#ue4-general
1 messages Β· Page 153 of 1
@whole sonnet top ones would be:
- Thief 1 and 2
- Jagged Alliance 2
- Dwarf Fortress
- Cataclysm: Dark Days Ahead
- Some sim games
but i don t asbolutly use google. I think i must just find a online subsystem which working on mobile
what do you mean you don't 'absolutely use Google'?
@vale osprey Haha, that makes sense. That is a nice tank you made there, complicated for sure!
is the game for Google Play or not?
not necessarily...
i just want made something
which work with two player
without have for player to create server or join an ip
i would like they just need to click 'find match' and when a match was find
start game
and i beleived that google play can help to do this
as online subsytem steam do
but i cant use it while i m want do mobile
Anyone know about things like spectator open commands like what class they take is it based off current level selected spectator class? And same as before which was like open ip:port?spectator=1
Spectator only =1
I could really use a bitch-luos (as Stewie Griffin would say) that can make me 500 screenshots of all the effects I made.
hehe, I need 500 screenshots. gonna take ages :/
wonder if I could pay someone to do it for me XD
using instanced static mesh and the "event any damage" node, is there any way to get the instansted static mesh thats being damaged? would make my life so much easier. "event any damage" doesnt have a "damaged unit" reference :c
what is the typical way of doing an FPS Arms and FPS Weapon setup
Child Actors?
I can't simply use SkeletalMesh
@rocky kayak Those damage nodes call a static function which calls the event on the damaged actor. If you want to do something similar, you can make your own static library with static functions to handle your purpose
im using instanced static meshes for clusters of trees to be chopped down, already have a setup for damage dealt by the character so it wouldve been easier for me to use event any damage, i guess its not possible though
hey guys
i just want to ask something about connecting to a database
I want to store my players info into a database so its there even after they log out, like their current xp level, what weapons they have unlocked
@upper heart because my weapon is not a SkeletalMesh per se. It is a collection of weapon parts which are their own things that attach to the animated skeleton bones and sockets
what is the best way to do this?
to allow for changing of individual weapon parts
and my FPS Arms may have different layers or combinations of clothing attached, which i believe are typically each individual skel meshes
@earnest pawn no best way as it would depend on your goals and resources. A good start if you just want to play with this for free is to look into something like node.js and mongo on the server side and varest or socket.io on the unreal engine side.
There's many many more options
ok thank you
do you know if this course is good? https://www.udemy.com/the-web-developer-bootcamp/
im not good at web development, I only know basic html and css so should i spend a month or two learning web development? since i have no idea on how to set up a server
<_< wish there was a hide folder from CB option.
@grim ore if i use mongoDB and node.js all I have to do is use http request to get the data right?
so, no online subsystem for mobile android ?? π₯
?
@earnest pawn yes because mongodb is bson you can basically translate it directly into json.
https://github.com/MJBrune/PrototypeResponses/blob/master/prototypeResponses.rb something like this for game analytics.
@gentle ivy is there any place i can learn about this? I don't really know node.js or any of the server side languages
typically just web development
go build a website
it fucking sucks
this is why I work in UE4 now π
will this be a good course for me to follow? udemy.com/the-web-developer-bootcamp/
I was reading through w3school but its really hard for me to learn just by reading
uh I mean I dunno. Can't really judge anything like that by the cover. Honestly it's all about what you take away from it. I found that a C++ community college course was way better at explaining web development than an actual web development course.
im studying computer science at university, but they don't really go in depth about stuff
Because it's all about learning fundamentals and concepts to put logic into place to solve problems
Programming language doesn't matter
There's nothing to go into detail on
language does matter a bit
a non-type strict language hides a lot more than a type-strict one
Yes, but the concepts are the same
but there might be certain things you need to learn
sure I mean I technically started on perl... or VB or something like that.
I had to do Java, C, C++, ADA, VB
like different profs wanted you to pick up and use a new language for their course
so I would say it's almost that it's not one language will teach you programming
you have to gain multiple and you will because you will be curious
because you will learn perl...
then people will laugh...
Oh yeah and Assembly I had to learn
then you will learn something else XD
screw Assembly
yeah but that helps to know even in UE4 development π
SQL (though I don't consider this a prog language)
yeah don't learn SQL or HTML thinking you learned a language. It doesn't cover anything close. Maybe SQL more than HTML does but even a DBA knows he's not a programmer.
Like I can read ASP.NET and PHP w/o "knowing" them
and made a company website that wasn't terrible w/o any web development experience
as in not knowing HTML and style sheets to complete website with PHP headers/footers/breadcrumbs, Java slider in a month or so
Some how Comp Sci helps learn these other things even if they didn't teach you it directly
maybe bc it teaches you HOW to learn them
@earnest pawn so I would almost say sure take the class but the key will be learning via documentation and code. If you need something to get you kick started into web that might be the perfect thing. Go start up a digital ocean droplet for 5 dollars a month. install node js or ruby or something else (maybe Go) and just start at it.
