#ue4-general

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surreal viper
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this line:

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FFileHelper::SaveStringToFile(ConfigText, *FullName, FFileHelper::EEncodingOptions::ForceUTF8WithoutBOM);
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FullName is the full path, ConfigText is a string containing the text u wanna write

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array of vector can be converted to fstring via for loop + tostring

zealous cloak
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i have to use blueprints, cause i have no clue about c++

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or can use the output log to get strings out of unreal

surreal viper
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heh, no idea if there is a bp function for that or not

zealous cloak
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i think not, because im searching fo ours

surreal viper
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you could create a blueprintcallable c++ function which calls this

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if you wanna add a UObject based C++ class I can write you what to add to that, it's really simple, then you can call that from BP

zealous cloak
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@surreal viper that would be great, but is it possible for you to guide me point for point?
UObject based C++ so im writing my own blueprint, that has this function?

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of course the blueprint is written in c++

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ahh the blueprint is calling the c++ function

surreal viper
vale flare
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Thanks in advance

zealous cloak
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@surreal viper rama plugin is Not supported in 4.17

zealous cloak
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My only Problem is that i want to Export User Data for usage in a program like r

minor wigeon
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look in to Data Driven gameplay where you save the information in to a Excel file

zealous cloak
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i will explain my whole idea of my programm, than it will be easier to help me

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im using it for university purposses, i wanna compare the motion gestures of two groups . For that i have to export data like (gesture path) gesture duration,...) , so that i can us it in a statistical software like r

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@minor wigeon you mean i should work with data tables?

minor wigeon
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i find them easier to use when working with multiple sets of data/information/assets

zealous cloak
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but i read, that it is not possible to edit them under runtime

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@surreal viper ah i found the version for 4.17

zealous cloak
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got the plugin working

surreal viper
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cool

vale osprey
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@pallid compass do you know general idea behind draw calls?

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With UE4 you might find very few people who have full understanding of them in the engine as really a lot of stuff is going on.

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But all source of rendering pipeline is out there on github

pallid compass
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Iv got an okay understanding of it

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im just trying to expand on it

vale osprey
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there is a folder with all "shader" programs in UE4. Don't remember exact location but you can find it if you seach for "shadow pass" or "vector fields". So if you want to understand some specific part better, you should be able to find necessary shader there.

zealous cloak
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one little help how is the relative path of this addres

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D:\Media\Games\Epic Games\GEG\Data

fiery harbor
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@fallow cliff why is there no way to better hide movies in ue4? arent there a lot of games where you dont just want the player to go into the content/movies folder and watch every single movie the game has by just double clicking it and playing it with the default media player, because that spoilers all the story or other stuff that has to be unlocked?

pallid compass
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what the...

fiery harbor
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@fallow cliff why are movies not treated same like all other assets in ue4? everything else is part of the .pak file and stored in some unreal specific format. why can't movies be part of the pak file?

minor wigeon
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my OCD would delete that project and start from start to finish if the BP's look like that <.< @pallid compass

pallid compass
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oh it gets worse

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i cant even fit it all in

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on my ultra wide

pallid compass
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loading my engine up to load one of mine

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ark dev's make me a lil sick sometimes

minor wigeon
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i like trying to keep things neat sometimes

pallid compass
minor wigeon
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that a lot better <.<

opal ocean
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is that the cleaned up version of the one above?

pallid compass
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no its not

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the top one is from the ark dev kit

pallid compass
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the bottom one is my Material function for anodized steel

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Luos oh my god

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Did u see the top one i posted

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I dont mean to dev bash but

fierce tulip
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yea hehe

pallid compass
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A shader for a basic Hex door, its the most crazy bp i have ever seen

fierce tulip
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yea i have no clue why

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i like my mats clean

pallid compass
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Riddle me this

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Why does the shader from robot recall flying boss

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Have 650 instruction count

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with bearly anything in it

minor wigeon
pallid compass
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and 0 noise

fierce tulip
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time constraints

pallid compass
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oh?

fierce tulip
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forward rendering btw @pallid compass

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also adds a shitload

pallid compass
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Oh crap

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thats why? ;o

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god dam thats heavy AF

fierce tulip
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well its run differently, but i dont have the knowledge what exactly

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but it wont run any worse

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just differently

pallid compass
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I thought 300 instruction fur shaders where bad lmao

fierce tulip
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if its for every material yea, but if its for a specific hero prop in can be ok

pallid compass
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True

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Btw Luos do have you pushed out or got on sale any shield shaders?

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Meaning energy shield sort of thing

quaint hull
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Quick question, how do I reference a model into a blueprint??

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I'm trying to make something invisible after entering a trigger box and I know I did this many times before but for some reason I forgot how to life :V

minor wigeon
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tell the trigger to either despawn the object or alter paramaters in the material to make it invisible <.<

pallid compass
minor wigeon
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iv not done it in a while so thats the best i have off the top of my head

pallid compass
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Drag mesh in from components in the top left, hook it up to one of them nodes.

quaint hull
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yea but how do I get the object reference

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like I have a cube

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how to I put the cube into the trigger as target

pallid compass
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It needs to be inside a bp with the trigger box really

quaint hull
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as actor*

fierce tulip
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@pallid compass no, but i have been discussing it. working on some other packs first though

pallid compass
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no worries thanks man, top man kern/kasher has been nice enough to give me his shield shader, well he said he will friday

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Trying to expand my understanding of shaders and effects as atm its kinda poop

minor wigeon
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wonna start my new project but dont wonna go to bed and dream about blueprints <.<

opal ocean
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I've got some neat game mechanics working, but I'm not sure how to gamify them

minor wigeon
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why dont you upload it and get some feedback on it as is and ask what they would do with whats there now

opal ocean
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dont know where to upload it, and I just made a bunch of changes that breaks other stuff ๐Ÿ˜ฆ

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basically just piloting a big earth defense type turret, in VR. with the vr controllers as the joysticks

minor wigeon
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you could post it in the Work In Progress section

opal ocean
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oh, images/video? not sure how to record vids inside VR

minor wigeon
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the idea would be to compile the project and upload that so people can actually play it

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however if you wonna do a video... you can use OBS or even Nvidia's Shadowplay

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early feedback is good for a projects development

opal ocean
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thats what I hear.

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this project was just a "hey, I wanna try something"

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my main project I'm stuck at level design

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I'm tired and a bit out of it today ๐Ÿ˜ฆ

minor wigeon
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that happens...
and tbh... all good projects come from "hey i wonna try (X)"

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my next project is just me flexing on character customization a bit

opal ocean
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fallout4 style face changing? or clothes/armor?

minor wigeon
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im gonna start of with armour and clothes... add in a colour customization system... then i might look in to morph customization

pallid compass
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id u ever get to morph customization id love to pick your brain on it :p

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the other things i can do, but never thought about pushing for morphs

opal ocean
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clothes/armor isnt too bad, depending on how you approach it. I lacked the art skills to get far with it

minor wigeon
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i know the theory behind it... and how to do it <.< but adding a armour system ontop is where i get issues

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my strengths are Character creation

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my intention is to create a good customizable set over next year for my portfolio

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Character artist = good...
Character artist who can create alternative = Better
Character artist who can create content for a modular system = amazing
Character artist who can create content for modular and morph adaptations = amazeballs
Character artist who can do all the above + a colour customization system = super hireable

opal ocean
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๐Ÿ˜„

minor wigeon
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its like the extreme of what i would be asked to do so... might aswell do it on my own and see what i can do without guidance

pallid compass
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My strengths are everywhere but char creation and art lmao

minor wigeon
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im using Extra credits to get me somewhere

pallid compass
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Well like i said, feel free to pick my brain since iv picked yours in zbrush!

minor wigeon
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will do

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i do have about 6 years of UE behind me though <.<

pallid compass
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oh wtf really ;o

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thats along time

minor wigeon
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i started in UDK

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early adopter of UE4 <.< still have the ยฃ25 they sent after they made it free to use XD

honest raven
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Is anyone know

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A good OpenGL discord

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server

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?

last kite
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almost got my little 8 gb project completely under the style guide ๐Ÿ˜„

minor wigeon
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im sort of tempted to push my project to be a social thing then expand in to more conventional RPG style thing <.<

uneven fractal
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So I've moved my ArkDevkit(An older version of ue4 with lots of preloaded assets) to a different hard drive. How do I link the epic games launcher to the devkit now that I've moved it?

worn sparrow
warm mountain
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Should i hold myself responsible for a client that never specified what engine he was using

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And now blames me the asset isnt working? :p

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I asked the bub from the very beginning what emgine and what does he need

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And all he says is oh dont worrt just a simple arena doesnt matter

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The reference he gave me had no seats btw so i thought there are no spectatora

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Spectators

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His complaining there are no seats now

livid haven
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Bit of both, here.

