects, are people using blueprint or code ?
both usually
I'm a lazy twat and don't like C++, so I only use blueprint
Which is working just fine for me in most cases
"big" is pretty subjective. I mean which project isn't "big" esp. when developing in a small team or as single dev and/or without a bunch of gamedev exp. ?
Robo recall is 90% blueprints
You'll see yourself asking for things that Blueprints don't support
At least at some points
the C++ part is basically only the framework of the game classes, and a few more things
And you def don't want to use huge Blueprint Structs
meanwhile, Unreal Tournament 4 is almost completely C++
depends on the project and team skills
If your game is based on a lot of structure data, make the structs in c++
I use Scratch for UE4
there was research about LLVM for blueprint backend..
it would allow things like coding for UE4 in other lenguages like Dlang or Rust
seems they dropped it
I don't get why people can't just use C++ and Blueprints
Why the need of using c# or other languages?
People stuck in their ways? Unwilling to adjust?
@regal mulch honestly C# is great
but its mostly unity fanboys
thats why i said Dlang, its "kind of" like C# in the fact that it tries to be a better C++
not sure about stuff like F# for games
functional lenguages really do not mesh well with games
but for example im doing some dungeon generation algorythms, wich are basically graph stuff, and that kind of thing would work great on F#
i would use C# for game code, intermesh it with F# for some specific fancy algorythms, and not touch C++ at all unless i need to do heavy math or some engine stuff, wich is probably not going to happen
btw this is dlang https://dlang.org/
its compiler is blazing fast, the lenguage its designed by a guy who wrote C++ compilers so he designed the lenguage to be easier to parse
wich makes the compiler be stupid fast, basically instant
its compiled lenguage, but has a garbage collector (wich can be optional)
so it could be really useful for game code
https://dlang.org/cpptod.html comparing C++ to D
too bad D has failed to become any kind of mainstream, becouse it got split beetween 2 world and it doesnt have a huge company backing it (like microsoft backs C#, google backs Go, and mozilla backs Rust)
it got split halfway beetween the low level programmers (why would use it if it has a GC) and the higher level programmers (looks too much like C++, its compiled)
Not saying other languages are bad or shouldn't be used
But why forcing it onto the Engine instead of just adjusting and using the languages, which the engine was written?
(I know parts of it are c# :P)
I wouldn't event want to waste time on getting c# or so to work with UE4. Just use c++, code your application and be happy
Why cant I drag a tga texture into the texture slot of mesh?
never mind just forgot to create a material
Anyone here done any hard surface and done all your panel lines in mesh decals?
@lethal hull if you get some free time to talk, do u mind if i ask you about some of your work? im student who's been stalking your ships for awhile and i am very curious about your workflow, as its so hard to find good content to learn from online ๐
Here's my thing for wanting C#
I can code in C++, more or less
I absolutely hate it and it confuses me
C#, on the other hand, makes perfect sense
So sure, that's part laziness, but overall, I heavily prefer C# over C++, so of course I'd like to be able to code in C# in UE4 then ๐
If UE4 didn't have BP or C#, I'd just do everything in C++, sure
But I can't say I'd have been happy with that
But that's fine
You agree to use C++, as that's the language for this software (or BP, but that's also c++ after all)
But I came across people simply demanding a different language
Like:"I won't code in C++. Port the Engine to C#!"
Unreal c++ is pretty dumbed down. It almost feels like c# to me sometimes, except better because it's c++ ๐
unreal c++ feels like unrealscript with customisation to me
just C++ bullshit and compile times are annoying
unity c# is 100% working instant "hotreload"
wich is great
Vblanco just wanted to say thanks for the help the other 2 days
^^That's heavily debatable in large projects
Hi guys im struggling finding a tutorial of Virtual reality horror games.. that the player can walk using the Wireless bluetooth remote controller for VR BOX , and also the jumpscare , and AI for VR reality
eh
I think most of the JumpScare and AI stuff can be taken from normal games
Doesn't have to be VR
I don't know about the controller though
also I don't think there is "horror game tutorial" as such, since the whole concept is really tied to story writing and level design
which kinda makes it bit unique from development perspective ๐ค
Is it though? Other games need that too
Its just really mechanics based id say?
Scaring people really fits in to telling a story
(obviously)
so i think its a lil hard to write a tutorial on it? sure u can make ones on spookie jumps and spookie effects and sound
but, you can't really evaluate grayboxed horror game
Looks like the blue channel was removed for that area only.
that seems really odd tho
this is the price i pay for trying yo use quixel
just flood the blue channel with pure white, easy fix