that said if you are already in a university and they aren't covering at least a little web dev I would make sure it's accreddited π
well I had the choice to pick either advanced server side web development or game engine architecture
decided to go with game engine architecture since they were using ue4
game engine architecture is the most profitable answer, by FAR
you kick a stone and 20 webdevs appear
and every year everything changes
yes I wouldn't go for a direct course in web dev
engine development is some hardcore engineering stuff, engine devs are great candidates in a lot of completely unrelated jobs
becouse normally engine devs are the highest on "time critical super complicated systems programming"
yup like medical and areo
it's just 1 module, still haven't started it yet though. but yeah, I didn't pick any of the other modules cause i feel like you can learn all that stuff online
for sure. I mean even this stuff you can learn online but it's about gaining a good set of tools
and engine dev will do that more than web dev by far
btw why do people say that unity 5 is better for indie devs/ beginners
becouse it is
unity is a LOT simpler
unity is a lot more flexible, wich makes creating gameplay a lot easier
its component system for scripts is miles ahead of UE4 AActor stuff for coding
its just that unity has barely any features by default
so you gotta spend a few hundred dollars in the editor just to get basic stuff
^ also depends on the person/team using it ofcourse.
and unity devs do that in purpose, becouse they get a % of every sale
I think if Unity had a built in Blueprint system that doesnt require an assett $$$ addon to get it, it would get alot more traffic.
unity doesnt care, they can get 30% of that addon
same thing with the material editor
even godot has a material editor
and yet unity cant
Question is, would they make more if the flood gates open and they had built in BP editor
the reason they dont do it is becouse they get 30% from the store version
and that happens with a lot of stuff
unity is super barebones when recently downloaded
but the thing is that less features = less stuff to learn
wich makes it better for noobs
when i tried unity before, it felt like you had to be a graphics programmer to get your game to look good
or buy the assets
it feels like you need to create your own shaders for everything
for shader files
getting unreal to look good by default is easy
doing the same on unity? lol
good luck
thats why unity has such a bad rep with gamers
I love the Unreal Engine to be honest, I always like Unreal Engine for stuff even when i was a kid, i just found it made me want to make a map or a little mod when i played Epics awesome games and saw how good the maps can look in the Editor
the shitty unity games are REALLY shitty
i wonder why there arent any shitty games with unreal engine, atleast not on the steam store
I remember the times like 15 yrs ago playing the origial UT making maps to play with my friends online and i always had a few hidden walls with some goodies in to have some laughs π And plenty of traps that hurt, alot.
oh there are, its just easier to use unity for a shit game
@earnest pawn I suspect theres more than we may think, but people that use Unity make it look a bit more obvious, that my guess, and Unity probs more popular as the other guy was saying
more popular amongst newer peeps anyway
I started with unity 5 and switched to unreal cause you had to buy the PRO version just to get some lighting options
Unity is not easier than Unreal this is such a myth it isn't funny
The ONLY thing Unity is "Simpler" for is C# vs C++
I found Unity harder to pick up
You're comparing "Stuff you do with Actors" to Unity Components
cause its geared toward the mac user
when UE4 has ActorComponents which literally do the same thing
and also ChildActor components for nesting things
Godot is looking really good
tfw it has better default tools than unity in a good amount of places
Unity only seems simpler up front because all of the base level game functionality is barebone or non-existent
like coding, shaders, and scene management
because Unity is designed to push you towards the Asset store
Like you pick up Unity and think HEY This is easy! then you spend weeks of time developing some idea
and realize that 90% of the time you spent was building an editor extension or some bs that should have exited out of the box
it also breeds horrible code
existed*
ive been doing some work for random people, mostly porting and that kind of thing
the unity code ive seen is horrid beyond belief
unreal not nearly as much
I wouldn't say it breeds horrible code...you can use UE4 in the same manner
Composition over Inheritance
k I think we got to a Unity bashing party and while Unity sucks, thats why we are here... lets just move past it
it's just that most people don't seem to document lots of composition in Unreal
i would still use unity before ue4 for a mobile game btw
same
I personally wasnt bashing Unity at all, i think its great!
every engine is shit in some ways
I'm not bashing Unity...moreso the design and what you get
and the myths surrounding it and Unreal
@rocky portal you cant do composition as well in unreal as in unity
Why not?
due to the differences beetween Actor and Components
they dont work as well as you would think
how so?
Well i guess that depends on your knowledge man? Pretty sure anything is possible in both engines. Its the user that determines the outcome
π
I have made components like this for non-VR
have a component, with a 3d transform (scene component), that controls grabbing an object
dont see how VR would be much different
but turns out that physics
are done on the primitive components
now, in your class, you want a mesh. But you need to decide static or skeletal from the code
and cant change
yup thats true
but then it wont work well in the editor
you cant have a "mesh" component that you can set to skeletal or static as you want
not easily at least
i mean if you need to do a GetComponentByClass for UMeshComponent
you will get the Static or Skeletal mesh
but this sounds more like a design flaw in the project
what I do is just make a blueprint native event that returns UMeshComponent
and not a lack of compositional tools
my current pickable component controls its parent
then in BP you can plugin the component you create, static or skeleton
but the thing is that you cant set them easily in the editor
the problem i fell is with my basic Weapon class, wich had a mesh as root component
due to attachment/physics stuff
but then that mesh has to be static or skeletal and stay like that
I mean you can set it easily
I have made an Inventory and Equipment system all component base that work with any Actor
Oh you like being able to hard reference things in the editor
the thing is that for something like this, its WAY easier to get working perfectly in unity
he just wants to reference the mesh component in C++
yeah that's easy
you just return it in a BP native function (or implementable)
i think im explaining myself wrong
I haven't really noticed anything different between ActorComponents and MonoBehaviors
other than the syntax is shorter to GetComponent in Unity
but that's often the case for C# vs C++
the large difference between unity and Unreal is that unreal starts with more structure
although same can be said about the differences of SDL/SFML and unreal.
