#ue4-general
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FFileHelper::SaveStringToFile(ConfigText, *FullName, FFileHelper::EEncodingOptions::ForceUTF8WithoutBOM);
FullName is the full path, ConfigText is a string containing the text u wanna write
array of vector can be converted to fstring via for loop + tostring
i have to use blueprints, cause i have no clue about c++
or can use the output log to get strings out of unreal
heh, no idea if there is a bp function for that or not
i think not, because im searching fo ours
you could create a blueprintcallable c++ function which calls this
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
@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?
of course the blueprint is written in c++
ahh the blueprint is calling the c++ function
hmm it kinda contains everything:
https://answers.unrealengine.com/questions/159571/blueprint-for-writing-a-txt-file-storing-an-array.html
you must either add some C++ files to your project or use Rama's plugin mentioned in the accepted answer
idk how complicated it is to add a c++ file to a BP only project, also I guess you don't have vs and you would need to install it so it will be pretty hard either way
Hi all, any chances someone here knows a bit of the Ability System Component here: https://wiki.unrealengine.com/GameplayAbilities_and_You#GameplayTasks and knows how I could implement slow, stun and other temporary buff/debuff.
Thanks in advance
@surreal viper rama plugin is Not supported in 4.17
My only Problem is that i want to Export User Data for usage in a program like r
look in to Data Driven gameplay where you save the information in to a Excel file
i will explain my whole idea of my programm, than it will be easier to help me
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
@minor wigeon you mean i should work with data tables?
i find them easier to use when working with multiple sets of data/information/assets
but i read, that it is not possible to edit them under runtime
@surreal viper ah i found the version for 4.17
got the plugin working
cool
@pallid compass do you know general idea behind draw calls?
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.
But all source of rendering pipeline is out there on github
Iv got an okay understanding of it
im just trying to expand on it
decided to mass compile shaders
Regret.jpg
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.
one little help how is the relative path of this addres
D:\Media\Games\Epic Games\GEG\Data
@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?
@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?
my OCD would delete that project and start from start to finish if the BP's look like that <.< @pallid compass
i like trying to keep things neat sometimes
true beauty
that a lot better <.<
is that the cleaned up version of the one above?
the bottom one is my Material function for anodized steel
Luos oh my god
Did u see the top one i posted
I dont mean to dev bash but
yea hehe
A shader for a basic Hex door, its the most crazy bp i have ever seen
Riddle me this
Why does the shader from robot recall flying boss
Have 650 instruction count
with bearly anything in it
This is the BP i made for a climbing and dynamic cover system <.<
and 0 noise
time constraints
oh?
well its run differently, but i dont have the knowledge what exactly
but it wont run any worse
just differently
I thought 300 instruction fur shaders where bad lmao
if its for every material yea, but if its for a specific hero prop in can be ok
True
Btw Luos do have you pushed out or got on sale any shield shaders?
Meaning energy shield sort of thing
Quick question, how do I reference a model into a blueprint??
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
tell the trigger to either despawn the object or alter paramaters in the material to make it invisible <.<
iv not done it in a while so thats the best i have off the top of my head
Drag mesh in from components in the top left, hook it up to one of them nodes.
yea but how do I get the object reference
like I have a cube
how to I put the cube into the trigger as target
It needs to be inside a bp with the trigger box really
as actor*
@pallid compass no, but i have been discussing it. working on some other packs first though
no worries thanks man, top man kern/kasher has been nice enough to give me his shield shader, well he said he will friday
Trying to expand my understanding of shaders and effects as atm its kinda poop
wonna start my new project but dont wonna go to bed and dream about blueprints <.<
I've got some neat game mechanics working, but I'm not sure how to gamify them
why dont you upload it and get some feedback on it as is and ask what they would do with whats there now
dont know where to upload it, and I just made a bunch of changes that breaks other stuff ๐ฆ
basically just piloting a big earth defense type turret, in VR. with the vr controllers as the joysticks
you could post it in the Work In Progress section
oh, images/video? not sure how to record vids inside VR
the idea would be to compile the project and upload that so people can actually play it
however if you wonna do a video... you can use OBS or even Nvidia's Shadowplay
early feedback is good for a projects development
thats what I hear.
