#ue4-general

1 messages ยท Page 137 of 1

toxic wagon
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anyone know anything about the fbx scene importer?

errant brook
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Does anyone happen to know why when I view models the background scene is night instead of day? It changed when I updated to 4.18

opal ocean
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4.18 is a later version

toxic wagon
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probably different cube

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you should just be able to swap out the hdri image

errant brook
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anyone know why unreal will sometimes ignore the import scale when I reimport a static mesh? I have to save and save and save again to get it to randomly use the right scale on import.

plush yew
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should i update to the latest version of unreal

half mango
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anyone got any experience with sequenecer?

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im trying to watch videos but i dont get it

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i think my IQ is like 40

opal ocean
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40?!? you're lying! The doctors tell me IQ is measured from 1-10, and I'm a NINE. ๐Ÿ˜„

safe rose
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Wonder if this means Unity will be making some games.

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Although they say it's for engine dev

opal ocean
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they cant let epic have all the fun

warm bluff
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Ey all~! Got a problem o.O my whole editor is lagging most of the time and restors as soon as I click back on the preview viewport, like I'm writing some code and it starts lagging out of no where fps drops really low from 120 to like 15 lol anybody got ideas?

weary basalt
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@warm bluff Your editor is most likely throttling because its in the background. There is an Editor Preferences setting to change this.

warm bluff
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oh yep! Thanks lots!! ๐Ÿ˜„

strong hornet
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is there a way to make Discord so not resource hungry. Its slowing my system to a crawl

livid haven
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I don't imagine there is. You could use the normal web browser interface?

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Though if the Discord app is actually slowing your system to a crawl... either something is very seriously wrong or you're using a potato.

strong hornet
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seems to be working better now thanks @livid haven

livid haven
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NP

narrow zealot
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Hey, so...

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How do I apply a material instance to the material?

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I right clicked the material, hit create material instance...

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And then whatever I do with the instance just doesn't apply to the material itself.

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Any pointers?

cloud cobalt
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@narrow zealot Instances are materials. They're not applied to a material

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They're applied to meshes, like regular materials

narrow zealot
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But I can't select it from the materials list

livid haven
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There are materials, material instance constants (MICs), and material instance dynamics (MIDs).

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Materials are what you design.

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MICs are materials and a set of constant values to provide as parameters to the material.

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MIDs are materials and an interface to set there parameters at runtime ("during gameplay")

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You can apply materials and MICs in the designer/editor.

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MIDs have to be created and applied at runtime.

narrow zealot
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It's good, I think.

south ridge
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Btw, this was a point that interested me. MID is a MIC that has an exposed interface to refershing the state of variables on GPU (updating the uniforms), they are equivalent as far as performance and overhead is

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But every change of a MID parameter will re-send those values

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But it is not very likely you'd be changing them so much it'd be a bottleneck

cloud cobalt
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I actually found that updating MIDs could be a bottleneck, but I was updating every mesh in the game every frame

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So, reap what you sow

south ridge
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Well, I assume less than like 300 updates per frame

cloud cobalt
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Yeah, for more it was much more.

south ridge
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At that point, drawcalls are your concern too maybe

regal mulch
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Is there a way to tell Unreal Frontend to not save cooked builds to the SavedFolder?

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Cause it seems like perforce marks that folder as readonly, which makes my cook process fail -.-

regal mulch
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Seems like using multiple cooking workers fails, but using 0 (1 with that setting i assume), works

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ยฏ_(ใƒ„)_/ยฏ

obtuse sable
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My UE is crashing when i import an fbx is tehre any way to figure out why?

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It happens right after its done decompiling the shaders

regal mulch
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CrashLog maybe

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In Saved/Logs

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Should state at the end off the most recent file what might have happened

narrow pasture
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if i have arrays that store a recipie list, should i load them from a config file or set the arrays when the game lauches?

lean junco
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does it import into other software?

narrow pasture
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nah, im just looking for a way to store the recipies

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for now im just doing a Do once on event tick

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and doing a make array

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i guess itll work until i find a better way

plush yew
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lol

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who is the owner of that giant channel?

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xd only for ask.

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@leaden harness lol discord staff of the discord app or of the channel xd?

leaden harness
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App

quasi lake
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Can you login in epic launcher now?

toxic wagon
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bah I always seem to encounter issues with obscure things no one knows anything about

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anyone know anything about the fbx scene importer?

empty adder
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Hey. Does anyone know why my game gets brighter and brighter when i press play? thanks

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Lel, just as i asked i found the issue

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Auto Exposure was on

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sry

toxic wagon
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I've had that happen multiple times

faint cedar
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Is it possible to find the location of a virtual bone in BP / code?

toxic wagon
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should be the same process as getting a normal bone

faint cedar
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Doesn't work in BP

toxic wagon
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beats me then

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I've only dealt with regular bones

knotty brook
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My iOS developer account is a part of two teams, and even though i manually pick the right mobile provising profile and individual cert unreal keeps trying to cram them in the wrong team, any idea?

knotty brook
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nm, issue with unreal it looks like when you have a bunch of teams you belong to (as i do) and the package names get ambiguous...

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a clever use of the delete key solved my issue ๐Ÿ˜‰

pallid compass
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has anyone here made 9 slice borders before for ue4?

sacred crater
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I have, and back then it didn't seem to do anything

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August 2016 iirc

boreal meteor
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Does anyone know, when will 18.1 hotfix will come out?

boreal meteor
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Thanks

upper heart
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np

pallid compass
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gos dam what is with borders changing thickness depending on how far in or out you are zoomed?

grim ore
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maybe its a certain size but due to amount of pixels it cant display them all when zoomed out?

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so its thinner

upper heart
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wow auto exposure is annoying in a mesh preview scene

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good thing I can change it ๐Ÿ˜ƒ This default night scene stuff in 4.18 is kind of weird

pallid compass
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oh wow i cant find any tutorials or courses on making game UI's D:

wary dew
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oh, hey mathew.

pallid compass
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@grim ore i tested it outside the UMG editor making the screen smaller is making it bigger so its staying the same pixel width, and not scaling with the UI :/

grim ore
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oh weirdo

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uhm... so is this a UMG element?

