#ue4-general
1 messages · Page 154 of 1
Also, I assume you are 100% sure you've assigned the right button to the action right?
Yes. LeftShift, the sprinting print works.
The released branch doesnt, the pressed one does.,
right right
did some quick looks into this, don't think I have any valuable help here 😦
I've just renamed my project, I'm meant to change GameName = Foo inside DefaultEngine.ini, but in my current project I don't have this line.
I did the rest, change uproject and folder name, and it seems to be fine. Will that be enough? Using 4.17.2 here.
If something is not ini, default setting will be used, Default -> Base (in engine folder) -> Hard coded default in C++ costructor -> default value of specific type
Game Name is probably for name of oyu game that displayes meta data or your game window title :p
it in project settings
Ah ok, thanks. I'll dig into my project settings then.
It's a BP only project btw, so should be a lot easier than a C++ one (been there, done that)
i jsut meantion C++ constructor so you know how config system works
actully C++ constructor defaults are same as blueprint defaults
how do i change the install location of the epic games launcher?
it keep going to my c drive and i want it at my b drive
it doesnt give a "browse" option either
nvm
i moved it the b drive
and it game me the option then
huh, why did the browse option come up? I have to start the engine (launch the engine only, not launch project) to get a browse option
Does anyone know what's up with textures that do not use mipmapping yet cause 'power of two' errors when deployed to mobile?
I was assuming if you don't use mipmapping you can use non-power of two images, both in UMG and normal textures.
they cant be properly compressed if they arent power of 2
Which node do you use to IK a bone to a bone in another Actors mesh?
I want to IK my left and right hand of my FPS arms to my FP Weapon
so that I can add sway to the weapon in code and have the hands follow around with those small movements
@fierce tulip Hmm, are you sure? I thought power of two mattered more when using mipmapping, which I am not. Most of my textures are also working fine, and they are of all sorts of resolution. I think I have found the common denominator - if the format is DXT5 they will need power of two, if R8G8B8A8 then it works just fine.
but why would you use uncompressed when not needed
and yes im sure
r8g8etc is uncompressed
the DXT5 format is compressed? I'm a bit new to this specific issue.
yes, dxt is compression
I would imagine .png is compressed at all times to be honest
But R8G8B8A8 is not compressed?
huh,, I see
I didn't even do anything when importing these I believe. So the format was chosen automatically for me.
Or possibly by Photoshop
I used the quick png export if you know it..
which is also why you shouldnt use jpg etc but only lossless compressions like psd, png, tga
so God knows what PS would do there
when you import it generally sets it to the standard dxt compression for rgb textures
unless it recognizes it as a normal map, in that case it will compress to BC5 if im correct
Ok, I just dont see how I can change it inside UE
doubleclick on a texture in the CB, and you'll find the compression settings
right right got it, I'm a dummy
no worries
Thanks.. so when you say 'expensive' you meant file size right?
yup
Most of my textures that do display fine (R8G8B8A8) are very small (10-30kb) so I should be ok with those..
..and just change the large ones, which I do have one very large problematic one (1Mb)
dxt/bc loads a tad faster than uncompressed
ah ok
its generally better to add this to your standard workflow else you'll end up having to go trough all the texture later down the road
and while you can batch-edit them, not all the options are available
Oh you can - inside UE? (batch edit)
and you'll need to manually set your material texture samples
multiple select > asset actions > bulk edit
UserInterface2d is the only uncompressed format that will work without having images at power of two?
i think there is another one, but dunno which one
lol
Right right, I'm off to test this all out and reconfigure things. Thanks again.
good luck
Does anyone know why my InputAction 'Released' branch won't work?
Unfortunately when I'm stuck I do some annoying debugging if I have to - like create your PC from scratch, with the first step possibly being putting in your InputAction...
wish I could be of more help
it could be many things my dude
my dude... teehee
@fierce tulip Everything's working as you mentioned, big thanks again!
np
hover over that bubble and you'll see icons to do that
or am I thinking of something else here..
@tofuness#2285 you can do it in the BP editor in the latest UE4 version but not the material editor unfortunately as far as I remember.
oh right, I was thinking of the tooltips for the nodes themselves, not on a bg note thingy
Not at my computer but make a comment in a Blueprint window and click on the comment- there is a checkbox in the details tab to enable or disable the pop up bubble somewhere. If you can find it then check if it’s in the material editor also, if not then I don’t think so!
It does make complex graphs look way more cluttered than they need to be
Hopefully they’ll add the option to remove them in the future
soon^tm
So do you have to set all those launch images to unique images or does UE scale existing ones somehow?
Seems a bit overkill to use so many images for the same purpose..
How do you go about having FPSWeapon and FPSArms that are not just simple SkelMesh
make them Actors and use "AttachTo" to attach them to eachother
?
Hey bros ,wanna talk about AI with you
I want to know how you guys construct your AI system
Normally,use behaviour tree right?
Within the tree ,I want to know how you make a combat ai
As to me,I create couple states,then random selector to choose one to execute
Maybe with some child states
Like this
Glad to hear your opinion
As to switching the state,I put the logic in some services or tasks
If you have better and stronger solution,I'd like to know
What I wanna build is a system with high maintainability and scalability
Services and tasks are blueprints ,we can make some base ones,this is all I know so far
Probably best to ask in #gameplay-ai @quasi lake
ok
Who do I talk to to get help with editor crashes?
Just post the error and any screenshots you think are relevant to the issue and if someone is around to help you they will reply.
Found someone with the same issue on the answerhub, so hopefully I can sort it myself. If not I'll come running back here haha
Sure thing
Okay I'm beat, if anyone could see a reason why this would crash the editor on startup that'd be greatly appreciated
Anyone know what the config file entry is for "autostart recent project" is so I can turn that off?
https://answers.unrealengine.com/questions/404846/launcher-alwasy-starts-the-last-project.html
you mean this @drifting ocean ?