this project was just a "hey, I wanna try something"
my main project I'm stuck at level design
I'm tired and a bit out of it today ๐ฆ
that happens...
and tbh... all good projects come from "hey i wonna try (X)"
my next project is just me flexing on character customization a bit
fallout4 style face changing? or clothes/armor?
im gonna start of with armour and clothes... add in a colour customization system... then i might look in to morph customization
id u ever get to morph customization id love to pick your brain on it :p
the other things i can do, but never thought about pushing for morphs
clothes/armor isnt too bad, depending on how you approach it. I lacked the art skills to get far with it
i know the theory behind it... and how to do it <.< but adding a armour system ontop is where i get issues
my strengths are Character creation
my intention is to create a good customizable set over next year for my portfolio
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
๐
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
My strengths are everywhere but char creation and art lmao
im using Extra credits to get me somewhere
Well like i said, feel free to pick my brain since iv picked yours in zbrush!
i started in UDK
early adopter of UE4 <.< still have the ยฃ25 they sent after they made it free to use XD
almost got my little 8 gb project completely under the style guide ๐
im sort of tempted to push my project to be a social thing then expand in to more conventional RPG style thing <.<
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?
Achieving high-end visuals while maintaining 90FPS for VR is a delicate balance and requires both deliberate technical decisions and bleeding-edge technology...
Should i hold myself responsible for a client that never specified what engine he was using
And now blames me the asset isnt working? :p
I asked the bub from the very beginning what emgine and what does he need
And all he says is oh dont worrt just a simple arena doesnt matter
The reference he gave me had no seats btw so i thought there are no spectatora
Spectators
His complaining there are no seats now
Bit of both, here.
Got to confirm all the details.
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. ๐คท
I did ask them
They never responded
Very early i asked them for all specificationa
Then you have a record to defend your choices.
The only thing i got was a picture and they told me
Doesnt matter
Yea i have the text record
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
I think it will help me grasp why seperate tasks are given to different functions
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");
I haven't programmed in yeeaaars and I wasn't very good at it then, but this is how I understand it
I see
Functions wrap up a set of logic that you want to be able to reuse.
It doesn't have to be math at all.
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
ok, so once they are created, I call upon them to reperform whatever function it contains
Right.
And with parameters, you can provide what the function should operate on or with.
And return values simply let you get information back out of a function.
ahh, so im guessing it is tedious work to make them, but in the long run they help
About as tedious as the fact that you breathe constantly, your heart beats, and your eyes blink.
haha
Not tedious as all
It's just inherent structure to how you do things.
a habbit all most ๐
Object Oriented Programming is sort of the "philosophy" of C++ and many programming languages these days.
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
but im always coming here to get any questions answered thats for sure
adds a human touch to it
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.
ahhh
also when is it best to create part of a program in a seperate file?
or I guess I should ask why>
Again, really comes down to practicality there.
if you create a new actor, its automatically a new file
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
At least in C# and C++ and C, you generally create 1 "class" per file.
got it
In java no one appreciates someone hiding 50 classes in one file
Generally, so that 1 file contains a nice, tidy amount of code that's all related to one thing.
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
THANKS!
though in the end you might end up lazy and just put a lot of stuff in 1 file
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.
sounds like me lol
I put everything in the player pawn. >_>
Pls, no.
Want to see something super ugly in unreal 4?
I have one .cpp file with ~12000 lines of code, but its still fine
Be smart, be discretionary, be pragmatic. Don't shove all your shit in to one class.
hahaha
Also, that's terrible.
is that a blueprint?
That is
Yep
wow.
omg
Use functions, use reroute nodes.
what does it do?
omg
Well, there you go, that confirms it.
This controls everything from the daylight cycle to in game events to lighting settings when entering caves to boss arena post process settings
the term "professional" used loosely
last question tonight.. In unreal engine is it better to be directly programming or use the blueprint system?
