#ue4-general
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In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breakin...
It seems it's a state machine with two main things: elements (fire, water, etc.) and materials (wood, stone, etc.)
- Elements can change the state of materials
- Elements can change the state of other elements
- Materials can't change the state of materials
I was wondering how to approach making it. Use an interface or something?
components, perhaps
hi, my pugb is crashing sometimes and i want to analyze the crash-dmp files
someone knows how i can open/analyse them?
@bright wave Visual Studio + source code for the game + engine used to build the game + build artifacts for that release
Long story short, you can't do shit as a regular user
You should definitely send the crash report to the dev team though
ok^^
i am installing windows software develepment kit
but if i need game engine and soruce, then i let it be ๐
And the build artifacts
Specifically the .pdb file tied to the binary
Basically you need to be one of the developpers
i can open the .dmp with the windows develepment kit
with the windbg
but it only shows little text
but it seems that the crashs come from Ntdll.dll
To debug a .dmp, you need to open it with Visual Studio, and provide the .pdb to map it to source code - you have neither the pdb or source code
program database
Basically a map of which symbols reside at which address in memory
So that if you have a segfault at 0x14689425, you know this is actually AMyPlayerClass::DoStuff, line 55
(1b94.1758): Access violation - code c0000005 (first/second chance not available)
ntdll!NtGetContextThread+0x14:
00007ff9`4958dcf4 c3 ret
does that help anything?
No
The only helpful thing would be to send the .dmp file to the developer team
They just have to double click the file and they'll get all the information they need to fix the bug
You can't do that on your computer, by design
ok thx ๐
As a developer, just send the file, really. I wish every user would do that
UE4 has built-in support to send it automatically, but only to Epic Games, which also can't use it because it's the game developer that has the info
and i want to know if its unstable system or game bug
Run a stress test on your CPU
Then it's not your system
y i think its bug
It's not like that game is known for being stable
๐
How do I make far away objects still cast shadows? I really need help
shadows should be cast based on screen space, not distance
it's a config setting somewhere
TIL: Blueprint comment boxes handle colour differently for the box and the title
the main comment box is clamped to 1 for all components, but the top title box isn't
how bizarre
use the custom stencil and post process
how much mileage you'll get out of that, I'm not sure, but it's a good starting point
to do per-pixel you'd probably need an entire custom buffer
stencil can actually be any bit
I would start here for looking at stencil:
http://www.tomlooman.com/multi-color-outline-post-process-in-unreal-engine-4/
but yeah, to my knowledge, without making changes to the buffers, you won't get a per-pixel buffer that you can input stuff to
yup, pretty much that
you create an scencil for "hot, medium, and cool" objects
and thats about it, really
sadly you cant encode much more of that
as you have very limited bits, and might need them for other stuff
but given how most games are, that could be enough
you could probably combine depth with a bit to get a decent gradient
tbh, I think that would work quite well
Anyone have experience saving a Level at runtime?
hello guys, where should I ask questions about Steam App ID integration? I'm not sure where that belongs?
@thorn topaz ?
just save what you want
Or just buy one of the many save systems on the MP
that make it pretty easy to do
the BP save object nodes work pretty well for naive saving / loading or custom systems
That's not what I'm talking about, sorry
then explain
Say you delete a bunch of actors from the level at runtime. I want to save that so the actors no longer exist in the level when play stops
That's not going to be possible like that
All content from the game is read-only (and generally all data is, especially on consoles but on Windows too)
For that to be possible, you need to create a new object type for "removeable" objects, and then store in a save file which objects have been removed
That has plenty of implications, like on the lighting (needs to be dynamic)
You need to have a concept of spawning/removing objects in a level and storing the information in a save, rather than "saving a level".
Lighting is a perfect example of why that's not possible. Plus, it is only going to be done once in the lifetime of the level
Then you need to make the removeable objects dynamic, save a list of object names that have to be deleted, store that information in your game save, and re-delete the objects on loading the save - and ensure the lighting works when the object is removed
What's certain is, you can't save a level at runtime. UE4 doesn't let you do it, and if it did, you'd get a Windows UAC warning, and you just couldn't do it on most other platorms.
why would you even do that ๐ฎ
unless you're making a game about game developing
where you make levels while you're playing
but you still wouldn't do that
by runtime, it's in editor runtime not once it's packaged and shipped
it's probably not all that different...
I mean theoretically, it's still while the game is running
So it's an editor tool ?
yes
Then yeah, you can probably do whatever you want on that front. You'll need to write an editor plugin and plug into the editor tools
That's fairly not documented though
Is anything? ๐
The editor has exactly zero doc, so it's even less than the rest
why is it necessary for you to make some changes during runtime
and save those to your level?
just to remove actors
It's swapping static mesh actors to HISM
what are those for?