Yeah, but since I can't open the editor without it crashing I can't disable it that way
not even a clean template?
I can't open a clean template because it autostarts my project that's crashing ....
have you seen this too?
https://answers.unrealengine.com/questions/17919/prevent-the-editor-from-launching-the-launcher.html
maybe its relevent. havent had this issue so no idea to be honest
Managed to get a blank template up, so at least I can access settings now
My project loads on a different map and then crashes when I open the map I was working on with tons of shader errors relating to startup content.... this is weird
If a blackboard is used by many different behaviortrees,would it generate many blackbaord instances or only share one?
This door is being a cuck
It's supposed to open inward
All of the other doors seem to work fine. It's because of the area it's in.
I've tried messing with the walls around it, the floor, nothing seems to work.
probably modding of that game
@hoary brook Theres always that odd black sheep!
@hoary brook Yeah, all your other doors worked but that 1 door didn't 😛 black sheep
any luck fixing it?
There seems to be some invisible force in that area not allowing the door to open
nope
Did you check the collissions of the door to make sure they match all the other doors
Probably gonna create a copy of the project and keep on deleting shit until I find out what is causing the problem
yes
When I moved that door to a different area it worked fine
and the doorway/hole in the doorway is the exact same as others too?
hope you fix it soon
yep
It's sad that there are only a few good modders modding Hello Neighbor, the rest are just a bunch of kids who don't know what they are doing.
There are usually only a few good modders, ever.
Never played that game or really seen it, heard of it though
Well it went through 600 stages
every time I saw a new video of a new alpha, it got.. weirder and worse
Yeah
The full release seems to be the better part again though
My mod is like the older builds
Do you guys remember any 2D Side Scroller where you had to annoy your neighbor?
I hate the new artstyle, there is barely any detail to be shown.
Without them seeing you?
but the fulll release is definitely better than some of the other builds.
Neighbors from Hell or so it was called
That was how I pictured the game
(before seeing it)
I think I remember something like that.
If a variable is marked as Config, will it automatically get saved when it's changed during runtime?
Hey is there something weird going on at wiki.unrealengine.com? I tried to log in and got 'Account creation from this IP address (127.0.0.1) has been blocked by Crowl.' which is a little strange.
I'm assuming that isn't the actual IP address it showed you?
no that's exactly what it showed me, and then it showed the same when I tried via a VPN
This scene was initially inspired by the leaf bridges I saw in the trailers for the new pixar movie Coco and thought it would be fun to try and recreate some...
which is why I say it's weird rather than thinking maybe someone from the same ISP had my IP and was banned at some time in the past.
ah no
it looks like you cannot create new accounts on the wiki
because you should be logging in with your Unreal account
it says that when I press log in. do I need to link my ue account explicitly somewhere?
I don't think so
hmm, log in might be broken too
I've reported it, but not sure what's going on tbh
it says to email accounts@unrealengine.com for help if it doesn't work, should I do that?
ok thanks!
I'd wait - it looks like a genuine problem
Heybros,how to let the ai move to a specific point?And I can only locate the horizontal position(x and y)
AIMoveTo will do the trick
@cinder iron
What do these two actors mean?
I dont want to set a target actor,I just need a location
You can do that aswell
How
Leave the targetActor empty?
Look at this wonderful video
What is the AI Move To Node in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
You'll get it faster
I'm watching
So the z value doesnt matter?
It does but you can set it to a constant that you'd like to
Eh
So if both are not on a plane how would it choose
like if the bridge at 20, the river buttom is -20
@cinder iron
With the Z value
If you are in (3,4,0)
Bottom river
You will be on (3,4,30) in the bridge
The x and y are the same
But z isnt
so it raycasts downward
What if I set the point(3,4,-50)
Will it fail to navigate?
@cinder iron
No if you have something there
Hehehe @quasi lake is easier than it seems
Just try it out and you'll see
But remember Z axis is relevant, it defines heighs
fine ,thanks
No problem, let us know :)
dada
You want it not to use your computer to it's fullest potential?
@upper heart Waiting for 4.18.3
based on isssues.unrealengine.com I don't think there will be one
bummer
why is that a bummer?
Evening peoples
@hoary brook good afternoon
i'm just waiting for 4.18 to download an update
Hi, how to render fp weapon with same scale/fov with different fovs/window resolution?
FastBuild
@everyone im making a videogame with Ue4. Anyone wanna help?
How far along are you @left pelican
Not that far. Thats why i need help @worn granite
Who here isn't making videogames with UE4? The arch-vis people?
Actually probably more than you think
technically, I am not on one project
VR Enterprise Experience
VREE, so dubbed by me just now
But I do have other Game projects.
But yeah, it's not just Arch-Vis
Arch-vis and corp-vis.
Corp-Vis heh, sounds strange
Anyway @left pelican if you're looking for any specific help in UE4, state your question in the appropriate channel.
If you are looking for actual devs to help you on your project, check for #looking-for-talent
Nope
Ok
Got an update was a hotfix for 4.18 getting these errors https://gyazo.com/ba1db9429dda19546f309ea3f80c4499
Anyone else got the same?
The first error seems to have a hyperlink-style button to fix it - is that not working?
nope
The second is a run of the mill "You used this material on something that the material didn't support, so we're making it support it, but you still need to save that change."
I got nothing on the first error then. Sorry.
It is a bit odd that an engine material was applied to a spline mesh, I guess?
ik i dunno whats gone on there lmao
Hey,
Could you guys help me about Inventory and equip weapon . THere are some tutorial about inventory, but non of them use equipment case a Weaponactor(I have a BaseWeapon_BP)
I want to create a weaponEquipment from Hotbar( When I use another weapon, should I destroy actor, and Actorspawn if I swap weapon.