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@wary dew howdy

pallid compass
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Appears to be a bug and yes UMG border

wary dew
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two years later and i'm still referencing your tutorials. thanks for everything you've done.

pallid compass
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aparently its been around since 4.8?

grim ore
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oh hmm... using the border settings for an image? it kinda makes sense as the border settings are a % of the source image but the end result should still be a fixed size if you set it to fixed

pallid compass
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Yeah i am

grim ore
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@wary dew glad to be of help. I am doing more in the background right now but still hoping to do more on the channel again

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@pallid compass yeah super weird... I guess it's a bug. so making your resolution smaller for your game window is making it stay the same size and not scale with the UI?

wary dew
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i've got to get back to work, but i'm glad i got a chance to thank you in person

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i'll see you around

pallid compass
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smaller i get the bigger the border gets

grim ore
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yeah I bet its the parent box around the border that's causing it

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lol was trying to start up my UE4 but apparently I have not ran 4.18 on this machine so it's trying to compile shaders on an AMD a10 oy....

pallid compass
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oh boy haha

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god dam, i really do wonder how epic make there UI for paragon and fortnite

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id love too see there UMG struct setup

grim ore
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Im sure what you want can be done its more of an issue of the right settings for the parents so it scales the border properly

frank escarp
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@pallid compass its UMG

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and they have confirmed it and shown it

patent siren
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anyone know a command on a development build to show wireframe

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ive tried

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viewmode wireframe

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and showflags.wireframe 1

minor thistle
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ALT+1 or ALT+2 i think (?) not sure about CL

last kite
plush yew
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thanks ๐Ÿ’œ

sudden agate
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Anyone has a Substance Student Licence?
My Licence expired, I got a new Licence *.key file, but painter says it is not valid...

warm swift
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Hey guys! I am looking to work more on implementation in unreal. Was wondering where I should look to find levels or game demos where I could go in and implement new sounds. I know GitHub is probably the desitination, but I was unsure how to find exactly what I am looking for once I am there. Thanks for any help!

weary basalt
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Try the ShooterGame or StrategyGame on the Launcher Learn tab. They are free to download

sand wolf
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Your best bet would be to mess around with sound in general. Just have fun. Don't be afraid. And see the results.

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Thats my personal take on it at least.

warm swift
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Thanks! I will check out the learn tab and keep those thoughts in mind. Looking forward to contributing more here in the future.

weary basalt
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Good luck!

last kite
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I have substance indie ๐Ÿ˜ฆ

sand wolf
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ok

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that sounds great

empty adder
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Would anyone know why my chracters location always stays at the same coordinates, even though i walk around

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fixed it

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was using Get Player Controller instead of Get Player Character

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gg

opal ocean
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๐Ÿ˜„

tawny brook
empty adder
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How would i go about making a function count from 0 to 100 in 5 seconds?

fierce tulip
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in material divide time by 5, let it run for 5 seconds, lertp 0 - 100

south ridge
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out = 20*current_time()

fleet wraith
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Does anyone have problems with the Random Int node? I set the max int to 2 and ran it 50 times and it only hit 0 and 1. not a single two

ornate forge
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is it possible to receive OnHit events from BSP brushes in projectiles?

south ridge
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@fleet wraith maybe the node is not inclusive

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In other words, [0..2) ?

fleet wraith
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@ornate forge let me know if you find out, i've been trying for ages to get my projectiles to be destroyed on collision with bsp

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@south ridge yeah maybe but it seems weird to do that lol

ornate forge
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it prevents me from using BSP for prototyping

south ridge
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It is, in fact, not inclusive of the upper bound @fleet wraith

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I checked the source code

fleet wraith
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Thanks man i appreciate it

south ridge
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return A > 0 ? Min(TruncToInt(FRand() * A), A - 1) : 0; this is the code for RandomInt, where A is your max

fleet wraith
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zzzz

south ridge
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zzzz?

fleet wraith
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nothing typed in the wrong window

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lol

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appreciate it

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PS i'm an idiot. It literally says that in the tooltip...

plush yew
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Hey

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I am a total noob can someone teach me how to program?

floral heart
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TruncToInt looks like it makes A a more likely result. Min would do the same but seems redundant. What am I missing?

worn granite
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@plush yew mentor or tutor?

plush yew
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tutor

worn granite
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Budget?

plush yew
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no buying just a tutorial like how to make first person destroying walls and weapons

empty adder
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How do i get a object reference from a actor?

worn granite
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tutor is paid, like a teacher. mentor usually is free.

plush yew
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mentor then i just want to get a tutorial to get started

opal ocean
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there are lots of youtube tutorials on FP destroyable actors, and weapons

worn granite
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Plenty of content out there, can't really go horribly wrong

plush yew
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ok

fleet wraith
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@plush yew start with the unreal engine youtube channel

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that's wherei'm starting ands been helpful

plush yew
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ok thx

upper heart
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Anyone else ran into 4.18 packaged games opening on the wrong monitor?

opal ocean
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problem with youtube tutorials, is being unable to listen to music at the same time ๐Ÿ˜ฆ

pallid compass
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Has anyone here used trim sheets before?

pallid compass
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@frank escarp do u have a link or info too there work regarding Umg so i may look at it?

warped silo
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(x from #virtual-reality ) Anyone have insight into why the UE4 VR template keeps the MotionController actors separate from the Camera in the PlayerPawn? What issues are introduced by rolling them into a single pawn?

fleet wraith
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Does anyone use Perforce?

magic scarab
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@fleet wraith I do

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Need help setting it up or something?

weary basalt
magic scarab
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okay

fleet wraith
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Yeah sorryi i noticed the source control tab after i asked

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@magic scarab do you host locally or online?

magic scarab
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Amazon AWS

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its like $10 a month

fleet wraith
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whats the size?

magic scarab
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50 gigs i think

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60

fleet wraith
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can i link it to my regular amazon account or is it separate?

plush yew
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Will a 4.16 project be stable if I run it in 4.18? Assuming the 4.16 project is compatible with newer releases.

fluid stag
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maybe

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maybe not

faint cedar
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Has anyone here dabbled in vehicles?

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The WheeledVehicle specifically

serene otter
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I'm trying to do some raycasts for my vehicle to check if it's grounded. In Unity, I would put empty gameobjects in the places from which I wanted to start my casts

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is there an analog in UE4?

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some kind of object or component I can add to my blueprint that's basically just a location/orientation?

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as of now, I'm just making child actors, but I don't know if that's unnecessarily heavy

opal ocean
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sockets?

plush yew
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SceneComponents

zinc bison
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this is a strange question, but i have a personal project that im bringing to a local gamejam and i plan on letting some people work with me for a potentially short period of time

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and i dont want them to try to claim ownership

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for something they play a minor role in

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what sort of document would i create for this situation?

tulip vault
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I finally have a world to work with after hours of slaving in blender

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gotta make it pretty eventually

floral pagoda
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@tulip vault What are you making?

tulip vault
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A sci-fi game based on two planets and all the space-goodness

floral pagoda
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ok

tulip vault
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been looking for modelers and blueprinters forever

faint cedar
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I just have a statement, anyone particularly sensitive to profanity please avert your gaze

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FUCK the vehicle system in UE4.

tulip vault
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Pardon his french

south ridge
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Doesn't it feel great when you remove a ton of obsolete resources from the game

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Mmmm

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It's finally time for me to just delete a whole layer of old obsolete actors

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Since we have a new really nice level editor, implementing which also partially broke those old actors anyway

warm mountain
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hey guys I need some help

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regarding destruction

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when creating a 3d destroyed building for games

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do you guys generally construct the building including the interior of it and use dynamics such as ncloth in maya to destroy it and save the debris?
or
Is the destruction process done in UE4 and kept in a destroyed state?

south ridge
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The building is just a static ruined building?

warm mountain
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yup

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but destructable windows

south ridge
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You should prepare the building model in your 3d editor

warm mountain
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gotcha

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If I do it in a 3d modelling software would it be too much of a hassle to hand make every debris and broken columns to say?