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Got to confirm all the details.

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Sounds like you didn't have a solid spec - they should have been more specific to get exactly what they want - you should have asked for more specificity or confirmed how much was entirely up to your discretion. ๐Ÿคท

warm mountain
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I did ask them

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They never responded

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Very early i asked them for all specificationa

livid haven
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Then you have a record to defend your choices.

warm mountain
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The only thing i got was a picture and they told me

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Doesnt matter

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Yea i have the text record

plush yew
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heyo, learning very basics of c++. Can someone explain a short example of how functions are utilized in any usefull way other than doing some simple math problems. I just want to see what is some stuff it is used for further down the line... like how a game dev would use it

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I think it will help me grasp why seperate tasks are given to different functions

worn sparrow
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idk about c++ but functions/methods is just a block of code you can reuse anywhere and retain the ability to modify it's properties(?)

func printMessage (String message) {
print(message + "...");
}

printMessage("Hello");
printMessage("This is a message being printed from a function");

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I haven't programmed in yeeaaars and I wasn't very good at it then, but this is how I understand it

plush yew
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I see

livid haven
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Functions wrap up a set of logic that you want to be able to reuse.

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It doesn't have to be math at all.

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Breaking down the over all logic of a system down to the smallest bits of functionality both a) let's you think about the system in more familiar terms and b) let's you make a lot of complexity out of lots of smaller, simpler things

plush yew
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ok, so once they are created, I call upon them to reperform whatever function it contains

livid haven
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Right.

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And with parameters, you can provide what the function should operate on or with.

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And return values simply let you get information back out of a function.

plush yew
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ahh, so im guessing it is tedious work to make them, but in the long run they help

livid haven
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About as tedious as the fact that you breathe constantly, your heart beats, and your eyes blink.

plush yew
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haha

worn sparrow
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Not tedious as all

livid haven
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It's just inherent structure to how you do things.

worn sparrow
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a habbit all most ๐Ÿ˜‚

livid haven
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Object Oriented Programming is sort of the "philosophy" of C++ and many programming languages these days.

plush yew
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well thanks! ive been learning from Udemy as well as a website that is basically like a pdf of everything for the basics of c++ programming

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but im always coming here to get any questions answered thats for sure

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adds a human touch to it

livid haven
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You break things down in to "objects" that should do a certain job and do it well and only contain the data they need and the functionality needed to do what it's job is.

plush yew
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ahhh

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also when is it best to create part of a program in a seperate file?

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or I guess I should ask why>

livid haven
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Again, really comes down to practicality there.

fiery harbor
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if you create a new actor, its automatically a new file

uneven fractal
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functions can be anything from something that adds to things together to what I'm working with is functions that do things like control an entire weather system

livid haven
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At least in C# and C++ and C, you generally create 1 "class" per file.

plush yew
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got it

uneven fractal
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In java no one appreciates someone hiding 50 classes in one file

livid haven
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Generally, so that 1 file contains a nice, tidy amount of code that's all related to one thing.

plush yew
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Ive only got to functions calling upon each other to perform equations at the moment. Hopefully in a month or so I can start to get a better understanding of these basics

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THANKS!

fiery harbor
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though in the end you might end up lazy and just put a lot of stuff in 1 file

livid haven
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If you have a class that you broke down in to a few other pieces, but those other pieces are only used by it and they're small? You may well keep them all in the same file for the hell of it, because seeing all of them in one file is somewhat easier and strengthens the mental relationship you make between those pieces.

plush yew
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sounds like me lol

opal ocean
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I put everything in the player pawn. >_>

livid haven
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Pls, no.

plush yew
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haha

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I havent even downloaded unreal engine

uneven fractal
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Want to see something super ugly in unreal 4?

fiery harbor
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I have one .cpp file with ~12000 lines of code, but its still fine

plush yew
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I want to get my fundementals down

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and sure

livid haven
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Be smart, be discretionary, be pragmatic. Don't shove all your shit in to one class.

uneven fractal
plush yew
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hahaha

livid haven
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Also, that's terrible.

plush yew
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is that a blueprint?

livid haven
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That is

uneven fractal
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Yep

opal ocean
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wow.

plush yew
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omg

livid haven
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Use functions, use reroute nodes.

plush yew
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what does it do?

uneven fractal
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It's not mine

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it's something professional devs made

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in the ark level blueprint

livid haven
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Not very good ones.

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Oh

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HAH

plush yew
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omg

livid haven
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Well, there you go, that confirms it.

uneven fractal
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This controls everything from the daylight cycle to in game events to lighting settings when entering caves to boss arena post process settings

opal ocean
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the term "professional" used loosely

plush yew
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last question tonight.. In unreal engine is it better to be directly programming or use the blueprint system?

livid haven
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Yeah, that's what we call a "god class anti pattern"

uneven fractal
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This is part of the same bp

plush yew
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actually quite pretty

fiery harbor
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its always the devs writing unperformant code or super ugly BPs that have the successfull games for some reason (Ark, PUBG). I make something wrong with making a game that performs well it seems

livid haven
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@plush yew The real value behind this advice won't really sink in for a long, long while, but... do your logic and data structures in C++, then use BPs to make the "concrete classes" that "data-drive" the C++ base classes.

plush yew
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Im saving that messege

uneven fractal
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I don't use C++ at all but be neat and consistent with naming or you will regret it later and want to kill yourself

livid haven
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@fiery harbor They're also both fad games that are the first of their sort with their particular novelity and decent enough quality.

plush yew
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I have no idea what it means but I know i'll need it

opal ocean
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Slappy, I dont know c++ so I use blueprints only, and I get by. But if you know c++, do c++ for most things

fiery harbor
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@livid haven what do you mean with "fad"?

livid haven
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Language barrier maybe. Uh... can someone else describe what a "fad" is?

uneven fractal
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A fad is something that is temporarily popular

opal ocean
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I've tried doing heavier math calculations (time of day stuff), or even 2d->1d array loops, in BP, and have failed brilliantly. Much better to do those in C

plush yew
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Well thing is I had an interest in giving programming a shot before I came across unreal engine @opal ocean

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Definitely not the first of their sort

livid haven
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A fad is a thing that is really popular all of a sudden and lasts for a while, but doesn't tend to remain nearly that popular over time.

fiery harbor
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fidget spinners

livid haven
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@plush yew I had a lot more qualifiers in my description than just first. ๐Ÿ˜›

plush yew
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yee

opal ocean
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You're much better off IMO to learn C++. But BPs are great for doing smaller things, testing things out, etc

plush yew
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Oh guess you're talking about the fad in general ๐Ÿ˜…

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oh for sure they probably are

fiery harbor
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C++ is awesome, but for learning UE4 itself, BP is better

opal ocean
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I'm a hobbyist, and pretty terrible at that, so take what I say with a grain of salt!

plush yew
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ahh

livid haven
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Ark was the first notable sandbox survival game with dinosaurs. It looked and played well enough. So it had just enough quality with something novel (dinosaurs) and something already popular (sandbox survival), early enough, to become ultra popular.

plush yew
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Tht game always lags my pc haha

livid haven
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PUBG is the first time the whole "battle royale" thing was done completely standalone and not a total piece of shit (The Culling, apparently).

plush yew
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Its something that turns me off instantly, bad optimization

livid haven
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Well, bad performance.

plush yew
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any who back to practicing. Night night!

livid haven
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Technically, something can be unoptimized but perform well, simply because it's not nearly bad enough to make a difference.