it's hard to categorize these things
way more engine tools built for you
Controller system
GameMode
States
Behavior Tree
@rocky portal Its all very cool π
Material Editor...the list goes on
I mean sure but also very hard not to use these things if you wanted to change their design entirely.
specially if you do a multiplayer game
trying to do an MP game without the gameplay framework is going to be hard
That's fair but in Unity you would be building these from scratch
becouse there are so many MP things that replicate through that
like the Ownership mechanic
true which might be what you want
if you wanted to say, not do it unreal's way
not that I would see a reason to do that at this particular moment...
hense using UE4 XD
lol
What is the "Unreal way" lol
Unreal way is the EPIC way!
gamemode
Nothing in Unreal says you need to make deep inheritance structures
and etc
Oh those things
no but you still have to use them
if you don't want them just ignore them for the most part
hey guys, could someone answer this https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1395840-how-to-fix-third-person-weapon-going-through-walls
the base ones work for most things
I'm sure most finished games would end up having those types of systems anyways
you could work around them but what if you wanted to send less data to the server?
unless it's something highly simple
cause these things still replicate
True...but what is odd
is that many of these larger budget Unity MP games i see
have MP issues
@earnest pawn you tried changing clip plane settings?
that don't exist in the Unreal games
unreal is the better choice for MP games
but that maybe only fix for the owner
reminder that Epic develops their engine for THEIR needs
Escape from Tarkov...amazing Unity game
Fortnite = 100 player MP
but it has pretty bad network issues
and EFT only has like 6 players in a server
and some AI
and map is smaller than Fortnite
I played this free Unity FPS , granted it only had like 5v5 as no one was really playing it, but that particular game had awesome sharp fast twitch netcode, so its possible
and the UE netcode goes back to Unreal engine 1
it has been built upon
all the Unreal Tournament games
so many AAA games
I find that highly detailed Unity "things" run worse than better quality Unreal Engine things
but Unreal has a larger barrier for entry
That is what epics has always been smart about, building their big titles and then expanding the engine both at the same time, alot of growth for sure.
Thus Unity is better suited than Unreal for 2d and mobile
or if you want to build for every platform
well vblanco not entirely true
because they are not competing in the engine space
for a slice of that pie
so they will deliver what gives them more marketshare
Just write your own netcode
thus you have ActorComponents added in UE4
because the trend is to favor Composition over Inheritance
and that is the "Unity way"
but that way is actually superior
I believe many of the other modern engines are doing the same thing because it's easier to maintain the code and add content
favoring composition makes your life a lot easier
yep
@rocky portal those bugs are probably from them using the same unity mp middleware
the most basic example i can think about is a Damage/Death component
would make the most sense
like stationary people killing you lol
You can write your own systems you donβt have to wait for epic
since a few projects, i have one and just copypaste it from one to other. But its just an Actor component that deals with damage
with melee
and has an On Damage and On Death event
I don't play any multiplayer unity games... cause... why would you?
if you use inheritance
you add your damage logic to EnemyCharacter, wich derives from Character
and then you decide to add a turret
that is Not a character
but a simple AActor on the level
now you need to copypasta your damage logic into 2 places
Take care
literally happened to me on DWVR
guys is UPrimitiveComponent::SetDepthPriorityGroup working?
i can't seem to get it working
@whole sonnet I donβt follow
on newer projects i just componentize everything if i can
@plush yew Everyone was banging on about this netcode system and that netcode system, and you just rolled in and said "just write your own netcode" casually π like this guy http://thechive.files.wordpress.com/2013/01/gifs_201.gif
@earnest pawn https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/ESceneDepthPriorityGroup/index.html which one are you setting it to?
A priority for sorting scene elements by depth.
my current weapon system "fires" the projectile from a firingPoint component, and both the enemies and player weapons use the same thing
Ye man itβs not that hard
even a turret just has that component to shoot stuff
π
@earnest pawn That won't work
you gotta change the material to include a world offset
Isnβt a star supposed to be faster than its counterparts? I have found that itβs actually not
And it gives worse results
Dunno if that belongs here
@gentle ivy is there a tutorial or something for that?
here or #gameplay-ai
not really sure how to do it
And it depends on the impl doesn't it?
@earnest pawn not really. UE4 doesn't have a seperate foreground renderer so its the only way to do it without just animating differently or other creative ways around it
I donβt know, I wrote my own path finding , I have a star, bfs, etc and a star is the slowest and worst paths.
the UT solution I believe is to simply make the guns really small
like the radius of the capsule small
o.o
@gentle ivy that was what they did before the panini projection was implemented
We spoke about it yesterday on lounge
ah right
panini projection
that's what it is
that's the material thing I am thinking of
The function is called PaniniInternal
But it will requiere you to feed in fov values and texture to WO. within some PI and offset calculations
Its not perfect because of error tolerance
But looks great!
And it works really well except for when you are legit inside of a object w/o collision
Is not a render layer
I wonder what it looks like in VR.