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I don't see a lot of videos of people manually doing it but I see a number of simulations being done with in built dynamics to achieve the effect

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just looking for the best practice to handle this

south ridge
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I think you should make a skeleton of the building and destroy it using physics simulation

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And then manually add rubble, rebar and other details

warm mountain
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gotcha

next maple
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Hey, had a meeting with someone from Intel today and they want to know whether there is any limit on how many cores can be used by UE4.
Does anyone know the answer to this? (limits in editor and builds)

pallid compass
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so my zbrush keeps opening off screen and i cant move it, any advice?

wary wave
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UE4 has multiple binaries and applications, so that question is not that straightforwards

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Lightmass as an example will use absolutely everything you can throw at it

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UE4 games will use however many threads you create, and the OS is responsible for distributing the load

strong hornet
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does windows 10 have a built in FPS overlay?

wary wave
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at the moment all 7 of my CPUs are doing something with the editor open, but I couldn't tell which are being used specifically by UE4 processes and which are elsewhere

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no, I don't think it does

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unless the new game tools do

strong hornet
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ok tks

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@pallid compass might be your windows monitor settings. Are they set so two monitors share a extra wide desktop?

pallid compass
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the usually are but im on 1 screen rn

next maple
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Interesting @wary wave

wary wave
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when I said 'all 7', obviously that was a typo and I meant 8, lol

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Septacore ftw xD

next maple
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Haha, yeah I figured

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It's tough, they want to know specifically whether UE4 can support their newer 10-18 core CPUs, but no one really has that so hard to confirm lol

cloud cobalt
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@next maple Some parts of the engine will run better, like Lightmass

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Building the engine or C++ game code will also be faster

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Other things will be unaffected

next maple
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That makes sense, can't really imagine anything outside of compiling code, shaders or building lighting would really required that much CPU anyway

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But still curious to know from a technical perspective what limits there are (including whether there are different restrictions in editor vs a build of the game)

cloud cobalt
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From a technical perspective, multithreading (using multiple cores for your code) is really fucking hard

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The bulk of the game logic is still run mostly on one thread in UE4 ; there is a render thread, a sound thread, etc so it's not that bad, but as a gamer with UE4, you're better off with a 4-core, high performing CPU rather than a lower-frequency 16 core CPU

south ridge
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Oh oh

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Our game has a big thing about support for many cores

cloud cobalt
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As a developer, cores get more useful because you have 50 tools open and you're doing some tasks that do use cores effectively

next maple
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Yeah, have done some multi-threading stuff in the past, pretty horrifying at times especially to debug haha

south ridge
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It's very CPU-intense on simulation. I need to add proper MT support for the physics for UE4, but it's planned as a very specialized solution

next maple
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But wouldn't be suprised if UE4 was utilizing MT support wherever possible on the backend

pallid compass
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You can offload things to other threads through c++, however if you dony know what the $ยฃ$*& you are doing, your prob gonna cause more damage

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and its not always better to MT

cloud cobalt
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@next maple It's worse than that, ticking is mostly a one-thread thing in UE4.

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Most objects don't support MT ticks

next maple
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Oh okay

pallid compass
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correct me if im wrong stranger, but you can offload heavy math and things like that, but you cant MT ontick stuff or core logic thats going on

south ridge
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You can MT ontick stuff for core logic

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If you write it correctly

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You can absolutely set up shadowing of actor states with relative straightforwardness and offload your actor logic into another thread (C++ only, obviously)

cloud cobalt
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Basically, offloading math stuff is what's easiest in MT, because you can just start a task and get a simple result later, yeah. Doing your game logic in ticks imply that you're 100% sure that the threaded tasks are completely independant, which in practice is rarely the case

south ridge
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In that case, your main thread still has to handle all sorts of basics and act as an arbiter for data, plus physics are effectively running on the main thread

next maple
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I guess what I am getting at is that I understand none of the code we write is going to be multi-threaded by default or anything, but wondering whether UE4 is doing MT stuff behind the scenes when processing animation graphs, doing EQS lookups etc

cloud cobalt
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@next maple Some things are MT in the engine yes - animation, sound, graphics for example

south ridge
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@cloud cobalt in some cases you can have interdependent ticks ticking at the same time, provided the data is shared between them with specific rules and restrictions

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In fact, that was the topic of my bachelors and masters at the university ๐Ÿ˜„

next maple
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And to extend upon that, whether it caps out early, or whether the engine can (or even wants to) utilize something like intels crazy 18 core cpus

frank escarp
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and physics

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and btw you can do multithread tick

south ridge
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And it's the basis for how our internal train logic simulation works

next maple
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@south ridge that is brutal haha

frank escarp
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but multithread tick cant touch the engine

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so good luck with it

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needs to be 100% self contained

pallid compass
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In most cases i think you get better peformance by optimising than trying to off load everything else to threads, because you are also asuming people have good multi threading cpu's

south ridge
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So based on that, our trains have weakly coupled interdependent systems that all run on separate threads. In fact, every little component could be simulated in its own thread

pallid compass
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but thats just an opinion i cant clarify

south ridge
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But due to obvious OS overhead in task switching, the threads are merged until there's a certain proportion of them to the CPU count

next maple
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Yeah, only time I have ever needed to use MT stuff was when I was doing some simulation work for the Australian Defense Force, but can't really talk about specifics there because of NDA

south ridge
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I strongly believe in asynchronous approach to simulating physics and logic (game logic would count as that)

frank escarp
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you might be better doing fancy simulation on a fully separate thread and just reading results

south ridge
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There are two layers here

frank escarp
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the thing with async ticking is that it needs engine support and tool support

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they actually have stuff like that on Destiny

pallid compass
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oh?

frank escarp
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but they have it as a task system, building a graph

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the whole engine works like that

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everything is tasks on top of tasks, with sync points

south ridge
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You can provide access to shared data by providing a shadow copy (which is what UE4 likes to do btw), you can provide simultaneous asychronous access to some variables (with no thread synchronization), or a mixture of two

frank escarp
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ue4 does have that stuff, the Task Graph

south ridge
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If your actor A depends on actor B, do you really care that there's a 1-tick-off error in when actor A has received knowledge of actor B's position?

frank escarp
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its what async ticking uses, in fact normal tick is one of those tasks

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@south ridge you can setup depdencendies

south ridge
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@frank escarp I'm talking about something else

frank escarp
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you can setup your tick so it runs after the parent object is finished or similar

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ah

south ridge
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dependencies would solve this problem serially

frank escarp
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they work btw

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right now

south ridge
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Yep

frank escarp
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i used it to see how could the system work

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but couldnt really find a reason for using it, it was far too much to setup everything, and the "expensive" parts of game code cant be multithreaded like that

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traces, spawning, and pathfinding

south ridge
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It is a valid solution, but there is an alternative solution (conceptually) based on reading same variables at the same time without regards to when they were updated, combined with placement of barriers which act like dependencies, but on a smaller scale

frank escarp
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yolo

south ridge
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Imagine a path finding algorithm, but the values in all cells are a little fuzzy