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A lot of the time, knowing when you should actually do something to optimize and when you can just get away with a simpler, faster to implement, but less optimal brute force approach, is a critical skill.

uneven fractal
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It's also important not to conflate badly optimized with something that is stretching the limits of what's possible with the engine

fiery harbor
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popular UE4 games (ark, pubg) for some reason all needed dynamic lighting, but still epic likes to ignore it, so exactly the most popular games are damned to run pretty bad because they need the dynamic lighting

livid haven
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Day night cycle?

uneven fractal
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don't you take away my dynamic lights in the devkit(Even though they aren't working for me atm)

fiery harbor
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though of course a lot of bad performance stuff in ark/pubg is also the devs fault and not just epic having slow dynamic lighting/shadowing

livid haven
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By far.

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Ark is very clearly very poorly made.

fiery harbor
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but pubg is quite ugly too, because thats how it has to be to run acceptable with ue4s dynamic lighting without super huge modifications

livid haven
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The usual example I give is that class hierarchy is some of the most naive, lazy, garbage I've ever seen.

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Like, water tanks are derived from crop plots, because the crop plot class is what contains the logic for storing a quantity of water.

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Because crop plots were made first.

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But it gets worse.

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Water pipes are also derived from crop plots.

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And worse.

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Electrical cables and electrical generators? Crop plots.

uneven fractal
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lmao

livid haven
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Why? Because electricity is just water with a boolean to change it to be electricity.

fiery harbor
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yeah, but still, ark and pubg would look much better and/or run much better if Epic would spend as much time on dynamic lighting/shadowing as for example crytek did

uneven fractal
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probably could be done better with like a electricity component and water component

opal ocean
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Electrician here, sounds right to me

uneven fractal
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Lots of the things in the devkit makes sense and are consistent but there are many that don't

fiery harbor
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its a shame that there is 0 usable dynamic GI in UE4 currently

livid haven
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So now crop plot, a class that ostensibly should merely handle growing a crop by consuming water and fertilizer, is now responsible for managing all "connected transferable resources" like electricity and water.

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And preicsely, @uneven fractal, some kind of electricity or water component.

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Both of which could have a shared base class for generically handling the shared logic of containing a resource that can be connected, transfered, produced, consumed, etc.

uneven fractal
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Though water and electricity are sort of a fire and forget thing when playing the game

livid haven
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Writing the logic for it sure as hell isn't though. :/

uneven fractal
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No one is building complicated water/electrical systems in that game

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(Cough besides the 2 mile long water pipes from the ocean)

livid haven
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Not really the point though, it's a maintenance nightmare for the engineers working on Ark.

uneven fractal
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I don't remember the last time they changed anything to electrity/crop plots though and it doesn't have any bugs last I checked

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Sure it sucks if your making a mod that messes with that stuff but besides that there is not much of a point for the devs to waste hours making it look better

livid haven
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There's so much that's buggy with the game and will likely never be fixed because it's so brittle.

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And so much they can't even attempt to implement because of the massive technical debt.

uneven fractal
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I think that's the biggest issue

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They were a small team that suddenly had millions to work with and had tons of issues scaling up

livid haven
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When you've got a product that you need to maintain for years, you really need to keep technical debt under control.

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You've always got to deliver and sometimes you have to cut corners.

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But

uneven fractal
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Now once some important dev from the early days leaves the company I think the entire project is going to shit itself

livid haven
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Don't let it build up too much.

uneven fractal
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Since only those early devs even knows what the screenshot I shared even does

livid haven
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Yep.

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There's also a phenomenon that happens after that, not a fun one.

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Are you the next person who least doesn't know how something works? Congrats. You're the new expert.

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And I do mean "least doesn't know"

uneven fractal
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Funny enough a dude in the ark modding discord recently got hired by the ark team

livid haven
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because you may barely know jack shit, but that still means, out of everyone else, you are the person who, of all the things not known about that system, can say the things you don't know are less than the things everyone else doesn't know about that system.

uneven fractal
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Well hope they can sort it out. I would be sad if the game I'm making a mod for suddenly dies

livid haven
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I don't think it's dying any more than it has been for years. There's still nothing that quite compares to it and most people will stay because of that.

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Though all the other bullshit is certainly making them lose players left and right.

uneven fractal
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Well imagine what would happen if the devs encountered such an issue. The community grows because the devs keep adding new content. If that situation occurs the devs can either spend a year not releasing content fixing up the entire devkit or they could have the game self destruct either one would probably destroy a big part of the fanbase

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I guess it could end up like minecraft though.

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With modders constantly adding new content even though backend everything is terrible

livid haven
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Well, that's the problem they've already got to an extent. A lot of veteran players are fed up with old bugs not ever getting fixed and old features that were promised perpetually being put off.

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So what do they do know?

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Put a new creature in every month or so.

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Doesn't fix any of the issues. In fact, means that cleaning up the technical debt will involve whatever debt is added on by the shoddily built functionality they implemented for the new creature.

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But a new creature every month is a basis for players to log back in each month and see what the new thing is about.

weary basalt
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You guys talking about ARK?

livid haven
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It, to an extent, artificially inflates player counts temporarily, which helps keep it relevant and attracts new players and thus new sales.

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Yep.

weary basalt
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Early Access man....

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It can and does get abused

livid haven
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I mean, they've certainly abused it.

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But I don't think EA is the cause of their issues.

uneven fractal
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Tbf Ive never had an issue with bugs or lag in ark

weary basalt
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Just because you havent doesnt mean its the same for everyone else

livid haven
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AFAIK, Ark was also created by the merger of one or two other failed games involving dinosaurs.

weary basalt
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I can tell an completely different story

livid haven
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Ditto

fluid stag
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I think we can all agree that being good at software engineering != to making a game people find fun

weary basalt
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^

livid haven
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No, but beside the point.

uneven fractal
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Well it was a disaster in the first month but since I ussd to play unofficial my experience was morly positive

livid haven
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If your game has an online component, in 2017, then you don't merely "release" a game.

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You've not got post-release life cycle to worry about.

weary basalt
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Using Early Access in my opinion fosters complacency with consumers. Given enough half baked games it just becomes the norm and people get used to paying full price for an shit product.

livid haven
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Poor software engineering directly impacts your ability to make more content and functionality in a reasonable amount of time, with acceptable performance, and with reasonable turnover rates on said engineers.

uneven fractal
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Its not the devs fault consumers are idiots though

weary basalt
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Yes it is

livid haven
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Mixed opinion on that one.

uneven fractal
#

The job of a company is to make money

fluid stag
#

Consumers are also tired of highly polished turds that AAA studios release

livid haven
#

A company is many things.

#

And there are many circumstances involved.

uneven fractal
#

Its the role of the customer to prevent companies from crossing boundaries and the government

fluid stag
#

So buy a probably broken game that might be more fun

livid haven
#

Yeah? Watch Battlefront 2 rake in the dough anyways.

weary basalt
#

Same boat that CoD is in, though i think that ship is starting to sink

livid haven
#

While like 1% of the people who are raging at it try out an alternative if one exists.

uneven fractal
#

Haha the EA thing is crazy

fluid stag
#

Nothing you can do about that, marketing is a science and they will always get their moolah

uneven fractal
#

Eat the rich!