Maybe you know a good source it a kind of Fortnite Inventory what I would like to make.
Thank you for any help
@floral heart I used UE for vfx in a high profile TV show recently... but mainly here for the gaming part. Was a fun test though.
Anyone use 4k monitors here with UE 4.18? Anyone have a good fix for the touch location (mouse or finger) getting all screwy?
You there doesn't seem to be much to comment about? It looks like it's just a gamejolt info page for a game?
BEAUTIFUL CRYENGINE Graphics!!!
For a game that isn't UE-based?

O... kay?
Hueshift is desaturating colors...?!
Anyone know why HueShift would desaturate colours? The 'add' is there for preview purposes only.
So I'm rotating the colours 0.2 degrees, and it comes out desaturated. I've switched off the tonemapper.
not sure why the add node is showing greenish either btw
@celest creek you know what hueshift is supposed to do?
also doesnt look desaturated in that image
Not sure if this is the right place to put this but
recently I saw 2 games who used blockchain technology (the thing that makes bitcoin), to fund their games, what do you guys think about it?
I'm honestly kinda impressed
its like getting funding from venture capitalism but without the investors mantaining equity or owning your company allowing you to be free to make decisions
its kinda like doing an IPO but privately where you won't be publicly listed and the investors own tokens (shares that hold monetary value but no ownership value of the company) and sell them after the tokens appreciate in value with your game success.
https://www.youtube.com/watch?v=-HmXrOTEmxg
this is one of the games I was talking about
Its a VR version of second life essentially, using an in-game currency called MANA. Similiar to Second Life's Linden currency, its tied to real world currency and can be exchanged for real life money
Been banging my head against custom collision channels for the last few hours, turns out I had "Collision enabled" set to false ......
that sounds like the exact stupid shit I do on a regular basis
my favourite apparently spending an hour or two trying to work out why a networked actor isn't working, to find otu 'replicated' isn't enabled....
This is why I need a supervisor lol
I got a weird question: how do I snap normal vector on up/down-axis or lateral plane?
@warm mountain Generally speaking, I'm not sure crowfunding is a reliable long-term model because it's really hard to know whether a game has a decent shot at A) being made and B) being successful, and that means most funded projects fail. A decent share of classic-editor-backed games fail before release too, but in crowdfunding it's regular people's money, and it's more likely to fail
I think people will look at crowfunding just like they look at Early Access now
On top of that, I'll be wary of a game if the selling point is that it's a crowfunded blockchain thing. Games and their business model should be separate things, imho
overlooking the fundamental flaw of eating the cake while making it
profit margins become absolutely random when you crowdfund
VR blockchain crowdfunding creative game seems like someone just trying to cram together as many hip hypewords as possible tbh
XR /MR Blockchain
Minecraft and bitcoin made infinite money, so surely Bitcraft will make infinite squared money!
wouldn't it collapse into singularity 🤔
thus making no money
oh god, someone should make a minecraft mod where you physically mine the coins
Grinding ingame resources that you can sell for real money is already a thing tbh
@paper kernel how do you snap normal vector? What do you mean?
Imagine arrow up and down, and lateral circle in the middle
I want to snap directional vector to those directions
so 0,0,1 / 0,0,-1 / X ,Y ,0
nvm I figured it out
my game runs realllllly slowly suddenly, if I play in a new editor window (PIE).
if I run in selected viewport, it runs perfect. any thoughts why?
it happened after I imported a new and improved 3D mesh + skeleton, but not any controversial detail level or texture resolutions (downscaled in editor).
ok this sounds like a bug
same trace, same location, different radius
only difference is, spheretrace start and end are switched on each run
no wonder my logic doesn't work
that's hit result normal on blue
@here i cant find a support channel, so ill ask here. i sculpted a terrain in zbrush, but i want to use it as the terrain in unreal, but seems like unreal doesnt like that idea.
How can i transfer the dispalcement data from Zbrush to a terrain in unreal?
- **Can i use Displacement map on the terrain in Unreal?
- Can i convert a plane to Terrain, and have unreal deal with the rest?
**
Is it just me, or is UE4.18 insanely slow?
or is it just the windows fall creators update 🤔
I wonder...
I moved and didn't really log into my PC for about a month
so it could very well be
going to try 4.16....
what's new in the 4.18.1 update? don't see anything on the release notes page
4.18.2*
Maybe it's because I went AFK for a bit, but creating a new project in 4.18.2 was pretty smooth ❤
@0lento#8809 Yes I know what hueshift is meant to do generally speaking in any other software - shift the hue value while keeping its current saturation. If you can't see that purple being saturated you can take that screenshot into any image software and check the hue in the input (cyan) and shown material output. It is actually 50% desaturated, which is a huge amount, and comes from only using hueshift. If you have a way to repeat my setup, or do your own, that does the same without losing saturation please let me know. Thanks for any input!
thats because you are adding two values to it, if you just add only red, green, or blue then you dont get that problem
0.5/0.5 also lessens that problem, but not accurately
hey guys, short question. i have some localized assets in my project. in my packaged game when i change culture/language they dont get reloaded automatically, only translations
i read in the web that you have to purge and reload them somehow, can somebody guide me in the right direction on how to do this?
i can't get 4.18.2 to compile
@Mack#6354 #engine-source or #cpp with error log please (:
AND I can't tag him
@Mack#6354
-.-
i hate when that happens
i will
@celest creek your 1/1/0 value in hueshift:
https://i.gyazo.com/73ba05549588ff43bfd1a7f8a8184750.gif
1/0/0 in hueshift
https://i.gyazo.com/23f86c4806c6c29d13cca2aec5ac66f7.gif
@fierce tulip Thanks, really appreciated. So what should be the most 'correct' way of doing this? What boggles my mind is that hueshift actually cares what the input colour is.. so hueshift is behaving in different ways in terms of keeping saturation depending on your input.