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Instead of knowing that obstacle is located in cell (x,y), you have a fuzzy obstacle that spans multiple cells. But this fuzzyness is a result of how you handle unreliable information from actor that's in middle of updating itself

frank escarp
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somethting ive investigated is to have actors have 2 ticks. An async tick, and a sync tick. The sync tick depends on the async tick, and will execute on the next tick group

south ridge
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Btw, back to UE4, there is a cheap way to do a little bit of async work

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Using the Async<>() feature

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Which is just a fancy wrapper for three different ways to create tasks or threads in UE4

frank escarp
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thats pretty much std::async

south ridge
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The default uses task graph

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In our game, I have some actors set up an async task that starts at the end of actor tick and ends when the actor tick starts

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So it runs (at most) for the duration between this actors ticks (while everything else is happening). It's just very easy to set up.

next maple
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So basically when I go back to Intel with my answer as to whether UE4 will support 10-18 core CPUs, the answer is... yes and no? haha

south ridge
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The answer is "Well, yes, but can you write code that'll make use of those cores?"

next maple
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In short, will help with development due to quicker compilation of code and shader and faster lightbakes, but for players they are unlikely to see much of a difference (unless the game specifically requires it due to some crazy simulation etc)

frank escarp
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@south ridge have you tried ticking During Physics?

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thats a trick robo recall told

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they moved their AI work to During Physics

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that way the total time is less

south ridge
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Yes, but in my case I need both a prephysics and an asynchronous tick

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For two different sets of logic that run at the same time

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So I was too lazy to add a second tick function

wary wave
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AI during physics?

south ridge
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Instead just made that async thing. But I have many actors set to duringphysics!

wary wave
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that sounds like a recipe for disaster

south ridge
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@wary wave it's fine. The transforms are updated before PostPhysics starts

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So duringphysics the actors have same transforms as they had at prephysics

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BUT

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I'm not sure what happens if you line trace against moving geometry at that point

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I think it will cause a lock and stall until end of duringphysics, since PhysX is busy writing the scene (simulating)

next maple
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That's crazy

south ridge
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The sequence is "PrePhysics - DuringPhysics + PhysX write - Transforms updating/PhysX read - PostPhysics"

next maple
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Anyways, thanks for the help everyone, but getting pretty late over here in Australia so I better head off

south ridge
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But you have to enable substepping and re-enable the bit that puts PhysX onto task graph as a separate thing

#

Because I think they changed it so right now it works like

#

PrePhysics - PhysX write - DuringPhysics - Transforms updating/PhysX read - PostPhysics"

#

Or something like that

#

With substepping enabled, PhysX simulate is called in task graph, but they changed the task to be created on main thread

#

It used to be "on any thread"

cursive dirge
#

I think they used async traces in robo recall anyway

#

I wouldn't take too many tips from it unless you are trying to replicate the exact same thing ๐Ÿ˜„

#

and even then, you'd need to understand the systems to be able to properly exploit them

frank escarp
#

async traces are simple, you just store the result and read it next frame

#

they are guaranteed to be ready next frame

#

but of course they are a worse syntax and use than normal traces

cursive dirge
#

yeah, but they probably count on them not being executed during physics, even if their AI system is running there and possibly needs data from those traces

#

just saying one shouldn't just naively stuff things in some stage without understanding what happens in the background, even Epic did something like that on their game

lean junco
#

@frank escarp hey man, sorry i missed your post yesterday. i did see yoiur vid.. game looks sick !!

#

oh btw.. houdini 16.5 is pretty broken.. lots of things comming up on forums.. sidefx usualy fixes things very fast.. like next day fast, but maybe stick to 16 for the next few days ๐Ÿ˜ƒ

vale osprey
#

Yesterday I got my physics actors phasing into another dimension without using any custom physics code. Starting to suspect that itโ€™s just a collision issue between constrained objects. No idea how to debug this or re-produce.
@cursive dirge do you think collision callback could help with that? I could try using PVD on it but again, no idea if it can detect such issue.

#

From Engine point of view itโ€™s not even a bug, just a warning that object is out of bounds

keen spoke
#

Hey there

#

I recently started Developing in UE4 and i have some problems. ๐Ÿ˜ฆ

#

Anyone willing to help me?

#

I have problems while Packaging my Game

#

it gives an Unknown error

#

I don't know what to do ๐Ÿ˜ฆ

fierce tulip
#

unknown? no proper mention of it in the logs/reports?

keen spoke
#

should i send the log?

#

it's kinda hard to understand

frank escarp
#

no, you should read it

#

and try to find the error

fierce tulip
#

all i can do is ctrl + f and look for errors, im not one who fixes those kind of things.

frank escarp
#

its allways something of the like of "packagin error: somthing happened"

#

so yeah, control-f "error" and see what pops up

keen spoke
#

I am doing Ctrl + f and nothing is happening. Where should i do it?

#

also the last message on the log is: PackagingResults:Error: Error Unknown Error

#

even though i have 0 errors and 0 warnings

#

Is Visual studio required to package Unreal games?

#

(Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: System.Exception: Couldn't update resource

#

How can i fix it? ๐Ÿ˜ฆ

fierce tulip
#

delete the saved & intermediate folders according to a google search

frank escarp
#

@keen spoke you got read only in some places

#

but yeah, saved + intermediate nuking works well

keen spoke
#

ah, I see.

#

Thanks for the help! ๐Ÿ˜‰

feral echo
#

how multiplayer is dealed in big studious? Is gameplay programmers still need to think in both dimensions and how they should replicate data or there is someone else who handle such stuff?

keen spoke
#

hmm... Even if i delete saved&Intermediate folders it does not work! ๐Ÿ˜ฆ

frank escarp
#

@feral echo gameplay programmers make the game multiplayer from the very start

wary wave
#

it's basically impossible to seperate multiplayer from the code

#

so your programmers must deal with it

feral echo
#

well, that sad lol

frank escarp
#

i wasnt in a big studio, but in a small studio (3 programmers, Heavy Gear Assault).

wary wave
#

scale of the team is irrelevant

frank escarp
#

we had different roles and "sectors" of the code, to avoid stepping on each other

wary wave
#

the need for networking has a huge impact on how the code needs to be organised

frank escarp
#

One of them dealt with movement features, and he had everything properly replicated and making sure of that

#

other dealth with server backend, features like accounts and scores and server browser

#

and i dealt with some stuff like creating new game modes or AI

#

normally AI "just works", as it emulates a player

#

but i allways tested with multiplayer

#

and so did the others

#

we never really tested in fully singleplayer game

devout gulch
#

coding multiplayer game is like coding multithreaded application

#

retrofiting is usually disaster

cloud cobalt
#

@feral echo To give a specific example, the firing logic for a weapon in a shooter is something that's very intricately multiplayer specific code

#

Because you want to fire effects & sounds locally while you tell the server you fired

feral echo
#

Yeah, I understand that. I just thought maybe a things could be a bit easier if there was some layer between replication and actual gameplay code

cloud cobalt
#

The problem is that you literally don't want the same behaviour on different players when you fire a weapon, for example.