#

Or just ea

weary basalt
#

Did you guys read the patent on an Micro Transaction scheme that Activision filed that clearly attempts to hook consumers on buying "loot boxes"

#

Insidious shit

livid haven
#

Point is, consumers and companies affect eachother. Individual companies have far more cohesive sense and "will" than millions of individual consumers do.

fluid stag
#

tbh honest loot boxes was cryptic / perfect world entertainments idea i think

livid haven
#

Ah, the "seeing people open loot boxes" thing or whatever?

uneven fractal
#

Box opening yourube channels are pretty popular why not virtual boxes too

livid haven
#

Jokingly, sure.

#

But there's so much more going on to that within context.

weary basalt
#

No not just that, the system matches low/new players with other players who have nice gear and puts them in games where they will easily win with that gear in an attempt to goad the new players into purchasing loot boxes to get that awesome gear

uneven fractal
#

Thats pretty ducked

livid haven
#

Right. It's a very obviously manipulative tactic.

fluid stag
#

that exact system has been in cryptic and pwe games for years and years

weary basalt
#

It gets worse, because then when that new player gets that gear they put that new player in an easy match to make them feel as if it was an good purchase because they are winning

uneven fractal
#

And companies wonder why customers dont feel remorse about pirating things

fluid stag
#

peole dropping 10k on loot boxes and packs in pwe games is a story I heard more than once

livid haven
#

Well sure, there are always whales.

fluid stag
#

send in our japanese heores to fix it

livid haven
#

That joke took me a minute.

#

Or at least several seconds longer than it should have.

fluid stag
#

:D/

weary basalt
#

Naughty naughty lol

livid haven
#

I'd file that under pop culture reference and not racism, for what its worth.

weary basalt
#

Its the same strategy they use to hook people into gambling addictions

#

Its horrendous if you ask me

livid haven
#

Aye. <InsertObligatoryExtraCreditsVideo>

fluid stag
#

I think EA introducing highly exploiting loot boxes is great because it will draw a bigger spotlight onto a really really horrid marketing practice which has existed in other games for ages but doesn't get attention

weary basalt
#

Im hoping that something along those lines will happen as well.

fluid stag
#

Now finally some father in the burbs will check his credit card and see a bunch of "EA" on there and go "wtf"

#

Are the EA loot boxes a % roll chance?

livid haven
#

Most people are horendously stupid, let's be honest here.

#

They will get hooked and pump money in. No matter how angry Reddit gets.

fluid stag
#

The thing is, loot boxes have worked for games that are quite addictive and fun on their own, CS, NW etc

#

So maybe it won't work for them ๐Ÿค”

plush yew
#

whats nw

fluid stag
#

neverwinter

livid haven
#

Never Winter

dry wraith
#

Csgo crates are fun to waste money on though

livid haven
#

Point in case. ๐Ÿ˜ƒ

dry wraith
#

Lol

weary basalt
#

At least in CS you can sell your unwanted gear though

livid haven
#

I mean, you're not wrong.

#

It is "fun". It's "rewarding" in some way.

dry wraith
#

Gotta be honest I realize they are just taking my money but itโ€™s fun

weary basalt
#

You only need an initial seed amount and then really you can take it from there

livid haven
#

They know it's fun and they use the fun to bait you on to doing things that may be irresponsible.

dry wraith
#

And thereโ€™s all these websites nw that actually make it easier to win

plush yew
#

What do you get from loot boxes in Battlefront 2?

weary basalt
#

An false sense of achievment?

livid haven
#

Someone go fish out the EA Community Management team quote.

#

๐Ÿ˜›

plush yew
#

Do you get cosmetics?

fiery harbor
#

a sense of pride and accomplishment or something like that

livid haven
#

Well, there are two things. There's some WW2 game with lootboxes where you can see what other people get.

#

Then there's the Battlefront 2 thing where playable characters from the first game, iconic characters from the series, were locked behind a progression system that would take an absurd amount of time.

fiery harbor
#

Ive never played any game with lootboxes and I've never planned to do so

livid haven
#

So something that was once free in a previous paid game is not heavily progressed gated in a new paid game.

#

And the lootboxes offer a chance at getting those characters sooner.

#

So it's not even like MOBAs where you can just buy a character you want.

#

You can't event do that.

#

You put in the time or you gamble over and over and over and over.

plush yew
#

Like actually unlocking the character by opening a loot box?

#

Oh shit that's quite a gamble

fiery harbor
#

it should be regulated like other gambling

livid haven
#

Strangely enough, China has picked up on that.

#

TL;DR: In China, game developers must reveal the true percentage chance of loot box rewards.

#

As of earlier this year. Of course, it only matters for games in China, and of course chances don't need to be the same across different regions.

fiery harbor
#

it should be like that in every country

livid haven
#

I don't think you'll find much disagreement.

fiery harbor
#

usually gamers hate regulations about games, but this is something where every government could make gamers happy with for once

livid haven
#

Warframe is struggling with this currently (not in China)

#

A community member used to "datamine" drop rates for things in each patch.

#

Was the only accurate source of information on drop rates and such.

#

However, datamining also spoiled some upcoming content, so Digital Extremes (dev studio) felt the need to put a stop to it through legal means.

#

There was, of course, a backlash as now there's no one to "keep them honest". They said they'd publish the information themselves and... well... it's a mess.

fiery harbor
#

I'm from Germany, we definitely have had too much regulation about what games are fine and what aren't in the past. but no one here seems to care about the gambling part of all those games.

livid haven
#

Want to see what the official drop rate website looks like?

#

And yes. That is the real link.

fiery harbor
#

doesn't look like a link that I would click on

livid haven
#

Yep.

dry wraith
#

Itโ€™s legit

livid haven
#

Real inviting, putting all of your transparency in to a really shifty looking URL not associated with your game or company.

dry wraith
#

Lol itโ€™s so bad

stuck chasm
#

Does anybody use AR in UE4?

fiery harbor
#

no one does that of course

livid haven
#

I imagine only very recently has there been much UE4 AR work, since 4.18 brought some of the official tech along.

stuck chasm
#

oh

livid haven
#

I don't know how popular AR/VR dev is on this Discord server though. I know Game Dev League has a VR channel.

stuck chasm
#

oh ok

fiery harbor
livid haven
#

Oh, nice catch. Didn't realize that existed.

fiery harbor
#

but there is no discussion about AR here really, no one seems to use it

#

@livid haven lol. it's the main channel for me

stuck chasm
#

I don't have a VR headset (yet) but can't you do AR with you phone?

livid haven
#

AR is pretty much exclusively done with phones right now.

#

Commercially.

stuck chasm
#

thanks @fiery harbor

#

oh ok

fiery harbor
#

AR with phones is shitty stuff that's fun but I don't see why you should use it

stuck chasm
#

Educational purposes

fiery harbor
#

yeah

#

AR might be relevant in 10 years, in the near future its VR that matters

stuck chasm
#

yeah

fiery harbor
#

at some point when VR merges with AR, AR will be the main stuff of course

#

but that's still a long time

stuck chasm
#

yea

#

What 3D Software do you use for animating?

fiery harbor
#

none because I'm not animating anything

#

๐Ÿ˜„

stuck chasm
#

oh ok๐Ÿ˜†

fiery harbor
#

I'm waiting since like forever now for Windows to install that stupid big update

plush yew
#

anyone up

#

I need help :/

#

for the life of me I cannot #include "stdafx.cpp" or "stdafx.h"

#

it is added in the directory to the right in Visual studio, but when I atempt to include it the error comes up saying "cannot open source file "stdafx.cpp" " and "cannot open precompiled header file "stdafx.h" "

#

I cannot do anything ๐Ÿ˜ฆ

fiery harbor
#

and why do you need those files?

plush yew
#

because the place im learning from told me

#

lol

#

to do simple actions like std::cout << "im an idiot";

#

but I think I fucked with the std files or something

fiery harbor
#

to use cout you dont need to include those files

#

also, you shouldnt really use cout with UE4

plush yew
#

I dont know, I made a new project and everythings fine

fiery harbor
#

use the UE4 functions for everything

plush yew
#

I havent downloaded ue4

#

I am interested in learning to program

fiery harbor
#

this chat is about UE4 though

#

well, it doesn't really make much sense to ask questions that aren't related to UE4 at all here

plush yew
#

Well considering the language used is c++ I have had questions answered perfectly fine here

#

If you dont know the answer to my problem its fine man,

fiery harbor
#

yeah, but asking about std stuff is definitely wrong here, because thats not used with UE4

plush yew
#

I KNOW

#

I know there are plenty of programmers in here as well

#

that is why I ask questions involving programming

fiery harbor
#

c++ questions also belong in #cpp

plush yew
#

Chillax bruv, it's just strange you're asking in this channel when the channel description is "General discussion about Unreal Engine that doesn't fit in other channels."