Here is an example of pure red being shifted 20%.. that yellow is closer to fully saturated than my previous example for sure, still not there.
the hueshifts innerts is using the rotateaboutaxis node, its a weird workaround to create a hueshift and not really much you can do about it.
..it's off by 15% or so..
¯_(ツ)_/¯
Yeah I dug into the function and I wasn't quite sure what to make of it.. but indeed, did seem to be a hack.
I was thinking I'd have to have a sequence of my sprite rotating with correct hues and I'd just pick one (I want fully saturated colours for my sprite, able to pick any random one with the added ability to animate around a full 360), but that's super nasty... 😃
HSV convert, you mean inside UE?
not sure how to convert from HSV back to RGB... if that's even a thing..
That's actually worse, but I'm not converting back as I'm unsure how to do it. I'd be happy to do something like this though.. if I could get it to work... :/
Oh, and besides this I am also using 'ShowFlag.Tonemapper 0', without it it's much worse from what I can see.
The node 'saturate' seems to do nothing but clamp colours between 0-1, I get when that would actually saturate things but if your colours aren't super bright then this node doesn't do anything.. sort of a misleading naming of this node to be honest.
thats what saturate does, its the right name for the right node hehe
you can use a desaturate node, and add a negative value to it. might need to clamp it though
"Saturation arithmetic is a version of arithmetic in which all operations such as addition and multiplication are limited to a fixed range between a minimum and maximum value."
who is who
hello guys, currently i'm having a trouble in developing for Android platform
when i'm playing the game, my fps just dropped and cause lagging into my game
does anybody know a solution for maximizing fps in UE4 , so my game not lagging anymore?
you need to work out what the problem is first....
https://www.youtube.com/watch?v=hcxetY8g_fs @jade widget
This session by Sr. Dev Rel Tech Artist Zak Parrish explores performance concerns for shipping games, focusing on how to track down problem areas on both the...
@fierce tulip Ah... I had no idea that was the definition... I was thinking saturation means to manipulate saturation, if you know what I mean. So it just means to clamp the range? The UE node just clamps it to not allow the tonemapper to kick in, which would desaturate the colours, which is why I thought the node is really just clamping it..
Goes to show what I know. And I've been a professional graphics artist for over two decades dammit
well, they do say you're always learning no matter how long you've been doing it, @celest creek :p
@wanton edge I'm a Swede in Canada with a Scottish accent, there's no mention of those. Feel offended.
😏
True, true. Besides, what I love the most about my industry (vfx) is that it's always something to learn.. I enjoy feeling like I'm half drowning in info... 😃
not sure when they added the saturate-node, but its basically a cheaper 0-1 clamp on current gen gpu/hardware
also yay for vfx
\o\
I see. Cheap is cheerful. Would still be nice to have some better colour handling nodes I'd say (hueshift that works, possibly an HSV type node.. maybe it's hard to do a non-expensive one).
Vfx is alright, bad for relationships. 😃 I'm looking into using UE for some stuff but it's still lacking some show stopping stuff like alpha outputs in its renders (from sequencer) and reasonable alembic support. Alembics right now is only useful for cycles like trees blowing in the wind or whatnot..
lol @ Sparrow
O_o you can do much more than that with allembic, houdini recently even did a whole stream about it & ue4
Anyone know how to properly import an obj model? I downloaded the crytek sponza model from http://g3d.cs.williams.edu/g3d/data10/index.html and when I import it I just get a bunch of individual parts
err, it's supposed to be individual parts?
🤔 I thought it came assembled...in some way?
drag the parts into the scene?
also, Sponza isn't Crytek, it's an old model that's often used in demos
Ah yeah, but I thought it was called crytek sponza because some dev/artist from Crytek created it?
I might be wrong
The Atrium Sponza Palace, Dubrovnik, is an elegant and improved model created by Frank Meinl. The original Sponza model was created by Marko Dabrovic in early 2002. Over the years, the Sponza Atrium scene has become one of the most popular 3D scenes for testing global illumination and radiosity due to it's specific architectural structure which is particularly complex for global illumination light.
However, nowadays it is considered as a simple model, thus it was decided to crate a new model with highly improved appearance and scene complexity. It is donated to the public for radiosity and is represented in several different formats (3ds, Obj) for use with various commercial 3D applications and renderers.
Gonna try dragging all the parts into the scene. I am really new to this so everything is kind of confusing.
... what the fuq did they[discord] do to codeblocks?!
just select all parts, then drag into the scene
@wary wave Nice, that worked!
hehe
Not sure what this preview thing is though
@fierce tulip You mean by using Houdini Engine? That's likely the case, I just mean that abc implementation in UE right now is limited to play and loop afaik, or at least not much more. You can't have sequencer tell an abc cache to start playing at the beginning of a shot (you can animate run on and off, but you'll have to jump through serious lol hoops to ensure it starts at the beginning), can't start a cache x seconds in etc etc.. unless of course I've missed a huge update there in the last month or missed it when I looked into it.
serious lol hoops... I'm stealing that 😏
Oh nvm, seem to be lighting.
You're welcome 😃
😂
Is there a way to watch values in the material editor?
I mean I can watch previews but that's not an exact science.. not that I'm into exact sciences...
techncially there is a debug node that can be used to print out values so yes
ok thanks, I'll take a look at it
thats how I showed you the hueshift values :p
Nightmare inducing.
Gonna be a little ending jumpscare type of thing for my demo.