#

You want the firing player to have effects popping immediatly on his screen, while other get effects when they get the information from the server

#

This is because it would feel super unnatural to have effects happening after the server responds

#

As a result you get a completely different code on the local client, other clients, and server. And you can't automate it

#

Multiplayer makes everything much more complicated because you need to work on how the same logic is going to be implemented on all players, because you need to make sure it's at least a bit cheat-resistent

#

Replication is very automated in UE4 already, that's not the hard part

frank escarp
#

it also depends on your game, and the weapon, and the type of netcode

#

if you have more code running on the player, then the game is more responsive, but easier to hack

#

if you have more code on the server, a laggy player willl have lag on everything he does, and will feel bad (also server cpu costs), but it will be unhackeable

cloud cobalt
#

Another example of hard MP work is the "fast projectile" problem. How do you handle an object that moves so fast, its lifetime becomes smaller than the typical lag value ?

#

(hence why MP games only know "instant hitscan" and "slow-moving bubble gun")

wary wave
#

eh, that's not really a problem

#

deterministic ballistic paths

#

shouldn't be using projectiles for objects that are that fast, even in singleplayer

cloud cobalt
#

We have fast projectiles ourselves, with nice features like bouncing against surfaces and realistic speeds

wary wave
#

most games use hitscan because it provides immediate feedback and it's easy to implement, hehe

cloud cobalt
#

We got it to work really well in single player by hacking a bit

#

But it could just not work in MP

wary wave
#

but deterministic projectiles are the way forwards

cloud cobalt
#

Anyway, my point is that MP is hard. Competitive MP is harder.

#

I've done an UDK MP game that was a PVP shooter and it was quite a ride

cursive dirge
#

@vale osprey I still don't know if that happens on clean new projects or with projects that have gone through some migration process

#

if I get Cryengine to do that on PhysX 3.4, I'll let you know ๐Ÿ˜„

#

as then it's for sure PhysX issue

frank escarp
#

i do VR mp

#

wich is EVEN MORE hard mode

#

becouse the replicated data is a fuck ton more, and you need to have 0 latency

#

or it will feel horrible

#

my prototypes were quite great, but stupidly easy to hack

#

most of the stuff is client side and the server replicates/checks

green spear
#

Help! My level is not showing up in the Content broswer after I had a crash. And replacing with the Backup doesn't help. The level contains a Landscape Streaming Proxy and I would love to not have to reimport 589 files again just because one went corrupted.

cloud cobalt
#

@frank escarp I consider hacking to be a lost cause for indie games, anyway

#

We just can't keep up

vale osprey
#

@cursive dirge this on 4.16 that was ported to 4.17 version - new project, not MMT

frank escarp
#

@cloud cobalt yeah, but when you have a literal "Server_NotifyHit" call...

#

thats so fucking easy to hack

keen spoke
#

hey

frank escarp
#

just call Server_NotifyHit() on every player

keen spoke
#

any tips for packaging a game?

#

mine always fails ๐Ÿ˜ฆ

frank escarp
#

needs more serverside checks to see if the hit actually hitted

#

one thing i was doing is sending the shot data. Start location and end location. See if start location is near the player, and if there is free line of sight from start location to the target

#

and well, if the victim is close to the hit location

plush yew
#

@frank escarp I agree with u that thats easy to hack

#

but u have to also realize...

frank escarp
#

who is going to bother hacking my game

plush yew
#

how many people are going to be playing ur game

#

lol

#

Yeah

#

exactly

#

its kind of a non-issue

frank escarp
#

but still gotta at least keep "some" safety. At least basic checks

#

so its not incredibly trivial

plush yew
#

mhm

frank escarp
#

im going to do a new MP game now

#

at least a new prototype

#

basically counter strike but in gearvr

#

i saw there is no "onward" or "pavlov" style game on gear, so gotta fill that

#

and will help as a test of how the mobile market rolls

plush yew
#

๐Ÿ˜›

frank escarp
#

also becouse i can get all the art from marketplace

#

XD

grim ore
#

Does anyone here happen to have one of the gtx 1070 wielding laptops and run UE4 on it? if so are you happy with it.

frank escarp
#

yes

#

its my VR demo machine

#

its stronger than my desktop with a desktop 970

#

the bad part its that its a fucking monster

#

the one i got is MSI G72 pro i think. 1070 gpu 17 inches screen

grim ore
#

7700hq cpu?

#

yeah

frank escarp
#

yes

#

a fucking monster

grim ore
#

ok cool. Theres one on clearance locally for ~980 us for the asus one I was looking at.

frank escarp
#

thats a steal

#

too much of a steal

#

fishy

plush yew
#

Lol

grim ore
#

which is super cheap comparatively and it would be way better than my laptop with a 940m

plush yew
grim ore
#

nah its best buy they do that

frank escarp
#

this laptops cost 1700

#

from 1700 to 1000 there is a huge stretch

grim ore
#

it was replaced with the newer one so they open box clear out the old ones and the gaming ones always get a huge slash

#

no one wants gaming machines in my hick town lol

frank escarp
#

you can resell it on ebay for 1400 and get a nice profit

#

its a ridiculous steal

#

if i saw a deal like that i would buy it to resell it for money

plush yew
#

waiting

grim ore
#

ok cool. It looks like a good one so I wanted to get some feedback thanks ๐Ÿ˜ƒ I was in there looking at a new one with a 1050ti for $700 but this seems worth the extra money

plush yew
#

Lol

#

A day after ice poseidon plays this game its like number 5 on twitch

#

It seems like if you really wanna get into the game industry you should be in korea

#

lmao

frank escarp
#

you mean like playerunknown did?

#

they played a lot of streamers to stream the game

#

and then it was very well received and cought on, and thn went huge

#

what in the fuck is that game tho

plush yew
#

LOL

frank escarp
#

game looks fun as simple as it is

#

so its a climbing game with a hammer

plush yew
#

Ice Poseidon played it like 2 days ago

#

and now everyone is playing it

#

its shit tho

#

LOL

#

Like its legitimately crap

cloud cobalt
#

Streaming is something that can make a few lucky games happen for some time

#

If the game really is good, it sticks, like PUBG

plush yew
#

Personally I believe anyone with enough money can make a good game

#

lol

#

if someone gave me 100k right now

#

i could make a great game

#

the guy who made PUBG was lucky enough to find a good publisher

#

who could really bring it to the next level

cloud cobalt
#

Luck alone doesn't net you a publisher

#

Having a working games, industry experience, good pitch for your great game concept does :=)

#

Also my own game had zero budget. I mean, definitely not zero, but < 1000โ‚ฌ

#

Obviously we don't have PUBG-type sales, but we're very happy with our game

#

Which is what you should aim for, because PUBG happens once a decade

frank escarp
#

im defintely doing that

#

im not getting rich, but DWVR has gone beyond 30.000 in pure sales(before store cuts). Given its budget was 5k dollars, it went quite well