#

K man thanks for the help sorry to bug you

#

Would be better suited to ask in #lounge maybe

#

I dont fckin no man, I am new.. just had a question I thought someone who was awake could answer

#

ยฏ_(ใƒ„)_/ยฏ

#

thanks ?

honest vale
#

I like how Epic games launcher uses 15 % of my GPU even though the window is minimized ๐Ÿค”

livid haven
#

@honest vale The UE4 launcher is actually UE4 itself. ๐Ÿ˜ƒ

fiery harbor
#

@honest vale the launcher uses 0% of my GPU minimized, and 2% maximized here

#

so something is wrong if it takes 15% minimized

honest vale
#

maybe it's because I never shut down my computer and just put it to sleep and then resume from there

fiery harbor
#

yeah, could be

livid haven
#

Sleep can do weird things to different programs.

fiery harbor
#

I just installed that big windows update a few hours ago, so its fun to actually be able to see now which program is taking how much GPU, that was never possible before

#

just wondering if that would actually still be accurate with vulkan

#

how does windows know about how much a software communicates with the graphics driver?

#

I get that windows can surely read directx stuff

livid haven
#

Perhaps it up to the driver to report to the OS

#

I mean, when you use OpenGL on Windows, you're still interfacing with Windows version of OpenGL in some sense.

#

I'd assume the same is true with Vulkan - the API is still exposed through some Windows implementation.

#

As in, at the OS level.

fiery harbor
#

I would think its directly going to the driver

#

when an application calls some vk_do_some_stuff(), in what way is windows in between?

#

if the OS would be somewhere in between, then the OS could slow certain stuff down, but an API like vulkan should be platform independent

#

and vulkan also works on windows XP, that never got any update for dealing with vulkan

livid haven
#

Hmmm, last point is fair.

#

Platform independent, not exactly. OpenGL is a platform independent spec, but implementations have to be done at the platform level.

#

But, if Vulkan works on Windows XP without an OS update? I don't know then.

#

I don't know how Vulkan is actually implemented.

fiery harbor
#

I'm not actually sure if there are drivers with vulkan support for windows xp

#

if amd and nvidia stopped releasing any driver updates for windows XP then there also would be no vulkan there

livid haven
#

I'd chalk it up to the driver reporting to the OS then.

#

And that API for drivers to report to Windows not existing until Windows 10

fiery harbor
#

ah, that might make sense, yeah

warm mountain
#

Estimated Cost of music is winding up in my game to be about 28k

#

I'm actually quite relived

#

I was expecting much higher tbh

cloud cobalt
#

That's like, a year of work

warm mountain
#

yea

#

but I'll have gov subsidies

wary wave
#

$28k is not unusual

warm mountain
#

they pay 70% of my overseas related hiring

#

So I'll only need to pay around 9.3k

#

yea I'm really glad amber

#

because when I did the initial estimates it ran up to 45k

cloud cobalt
#

I wish I had a tenth of that for music here ๐Ÿ˜ƒ

surreal viper
#

how much music is that? ๐Ÿ˜ฎ

warm mountain
#

1 hour

#

worth of music

#

we don't actually know if we will need that much tbh

#

we just made an estimate as that for the maximum

cloud cobalt
#

Going for orchestral music ?

wary wave
#

on that budget?

#

I'd expect one hour of orchestral to cost somewhere in the region of $60-80k

cloud cobalt
#

Still, I'm guessing 28k of music isn't just one composer working alone on a computer

plush yew
#

Orchestral as in using libraries, not a real orchestra, right?

cloud cobalt
#

For $60,000 I sure hope you get a real one

wary wave
#

you'd get a real one for about an hour on $60k

plush yew
#

For 28k, probably not

cloud cobalt
#

Wondering about what the 28k get you

wary wave
#

a few players / instruments, studio time, and mastering

plush yew
#

Like would you find your own musicians to play the instruments or are you depending on the composer to do that?

#

Do indie composers even do that? I was thinking they just use libraries

cloud cobalt
#

Plenty of indie composers do that, yes

#

If you're going for a higher budget, it makes more sense to actually hire musicians

frank escarp
#

live played orchestral music is hella overkill on an indie game

#

focus on graphics first

wary wave
#

$28k is not exactly a big budget for music in an indie game

#

If your total development budget is say, $400k (not unreasonable), it's a fairly small slice overall

cloud cobalt
#

Well, it's more than our total sales, so... depends on what kind of indie, I guess

wary wave
#

(given how important it is)

frank escarp
#

im just thinking on the amount of stuff i can get done for that amont of money

wary wave
#

fuck all if you're paying for it

frank escarp
#

2 artists in-house for half a year

#

pro ones

wary wave
#

$28k for an annual salary for a professional artist?

#

yeah, no.

frank escarp
#

in spanish yes

cloud cobalt
#

Doubt that

frank escarp
#

pretty damn good ones in fact

#

everything computer related is underpayed in spain, no matter the talent

cloud cobalt
#

Total cost for employer, or justw ages ?

frank escarp
#

pretty sure thats on the higher end for what a artist in mercury steam gets

wary wave
#

$28k as total cost is basically McDonalds money

frank escarp
#

the ones here

#

i know personally than a junior gets 12k euros a year

cloud cobalt
#

$28k in France as total cost is definitely illegal

frank escarp
#

becouse my character artist applied for a job

#

lower cost of living mate

wary wave
#

not that much lower

frank escarp
#

min wage is 650 a month

cloud cobalt
#

In France you're looking at $25k for min wage worker (total cost for employer)

frank escarp
#

junior artist gets a bit less than 2 times min-wage

#

junior programmer too btw

#

thats the offer i got from tequila works

#

of course, i refused it

plush yew
#

I'm trying to think of any high budget games that had orchestral pieces that were created using VST...

cloud cobalt
#

@frank escarp I mean you're aware the total cost for employer is like 1.5 times the wages, right ?

wary wave
#

quite likely that some high budget games did, yeah

frank escarp
#

yeah that too.

wary wave
#

but you can really tell when they didn't

frank escarp
#

but it needs to be a god tier artist to get more than 2k a month

wary wave
#

soundtracks like the Rayman Origins soundtrack are unparalleled

frank escarp
#

so paying around 2k a month, i can get near AAA level ones

wary wave
#

(full orchestra and excellent mastering)

#

I doubt they're near AAA

#

tbh, I'm not sure there are more than a handful of AAA tier artists in Spain

frank escarp
#

just look at the work at tequila games or mercury steam

wary wave
#

if there are, they're almost certainly freelancing for triple the rate

frank escarp
#

and EA, gameloft, and ubisoft have B-studios here

wary wave
#

I wouldn't describe any of those as AAA

frank escarp
#

but they certainly arent indie

surreal viper
#

lol the what is AAA again

wary wave
#

they're the low end of mid-tier developers

surreal viper
#

I like how we use non-defined terms

frank escarp
#

i wont need AAA graphics, but definitely good ones. For that i would need mid-high tier artists wich are cheap here

#

wich i can definitely buy a LOT of for 28k euros

wary wave
#

I mean, don't get me wrong, I like Tequila's games

#

but they're way, way away from AAA

frank escarp
#

and mercurysteam?

cloud cobalt
#

Sounds like I need to hire Spanish artists, no way I get one artist in France for that cost