Mh... I have no clue
But would be fun to see how it behaves
I have to test it yet in radical scenarios like split screen and so on
So im very new to UnrealEngine and im not very familliar with how it entirely works, what could i do to become mroe famillar with the engine?
Should i just make a very basic game?
Check out Epics Youtube channel, they have many tutorials, including one that goes over the basic functionality and UI Navigation of the Editor.
thanks
quick question, is developing a game for VR harder then making it for desktop? im mostly planning on using Unreal to make a VR game.
Have you ever made games before?
All games have their own trials, it would all depend on your skills and experience.
ive made games before, but never with Unreal.
@heavy yew Your profile picture to name ratio is very on point π
lmao
Can someone explain how to remove this weird glow?
Hey bros ,how to call a blueprint event when an animation state transaction starts?
Seems not working
PlayerController has an Camera by default
Pawns can have an Camera attached.
The Controller will opt to use the Pawns camera if it has one.
Brilliant!
I am coming from a unity background
And I am very much liking the gameplay framework
It makes structuring the application much easier
And the input hierarchy looks very promising
hey
I downloaded some assets from the internet which I paid and I need help on how to properly import the assets to my current project. All the textures work but no materials.
Nice nickname:p
I downloaded a forest pack,and copy the folder into my project
Then nothing is rendered,materials all missing
Anyone knows why?
Like all references are missing
When I drag the folder into my project,it says unkonwn extension 'uasset'
goddamnit, can LFW channel have paid/free/royalty posted?
Is there anyone who has bought the LandscapeAutoMaterial pack?
I have some problem with a terrian material
The material is good to go but it just doesnt appear in the editor
And if I change the material to some others,they will work
And if I use this material alone,it will work
Did you literally dragged and dropped the UASSET files in Unreal Engine?
no
or did you copied and pasted them in Windows Explorer?
I just found this material uses some terrian calculations
Is there any change of terrian system between 4.15 and 4.17?
yea, but the references should be still broken because you didnβt copied the right folder and pasted it
you see
you have
assetname/data/Content/assetname
you copied the first folder
you had to copy the last assetname folder
this is the reason you need to migrate an asset into the content folder of another project
what
No
I mean
I can use this material ,properly,in a cube mesh
So problem is not about that
yea, you are missing references
look
your asset folder is:
LandscapeAutoMaterial/data/Content/LandscapeAutoMaterial
right?
so the map will have the material references in Content (your projectβs content folder) / LandscapeAutoMaterial
let me ask you a question
did you open that project?
of course
you need to open it
what folders are in there?
is there only one folder containing all the assets?
oh thats good
Thanks,I'm watching
you need to delete whatever youβve added that references the asset, you also need to delete the asset in your own project. Then, you need to migrate the Poplar_Forest folder to your own projectβs Content folder
Understood?
so, on short
which asset
- Delete the asset in your own project and any reference to it.
- Migrate the Poplar_Forest folder into your own projectβs content folder.
This material?
no, not that material.
I mean
the whole asset pack
regarding LandscapeAutoMaterial
I can explain you why you need to do all of this
so, the map calculates the material references as: βContent/Poplar_Forest/MATERIALS/Material_Name.uassetβ (for example)
yeah
@quasi lake what does it mean?
press it and take a screnshot
navigate to your own projectβs content folder, select the content folder
and take a screenshot
It's copying file
ok
Copy Finished
but, when I meant your own project I meant the project you need this asset to go to
okay?
yeah
like the project you were working on
ok
open your own project
open the map and it should all be good
tell me if something went wrong
okay
good
open the map
it should compile the shaders for a while, but when it finishes, take a screenshot of the result
it is normal
oh
take a screenshot of the landscape things like painting, foliage etc
i forgot where you needed to paint materials
In which tab
you see that little highlighted sqare
square
in the tab where u made the screenshot
it has a mountain and a painting brush
No problem! π
puts his hat off for Midsoft
Gyazo
any chance any of you know how to "re-set" the editor camera back to normal gimbal?
most bizarrely mine appears to be upside-down
fixed it - had to hold alt and wiggle around a bit
hey @quasi lake since you use a chinese ue4 I assume you are a native chinese speaking person?
Yep
can I ask you a few questions related to ue4 and the chinese (language?) in dm
for some reason I can see the edges of objects that are supposed to be blurred while using depth of field
everything is blurred but the edges
what is causing it/is there a workaround?
I need some help
@stiff quartz I like it π
Subsystem Steam have change beetween version?
I'm on this video and on the website i don't have the INI for example
https://youtu.be/ngBI40tjirE?t=1764
We continue working on our Find a Match screen by scripting how to populate and find available games to join. By the end of this video we have our basic mult...
is it possible to change your crosshair to red when you have an enemy in the center of your screen without using tick and line trace?
i have done it before with tick and line trace, but dont want to use a tick all the time
You can do it by timer instead
y but timer would have to become similar to a tick
to run on each frame
thought the outcome would be almost the same
If you are already ticking on this actor then it almost free anyway
thats the point that im not..
have 5 ticks thourgh all my project maybe, and they are turned off most of the time
Timer should be fine then
hello guys, I have 2 questions. I'm a total beginner in UE4 (since 4 days).