#

once i receive sony money ill have to pay Epic...

plush yew
#

@cloud cobalt also, the dude who made PUBG was literally living off of welfare (according to an article i read, i think it was written by kotaku)

#

so like

#

he didnt have any experience

#

in the industry

#

lol

frank escarp
#

he was a modder

cloud cobalt
#

^

frank escarp
#

with a incredibly popular mod

#

playerunknown battlegrounds did not come out of nowhere

#

there is a reason why it has playerunknown name on it

cloud cobalt
#

The guy has been trying for close to a decade

frank escarp
#

he was a very popular ArmA modder

#

he then went to create the battle royale mode in H1Z1

plush yew
#

ive been wondering why arma is so popular

#

lol

frank escarp
#

where he had limits

plush yew
#

like from reading the reviews

#

the reviews are terrible

#

lol

#

like everyone says its crap in the reviews

frank escarp
#

so when he actually was able to do a game without any limits, it went fuckin huge

#

becouse the people from the arma mod were like

#

"this is great, but man, arma is so clunky"

#

and the h1z1 guys were like "this is a cool idea, but fuck p2w microtransaction bullshit"

#

so suddently he apperas with the proper "standalone product", and pays streamers that stream shooters to show it

#

and it went huge

plush yew
#

but

#

wasnt that welfare money

#

lmao

frank escarp
#

maybe on the modding days

plush yew
#

or did he have a publisher at that time

#

^

#

found the article lol

#

Legit got rich from taxpayer money

frank escarp
#

btw, bluehole made fucking TERA

plush yew
#

that shit is hilarious

#

lmao

frank escarp
#

they know how to mmo

#

probably bluehole supplied him with a small team of a few devs

#

and they made battlegrounds

#

its very clearly made in no time whatsoever

#

lots of marketplace assets, mismatched

#

they developed that on no budget on small amount of time

cloud cobalt
#

@plush yew Not sure about Ireland but welfare money is something you generally pay for first when you work

#

At least here in France you don't get any if you haven't worked first

plush yew
#

Honestly tho u know what annoys me

#

i can barely get more than 300 views on youtube

#

lmao

#

Like thats just annoying

#

Lmao

frank escarp
#

50k plays on my youtube channel

plush yew
#

Yeah i once had a video with like 254k views

#

but it got copyrighted

frank escarp
#

rip

plush yew
#

it was a cheating video

#

for Runescape

#

lol

#

but now i cant gett any viewers

#

and my subs are dead

#

xD

cloud cobalt
#

The thing with games is that there are just wayyyyyyyy too many games for everyone. Like probably 95% of PC games are never going to be played by more than 50 people.

frank escarp
#

yup

#

thats why im fucking off into ps4

cloud cobalt
#

So you need to account for that, and understand that no one has a successful game by chance

#

Getting on Steam with a great game that everyone loves is just not enough

frank escarp
#

there are 3 things of a game

#

1: its memeability/virallity

#

2: its quality

#

and 3: its marketing

#

high 1 (memeability) means free marketing

#

the second one quality is important, but only past one level

#

if the game is half good, its 1 and 3 all that matters

#

to get sales

#

unless the game is absolute god tier

keen spoke
#

Hey

cloud cobalt
#

Basically the highest barrier to having sales/views is getting people to notice it, among the 100 other games that got on Steam that week.

keen spoke
#

Any tips for Packaging a game?

frank escarp
#

in this case, you could give playerunknown score of 1: 10, 2: 7, 3: 5

keen spoke
#

I try to package my game and it doesn't work. It gives an Unknown error. ๐Ÿ˜ฆ

frank escarp
#

it has stupid high virality/memeability

#

becouse its great to stream

#

and being an MP game, people try to convince people to get it

#

as a game by itself, is good but not amazing

#

and its actual marketing push was alright, it was relatively unknown until it went viral

#

something llike "AAA of the season" would be 1: 7, 2: 8, 3: 9

#

typical indie gem would be 1:0, 2:9, 3:0

plush yew
#

u know though

#

I have a question

#

Being unique vs Making money

#

Whats ur thoughts?

#

Because personally, I think being unique is a huge waste of money.

frank escarp
#

making money

#

you could say im a huge sellout, but becouse i want to have a sustainable business

#

being unique is becoming an starving artist

plush yew
#

^

#

thats how i feel lmao

#

its better to just redo what WORKS

#

than trying to invent a market

#

once you have the money, then invent the market

frank escarp
#

for now, i just want to keep doing products that bring profit, if small

#

as long as i dont lose money, im cool

#

every game published is new skills learned

#

every project is a learning opportunity so you can do the next one better

cloud cobalt
#

@plush yew Doing something that works is also a good way to be the 155455840 2D platformer

#

Sure, it works, but good luck getting a sale.

frank escarp
#

but 2d plataformers dont work

#

never did

wary wave
#

wat

frank escarp
#

outside of the few indie darlings?

cloud cobalt
#

I've got a NES I'd love to show you

frank escarp
#

talking current time

plush yew
#

Platformers are literally

#

more rare

#

than PUBG

#

if u ask me

frank escarp
#

the amount of indie 2d plataformers is staggering

wary wave
#

'never did' is past tense

plush yew
#

lol

cloud cobalt
#

So what's your game @plush yew

opal ocean
#

lots of great platformer/meteroidvanias that are awesome

wary wave
#

and platformers that are good still do reasonably well

#

there are just a lot of not very good platformers out there

frank escarp
#

the point is that there are literally thousands of indie plataformers. At least try to do a 3d one

#

now that is VERY rare

plush yew
#

@cloud cobalt Its a cunt paste of Rust

#

and ARK

frank escarp
#

3d plataformers outside of mario

plush yew
#

but also adding my own ideas xD

cloud cobalt
#

So you're doing an open world game solo ?

frank escarp
#

as if Rust dev team was big

#

wasnt it just a few guys?

cloud cobalt
#

It sounds like a great way to fail at quality

plush yew
#

@frank escarp its small

cloud cobalt
#

(just like Rust ?)

plush yew
#

the hardest part to these types of games

#

is literally

#

the map

wary wave
#

I mean Rogue Legacy is a super simple 2d game maker platform / roguelight

plush yew
#

lol

wary wave
#

and it has something like 1.3 million players

cloud cobalt
#

Well yeah, the level design is 95% of the work for an open world

#

No shit

frank escarp
#

and super meat boy is also a huge success

cloud cobalt
#

That's why indies suck at it

frank escarp
#

they also appeared at the start of the indie bubble

#

now, no one will look at a 2d plataformer

#

literallly no one would give a shit becouse its 1 out of literlaly thousands

#

and good luck convincing people that yours is better

#

even if it IS better, no one would still give a crap

#

plenty of awesome plataformers released on steam with sub 1000 sales

#

and i mean actually awesome ones

plush yew
#

@frank escarp dont u love it when u have a team of people

#

and then they disappear 1 by 1

#

^_^

frank escarp
#

my team is one and a half

#
  • freelancers when i need stuff
wary wave
#

Sonic Mania has sold hundreds of thousands of copies, Cuphead has over a million players, Rain World sold nearly 100k copies and that's a pretty small developer

frank escarp
#

sonic mania is sonic

#

not indie

wary wave
#

you might not like the genre, but there are a lot of platformers for a reason

frank escarp
#

cuphead has microsoft behind it and it looks truly incredible

wary wave
#

(because people like platformers and make them)

frank escarp
#

rain world also looks awesome, it went huge due to how good it looked

#

wasnt rain world also a successful kickstarter?