Yeah, that's what we call a "god class anti pattern"
actually quite pretty
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
@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.
Im saving that messege
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
@fiery harbor They're also both fad games that are the first of their sort with their particular novelity and decent enough quality.
I have no idea what it means but I know i'll need it
Slappy, I dont know c++ so I use blueprints only, and I get by. But if you know c++, do c++ for most things
@livid haven what do you mean with "fad"?
Language barrier maybe. Uh... can someone else describe what a "fad" is?
A fad is something that is temporarily popular
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
Well thing is I had an interest in giving programming a shot before I came across unreal engine @opal ocean
Definitely not the first of their sort
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.
fidget spinners
@plush yew I had a lot more qualifiers in my description than just first. ๐
yee
You're much better off IMO to learn C++. But BPs are great for doing smaller things, testing things out, etc
C++ is awesome, but for learning UE4 itself, BP is better
I'm a hobbyist, and pretty terrible at that, so take what I say with a grain of salt!
ahh
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.
Tht game always lags my pc haha
PUBG is the first time the whole "battle royale" thing was done completely standalone and not a total piece of shit (The Culling, apparently).
Its something that turns me off instantly, bad optimization
Well, bad performance.
any who back to practicing. Night night!
Technically, something can be unoptimized but perform well, simply because it's not nearly bad enough to make a difference.
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.
It's also important not to conflate badly optimized with something that is stretching the limits of what's possible with the engine
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
Day night cycle?
don't you take away my dynamic lights in the devkit(Even though they aren't working for me atm)
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
but pubg is quite ugly too, because thats how it has to be to run acceptable with ue4s dynamic lighting without super huge modifications
The usual example I give is that class hierarchy is some of the most naive, lazy, garbage I've ever seen.
Like, water tanks are derived from crop plots, because the crop plot class is what contains the logic for storing a quantity of water.
Because crop plots were made first.
But it gets worse.
Water pipes are also derived from crop plots.
And worse.
Electrical cables and electrical generators? Crop plots.
lmao
Why? Because electricity is just water with a boolean to change it to be electricity.
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
probably could be done better with like a electricity component and water component
Electrician here, sounds right to me
Lots of the things in the devkit makes sense and are consistent but there are many that don't
its a shame that there is 0 usable dynamic GI in UE4 currently
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.
And preicsely, @uneven fractal, some kind of electricity or water component.
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.
Though water and electricity are sort of a fire and forget thing when playing the game
Writing the logic for it sure as hell isn't though. :/
No one is building complicated water/electrical systems in that game
(Cough besides the 2 mile long water pipes from the ocean)
Not really the point though, it's a maintenance nightmare for the engineers working on Ark.
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
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
There's so much that's buggy with the game and will likely never be fixed because it's so brittle.
And so much they can't even attempt to implement because of the massive technical debt.
I think that's the biggest issue
They were a small team that suddenly had millions to work with and had tons of issues scaling up
When you've got a product that you need to maintain for years, you really need to keep technical debt under control.
You've always got to deliver and sometimes you have to cut corners.
But
Now once some important dev from the early days leaves the company I think the entire project is going to shit itself
Don't let it build up too much.
Since only those early devs even knows what the screenshot I shared even does
Yep.
There's also a phenomenon that happens after that, not a fun one.
Are you the next person who least doesn't know how something works? Congrats. You're the new expert.
And I do mean "least doesn't know"
Funny enough a dude in the ark modding discord recently got hired by the ark team
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.
Well hope they can sort it out. I would be sad if the game I'm making a mod for suddenly dies
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.
Though all the other bullshit is certainly making them lose players left and right.
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
I guess it could end up like minecraft though.
With modders constantly adding new content even though backend everything is terrible
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.
So what do they do know?
Put a new creature in every month or so.
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.
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.
You guys talking about ARK?
It, to an extent, artificially inflates player counts temporarily, which helps keep it relevant and attracts new players and thus new sales.
Yep.