You should look at the individual actions you want to do - convert an actor, save, etc by looking up the source code for the Slate widgets, and then try putting it all together
yeah i dont use them
yet
cant you just change the Actors in their blueprint?
to use HISM instead of StaticMesh
They're not Actors, they're StaticMeshActors
ok
so you dragged StaticMesh into the level and editor creates a StaticMeshActor to represent that
so why don't you just make Actors that already have an HISM instead of a StaticMesh
and use those
Because there's already several thousand static mesh actors in the scene
oh so you already designed loads of stuff
with the wrong approach
and are looking for a fast way to fix it
exactly
yikes
then I can tell the artists how to do it the correct way
Does UE4 have any quick way of swapping them? I can't recall
Not that I know of, that's why I was trying this
I have the swapping programmed and it works, I just need a way to save it and it's done
that's a tough one because editor probably sees each one of them as their own individual thing
unrelated to eachother
yea
so you cant just change a blueprint
andif u turn one into a blueprint..it will only be that one
There is no blueprint
yeah
right
but there should be i would think
To give the artists some pieces to work with or whatever
either way I don't envy you bc that sounds like a tedious pain in the ass to fix
Yea, I'll probably end up having to do it manually
Saving the spawned in ones is easy, then just have to manually delete the old ones
How do you get into the game dev industry when you have no professional experience in game dev
I have a B.S. in Computer Science and my career is a Business Analyst atm
so it's not really related
Find a project to work on/ create your own
I've only done hobby work coding mechanics for fun, but never shipped anything
Like I'm building this inventory and weapon handling system: https://www.youtube.com/watch?v=dbQQaXaKSFk
I think it's mechanically pretty good, but it's quite ugly since I'm not great in the art department
still very early
do what you are doing there, then do another part, then another. repeat until you have a game. repeat that until you have another game. congrats you are in the game dev industry.
^^^
any idea if there is a way to make the TArray element copy deep copy?
only the UObject pointers are copied which is exactly what I don't want
I mean in editor, right click on element index, copy
also is it safe to copy uobject pointers like that?
do I need a mac to package for iOS?
you need access to a macOS machine yes. You can build from a windows machine but it wants to talk to a macOS system to compile
thanks
@opal ocean create one
How do I make a single material spread out over an entire landscape instead of it looping?
Oh, but I need a texture/material to spread an entire landscape
what for?
I mean, it is possible, but you'd need to know your scales / resolutions and do the math manually
I'm making a Moon landscape
that's not really answering the question?
Oh, for fun
well, I need to know what the texture / material is for before I can answer that question
lol..
For what? It's a normal Moon texture
For whatever you do with Moon textures
I think I'm misunderstanding something
ok now its fine
that was a scaled socket for whatever reason
for weapon swapping...how do you handle the time delay that should exist for actions like Deploy, UnDeploy, Reload
in the code if this stuff happens instantly...then it won't line up with the animations
and you would be able to do things like Shoot the gun prematurely while it should be Deploying
do you code in Delays and make sure they match the animation duration?
sounds like it broke ๐ฆ
oh no i can't afford to download again D:
When do you use AnimBP StateMachine and when should you call Animation Montages?
Didnt check if there is a magazine inside the gun and reload XD
Does anyone know if it's possible to exclude objects that have custom depth rendering turned on from a camera?
from a post process material that is
I suppose not since PP is screen-space..
Guys how do you iterate on Source text after it was localized?
When I change Source text, regenerate key and compile to test in Standalone mode Localized text does not show up. Yes, I switched language to target one.
Game just continues to use Source text which is weird. Really weird
anyone know how I can deal with characters dying in mid-air? A death animation plays currently and they're set as "has died" in a bool, and it spawns a new character with that value set, takes velocity of previous character during the jump and puts that into the launch velocity of a new character that has spawned. for some reason though he just freezes in the air in the death animation ๐ฆ anybody have any ideas?
Help
@plush yew are u making unturned 2? ๐
you really want to put a lifespan on those mags
aye
I wonder if he's doing this from scratch or not
Using existing frameworks from marketplace
That's a lot of stuff to learn in a short time
But maybe he's a super genius
hm
Talking mainly gameplay
I read what he's trying to do
Local co-op is definitely a lot easier than MP
But he's doing Dedicated also
which is strange
The freelook tho
I hope new physics for cars
I'm just wondering if he learned everything on his own
Or if he got tutored
Or using frameworks
I know I couldn't do an MP game (as a new UE4 dev) solo in 6 months from scratch. But I had a million other things going on.