cloud cobalt
#

@plush yew I've got a team of two myself. Keys to staying together for four years : we both had kind of the same project, merged them together and decide everything together based on very strong feelings we have for what the game should be. We share the money too.

wary wave
#

Hollow Knight has over half a million players too

frank escarp
#

hollow knight did it right

wary wave
#

so does Dead Cells, IIRC

frank escarp
#

i remember its gifs going huge on reddit

plush yew
#

@cloud cobalt yeah

wary wave
#

Speedrunners has something like 2-3 million players

frank escarp
#

the thing is that to create a successful 2d platformer/similar, it needs to be god tier. And also have "something" to stand out

wary wave
#

it's not even that good, lol

frank escarp
#

most of the time, graphics

wary wave
#

every game needs something to stand out

#

genre is irrelevant

#

an uninspired shooter will struggle just as much

cloud cobalt
#

After doing two indie games, the advice I usually give is...

  1. make sure to plan for a game that exploits every one of your strengths as a dev
  2. start alone, stay small, stay focused
  3. have a full design doc somewhere for what your game is going to be, before you even prototype
#

For example we're two devs and none of us is an artist, so we went with a style that would work well with little effort

fiery harbor
#

1+2 I completely agree with and its exactly what I do, but #3 is the opposite of what I do

cloud cobalt
#

And a workflow where we don't need to texture objects manually

frank escarp
#

that is exaclty what im investigating to abuse the hell of

#

you have been seeing my experiments with procedural art

#

becouse my actual art skills are horrible

#

but i do know tech

jaunty quest
#

Is it possible to update from 4.17.1 to 4.18? I'm not on my PC and I would love to have the information ๐Ÿ˜ƒ (Wondering because it wasn't the case from 4.16 to 4.17). Thank you!

cloud cobalt
#

Pretty decent for a pure mechanical thing

opal ocean
#

vertex paint in ue4, or the 3d editor?

cloud cobalt
#

In 3D editor

opal ocean
#

nice

frank escarp
#

looks good

plush yew
#

Lol I found a crash

frank escarp
#

thats also the kind of things im experimenting with

plush yew
#

xd

frank escarp
#

except its actually toon style

#

but i need to get the style right

fiery harbor
#

@cloud cobalt I would actually say your point 1 is incompatible with point 3. if your strengths do not include game design, then theres really no point to writing a full document aboutt that before you even started working on the game

cloud cobalt
#

Makes sense - I just recommend having a basic idea of what you're doing

frank escarp
#

my strenght is definitely not design

#

thats why i make my games mechanics first

#

i do prototypes before anything else

fiery harbor
#

I have no clue about game design, so I have no idea where my game will go actually. I'm a programmer, not a game designer. I make sure it has some core gameplay that works very well and release it in early access and hope the players tell me in what direction it should go

frank escarp
#

then i try to build a game around that

#

the amount of dropped prototypes i have is kind of absurd

cloud cobalt
#

Basically, I know I'm never going to be good & fast about texturing assets, so I work hard to make sure I don't need to. I'm pretty good at playing with materials and doing intricate simulation stuff, so my game is a simulation with plenty of logic.
-> know your strengths and use them.

fiery harbor
#

yeah, I know I can do programming, so I made game game so that it really only needs programming

cloud cobalt
#

If you hate game design, well, do what you want to do and listen to feedback.

#

If you hate AI, do a MP game, if you're alone and can't level design for shit, do a procedural game

#

It's obvious, really

fiery harbor
#

yes

frank escarp
#

yay, exactly what im doing XD

#

procedural op

plush yew
frank escarp
#

the idea is to use procedural to aim higher than i normally can

fiery harbor
#

@frank escarp though I do more procedural lol

frank escarp
#

i want to keep procedural under control

fiery harbor
#

you can use blender, I can't even do that

frank escarp
#

not 100% procedural, but use it as a enabler

#

you have seen the design on Kynlin for the jam

#

i made a rocky geneator and applied it to the whole level

#

looks much better than it should look

cloud cobalt
#

I know we aimed way too high with our current game, we barely manage the complexity of the code. But at least we're having fun most of the time and stay motivated

#

What i'm never going to do is look at PUBG and tell myself, I need to do a Battle Royale game now

#

I know this is neither something I want to play, nor something my skills can tackle efficiently

fiery harbor
#

you can add a battle royale mode to almost any game

#

so if you see 90% of your community asks for it I guess it would be stupid to not do it

#

but only additionally

plush yew
#

battle royale is like

#

i think i could do a basic one

#

in like 6 months

#

personally

frank escarp
#

i implemented battle royale vr

#

becousei could

opal ocean
#

I'd love to go semi-procedural levels in my one project, but I'm also not strong enough at programming for that...

frank escarp
#

but i couldnt have a map..

#

Nintendo demonetized Dunkey...

#

dammit nintendo

#

a video of a super big youtuber praising the game

#

and they demonetize

cloud cobalt
#

@plush yew Basically don't obsess about success, obsess about doing a great game, and then do your best at marketing it.

fiery harbor
#

indies often completely suck at marketing though

cloud cobalt
#

It's because marketing is primarily about money

plush yew
#

@cloud cobalt im obsessing about not working as a tech support person my whole life

#

lmao

#

i feel like

#

a janirot

#

janitor

#

LOL

cloud cobalt
#

Well, I also have a day job to finance my game dev

plush yew
#

$48,000 a year man

#

is what i get

#

lol

#

and i dont feel like its enough to do what i want

cloud cobalt
#

But I've got no delusion about being the next PlayerUnknown or the next Notch, because that's unlikely as fuck

opal ocean
#

better than being unemployed

plush yew
#

@opal ocean very true

#

i was unemployed for ther last like 2 months

#

just got this new job

#

and i get to work from home too!

#

so i can work on my game when customers arent calling in

#

^_^

opal ocean
#

I got laid off about a month ago, unlikely for me to find work till february

cloud cobalt
#

That sucks

plush yew
#

@opal ocean what were u doing

#

Yeah i got laid off too

opal ocean
#

industrial electrician

plush yew
#

oh

#

thats pretty good pay

#

isnt it?

opal ocean
#

while working, yeah

plush yew
#

XD

opal ocean
#

not a whole heck a lot of jobs right now

#

before my last job I was off for 8 months

plush yew
#

I was listening to the radion nthe other day

#

and they said that 290k people are unemployed?