I mean, they've certainly abused it.
But I don't think EA is the cause of their issues.
Tbf Ive never had an issue with bugs or lag in ark
Just because you havent doesnt mean its the same for everyone else
AFAIK, Ark was also created by the merger of one or two other failed games involving dinosaurs.
I can tell an completely different story
Ditto
I think we can all agree that being good at software engineering != to making a game people find fun
^
No, but beside the point.
Well it was a disaster in the first month but since I ussd to play unofficial my experience was morly positive
If your game has an online component, in 2017, then you don't merely "release" a game.
You've not got post-release life cycle to worry about.
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.
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.
Its not the devs fault consumers are idiots though
Yes it is
Mixed opinion on that one.
The job of a company is to make money
Consumers are also tired of highly polished turds that AAA studios release
Its the role of the customer to prevent companies from crossing boundaries and the government
So buy a probably broken game that might be more fun
Yeah? Watch Battlefront 2 rake in the dough anyways.
Same boat that CoD is in, though i think that ship is starting to sink
While like 1% of the people who are raging at it try out an alternative if one exists.
Haha the EA thing is crazy
Nothing you can do about that, marketing is a science and they will always get their moolah
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
Point is, consumers and companies affect eachother. Individual companies have far more cohesive sense and "will" than millions of individual consumers do.
tbh honest loot boxes was cryptic / perfect world entertainments idea i think
Ah, the "seeing people open loot boxes" thing or whatever?
Box opening yourube channels are pretty popular why not virtual boxes too
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
Thats pretty ducked
Right. It's a very obviously manipulative tactic.
that exact system has been in cryptic and pwe games for years and years
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
And companies wonder why customers dont feel remorse about pirating things
peole dropping 10k on loot boxes and packs in pwe games is a story I heard more than once
Well sure, there are always whales.
send in our japanese heores to fix it
:D/
Naughty naughty lol
I'd file that under pop culture reference and not racism, for what its worth.
Its the same strategy they use to hook people into gambling addictions
Its horrendous if you ask me
Aye. <InsertObligatoryExtraCreditsVideo>
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
Im hoping that something along those lines will happen as well.
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?
Most people are horendously stupid, let's be honest here.
They will get hooked and pump money in. No matter how angry Reddit gets.
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 ๐ค
whats nw
neverwinter
Never Winter
Csgo crates are fun to waste money on though
Point in case. ๐
Lol
At least in CS you can sell your unwanted gear though
Gotta be honest I realize they are just taking my money but itโs fun
You only need an initial seed amount and then really you can take it from there
They know it's fun and they use the fun to bait you on to doing things that may be irresponsible.
And thereโs all these websites nw that actually make it easier to win
What do you get from loot boxes in Battlefront 2?
An false sense of achievment?
Do you get cosmetics?
a sense of pride and accomplishment or something like that
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.
Ive never played any game with lootboxes and I've never planned to do so
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.
Like actually unlocking the character by opening a loot box?
Oh shit that's quite a gamble
it should be regulated like other gambling
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.
it should be like that in every country
I don't think you'll find much disagreement.
usually gamers hate regulations about games, but this is something where every government could make gamers happy with for once
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.
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.
Want to see what the official drop rate website looks like?
And yes. That is the real link.
doesn't look like a link that I would click on
Yep.
Itโs legit
Real inviting, putting all of your transparency in to a really shifty looking URL not associated with your game or company.
Lol itโs so bad
Does anybody use AR in UE4?
I imagine only very recently has there been much UE4 AR work, since 4.18 brought some of the official tech along.
oh
I don't know how popular AR/VR dev is on this Discord server though. I know Game Dev League has a VR channel.
oh ok
you can go to #virtual-reality
Oh, nice catch. Didn't realize that existed.
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
I don't have a VR headset (yet) but can't you do AR with you phone?
AR with phones is shitty stuff that's fun but I don't see why you should use it
Educational purposes
yeah
at some point when VR merges with AR, AR will be the main stuff of course
but that's still a long time
oh ok๐
I'm waiting since like forever now for Windows to install that stupid big update
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 ๐ฆ
and why do you need those files?