(The flickering is because of a flickering light that is in the room)
Im wanting to invest in Zbrush to start modelling stuff, if I buy a licence can my other dev use the same licence?
you dont need a license to "start"
i think there are free educationn licenses, and if you are learning, buying a license is super stupid
not exactly true, at least for zbrush
but you should start with zbrush core first
it's cheap
edu license for full zbrush costs like 50% of the full price
and you can't still use that commercially
zbrush core is cheaper and you might still get it bundled with some wacom tablets
@bitter iris and technically, they sell single user licenses
while you can install it to two computers with their current licensing system, it's not meant for two users, it's meant so that you can have zb just installed on two devices at once (think of desktop and laptop etc)
they do sell floating licenses but your use case doesn't apply to that (you need at least 10 seats for that)
first time ever i see a student actually thinking on buying the software instead of sailing
the completely absurd piracy rate is why autodesk just has free student licenses
we could debate about that piracy thing (again) but I don't think that's going to be good for anyone
I own legit licenses for all my tools
Same
I think it's fair if you plan to make money of the end product
I pay 200 a year for adobe, 50 a month for C4D
if you want to save some money, you could try 3D Coat
it's pretty featured app
and commercial license is little less than half the price of full zbrush
I personally didnt like the sculpting feel in that but worth a try still
and if you are really cheap, sculptris feels great and is totally free, it's just pretty bare bones on feats
(or just use blender)
I will pay whatever for whatever program, doesn't bother me, I can get people I'm in contact with to help pay also.
Was just wondering if I can use a licence for 2 people
that web app still keeps amazing me
Now it's turned into a piracy conspiracy lol
vblanco always does that :p
I know a few developers in here that have pirated software and assets
They try hiding every year doesn't work
Anyway Ill skip using zbrush then
Ill just stick with maya
neato
you could ask zbrush support but technically it's single user license, and they are explicitly say that while allowing dual installation, it means you can only use one at a time
i also use legit licenses
but thats becouse im not a student, but i actually use them for production
@bitter iris have you looked at our lord and saviour blender?
it has a nifty sculpting system, might be good for your needs
on the student/not student
i actually remember when i got maya, from an arts student
not a single student in the wholle university had it legit
literally the teachers just giving out disks with maya 2008 cracked
and autodesk knew
they didnt really try too much, as better students using pirated maya, than using a competitor/blender
thats why eventually they just put maya/max for free
no they didnt
not 2008
bit later yes
i think for 2010?
really?
yes
very smart of autodesk to give studesnt maya/max free, no questions asked
that way the students learn it, and eventually buy it
it was the biggest blow to piracy they ever did
and well, also a huge blow against Blender
you really cant expect a student to spend 6000 dollars in Maya
its beyond ridiculous
thats why not a single student ever bought maya
zero lost sales by just making education version free
@frank escarp I used blender when i was 15
how many years ago?
5
last 2 years they improved blender massively
i have it on steam
if i have my timeline right, blender 5 years ago didnt have ngons
hasnt much changed
Hi guys,
does anyone know if there is a auto patcher integrated in the engine?
So if a player starts the game, the game gets patched automatically to the newest version?
thats my op
since then, blender has got a brand new poly modelling system, brand new renderer(cycles), at least 2-3 times the performance, a new sculpt system with fancy stuff like dyntopo, and loooots of VFX tools
@hard quarry no, but steam does
But what if I dont want to use the steam update mechanism?
Many players dont wanna download Steam, only for one game
I dont really know anyone who does not have steam
If u want an auto patcher you need to make it your self or comission someone really
@hard quarry literally every single pc user has steam
releasing a game outside of steam is a dead game
100% of the time
100% ?
LeagueOfLegends?
WorldOfWarcraft?
etc...
they have their own launchers. And they are the only ones that can do that
So there is currently no build in patching system outside of Steam?
no
you need steam if you plan to do anything in pc
you can release on other pllaces too, but as an extra
look at all the shit EA gets from not using steam
and leage and wow are both MMOs (lleague not really, but close)
and when League and Wow were created, steam did not exist
i think when leage was created steam did exist, but it was super early
So almost every game, wich is created with the unreal engine is on Steam?
not almost
every single one of them
well, except Epic own games
becouse they use the Epic launcher
creating a launcher is much harder than you think
do you have a few hundred thousand dollars?
There are a number of games that was not released on steam from the start. When they came to steam they sold as hot cakes.
and enough marketing to make people want to buy from your website
wich isnt easy
in the slightest
I just dislike, that I am fully dependent on another service, which Users first have to register to
you could say minecraft. But when minecraft released in their own website, Steam didnt accept indies
this service gives the users power
I can list bunch of others, most of them where top sellers
they can refund, and they know their credit card details are safe
they also have the automatic patching, steam forums, the game library...
let me open my library
imho if you release on steam with weak marketing - you are dead
you are
Can I upload a game in progess to steam and test the updating system?
but you are even deader if you release only in your website
yes
just join steam Direct
and then you can upload builds and give "beta" keys
there is nothing to test tho
it works
thats it
and works perfect
So you guys would suggest, that I use Steam for holding my game up to date
if you want to sell outside of steam, do so
and offer a steam key from your website
btw, you will need the Humble widget
or you will get G2A-d where hackers will steal your keys through chargebacks
Humble widget?