I'll start with the first one because it seems like there is a simple fix to it.
So basically, I'm working on a third person project, and I've been working on my first skill implementation. Everything works out well, but one thing is weird, I have set up a loop to add a cooldown to it, that will change a progress bar. Weird thing is the bar won't change until the last loops and then instantly update. Do I need to force update the progress bar? and if so how ?
any suggestions how often the timer should loop?
i mean i will probably figure that out, but if fps drops then maybe it would start skipping some of the code
As often as you want it to be relevant.
I didnt make use of a timer, I made a loop with a delay inside
it seems to work out well, the only issue is that the progress bar linked to the variable I update each loop doesnt seem to respond quickly
@jade yarrow Loop executes till the end from the call, itβs not spread over multiple frames
Delay in loop? Donβt do that kind of stuff unless itβs super necessary
so I have to force update the progressbar ?
the reason I delay in my loop is because I'm setting up a cooldown which needs to be timed
event by timer does the job for your problem too
Delay, delays execution of next function, it doesnβt function as timer
here's an example of my cooldown
http://prntscr.com/hl965n
hope its helps
if you don't mind, I can show you what I mean using discord video calls
wtf, did i realy need Steamworkds SDK just for have interface and other thing? Cause SteamworkdsSDK can take money if they want ._.
alright i'll try again with event by timer
in my example 0.25 divided by cooldown timer, the 0.25 has to be the same as timers time
alright I have the same issue using a timer set by custom event
progress bar will update only once the event looping has ended
Ok so, i made all like in the video, but steam won't show up with the game.... (my steam is running and i'm loggin)
https://youtu.be/ngBI40tjirE?t=1744
We continue working on our Find a Match screen by scripting how to populate and find available games to join. By the end of this video we have our basic mult...
Someone can help?
I have add all the DLL and change the code line like it said on the website ( https://docs.unrealengine.com/latest/INT/Programming/Online/Steam/index.html )
An overview of Online Subsystem Steam, including how to set up your project for distribution on Valve's Steam platform.
i need help parenting this object to the player
does anybody know how?
i know how to do it with particle systems but not with a mesh
when they enter a trigger i want this parented to them
can someone help me with his^ I really enjoy UE4, but I cant rebuild the engine everyday it takes like half an hour.
UGH
What's up elders! And i have a question, based on the recent discussion in the FB group. What are the actual reasons to avoid the level BP, and use the other ways to implement concomitant stuff. In example, there are two ways to implement the main menu as a separate level (consider that it includes graphic like the blendshapes for the background specific scene and such): 1. make it as a level blueprint, 2. make it incapsulated in the character BP (like Rama suggested and did in his examples). Is there a reason to avoid the level BP in general? The discussion on FB was fun, but no real answers to be honest.
@thorn cradle Isn't that a UE4 base node from the list? You should not need anything extra to put that one into your BP, AFAIK .
Sorry mate, i'm not much help here by now.
what would happen if a ue4 game sold through steam contained some 3d models and textures made with non-commercial licensed / pirated software?
what would you think
Live Luos!!!!!1111
a warning and request to have the content removed?
Hooooooly moles
Alright then. I have not been here for ages. Thanks for your youtube streams and such.
thanks π
Thanks back :p
so if someone uses 3d models or textures from a free site, how can they check if its legal to use in their game?
they usually write the license on the model's website
and you do research
alright, that all makes sense. thanks!
Links on services that may help you to fix the terms spoken on the internet: http://peeep.us/
https://archive.org/
https://www.webcitation.org/
And the WebCite is a thing, particularly.
Oh okay, so this is enough proof if I use this to snapshot the license? that way they can't change it later and try to screw me?
keep in mind, even if it mentions some license, common sense would dictate that using some nintendo or other game character is still prohibited hehe
All would depend on the court on the circumstances if it gets so far to up there. Best way is to use the third party independent services for such. Like the information letter on your e-mail from the Gumroad in example. The rule of the thumb - local proofs are nothing in comparison to any public system control services.
Damnit. Real Luos. xD No people, this is fking awesone for no shite. π Seriously.
O_o
I meant no offense. I'm just glad to see a known name of an experienced designer here. And i meant that. This is actually nice. Sorry if i was rather over too emotional about this.
no worries at all, but im not that famous hehe, just very community focussed (for better or worse)
And there are far more experienced and known people on this channel π
@storm venture just donβt use free resources if you donβt want to take a risk. When assets are distributed properly they have license included.
A legit website wonβt try to screw you over
But getting assets form some shady place even with licensing is dodgy at best
so, if a guy lets say made something and says it was made by him does that mean is copyrighted?
Does anyone have a 3D connection space mouse working with Unreal?
It doesn't seem to be supported unless I'm missing some settings -_-
yes it does @bright shoal
@merry gazelle I do. And it sucks donkey tail since it's not working with Zbrush. And to be honest lacks a lot with any other 3d software.
i've done research :)
.
when you use it with UE4 does it rotate etc? I can only get it to zoom forwards/backwards
so then you cant use it next gen?
@wanton edge No it does not if it was shared under the certain license like GPL (as like the some web platform might present their space). Unless the business is being done in Soviet Russia and all and every detail is supposed to be discussed privately with the "glass of vodka". For the last part it all depends on...
i should know. My Dad is a lawyer
Copyright exists the moment you made something.