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
to use cout you dont need to include those files
also, you shouldnt really use cout with UE4
I dont know, I made a new project and everythings fine
use the UE4 functions for everything
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
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,
yeah, but asking about std stuff is definitely wrong here, because thats not used with UE4
I KNOW
I know there are plenty of programmers in here as well
that is why I ask questions involving programming
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_(ใ)_/ยฏ
thanks ?
I like how Epic games launcher uses 15 % of my GPU even though the window is minimized ๐ค
@honest vale The UE4 launcher is actually UE4 itself. ๐
@honest vale the launcher uses 0% of my GPU minimized, and 2% maximized here
so something is wrong if it takes 15% minimized
maybe it's because I never shut down my computer and just put it to sleep and then resume from there
yeah, could be
Sleep can do weird things to different programs.
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
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.
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
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.
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
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
ah, that might make sense, yeah
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
That's like, a year of work
$28k is not unusual
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
I wish I had a tenth of that for music here ๐
how much music is that? ๐ฎ
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
Going for orchestral music ?
on that budget?
I'd expect one hour of orchestral to cost somewhere in the region of $60-80k
Still, I'm guessing 28k of music isn't just one composer working alone on a computer
Orchestral as in using libraries, not a real orchestra, right?
For $60,000 I sure hope you get a real one
you'd get a real one for about an hour on $60k
For 28k, probably not
Wondering about what the 28k get you
a few players / instruments, studio time, and mastering
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
Plenty of indie composers do that, yes
If you're going for a higher budget, it makes more sense to actually hire musicians
live played orchestral music is hella overkill on an indie game
focus on graphics first
$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
Well, it's more than our total sales, so... depends on what kind of indie, I guess
(given how important it is)
im just thinking on the amount of stuff i can get done for that amont of money
fuck all if you're paying for it
in spanish yes
Doubt that
pretty damn good ones in fact
everything computer related is underpayed in spain, no matter the talent
Total cost for employer, or justw ages ?
pretty sure thats on the higher end for what a artist in mercury steam gets
$28k as total cost is basically McDonalds money
Dracula, weak and yearning release from immortality, must reclaim his powers and defeat Satan. An epic fantasy adventure set in an expansive modern-day world!Awoken after centuries of slumber, weakened and yearning for release from his immortal b...
$39.99
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the ones here
i know personally than a junior gets 12k euros a year
$28k in France as total cost is definitely illegal
not that much lower
min wage is 650 a month
In France you're looking at $25k for min wage worker (total cost for employer)
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
I'm trying to think of any high budget games that had orchestral pieces that were created using VST...
@frank escarp I mean you're aware the total cost for employer is like 1.5 times the wages, right ?
quite likely that some high budget games did, yeah
yeah that too.
but you can really tell when they didn't
but it needs to be a god tier artist to get more than 2k a month
soundtracks like the Rayman Origins soundtrack are unparalleled
so paying around 2k a month, i can get near AAA level ones
(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
just look at the work at tequila games or mercury steam
if there are, they're almost certainly freelancing for triple the rate
and EA, gameloft, and ubisoft have B-studios here
I wouldn't describe any of those as AAA
but they certainly arent indie
lol the what is AAA again
they're the low end of mid-tier developers
I like how we use non-defined terms
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
and mercurysteam?
Sounds like I need to hire Spanish artists, no way I get one artist in France for that cost
Let alone two
@cloud cobalt so, like the other companies who have B-studios here
of course, the TRULY godlike ones leave spain
https://docs.unrealengine.com/latest/INT/Engine/Deployment/UnrealFrontend/index.html seems outdated, the UnrealFrontend doesn't have any entries anymore in Window (or must it be enabled somewhere?)
Tool for managing applications and deploying to consoles.
Mercury Steam are miles from AAA as well
yet again on the AAA discussion.....