@frank escarp following games disagree with you:
Factorio, FTL, Thumper, NEO Scavenger, Project Zomboid, Rim World, Running With Rifles, Unreal World, Heat Signature, Gunpoint, Deadbolt
how big did they become once they came to steam?
what makes them similar - they are good games, which got recognition by recomendations from players and youtubers
if you want to make money you release on steam i feel like. you can get acclaim anywhere
@frank escarp dev of Gunpoint and HeatSignature is rolling in money, his games was shown by channels like Nerd3 - who doesn't sell for ads
no, Steam + website is the clear best choice
if you want to "soft launch", you can use website only at first
that way if you have fans, when you launch on steam, they will propel you to the top charts
exactly the point
this happened literally with factorio, ftll, rim world, gunpoint, and cogmind
they went from "its selling a bit" to "holy shit money"
but how do I hold the project up to date when I "soft start"
you game can be amazing, but if it doesn't get traction outside of steam it will be dead
but im the first to say that @vale osprey . Steam is now dead from the marketing department
you release straight into shit
gotta get out of that somehow
and to get traction on steam it need to be know, as simple as that
then I don't understand why you advice him to go to Steam directly?
becouse he doesnt want to have a steam version at all
its a bloody suicide without big marketing budget
its even bigger of a suicide with your own website
he will change his mind when thousands of fans will be asking for it 😄
how are you going to point to people that, and how are you going to deal with the sales on your site? people do NOT trust random websites
you simply don't
release alpha for free or with donations
really want money - make itchio.io page, they handle payment securely
you don't need everyone to buy, only those who are invested, as they will market your game themselve, if they like it
not sure about itch tho. Every time ive seen that one the sales/downloads are on the single digits
its useful as a release channel to have a host tho
I've listed you games which where doing just fine, maybe cherry picking is not the best approach but still
you can do a hidden release on steam
you can indeed sell "release override keys"
devs of Naval Action and Rising Storm 2 did that
before the game is actually launched
tho valve will get mad if you abuse it
and the humble widget is great to sell on your website
you can sell on steam but be unlisted, which really helps
i plan to have one when i build the website for my next game
interesting, i actually didnt know that
what is the point tho
you get less sales but you have a higher chance that those who buy are interested in your game + there will be no reviews or forum, you handle it externally
easy updates, don't need to transition keys
linkage to steam profiles
but if you launch you are hidden anyway
except if you launch AND sell, you get propelled up to the top charts
so its kind of early access but not directly available on steam from browsing
well, you launch when you are "ready"
if you are hidden and sell well, you are throwing off the chart traffic
Factorio was making very little money before steam, but they grew community
many people bought game second time on steam
and people wheren't crying that there are bugs or something not finished, they knew what they are getting into
sales wheren't big, but plenty of youtubers already played this game before steam release and featured it again as they knew it was good - zero cost marketing
basically your feature fans have to find you :D
Discover your game, then you have very few people wining and leaving bad reviews when you are not even ready to deal with them
lol
another example is Cosmoteer, it's not released yet, free game, ton of fans, already has mods, its know among youtubers way better than most of the new releases on steam
and devs is planning to monetise it only when it goes into beta
smart "poor's man" marketing
it's available since 2015
imagine what kind of reaction it would make if it would be in EA on steam since 2015
this game was for free all the way till release on steam:
http://store.steampowered.com/app/394970/DEADBOLT/
DEADBOLT is an extremely challenging stealth-action hybrid that allows you to take control of the reaper to quell the recent undead uprising. Play and complete missions given to you by the mysterious fireplace as you become the avatar of death. W...
$9.99
1772
76
with minimalistic website, no forum nothing
this is how it sold:
http://steamspy.com/app/394970
Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.
I don't think you can reach such numbers in EA and get good reviews
this is not ARk or Rust after all
anyway, I think it's a good alternative to direct release or EA on steam
I feel like such an idiot, but I'm in 4.18, and can't find the button to switch the viewport between world and local coordinates
it looks like a globe
the answers in the hub point to a button to the left of the move/rotate/scale, but ... she is not there
but where?
asd;lfjkasdl;fkjasdl;kfj
it changes from box to globe I guess
the answer hub needs to be updated
yeah, it must change to box for local
always good when your first interaction is a failed sanity check, haha
thanks for the help!
np
oh, one other thing I can't find
I'm using an xbox controller to play test
and ... for other gaming
and it's fine
but whenever it's plugged in, it autoscrolls any menu in the editor
like the joystick is held up
I've disabled viewport joystick controls, but can't find anythign similar for menus
so like, I have to unplug it every time I want to edit a blueprint. Hecka annoying
weird, I had one attached for months and it didn't do shit
could just be a defect, but I thought I'd ask
yeah, it didn't do this at first
I checked the calibration, and it's fine
I may uninstall/reinstall drivers
because Windows
but that's all I can think of
Does engine has capability to render a video clip out of a game rendering?
@frank escarp any chance you know whats causing my issue in #blueprint
there is a chance i know the answer to something you ask me
reckon you could take a look?
@gloomy apex show me the detail panel of the mesh
Ive allways imagined that enemy AI in stuff like this was extremely hard
is that true?
Is the isFalling bool set to checked in the animblueprint?
If you want to capture and render at the same time checkout rendertargets
If you just want ti gather data to play it later check out demonetdriver @fallen urchin
@regal basin isFalling is part of the charactermovement component
@cinder iron render targets help to render from game cameras but here I want whole of the render to be exported into a video
@cinder iron, yes, but the AnimBP handles the animation. The preview value in AnimBP might be checked.
@cinder iron will render target help me creating a video out of a animated scene running in my game. This feature can be used to create video recording of your game
@regal basin i know what animbp does and isFalling is not a variable of said blueprint class
Is a getter from cmc
Oh check out how the sequencer works @fallen urchin then, i think it fits better what you want to do
@cinder iron, I didn’t say otherwise, but the preview value isn’t. You can’t change the component value if the AnimBP preview value is its own local instance. Therefore, what you’re saying won’t make a difference. Let alone isFalling value doesn’t change how the animation appears in the editor. Only what’s appearing in-game
So to solve his problem, he needs to check what preview values are set in the animbp
You can do initialise as you want your variables in your anim BP
Those will be updated usually on tick or if you are doing the animbp event driven make sure that every variable is set to a default idle state
Thats not what I’m getting at. Init values doesn’t AFFECT animation preview in editor. He posted the editor of the issue, not in-game. One can easily conclude one of the preview values have been checked, which has nothing to do with init values.