You cannot share something under a license at all unless you first have the copyright.
Yes that is what I mean
Those EULAs aren't for show. Their primary purpose is offering a license to copy.
@merry gazelle It's not working for me in the UE4. But it's the way they made it, for whatever reason they did it so. So i'm not surprised
anyone have a free 3d horse model?
ok thanks, it's a shame as it could be great for cinematic cameras
@wanton edge I'm fairly sure I've seen a horse on the marketplace
if not you could replace the horse with a mutant
Yeah, wish they stood with the 10 beta drivers for the all 3Dconnexion hardware. It was an awesomely promising way to go.
@crystal ledge I just found this https://github.com/ParcelRot/SpaceNav3D
Im going to give it a try
Hmm. I never tried that. The headache i'm having is the Sculptris, since the Wacom navigation is giving me headache. I think i can never settle with that over some joystick.
Space Navigator is working and silky smooth π wow
Working with the UE4 or with Zbrush/Sculptris?
@wanton edge hi
hi
@wanton edge if i put content that someone else has made, but i just put it up on youtube for people to see making no profit off it then its all good?
kk, ill say that the idea is not mine, but the creators, and that im just a guy spreading and continuing his legacy
is he dead?
lol no
and what did he make?
well i dont think he has any ownership opver it as it is
a map in a game called csgo
cool
so if i created that map as a game
what would that be?
i also think that itll be fine
because some of the texture he used was from a game, idk if he asked for the game creators permission to use em but nothing happened to him so ill think ill be fine.
ok
Howdy!
Hey does anybody have PLE for ue4 by any chance?
copying people work with out either A some sort of licence, or permission is just a bad idea no matter how you look at it, for profit or not @bright shoal
bro
im not claiming anything
i simply jsut want to inspire people
kaemon a guy who made the same exact map
from csgo
but instead to css
i never said claiming, i said copying
if u copy very similar, u are opening up for a law suit
im just making it similar short
If u dont understand the legal issues behind things like this, i advice you to go speak to a lawyer or solictor to make sure you dont end up in any faffery.
ok i guwes
Its better to be careful
do you know the song bms halcyon?
or end up like mobile legends, getting sue'd for like 3mil
or that kid who fought epic back
and now has a 100k lawsuit
no i dont
its not a game geez bro
im just going to post it as a video for youtube
not more nothing less 0 profit
well your comparing games
that was my point
no im not
the kid who now has a 100k lawsuit on his hands off epic
did something he didnt understand
and now thats on his shoulders
and all he did was strike a copyright strike back
from a youtube video of him cheating#
My point is if u dont understand something, and it can be riskty at all, go seek advice, regardless of what it is.
tf going on lol
kk
AI cant go upstairs, any ideas?
http://prntscr.com/hlcuda
This sometimes happens to me as well
I'm too lazy to do anything so I just make an invisible cube
And rotate it so he can walk up
ty jordan but first i do my research online and if nothing works then i ask for help here
theres a correct answer on there
Yeah but if you do the answer on there it fucks yo furniture
After adjusting max step height or the navmesh, your AI will begin to almost step up on tables and shit
I think you need to edit the agen max slope
in edit > project settings > nav mesh > gen
that dont work try increasing cellheight
thought recast is mainly responsible for that
i tried most of the settings, but couldnt get the green space on the stairs
I dont know much about it, hopefully someone is an expert in ai movement
ask in #gameplay-ai
y what ever i change for nav mesh, recast will overwrite. #gameplay-ai seems to be dead, thought will get a faster response here. nvm back to the drawing board..
Hey guys! Sorry to bother but it wont let me paint my second texture on this plane. Despite the way my material is set up. Any ideas fellas and gals?
@pallid compass ok
so tell me something
how come theirs a guy on youtube who literally copied everything from a very popular song that was once in top 20 trending on youtube
the first day he copied it, but used everything from scratch
the song is virtual self - eon break
I dont know, im not a lawyer, i cant give u any advice on that
yet the video is still up on youtube
so if i ask the original mapper, kune, that i could continue his works, and create a map similar to his would that be ok?
@bright shoal Why do people get murdered? I mean, cops exists and it's illegal right?
It's almost like enforcement isn't instantaneous and universal.
I'm not even telling you what you're doing is illegal. But you're making nonsensical arguments because you don't understand IP law.
You want to remake some map that someone else made. Alright. That map is their IP, their copyright. You don't have the right to copy it, you don't have a license from them to do so, so you are in violation of their copyright if you copy it.
That doesn't mean you're going to arrested. That doesn't mean you're certain to get a DMCA takedown. That doesn't mean the original IP holder even cares or minds.
You don't have to be making any money on it one way or another to be in violation.
Fair use is a means of being able to use someone else's IP without a license, it only covers certain contexts/uses.
Beyond that, there's also the idea that you can make something inspired by something else and it can look similar, but be different enough to not constitute being a copy.
You can make Jorba Vett the Fundalorian Bounty Guy with a bucket on his head and SWAT armor and probably be totally safe.
That'd probably fall under obvious parody, some degree of fair use, but even if it wasn't as ridiculous as I made it out to be, you'd still probably get away with it.
You said something about the original thing you're remaking/copying having used assets from something else - if they were in violation of copyrights in any way, you aren't magically immune if you reuse those assets. You're just as guilty.