AAA are good batteries
castlevania games have a 100 strong worker base
payed by Konami
just becouse it aint open world it doesnt mean its not AAA
but man it was mismanaged
so mismanaged
the second one
just saw the msg above no we aren't doing orchestra
its way too expensive
and uneeded
things as good as "lets pay for hollywood voice talent"
we just need comical music
"but lets have amateur writers"
making a comedy game
or "lets have a Marvel character artist"
"and put him to do tutorial illustrations"
where a talking zombie with a sniper rifle, a underage crimelord and a down syndrome superhero
must fight together to escape australia
also custom engine
the land where everything wants to kill you
https://cdns.kinguin.net/media/category/5/-/5-1024_379.jpg - eh, I would not consider that AAA
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
mate its ps3
for a recent game, it looks last-generation
becouse it is...
that's the Steam version
it's 3 years old, it's recent
it released at the same time on all platforms (later in Japan)
now one begs the question, why would an "AAA" title be releasing only on previous gen hardware?
that's not AAA budget
becouse its a "2"
yeah only the first had pc port later
Come one guys, are you really into that discussion ?
and the game was a failure
and it launched when the ps4 was recently released
im just saying how the fuck it isnt AAA is it a +100 people studio
To me triple AAA production is just a high budget production
Triple AAA, wow ๐
my studio group always jokes about triple AAA
AAA is about budget not about open world or graphics...
whenever we have happy accidents
if it's about budget and you're paying your artists peanuts, then you're harpooning your own arguments
@frank escarp But The last of Us isn't open world, so it's not AAA, right ?
its literally the only AAA tier company in spain
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
they get the best spanish artists
and yes, its cheap
a lot of them have skills to gtfo spain, but they like it here
Anyway, @warm mountain I'd love to have an idea of your overall budget, if that's something you can share
and mercury steam still gives a good salary even if its cheap worldwide
the r ate i know is 1000 euros for an artist junior, and 1200 euros for a programmer junior
sub 1000 for a tester
as I just left office though
testers get barely more than macdonalds money
QA is a minimum wage, entry level job, so that isn't surprising
macdonalds is around 700 euros
What country are you in that you get gov subsidies for game dev? @warm mountain
a normal store clerk salary is near 1000 or less
Tommy i'm in singapore
so competent artists getting 2000 is not that bad of a salary
those are still better salaries than the one we have in hungary ๐ข
they don't give subsidies for game dev but we registered under a seperate SSIC code which qualifies
4000 month its considered ridiculously high end stuff
like team leaders or things like that
So we are basically intellectual property developers in that sense as our registered entity
but we are making games
I wouldn't get out of bed for 1000 euros a month :p
do you talk about gross or net tho?
i think thats what the employee gets, so net
game dev on its own doesn't have so many grants
@frank escarp In France artists would also get something like 2000 euros, but that adds up to 40k annully total cost
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
lol I got like 700 euros in my first workplace as a programmer back in my university days
super common in small companies
im pretty clear that i wont get a programming job in spain
too underpaid
freelancing brings more money
my first job paid ยฃ20k
that was my only workplace in this country and did not last long
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
and you underpay the locals
granted, said ยฃ20k would have been a decade ago, so that number would be more these days
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
unemployment in the UK is around 20-25%, but you'll still get ยฃ20k+ as a junior in games
ยฏ_(ใ)_/ยฏ
it's the worst in the EU
spain is at 40% youth unemployment rate
We've got 10% in France, worse for young people
heh
Way worse for gamedev
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."