#

thats just people filing for unemployment

frank escarp
#

i got laid off from Heavy Gear Assault (becouse money ran out and half the team had to leave), and 3 months later i published deathwave in steam lol

#

i was sick of not finishing games

cloud cobalt
#

@plush yew If you want to live from gamedev, there is no surefire way. What I'm trying is doing a high quality game that people love and recommend to their friends ; so basically every request from players is something we take super seriously, every bug gets fixed

frank escarp
#

nah its neraly impossible to live from gamedev

#

even if you are employed by AAA that just means you get fired the moment the game gets released

#

unless...

#

you are that boss

plush yew
#

^

cloud cobalt
#

Or you can work at a company that doesn't fire people

opal ocean
#

same way with electrical. Jobs done? goodbye!

plush yew
#

What i dont understand

#

is why is the game industry sso though

#

considering theres more money in it

#

than hollywood

#

its almost as if hollywood is easier

frank escarp
#

hollywood isnt easier

opal ocean
#

easier to get molested apparently

cloud cobalt
#

Because everyone wants to work in the game industry

frank escarp
#

games are also risky

cloud cobalt
#

So everyone is fighting for it

frank escarp
#

really risky

#

its not a sure money

opal ocean
#

thats why I'm staying hobbyist. I'm just not talented enough to compete

frank escarp
#

the moment one game flops, the studio dissapears

opal ocean
#

or it succeeds and gets bought by EA, then dissappears

plush yew
#

honestly i think a lot of stability

#

could exist

#

if eSports becomes bigger

frank escarp
#

even more volatile

#

most of esports is forced as fuck

#

only the "real" e-sports are good

#

Valve makes fucktons of money from it

#

becouse it keeps the playerbase interested

cloud cobalt
#

@plush yew Games are going to be like music. You don't do music expecting to live from it

#

You just do it, and if you're really good and can sell yourself, you can make some money some day

#

if you think actors & compositors & other artists have permanent contracts working on safe stuff, well.....

#

We live in entertainment, and there is wayyyyyy too much offer for the demand.

plush yew
#

@cloud cobalt honestly

#

im really lucky though

#

when i was in the runescape community i had one of the largest web forums

#

And some of them became streamers now

#

im pretty sure i could contact them eventually

#

and ask for some help lol

frank escarp
#

talk with them right now

#

ask them what they would like to see in the game

plush yew
#

I thought about it but the game isnt ready yet lol

frank escarp
#

make a game FOR streamers, and you will get huge

#

doesnt matter

#

just ask them

#

streamers have a specific set of needs, if you talk with them they can help you make the game more streamable

#

wich will make you have more streamrs

#

wich will mean many more salles

opal ocean
#

set of needs?

frank escarp
#

streamers only play games that are streamable

#

or reaaaaally popular

cloud cobalt
#

Meme-worthy games, really

frank escarp
#

true

#

but also more serious one

#

playerunknowns is super streamable

#

becouse on the downtime, the streamers can banter with audience

#

but it gets tense

cloud cobalt
#

^ this is comedy gold so streamers will probably love it

#

Same goes for ridiculously hardcore games

frank escarp
#

and some social-ish games

#

wich is the case for a survival game

plush yew
#

@frank escarp ya man

#

im making a survival game

#

But shit is difficult on my own

#

i just finished creating like 40 destructible meshes

cloud cobalt
#

Anyway, got to go. Have fun guys

plush yew
#

for my trees and such

frank escarp
#

lots of shitty survival games in steam due to unity packs

#

so make sure to be interesting

plush yew
#

@frank escarp ya

frank escarp
#

the streamer thing is important, do it

#

talk with them

plush yew
#

mine is going to have super powers

#

lul

#

which are OP

#

amongst many other features lol

#

its so difficult for me to get a playtest tho

#

becuase idk how to put my steam into early access

#

so i can get keys to people

#

lmao

frank escarp
#

you buy steam direct

#

and upload

plush yew
#

I do

#

i have it

#

but i cant make it public

frank escarp
#

then you can already generate keys

plush yew
#

dont have enough photos and such lol

frank escarp
#

doesnt matter

#

beta keys are a thing

plush yew
#

hm

opal ocean
#

wish I had money to have a development machine that blocked reddit ๐Ÿ˜

plush yew
#

@frank escarp yo so

#

is this a joke

#

Steam has to approve ur keys?

#

thats actually dumb

void geyser
#

does anyone have any examples of commercial games that used some assets from the UE marketplace?

frank escarp
#

they allways approve them

#

unless you ask for half a milllion

#

@void geyser all of them

#

Ark, conan, playerunknown

#

and you can find marketplace content in pretty much all games

void geyser
#

wow, good to know

#

thanks! ๐Ÿ˜ƒ

plush yew
#

Yep

#

Because literally

#

not many people hgave the money

#

to pay an artist

#

$80k a year

#

to work fulltime

#

lol

void geyser
#

yea, i just figured commercially released games would? or something..

#

haha

plush yew
#

they do

void geyser
#

or at least hire a freelancer

plush yew
#

they have some

#

but some stuff is cheaper

#

to just buy premade

void geyser
#

got it

plush yew
#

like for example

#

rocks

#

or trrees

void geyser
#

๐Ÿ‘

plush yew
#

lol

#

rocks, trees, grass, props in general

#

imo if u want to get into art u HAVE to become a character artist

#

anything else and it just wont work out imo

void geyser
#

yeaaaaa i have no art skills at all - coder through and through, with maybe a bit of music haha

frank escarp
#

@plush yew uhm, no

#

there is a huge overuse of character artists

#

everyone wants to be one

#

want money? become an FX artist

#

a good one

#

ask Luos

#

if he gets business

plush yew
#

you think so?

#

lol

#

i mean i guess its useful for a ton of things lol

#

movies too

frank escarp
#

not the same fx

plush yew
#

movies, tv shows, games

#

i know

frank escarp
#

game fx is very special

plush yew
#

but the concepts are the same

#

lol

frank escarp
#

thats why its so rare to find

#

becouse normally fX stuff is for movies, but that wont work

#

game fx needs a blend of art skills and technical trickery

plush yew
#

mhm

#

maya particles

#

dont do shit in engines

#

lol

#

Any performance drawbacks for semi-procedural materials in UE?

pallid compass
#

check the instruction count

keen spoke
#

Hey

#

I actually need Serious help with Unreal

#

I can't Package my game!

#

It gives a: AutomationTool terminated with exception: System.Exception: Couldn't update resource. Error

#

please someone help me

fleet wraith
#

If Skeletal Meshes have collision, why do character components need a capsule collision? It forces you to use a terrible hitbox instead of just using the mesh's collision as the hit box

mighty kiln
#

can someone help me?

#

for landscape and it's materials view distance

ionic sedge
#

@fleet wraith Because capsules makes more sense for grounding a character. Think how it would look like if your collision for ground detection on a running character was on the feet for example, it would look terrible.

#

You can still use the mesh or a static asset for hitbox stuff (traces/overlaps).

fleet wraith
#

So on the begin overlap event for a character, how do I tell it to use the mesh not the capsule

opal ocean
#

when you're doing a hit trace for a gun, click Trace Complex

ionic sedge
#

You enable Generate Overlap Events on the mesh.