This is why anyone contracting a free lance artist needs to be damn certain that artist is in fact making what they're giving, not just pawning off someone else's stuff - you'll get DMCA'd and sued all the same, not knowing is not an excuse.
@bright shoal if itβs not directly sampled, the original musicians canβt do anything about it. Even when it is directly sampled, itβs often cleared legally for use.
There are sample pack websites that literally remake songs and sounds to be very similar to the original artists work and they sell them to producers. Itβs a pretty immoral thing to do imo but they have no legal worries
hey guys
A remake is something complex to make in music production, recreating a song is harder that you may think specially when the song is complex speaking about sound design
Being able to synthetise a sound pretty similar or almost sounding the same that the original is difficult
Adding the fact that you have no clue how the artist made that sound to begin with
So it ends up being a skill test that you take with the tools you dispose to be able to recreate certain song
Just being on this situation: original artist made the sound in Xfer Serum with a custom wavetable he crafted
- 1: you dont know how the wavetable looked before all the filters were applied, you only have the final sound + percussion and probably more sounds hiding it
So its like a game where a producer (akin sound designer) uses his skills to mimetize something
Just saying, in sound design, recreate/mimetize is much much much harder than create
@cinder iron sure, but many many producers use the same tools and methods to create sounds, so itβs often not too difficult to get something similar. Itβs almost like many artists just grab the same Serum presets and make the same kind of tracks. People that push the bar in sound design and make you think βhow the hell did he make that?β are the ones who have nothing to worry about as no one can copy their style even if they wanted to! Still though itβs pretty low to replicate someone elseβs sound and sell it / remake a track, however trying to learn how they made it and coming up with something original is great and something that most people do in all professions even if they donβt do it consciously.
Itβs almost similar to trying to replicate a particle effect from a game- the wavetable could be the input flipbook and then the synth params would be cascade- youβd never be able to get it exactly right but something similar is very possible.
Then you have layering- each instrument would be another cascade layer
If you were replicating the whole track
I find aswell being able to replicate complex particles without any point of reference an art
I am a producer by myself and i know pretty much the field even though im a bit out lately, but i can appreciate real artists or sound designers that really stand up imo from the rest, usually those persons are not only able to replicate sounds in a very legitimate way but to create new awesome sounds, because expetimenting is a thing, and there are a lot of ways of learning, if you like something you will be more motivated to replicate it, and in the process you will learn
It works like that
Now
Selling a remake
Thats total bullshit
But i indeed support doing remakea for learning purposes
@fair violet
Who here has steamworks?
@cinder iron thats how I learned the base of my vfx stuff
Which is really nice luos, i remember back in the day re-creating songs from skrillex ayayayayy xD now it's pretty much the same in every field, at the end of the day is the motivation for learning what we aim for
vorixo
I find really sweet the different learning curves according the approach every person takes :)
Hey luke
okay vorixo I need some help
So whenever i place a sequencer in the tutorial level it always doesnt save
like the file always corrupts
can you help me?
@cinder iron me too, been producing for 9 years. Definitely agree that itβs a great way to learn!
Oh no not now it's 1.30 am luke hahaha, I mean checkout that you dont have 2 unreal open!
I dont lol
High five o/ @fair violet
Also agree that itβs the same for every field
trust me if i did drive would be screaming at me
also vorixo do you have steamworks?
I need someone to help explain it to me
like, does it charge you when you want to add a game to the store? or does it charge you when the game releases?
Welp you have to go through this new system paying around 100 bucks i guess
And once you pay one time you can decide when to release
If you want it only to test things out you dont need to pay for it
You can add it just for you and will show up with a "Spaceship Game" name
Or similar
I dont remember the name that it picks
yea some spaceship game
i know
but I want like a DRM thing
steam has its own built in DRM bs
And plus I have severe OCD
So spacewar triggers me pretty hard
and also one last thing: I want to gift all the frd devs with the game lol
You'd have to pay then luke
oof
Im afraid there is no other way
its okay i have 100 dollars
Save em up for when you really need to go through Steam Direct
Legit
Anyways im leaving this conversation, im so tired! Byebye o/
it is legit though lol
I am hahaha its 1 30 am! I need to sleep luke, if i get some time tomorrow and you didnt solve it yet, post It again over here and let's see if we can help you
Is there a way to unselect all objects. Like a keyboard shortcut or something
can someone please help me. I've tried everything and its been like a week. I cannot open visual studio from the editor. I cannot hot reload, I cant even make a new project because it wont access visual studio. I am desperate and am going to wip emy harddrive and reinstal everything if I cannot fix it today. I've waisted too much time trying to fix this and need to get back to wrok
Stop wasting time then
Can't help much without any repro steps or errors
I would suggest installing UE4 and VS somewhere NOT on the c:/ drive
https://maxsaleh.weebly.com/ what you guys think about my new portfolio? any suggestions
First thing that comes to mind is that there's no context for judging the quality of these.
You can't judge the design of something without knowing the purpose/intent/audience.
The only thing contextless screenshots can show off is the aesthetic, which is less level design and more set dressing/environment artist.
Haha @livid haven your such an blunt critic π
Technically, I didn't even critique what they made, but just how it's presented. π
I don't actually know what to critique and probably am largely unqualified to do so.