Again, HE POSTED AN EDITOR SCREENSHOT with the problem. NOT IN-GAME.
Dont shout at me xD
That may be because his anim BP isfalling variable is set to true
So we go back to what I first said. 😛
❤ Sorry. 😃
Two times today me and another person argued for no reason. Lol Then we made up in the end.
Blood moon I think
Thaha i legit though you were the one asking
anyone know how to handle post process settings on a camera component after seamless travel?
I am calling AddOrUpdateBlendable when I load into a lobby level to add a material to the camera but when I seamless travel the weighted blendables array is empty
hey can i compile unreal engine 4 in something other than visual studio, since i CANNOT get visual installed (says cant download files) I've tried 17 pages worth of google search hackarounds with no luck and i've been trying now to get it installed since 9am this morning (it's currenly nearly midnight) so im pretty much ready to call it and just say its not compatible with my computer
Does anyone remember the original shock combo ring in UT4?
I'm trying to recreate that.
@plush yew if you are on Windows, you do need Visual Studio 2015 or newer
I need help.
How do I make a newly created particle go away instead of coming back?
Like how the Shock Combo's explosion goes away.
that would probably be a particle with a finite time, not looping. plays one and done
so it would have a lifetime and then poof, I want to say there is something similar in the effects pack in the https://www.unrealengine.com/marketplace/infinity-blade-effects
Race condition
i made use kill Z in world settings, and it freezes the camera, instead of spawning the pawn again
character*
Well, don't try to spawn it when it dies
If GC gets to it before that goes off, might not happen
You can call it on another BP though
LIke GM
Send GM the info
thats in GM
?
that screenshot is from GM
...
Anyway
Same thing I just stated
Race Condition
If you are destroying GM for whatever reason
Not even sure how
or why
A new GM is created
If new GM starts up, then everything else does as well, blank slate
@gloomy apex I just want to confirm. You are stating that the GM is being destroyed correct? How so?
I am not destroying GM
yeah I know its wired
No, you just don't know what you're doing
I copied my Lector's code
Or saying
and he had a trigger box
Who the heck is Lector?
that obnviously destroyed gm aswell
Hmm
I am sleepy, shouldnt have written with a capital L
I wouldn't use the word "obviously" in this case
Now i realise why its not working
I sitll don't know who lector is
@valid knoll 😁
That's lector?
Anyway how do I cast to player character and know what its destroyed to stay again
lol no, just a lector, in university
by using cast failed?
Anyway
oh shit
Just get player character
is it lecturer
lecturer/professor ?
damn, I am stupid, yeah lector is in another laguange and I assumed its the same in English
Either way, if i cast to character, and its gets destroyed, does it fire cast failed?
you should be able to bind the ondestroyed event
So, on destroyed should happen as soon as you, well destroy that actor
But, Garbage Collector is a mofo
And will try to eat it up
If you want to spawn another BP when that one dies
ah
I see now, if you want the player to spawn where they die
You need to possess that character
the new one
I am making a respawn system for testing purposes
k, well do what I just said
I would have the respawn logic in GM btw
If single player, ez mode
just get player controller 0
I dont know
anyway
As I said I am not destroying GM
being destroyed only happens once
that is an event
only needs to happen once
If that BP is in your character
no its GM
Just get the Event OnDestroyed you had
oh good
ness
Just make it into a function
and call it from OnDestroyed from your character
Eh, I still havent gotten around to using functions
do you mean I should make the spawning of the character inside the function and just have everything in the Character BP
or make a function and call it from GM
Make the function inside GM
call it from OnDestroyed in Character BP
if you want a quick and dirty way of doing it
Oh btw I just saw why it previously worked, after destroying the actor it was just loading the level again
yes, which is what I said earlier
yes
3 days, also i've just snapped my keyboard in half
and put a big hole in my wall
there is aparently no fix for this problem
have you tried using an older version of visual studio
argh it has been stuck for like 5 mins now, with no cancel button, anyone know a workaround
@plush yew Have you seen this?
@gloomy apex Have you tried clicking continue? I've had that happen to me but clicking continue once or twice usually makes it finish
i alt f4d
then restored from memory
but yeah i clicked continiue like 10 times, the perforce server we are using is not up atm
Hey, has anyone created some new effects for UT4?
I personally think the gore needs to be fixed.
If not, then it would be greaty appreciated if you do that.
You guys are the real heroes of Unreal effects after all.
Not really a good place to tell people how to mod UT :)
There's a UT Discord with a modding section. Most people here aren't looking to mod.
Alright.
i've tried everything many times
always get the same error
tempted to ask someone for their sln file and just manually put the slm together myself it'll be quicker
Have you brought it up to either Microsoft or Unreal Support?
Which game template would be best to start with making a game like rumble fighter/getamped2
@unreal harness but if you have quastion realted purly to UE4 editor then feel free to ask here 😃
@lucid musk Not familiar with these games but brief look at gameplay makes me think Side Scrolling or Third Person would work. That said either of them will require modification to get even the basics (character and camera movement) working like them. If you're new to the engine, I suggest learning how that stuff is setup.
How do I make meshes fade?
@white magnet basically 3D action mmorpg.. I've read about the character and camera movements etc . I was told unity for 2D and unreal for 3D . I don't think it's side scrolling
"visual studio is no longer compatible with Unreal Engine, you'll need to compile it on Linux"
someone else who spent 4 months trying to fix the issue lol
i'll install linux mint first thing tomorrow then
In what context do you see that comment? It comes off as a tad odd to me, haha, but I'm not quite sure of what it's speaking
someone whos been having the same problems i have
and no one was able to help him
i've been at it all day
17 hours now
i can see a pattern
I mean, is this speaking about UE4 on Windows?