@wary wave This is in every country
not quite to that extreme though
they also fudge numbers in spain btw
In France you can double the official value by counting part time, etc, too
and eve AFTER the fudging is still 17%
From 10 to 20%
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
still better than spain XD
"part time" includes people who have contracts, but don't actually receive any work
as far as i know pretty much every singlle artist outside of school gets unemployed
e.g. zero hour contracts
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
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
Quantic Dream and Dontnod
lots of mid-tier developers like Eugen in France too, though
Yeah, we also have these ๐ And smaller studios
can relate with the more than half are worthless part vblanco
there are tons of college grads in arts here who draw like toddlers
and they think they are amazing
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
yea
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
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
@warm mountain hope you arent talking about his heart :p flat plane & stroke
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
why tf does UE4 use 40gb of disk space in the C drive
when it's installed on a different drive and disk
this annoys me because my C drive is supposed to only be my OS ๐ฆ
Have you tried symlinks?
it's stores DDC or whatever this global cache is called
rant mode: drive letter sucks
gimme normal *nix file system without drive letters
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
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
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
that's why drive letters sucks
in unix I cloud just map user folder to any other drive without any fuss
You can change the DDC location
set an environment variable "UE-SharedDataCachePath" I think?
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.
installing to C drive into specific folder is correct behavior
Most programs do that though
just that windows have shit load of legacy is another issue
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
why is there no help/questions channel?
I would want to know does unreal have unselect all hotkey :S
This is the correct channel for that
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?
Is there a user here that goes by the name ryanjon2040 on unreal forums?
@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
@ebon saffron @winter gale ?
I'll message him and see lol thanks
@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
anyone know of a way to buffer a framerate other than pre render frames
how could you possibly do a buffer without prerendering the frames?
Nah not really. Not any quicker than previous releases
another form of buffer is what im looking for @wary wave
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
I like the bike image
๐
Quick question; if youโre 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?
Iโm working on one and I donโt know if itโll look good based on how simple it is to make it lol
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
Yeah thereโs already enough lol
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
@lunar palm This is the kind of stuff that can get you into game design : https://www.naughtydog.com/greenhouse/job/790886?gh_jid=790886
Obviously 500 people are on that particular job offer but, it's at least a position where developers hire people
Iโve looked at that, Iโd be into level/environment design
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
Well, tbf they ask that for every position
I'm just saying game design is probably one of the least accessible positions
I would say that in big studios it's not a positon you apply to but position you are invited to take
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
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
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
You could get in by doing research and publishing results, I donโt mean like scientific level of publishing but something that can show a thoughtful analysis and problem solving. Donโt 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.
Yeah been an issue I haven't thought about, making games that people will notice or give a shout out to.
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 <.<
@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 ๐
i have no idea where to start with data tables and multiple objects and stuff ๐
https://docs.unrealengine.com/latest/INT/Gameplay/DataDriven/
https://www.youtube.com/watch?v=nt1hlJO-DPo
Driving gameplay elements using externally stored data.
What is a Data Table in Unreal Engine 4 Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples Note: You will need to be logged in...
and etc
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
I think it's just Export->Save as csv
@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.
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
@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.
ok thats sort of given me an idea of what i need to do <.< tyvm
There are also separate videos on importing from CSV and other features of the Data Table if needed.
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
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
im not a coder
then data tables it is
i use them a lot in DWVR
mission definition and weapon definition are data tables
im not planning on using the internal data table... i wonna use Google sheets and run it through UE
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
im just building up something basic for testing at the moment...
Hello everyone ๐
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
if I'm posting in the wrong channel please let me know thanks ๐
the #cpp channel might be better suited, maybe somebody in there is paying attention that can help
ok thanks ๐
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
4.17 here, did not have any issues with packaged build
it starts on my main monitor
Is anyone using this for their project? https://github.com/UE4-OceanProject/OceanProject
Thanks @surreal viper
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
@restive eagle I am using it
You might have a sorting issue with transparent objects and particles
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.
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.
Is it true that simplygon was bought-out my microsoft and is now free to use with no royalties?
@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.
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
Yeah, something sounds fishy
๐
The catch is that it only works on windows 10?
๐
the catch is that "standard" ue4 integration is limited
and unity verison is garbage
also only for small teams
@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
I'll try and contact the developer and see if he can provide me with somemore information
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
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
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
@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
@restive eagle yes I found some thread a long time ago that you can only have one per map
I worked around it
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
@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.
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
@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
@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
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
yeah you are going to have to go through the entire system they created and point everything to new right place
probably its inside the plugin