The car physics now are like they are wooden toy cars
I suppose if he was able to fully devote to it, he could do it
quick question I just upgraded to 4.18 and for the life of me I can't get custom collision meshs from blender to import
anyone else having the same problem?
@mint scroll i have never used custom collision meshes but found that using convex hull for generating mesh for physics was helpful.
Sorry quick update I sorted it
nice!
anyone might know why a ragdoll character goes flying when another character walks into him?
It turns out you have to click on simple collsion to see your custom mesh
^ahhhh
Make sure the collision of the ragdoll mesh is set to ignore Pawn collision.
oh hold on would that work?
Try it and come back to me
i don't mind them colliding, it's just that they are very over-reactive and instead of being slightly nudged they go flying off. i may do that though just to ignore the whole affair, and i will look into that
pawn is not set, i think i changed around the collider type of the mesh. Whole thing is though they just go flying. It's lunacy, I may look into trying to do physics per bone/limb, but if anyone knows how I might be able to fix that let me know.
Hello everyone, I'm new on Discord.
hmm
Soooo, just because I'm a devil's advocate (pun?), I would like to suggest you change your avatar image
@lunar blaze
It's funny because Time Devil has been typing this whole time as well
done, sorry for this fkap
My lord and savior, purple bear! Glory be!
I just started a new empty C++ project, but I got a compile error https://pastebin.com/fr9J5KHG Anyone knows how to fix that? I've been googling, but I have the windows sdk installed. I do not have a bin folder in the Windows Kits->8.1 though. I just reinstalled the windows sdk, but it still isn't there. Creating a new C++ project worked fine a few weeks ago, but now I just get errors like that.
Hey everyone! I'm new to unreal and started a tumblr and something I'm working on. Feel free to check it out! At the end, I ask if anyone else is interested in joining me on something like that. https://www.tumblr.com/blog/rynbernsz . I'm a computer science major that mostly focused on programming but am new unreal and learning blueprints and how unreal works. Anyway, just glad to see an awesome discord like this one!
I put some asset from market place to my project. Now when I loaded my project it started a demo map. Took all assets away that I just bought from market place. Now my project starts blank. What to do?
tried setting game mode to my origina game mode and load my map but nothing happens.
how did you put the assets into your project?
import from unreal launcher
sure last time i ever do that
never cant start project because some stupid shit happens like this
i guess i really have to back up every minute
@plush yew Did you move any files in windows explorer and not in the engine?
unreal launcher put all the bought stuff to project
loaded project and started in some stupid demo mode
deleted everything in demomode inside engine
everything i mean the assets i just bought
and then started again the project and everything doesnt load
but all my projectfiles are intact
What did you buy and are importing?
What's this demo mode? Can you provide a screenshot of the demo mode and a shot of what's wrong?
demo mode just shows some stupid map how the blueprint works
some random map
dont want to tell what i bought
I can start from beginning
Well that's not very cool for the community because we could at least tell the author of the product to fix it so it doesn't screw somebody else up in the future
Just some food for thought
Agree^
Also unless you can tell us exactly what's wrong without naming the pack, just save us all some time and name the pack
Cause like, if I don't help you the person who does will need to know what you're dealing with
I told you exactly whats wrong
Yeah you've told me the symptoms but that doesn't help me suggest anything
It creates .project file along your project in the project folder
@languid panther Nevermind fixed the compile error
So from what I understand, it loads into "some stupid demo mode." that shows how the blueprint works.
I guess he deletes everything inside that level, then "everything doesn't load"?
I don't know exactly what he's deleting and what "everything" that isn't loading is
to quote what i just wrote
" deleted everything in demomode inside engine
everything i mean the assets i just bought"
and again "deleted everything in demomode inside engine
everything i mean the assets i just bought"
Maybe i put it just in case fourth time and maybe you will get it?
Your english is far too broken for me to understand, no matter how many times you repeat it.
yeah sorry that u are so fool
You're also not explaining exactly what's wrong. Everything is very general.
:DDDDD
:DDDDDDD
Hate being that guy, but this attitude really isn't accepted in this community.
Not many people will want to help out
To make everything COHERENT for you. I bought one blueprint from the market place. I injected that blueprint from the marketplace. I opened my project and to my astonishment I was in a weird level, that showed the blueprint. So, being scared of losing my progress in the project, I decided to get rid of the newbought afore mentioned blueprint from the market place inside the unreal engine. Then I quit the project and came back. I start from darkness and the level is default. Basically nothing was loaded but all my content was there as it was normally in that project before the acquisition of my blueprint.