#

Let alone two

frank escarp
#

@cloud cobalt so, like the other companies who have B-studios here

#

of course, the TRULY godlike ones leave spain

hard ice
wary wave
#

Mercury Steam are miles from AAA as well

surreal viper
#

wait

#

the castlevania games were AAA

frank escarp
#

yet again on the AAA discussion.....

whole quarry
#

AAA are good batteries

frank escarp
#

castlevania games have a 100 strong worker base

surreal viper
#

payed by Konami

frank escarp
#

just becouse it aint open world it doesnt mean its not AAA

#

but man it was mismanaged

#

so mismanaged

#

the second one

warm mountain
#

just saw the msg above no we aren't doing orchestra

#

its way too expensive

#

and uneeded

frank escarp
#

things as good as "lets pay for hollywood voice talent"

warm mountain
#

we just need comical music

frank escarp
#

"but lets have amateur writers"

warm mountain
#

making a comedy game

frank escarp
#

or "lets have a Marvel character artist"

#

"and put him to do tutorial illustrations"

warm mountain
#

where a talking zombie with a sniper rifle, a underage crimelord and a down syndrome superhero

#

must fight together to escape australia

frank escarp
#

also custom engine

warm mountain
#

the land where everything wants to kill you

wary wave
cloud cobalt
#

We shouldn't use that AAA word, because plenty of people have curious definitions on what that is, and it always end up in a pissing context about whether Assassin's Creed or Zelda are AAA

frank escarp
#

mate its ps3

wary wave
#

for a recent game, it looks last-generation

frank escarp
#

becouse it is...

wary wave
#

that's the Steam version

surreal viper
#

lol

#

it's not a recent game

wary wave
#

it's 3 years old, it's recent

frank escarp
#

the pc port took a good while to appear

#

its a Ps3 game

#

so it IS last gen

wary wave
#

it released at the same time on all platforms (later in Japan)

frank escarp
wary wave
#

now one begs the question, why would an "AAA" title be releasing only on previous gen hardware?

#

that's not AAA budget

frank escarp
#

becouse its a "2"

surreal viper
#

yeah only the first had pc port later

frank escarp
#

they had their engine and everything for the ps3

#

not the 4

cloud cobalt
#

Come one guys, are you really into that discussion ?

surreal viper
#

and the game was a failure

frank escarp
#

and it launched when the ps4 was recently released

surreal viper
#

that's why it wasn't ported to ps4

#

end of story

frank escarp
#

im just saying how the fuck it isnt AAA is it a +100 people studio

warm mountain
#

To me triple AAA production is just a high budget production

cloud cobalt
#

Triple AAA, wow ๐Ÿ˜ƒ

warm mountain
#

my studio group always jokes about triple AAA

frank escarp
#

AAA is about budget not about open world or graphics...

warm mountain
#

whenever we have happy accidents

wary wave
#

if it's about budget and you're paying your artists peanuts, then you're harpooning your own arguments

cloud cobalt
#

@frank escarp But The last of Us isn't open world, so it's not AAA, right ?

frank escarp
#

its literally the only AAA tier company in spain

surreal viper
#

working on tripple A does not pay better

#

like ubisoft

#

won't pay much

#

cause they want you not to work for money or something like that

frank escarp
#

they get the best spanish artists

#

and yes, its cheap

#

a lot of them have skills to gtfo spain, but they like it here

cloud cobalt
#

Anyway, @warm mountain I'd love to have an idea of your overall budget, if that's something you can share

frank escarp
#

and mercury steam still gives a good salary even if its cheap worldwide

warm mountain
#

Its around 120k

#

I don't have the break down with me atm

frank escarp
#

the r ate i know is 1000 euros for an artist junior, and 1200 euros for a programmer junior

#

sub 1000 for a tester

warm mountain
#

as I just left office though

frank escarp
#

testers get barely more than macdonalds money

wary wave
#

QA is a minimum wage, entry level job, so that isn't surprising

frank escarp
#

macdonalds is around 700 euros

plush yew
#

What country are you in that you get gov subsidies for game dev? @warm mountain

frank escarp
#

a normal store clerk salary is near 1000 or less

warm mountain
#

Tommy i'm in singapore

frank escarp
#

so competent artists getting 2000 is not that bad of a salary

surreal viper
#

those are still better salaries than the one we have in hungary ๐Ÿ˜ข

warm mountain
#

they don't give subsidies for game dev but we registered under a seperate SSIC code which qualifies

frank escarp
#

4000 month its considered ridiculously high end stuff

#

like team leaders or things like that

warm mountain
#

So we are basically intellectual property developers in that sense as our registered entity

#

but we are making games

wary wave
#

I wouldn't get out of bed for 1000 euros a month :p

surreal viper
#

do you talk about gross or net tho?

frank escarp
#

i think thats what the employee gets, so net

warm mountain
#

game dev on its own doesn't have so many grants

cloud cobalt
#

@frank escarp In France artists would also get something like 2000 euros, but that adds up to 40k annully total cost

frank escarp
#

then there is also the whole "hire but not really" part

#

where you hire the guy as a freelancer

#

and no employment benefts whatsoever

#

much less taxes

surreal viper
#

lol I got like 700 euros in my first workplace as a programmer back in my university days

frank escarp
#

super common in small companies

#

im pretty clear that i wont get a programming job in spain

#

too underpaid

#

freelancing brings more money

wary wave
#

my first job paid ยฃ20k

surreal viper
#

that was my only workplace in this country and did not last long

wary wave
#

(gameplay programming)

#

Graduates were paid ยฃ26k at Microsoft

frank escarp
#

thats more or less why im going indie like this. I know i can hire locals for cheap, but if i get work here i will get underpaid

surreal viper
#

and you underpay the locals

wary wave
#

granted, said ยฃ20k would have been a decade ago, so that number would be more these days

frank escarp
#

of course they are underpaid, the unemployment rate is through the roof

#

plenty of good artists that cant get a good job becouse it doesnt exist

wary wave
#

unemployment in the UK is around 20-25%, but you'll still get ยฃ20k+ as a junior in games

#

ยฏ_(ใƒ„)_/ยฏ

frank escarp
#

last time i looked it wasnt that big

#

thats spain/greece levels of unemployment

wary wave
#

it's the worst in the EU

frank escarp
#

spain is at 40% youth unemployment rate

surreal viper
#

not for long ๐Ÿ˜„

#

it won't be in the eu for long...

cloud cobalt
#

We've got 10% in France, worse for young people

wary wave
#

heh

cloud cobalt
#

Way worse for gamedev

frank escarp
#

google says no

#

for comparaison

wary wave
#

our "official" statistics are a complete fabrication

#

"The answer is that unemployment is not really that low. In reality, about 21.5% of British workers are either officially unemployed, inactive, or employed part time even though they really want full-time work."

cloud cobalt
#

@wary wave This is in every country

wary wave
#

not quite to that extreme though

frank escarp
#

they also fudge numbers in spain btw

cloud cobalt
#

In France you can double the official value by counting part time, etc, too

frank escarp
#

and eve AFTER the fudging is still 17%

cloud cobalt
#

From 10 to 20%

wary wave
#

the UK's 'employment' stats include people who have been put on government mandated 'employment training' courses (which are unpaid, of course, and a complete waste of time)