But it's unclear what should even be critiqued, because the only context is screenshots and "level designer"
(In multiple threads at the moment)
Fair points, but you could have said "Hey thats cool keep at it π " or something more joyous along those lines
lol
They did literally ask for what we think and for suggestions though. My suggestion is to present a context for what this work is for.
Like, if it's for an arena shooter, that drastically changes how the quality of it is perceived versus, say, an RTS.
Or a "walking simulator"
Indeed π
A little blurb saying what the level is for would be enough. No more than a paragraph, I think.
I cant even maximise any other but the first image π¦
Maybe establish specifically what was done - everything from scratch? Did someone layout the level and then they set dressed it using existing assets? Everything from scratch? Layout pre-made and assets from scratchs? Etc.
I've packaged the game and someone downloaded it, they unpacked the zip file and the game crashes instantly upon opening, any ideas ?
They don't need UE4 to run the game do they?
@trim silo they do if you don't include prereqs
hmm gonna check now, it worksfor me fine, and the person who downloaded it has no ue4 etc and it crashes instantly upon opening the file
@safe rose whoere are these options?
i cannot find them
ah nevermind
it was ticked
So it's not this
am I supposed to save save files to GameSavedDir or to GameUserDir?
Has anyone experienced this issue and know how it's fixed? Experiencing it now myself: https://answers.unrealengine.com/questions/711325/extremely-slow-internet-while-epic-games-launcher.html
where did the "blended" option go in the post process volume?
@minor wigeon you mean blend weight?
no... i got it working so dw about it
anyone know the approximate price of coherent gt for a 2-man indie studio?
So I notice if I plug in a game controller to the Unreal Editor, I can use it to move the editor camera
@plush yew not bad, but plain looking and not much going on with the scene so personally feels boring imo
Is gamepad-in-editor feature documented somewhere? Is it customizable? Can I use it to move objects around?
(I see I can "pilot" an object, but that gives me a first person view)
I love how
a single 3d model can be the cost of a play station 4
Hmmm
do I buy a PS4 or a 3d model?
@safe rose "installing UE4 and VS somewhere NOT on the c:/ drive" I always have VS, UE4 and my game project on C
hey, im getting huge memory usage with 4.18, even when i close the editor and epic launcher it stays hidden, over 3gb used. i checked my ram with windows diagnostics and it was ok. what should i do? π«
last time at editor i played with 2 players multiplayer system
how much RAM does it use?
it doesnt show anywhere in task manager, only steam and discord running now with over 3gb
well 3GB is nothing
but if i start editor now it pumps up near 6 and its lagging alot
so much that i its terrible
well 6GB is also not much
minimum spec for UE4 is 8GB, so 6GB usage doesn't seem wrong
if it lags, are you sure thats due to RAM and not due to your GPU?
maybe its gpu then
whats your GPU?
780 asus few years old
you should be able to use UE4 with that without too many lags I think
if something is wrong with the GPU then that might be a reason, yeah
ive changed cooler for that long time ago and also many times the paste to give it longer life
but yeah im gonna check the gpu better.. thanks for tip!
Is it possible to export data table to csv?
@lyric owl should be possible, yeah
great π
kinda feels like it should be also available then you open it not only with right click on asset
@fiery harbor I also run everything on my c:/ drive, not sure what benefits youβd have installing it on a different drive? Itβs an SSD so keeps up fine.
yeah, C is usually the quickest SSD someone has
I wouldnt dare installing anything important on C:/
biggest chance you lose all your sh!t
yes thats because compielr writes a lot of object files
ah you mena C drive xd
C have user data and lot of software dont give you option to change that :p but i bet there way to change the drive same as you can move Temp
and my documents
Installing just OS in C allows you to format OS without regret
and fear you delete something importent
you can move the userdata folder, but updating windows often breaks a lot of stuff when you do
<_< found that out the hard way
@fierce tulip stuff that canβt be recovered from a backup?
If only Windows had implemented their stolen Unix ideas in a better way/
I move from computer to computer frequently and all thatβs needed is the latest UE4 project folder / same engine build
But I guess more complex cases need much more than that
Well NT systems allows oyu to mount drives to forders same as unix system :p
I just have everything work-related on a seperate drive, and thats connected to an online backup service
Yeah online / external backups are key- I donβt need to worry if my c drive goes up in flames
All the backup data will be fine
ive had it one time where I plugged in a brand new hdd to backup all my content, this was pre-youtube & facebook era.
it shortcircuited my pc and all drives where just lost
now I have 3 backup hdd's, aforementioned backup service, and most client & personal work also gets uploaded trough perforce/git/svn
it was a broken drive, was nothing I could do about it
told you about it in hangout a long time ago :p
https://i.giphy.com/media/g79am6uuZJKSc/giphy.webp
thats enough details XD
Anyone know what LP and CO could stand for (texture filenames)?
Only figured out what NM stands for π€
color?
you mean in Allar style?
Texture suffix names right?
no idea about lp, never heard of it. NM would be normal indeed
For some reason my InputAction released isn't working...
Hmm.. π€
I've added a print string and a break point, neither will occur.
*did add a breakpoint
LP = light map? Lol
light map preview resolution? I'm really pulling things out of my behind here, sorry
oh well Β―_(γ)_/Β―