I... I asked a question.
visual studio installs and runs but i get these errors in setup. I spent 9 hours trying to force install these components but they are aparently unable to be installed no matter what. https://i.imgur.com/17HBW6x.png
I have the entirety of visual studio installed now, its just got done every component and,...
https://i.imgur.com/V4H2WDc.png
when i try to generate project files
I mean, it seems like you might have some odd circumstances there, but I can pretty surely tell you Visual Studio isn't incompatible with UE4 all of a sudden :p
If that were the case, I think you'd see a lot more outcry, haha.
How do I make meshes in the cascade editor fade?
Somebody will answer you if they have one; I'm not that person, sorry :/
I don't do much with art-ish things
@unreal harness This channel is pretty general, you can try in #visual-fx
Also, UE4 most certainly works with Visual Studio...not sure what that person you're quoting is really trying to say. I strongly suggest going to AnswerHub if you haven't @plush yew
there's the log and i will, hopeufly someone here knows a fix though inever usually get answers on the answer hub
welp told me bos if no one on his team, or no one here can fix it im spending the day in fallout 4 VR since i haven't had a chance to play it yet
What are some ways a Game Engine can be Data-Driven?
@late adder Basically anytime you define an configurable value externally that effects how the Engine operates, then it can be considered to be using Data Driven design.
Anyone knows how to get he collision position when a collider collides with another?
you can't
the reason for this is that there is unlikely to be a single point of contact
true
Another question,
About the mesh collision(physic asset)
Here's my phsyic asset
Can I know which collider is hit when the mesh collider collides?
At the moment I can only get the mesh component,I cannot tell which collider I'm
hitting
@wary wave
Do you know something about this?
also to my knowledge, not really possible
Then how can I get the hit point when my sowrd edge hits the opponent
🤔
I compromised to another solution
Not too bad
@frank escarp I know it's late, just wanted to add that Warshit(gaming) titles, and Warthunder are not on steam. Warthunder is, but it merely launches their own launcher and offers steam login in the game. 😛
@quasi lake Sounds like you were looking for TraceComponent, no? 😄
How do I get location of an actor with blueprints?
GetActorLocation, type it within the blueprint graph
Ah, sorry. Don't know much about that
Emm Trace needs an endpoint,which we dont have
Salty, you make 2 sockets, 1 at the end of the sword and 1 in the beginning
Em that may make sense
Well, it ain't no trade secret tbh
Like a blue and stuff
Take the middle point of the sword then get a normal vector
Then trace along this vector
Welp I'm dumb, I tried to spawn a GetActorLocation from the BeginPlay event
But as to some sting moves,this may be wrong
normal vector of the sworld hits nothing for sting moves
if(SpecialAttackMove)
{ DoRegularLineTrace.Syntax }
else
{ DoSpecialLineTraceForSting.Syntax }
the flexibility all depends on the programmer
Then all you need to do is work a little with collision channels too & it should work out
And the +- direction of the ray also needs to be considered
Hm, not sure I quite follow what you mean, they will only go from A -> B -> C, they will never go B -> A unless specified to do so
Em at the moment what i do is just get the middle point of the sword when hitting
Um your plan should work too I think
Have you read Ramas blog post about Traces? He got a Component trace in there. Take that knowledge, read up on Component tracing, maybe how Gore system works (Minus the gore I suspect).
He also got another post about weapon collision where he actually gives you the plugin.
Cool is there a link?
Oh, 1 sec. That link seems to be some marketplace asset
https://wiki.unrealengine.com/Trace_Functions in this link he talks about line traces
the first one seems to be a mistake on my part, didn't know it was a marketplace plugin. Was a while since i last looked at it
Look at the TraceComponent example usage, switching the vector points to socket locations and you'd be set
@frosty bloom
I dont quite get it
What I see in that example code is
Shoot a line from the player location to the enemy's mesh location
Well, the code written in the ExampleUsage isn't specific. What you do Is you get the general idea and then you tweak it to match the functionality you are after for your game
GetFocalPoint() returns the location the PlayerController is focused on
So how does it work to get sword hit point
Is this target for enemy's mesh collision?
I'd say it like this Target is asking what is calling the LineTrace, such as: Is it your Character that will handle the Trace? If yes self will be more than enough if you are calling it on said Actor.
If you were calling line trace in a Custom Function or similar in it's own blueprint Actor but you want to call it from Character the Target input would be a pointer to that blueprint from which the CustomFunction belongs
Em
Yeah you are right
So the difference between this one and the common trace function is just
That this one is PerBone specific
Which isn't always what people want, hence there is a lot of different traces. But in games were body parts fall off a ComponentTrace might be the easiest solution.
That is because it returns a struct. Hit Item & Phys Mat & Time doesn't necessarily return anything from that node either. Yet they are there for multiple user cases ( such as other nodes returning FHitResult but with other variables in play)
OK then as to a sword collision
What should be the start point and end point
@frosty bloom
That is not for me to say. You would define that trace depending on either how the sword looks or how you want it to hit foes.
For a general sword I guess the start of the blade to the tip would be a normal user case though.
This only applies to the straight forward sword moves
For different angles to swing the sword,it could be different
for a sword you need to trace perpendicular to the sword
you need to trace from the old location into the new one
Yeah I thought of that before
Take the middle point and make a normal vector
from one of my prototypes
nono
nowhere near as hard as that lol
you literally store the old location of the sword sockets
for blade start and blade tip
and then you trace from the old location to the new location
When is old when is new
old is the one on the last frame
old is previous tick, new is current tick