#

if you don't include part-time who want full-time, then it's still between 10-15% unemployed in the UK

frank escarp
#

still better than spain XD

wary wave
#

"part time" includes people who have contracts, but don't actually receive any work

frank escarp
#

as far as i know pretty much every singlle artist outside of school gets unemployed

wary wave
#

e.g. zero hour contracts

frank escarp
#

like 1 out of 10 gets a job

#

of course more than half of them are completely worthless

#

but there just arent enough game jobs

#

the industry doesnt exist

#

is all indies

#

and indies have no money

cloud cobalt
#

We have Arkane and Ubisoft here

#

basically

wary wave
#

lots of Ubisoft

#

heh

#

Amplitude also

frank escarp
#

ubisoft here too lol

#

damn ubisoft is everywhere

#

but the studio here its a "b" studio

#

they do much smaller games, i think they did the star trek vr game

#

its like 30 people in that studio

wary wave
#

Quantic Dream and Dontnod

#

lots of mid-tier developers like Eugen in France too, though

frank escarp
#

ubisoft barcelona

cloud cobalt
#

Yeah, we also have these ๐Ÿ˜ƒ And smaller studios

wary wave
#

it's mobile

#

(Ubi Barcelona)

warm mountain
#

can relate with the more than half are worthless part vblanco

#

there are tons of college grads in arts here who draw like toddlers

frank escarp
warm mountain
#

and they think they are amazing

frank escarp
#

truly the best games

#

the issue with spanish gamedev schools is that they are private and worthless

#

they dont kick out half the people inside

#

like they should

#

so a lot of them are terrible

warm mountain
#

yea

frank escarp
#

ffs i got second year interns and THEY DIDNT KNOW HOW TO UV

#

how in the hell

warm mountain
#

I'm amazed how these people even make it through college

#

I met a student who studied zbrush for 4 years

#

his final year project

#

was legit a flat plane with a single move topological stroke

#

and he passed with B

frank escarp
#

ive heard of digipen having good reputation

#

but ive also heard stories of it

#

that is ridiculously brutal

#

also Gnomon is ridiculously brutal and they dont even use PCs the first year

#

they do sculpting in clay and that kind of thing

fierce tulip
#

@warm mountain hope you arent talking about his heart :p flat plane & stroke

warm mountain
#

talking about a poly cube haha

#

He extended it out from the top and passed

#

yea digipen is pretty brutal

#

so far the students I met from there are all decent

trail atlas
#

why tf does UE4 use 40gb of disk space in the C drive

#

when it's installed on a different drive and disk

wary wave
#

this annoys me because my C drive is supposed to only be my OS ๐Ÿ˜ฆ

silver crown
#

Have you tried symlinks?

devout gulch
#

it's stores DDC or whatever this global cache is called

#

rant mode: drive letter sucks

#

gimme normal *nix file system without drive letters

wary wave
#

Or you know, actually contain your software in the directory your users install them into -_-

#

it's like games that insist on using random other folders somewhere in My Documents

#

incredibly annoying

devout gulch
#

these are not random folders

#

if you are using the >documented< api

#

it all lands in /User/AppData

#

which is correct place to store application data which is custom per user

wary wave
#

I'm talking about games - they don't use those folders

#

but even so, tens of gigs in the appdata folders is not right

#

you shouldn't be storing that amount of data in there

devout gulch
#

that's why drive letters sucks

#

in unix I cloud just map user folder to any other drive without any fuss

jagged valve
#

You can change the DDC location

#

set an environment variable "UE-SharedDataCachePath" I think?

wary wave
#

it'll still install things to your C drive

#

(it's not limited to the appdata folders)

devout gulch
#

no there ia slo >ProgramData< which is hidden

#

but either way

jagged valve
#

I'm not sure about that env variable. That's how we do it at work might be something that got added manually

#

Ah yeah.

devout gulch
#

installing to C drive into specific folder is correct behavior

jagged valve
#

Most programs do that though

devout gulch
#

just that windows have shit load of legacy is another issue

wary wave
#

the program data one isn't too bad, though Epic's is still excessive because it caches all the graphics used by the launcher in there

buoyant mesa
#

why is there no help/questions channel?

#

I would want to know does unreal have unselect all hotkey :S

cloud cobalt
#

This is the correct channel for that

ebon spade
#

What's the difference between putting a "Foliage Type" as foliage and just dropping in the mesh? And if I have like 10 grass models I want to use in the foliage do I drop them each in or can I combine it into one?

ebon saffron
#

Is there a user here that goes by the name ryanjon2040 on unreal forums?

plush yew
#

@ebon spade You can save instance settings such as culling and placement using Foliage asset

#

As for the grass mesh stuff, you can do either

silver crown
#

@ebon saffron @winter gale ?

ebon saffron
#

I'll message him and see lol thanks

ebon spade
#

@plush yew thanks

#

Is there a way to edit the lighting of foliage after I've already placed it?

#

I put some rocks down and didn't mean to have dynamic shadows on

round harness
#

anyone know of a way to buffer a framerate other than pre render frames

wary wave
#

how could you possibly do a buffer without prerendering the frames?

cursive dirge
#

that was quick

#

they must have broken things really badly for such a quick update

upper heart
#

Nah not really. Not any quicker than previous releases

round harness
#

another form of buffer is what im looking for @wary wave

cloud cobalt
#

4.18 can now be built on Linux after .1, sarcastic yay

#

Next step is releasing an UE version that builds before the first hotfix

weary hull
#

I like the bike image

frosty copper
#

๐Ÿ˜

frank escarp
#

a good amount of them are pretty damn critical

#

dammit epic get your QA done XD

lunar palm
#

Quick question; if youโ€™re trying to apply to somewhere high quality, like blizzard or naughty dog or Sony as a say game designer, would an endless runner be a good spot on your portfolio of games?

#

Iโ€™m working on one and I donโ€™t know if itโ€™ll look good based on how simple it is to make it lol

cloud cobalt
#

You're probably not getting hired at Blizzard or Naughty dog as a game designer

#

I mean I don't believe they hire game designers

lunar palm
#

Yeah thereโ€™s already enough lol

cloud cobalt
#

For one game designer, you need 50 regular technical people doing the implementation, and it's an important enough job that people with the most experience do it

#

Obviously 500 people are on that particular job offer but, it's at least a position where developers hire people

lunar palm
#

Iโ€™ve looked at that, Iโ€™d be into level/environment design

wary wave
#

the genre of the game is irrelevant

#

what's relevant is how well your levels work for your games (in the case of levels)

#

also, studios do hire game designers

#

but you're not going to get that position without demonstrable design experience in a studio environment

cloud cobalt
#

Well, tbf they ask that for every position

#

I'm just saying game design is probably one of the least accessible positions

vale osprey
#

I would say that in big studios it's not a positon you apply to but position you are invited to take

frank escarp
#

game design is difficult to show

#

thats why most game designers start as coders, QA, or level design

#

level designers do have lots of flexibility about design, at least in the greybox stage

#

about actual gameplay design, im not sure

#

i think thats the stuff the first prototypers do

lunar palm
#

Yeah, I was thinking of going into the industry as level design with a bit of environment art too.

#

Not sure if those two can correlate though

frank escarp
#

anyway, for "game design" the BEST you can do is mods

#

create a quest mod for fallout, for example

#

or a new map for counter strike

#

and, well, creating small games AND publishing them

#

but given the saturation of indie dev, no one will play those

#

mods are better for that

vale osprey
#

You could get in by doing research and publishing results, I donโ€™t mean like scientific level of publishing but something that can show a thoughtful analysis and problem solving. Donโ€™t have to make a complete game for this but gameplay prototype would be necessary. Not necessarily to show it but to have solid ground for article.

#

Game jams could work for this too and can be a blaze if you can sell your design to other people or help to refine their ideas - that is going to be a part of your job in feature.

lunar palm
#

Yeah been an issue I haven't thought about, making games that people will notice or give a shout out to.

minor wigeon
#

where is the best place for me to start if i want to do a item system that works off a spreadsheet/Excel document?

i sort of want to do a expandable RPG style inventory/armour system

#

i dont want to build up a basic system just to replace it later <.<

vale osprey
#

@minor wigeon search for data tables

#

@lunar palm if we take a movie analogy then I don't think you have to make a complete movie to show that you are a good script writer

#

sure, movie makes it easier to digest but for another screen writer it takes more time to "consume" it in such form

#

I would treat the gamedesign in the same way

#

there are mechanics which are easier to show in gameplay prototype than to explain on paper, but that doesn't require a complete game

#

plus you have to filter what you are communicating to others, if you make complete games to show your gamedesign - you are solo gamedeveloper

#

meaning gamedesign is not your focus

#

it could be sure good, but plenty of people could rather hire you as a technical lead / pipeline manager than a gamedesigner ๐Ÿ˜„

minor wigeon
#

i have no idea where to start with data tables and multiple objects and stuff ๐Ÿ˜

vale osprey
#

and etc

opal ocean
#

make a struct with all the data you want, each item is a column from the excel spreadsheet. Then create the data table

#

excel->ue4 is a little harder, and I dont think I could explain well enough, but Bored's links should help with that

vale osprey
#

I think it's just Export->Save as csv

lunar palm
#

@vale osprey That's true. Another thing I'm concerned about is the games I create/put on my portfolio getting any attention or award. I feel like if it doesn't have that you've got much less of a shot getting a job.

opal ocean
#

back around versions 4.8-4.10, I tried exporting/importing to openoffice, and even notepad++, and had lots of problems

#

the way they import the csvs is a little non-standard I think, or it was just all the material/static mesh references that made it harder

#

either way, I gave up and just do data tables all inside the editor

vale osprey
#

@lunar palm Yes it can negatively impact perception of other people. If someone doesn't like fantasy settings and your gameplay prototype uses it for some reason, it will be harder to get a message through.

#

Not all ideas can be abstracted away from a setting but good ones usually do. Adding wrong music because you don't have a resource to add right music can be worse than not having any.

minor wigeon
#

ok thats sort of given me an idea of what i need to do <.< tyvm

grim ore
#

There are also separate videos on importing from CSV and other features of the Data Table if needed.

minor wigeon
#

well i think i know how im gonna setup a stat based system (damage, armour, healthpoint bonus .ext)... i just need to figure out how to attach objects to the table

#

or have it so on X call the data from the table

frank escarp
#

let me give you a protip

#

if you truly want the "best"

#

do not use unreal engine systems

#

roll your own

#

becouse if you roll your own you dont even need to repackage the game

#

and you can have those stats moddable

#

of course, this is a lot harder

#

using unreal built in data tables is very easy

minor wigeon
#

im not a coder

frank escarp
#

then data tables it is

#

i use them a lot in DWVR

#

mission definition and weapon definition are data tables

minor wigeon
#

im not planning on using the internal data table... i wonna use Google sheets and run it through UE

frank escarp
#

enemies arent, becouse enemies are very old code i didnt want to remake

#

you can do that, data tables can import from and to CSV

#

CSV is read by every single spreadsheet editor

#

even notepad if you are in a pinch, as its human readable directly

minor wigeon
#

im just building up something basic for testing at the moment...

steel rock
#

Hello everyone ๐Ÿ˜ƒ
I got a question - my Visual Studio 2017 just updated and all of a sudden I can't compile a simple test program, and when I try to build my UE4 project it skipps. I went to the solution configuration and checked build. but it produces errors - and for some reason its HTML5_debuggame_editor now

#

I don't remember seeing HTML anywhere before and I am a bit confused since I can't seem to find if others had the same issue

steel rock
#

if I'm posting in the wrong channel please let me know thanks ๐Ÿ˜ƒ

opal ocean
#

the #cpp channel might be better suited, maybe somebody in there is paying attention that can help

steel rock
#

ok thanks ๐Ÿ˜ƒ

upper heart
#

Anyone else have a packaged 4.17 or 4.18 game? Since upgrading from 4.16 to 4.18 my game starts on the wrong monitor

surreal viper
#

4.17 here, did not have any issues with packaged build

#

it starts on my main monitor

restive eagle
upper heart
#

Thanks @surreal viper

restive eagle
#

Got a problem with my heightmap, waves are going under the landscape

#

ah nvm, will have to edit some parts of the beach so it wouldnt go over

loud knoll
#

@restive eagle I am using it

#

You might have a sorting issue with transparent objects and particles

harsh tiger
#

Hello, I've looked on the internet and found multiple answers so thought I'd ask here to see if someone can help. I found something on the marketplace that I'd like to buy. But if I doesn't work as intended can I get a full refund? The things I read online seemed like it's a real nightmare trying to get a refund.

I don't mind waiting a week, as long as I get a full refund.

loud knoll
#

Best way to figure out if something is working well for folks is to read all the feedback threads and see what bugs people are running into and how fast the author is responding to the fix requests. I have never bought anything from the store because I don't want something I do understand in a project, because debugging it can be a project killer, assets are safer then code.

worn sparrow
#

Is it true that simplygon was bought-out my microsoft and is now free to use with no royalties?

harsh tiger
#

@loud knoll I've seen it and works well plus it's supported for version 4.18 so the developer is keeping on top of things which is good. But it might not fit the needs that I'm trying to achieve.

Link: https://www.unrealengine.com/marketplace/motorcycles

loud knoll
#

I would read up on the agreement on the simplygon website and maybe get some legal advice about using it highly doubt it is string free

worn sparrow
#

Yeah, something sounds fishy

#

๐Ÿ˜‚

#

The catch is that it only works on windows 10?

#

๐Ÿ˜‚

frank escarp
#

the catch is that "standard" ue4 integration is limited

#

and unity verison is garbage

#

also only for small teams

worn sparrow
#

So no Hlods or proxies for landscape streaming tiles?

#

or skeletal mesh reduction?

loud knoll
#

@harsh tiger that looks pretty safe to me but I would want to see the models up close to see how they were built what the tri count is, they have some nice mototcyle models out to buy and you can see where they have focused the triangle counts since the back is more important then front

#

also would want to see a sample of the blueprints

#

the screen shots bother me because it shows none of the techincal information that I would care about it just bad screen shots of a test level using the work

harsh tiger
#

I'll try and contact the developer and see if he can provide me with somemore information

loud knoll
#

yeah cant hurt to ask it if was me I would write the code myself and maybe buy only the models I needed from a modeler where I can see the how the model was contructed

#

I am a paranoid old man though so too old school to allow the use of other peoples content

harsh tiger
#

understandable I guess, I'm a student and always wanted to make a fun stunt type of game. I wouldn't be able to model and animate something to that level just yet xD

loud knoll
#

For instance the Ocean Plug in is free I have been using it since engine version 4.10 and now since version 4.17 I have a bug with sorting that I know will take me maybe a day or more to fix or I can wait for someone else to maybe fix it and I will never know if it will break again

restive eagle
#

@loud knoll have you tried adding two seperate oceans? the problem is that they use the same ocean manager and i cant find how it is set for the bp_ocean

#

i have an island and waves are flowing only in one direction

loud knoll
#

@restive eagle yes I found some thread a long time ago that you can only have one per map

#

I worked around it

restive eagle
#

i scaled it down, removed the infinity option so got 2 now

#

but they still are using the same manager

#

well if it cant be helped will have to think of another workarround

loud knoll
#

@harsh tiger if you are student trying to learn I would make your own and learn to do it in blueprints making something that looks like a motorcycle in the editor is very possible just using primatives that are built in and this way you can learn more and be able to show people something you made on your own.

restive eagle
#

just cant find the place that is responsible for adding ocean manager to the ocean itself, if i could use another manager my problems would be solved

harsh tiger
#

@loud knoll true true, I could try and make something in maya. As for the blueprints and getting the bike to work i wouldnt even know where to start haha

loud knoll
#

@restive eagle you might be able to make a copy of the ocean manager bp and rename it then place it again, not sure though so I just avoided it because it was expensive to have one the biggest negitive on using it is how slow it runs

#

@harsh tiger I would avoid maya and just make it in the editor when I am doing my prototypes I just avoid using 3d software because I could spend a month modeling and not getting the prototype built for a prototype you can use a box and two cylinders

restive eagle
#

ye i tried that but it still uses the original one, if i change settings inside bp_ocean2, it will change the bp_ocean1 also

#

well nvm, ty for thei nput. will figure out smth

loud knoll
#

yeah you are going to have to go through the entire system they created and point everything to new right place

restive eagle
#

probably its inside the plugin