You're in a blank level. Just open whatever one you're working in from the content browser
You can also set a default level to launch into in the project settings under maps
ORLY I AM IN BLANK LEVEL?
yes and I did that
to quote my self earlier "tried setting game mode to my origina game mode and load my map but nothing happens."
nothing happened
it wouldnt even load it
Load it in engine or in game?
.........
did it
nothing happens ffs
I mean im wasting more time telling 3 times what i've already told
i can just start over
no biggie
@plush yew Just stop...lol
No need. I doubt you're gonna get more help
i tried to stop
but then baah baah the community sob sob
When there's a language barrier, a screenshot goes a long way, my man.
what you want
a screen shot from default blank level?
wow
that'll help ya
Yes it will
Hmm, it's not just a language barrier. We have devs on here with worse Engligh and can state their issues better (more respectfully)
Trying to be PC ๐
xDDD
I put every piece of data of my problem neutrally as I could
But I guess if you can get butthurt from that It is no wonder that this world is suffering from professional victimizing
yeah that was not data
of my problem
so stop the bullshit
fucking idiot
just basic not even a shitstorm
Do you have a waiting list of people wanting to be your friend? And how do I get on this list

Animation Retargeting (Different Skeletons) is a feature that allows animations to be reused between characters that do not share the same Skeleton asset, unlike Animation Retargeting which involves retargeting animations between characters that share the same Skeleton asset. Is it me or is that line not making sense?
The wording's a little clunky to be honest, but the most important part is the "(Different Skeletons)"
That's what differentiates it as a different feature
I see where the confusion comes from though, as they both share the same base, where in one of them the base name is the whole name, haha
It honestly should be compiled into one tool, imo.
Auto-detect if they're the same skeletan
@glossy flame the part that comes off weird is : unlike Animation Retargeting
the line before that says Animation retargeting allows animations to be reused between characters
Well, the active part in that comparison is whether or not the tools can be used on characters which share the same skeleton
The line refers to "Animation Retargeting (Different Skeletons)" and "Animation Retargeting" as completely different tools, which like I said, I can see the confusion in
Well, I don't believe they are completely separateโthat's just how the line refers to them ยฏ_(ใ)_/ยฏ
I'm just trying to explain it haha, like I said, it is kinda clunky
They should call it something like Animation Meta-Retargeting or something then
but it's cool thanks
Well that's certainly got ugly
Just wondering. If anyone is using blender with ue4, is this
https://forums.unrealengine.com/development-discussion/animation/35690-standard-epic-skeleton-for-blender
still the "proper" way of getting the default epic skeleton into blender so I can skin characters?
that forums post is from 2015 so just wondering if anything has changed in almost 3 years
๐ค maybe ill reconsider
sup guys do you know if I need to pay for a dev account even to fool around with my ipad and Unreal?
I'd just like to be able to test my levels and stuff, having it connected or whatever is needed
using the official unreal wiki guide apple redirects me to the payment page for enrolling as apple developer
Do you need to be on paid account to do that? There is a free version when you just sign up with Apple ID afair
"Test on Device" is available on free membership https://developer.apple.com/support/compare-memberships/
yeah, I am looking for a guide for that, relatively new to mobile development altogether, 100% new to ios development
I setup xcode, got my apple id, logged in, created a certificate, now I gotta figure out how to make a provision
Guys, just to double check - are crash reports in released builds saved in the same Saved/Crashes folder?
Or is there a different place?
could be in saved-logs
Guys im putting together a team to create a Video Game. With Unreal Engine 4. Anyone wanna join me?
Are there any tutorials on tree cutting then adding resources from the tree to inventory?
Maybe something like this? on the top of the google results https://www.youtube.com/watch?v=y8DtfH6sBxY
Any1 noticed in 4.18.2, terrain is a bit laggy ? Imported the same height map i used in 4.17 and its giving me some sick fps drops
hey I need to export a pipe model from blender to unreal. I need the collision data to be really precise? How would you do it?
this should be fun
Want a tutorial for this? Here's an experiment: At a total of 3000 DAL (https://t.co/5ByfZlQtnZ) donations to
DQmePpHttWUSLxW2zYDq3sBqo95s6uBysa
I will write one in the same style/thoroughness as my previous "power of math" tuts at https://t.co/UJp9PlfTqV #gamedev #ue4 #techart https://t.co/pselfCoDXA
@plush yew Is there a problem?
Hey peeps
@frigid nexus Use an "unlit" material with solid white and use it on a skysphere ?
@cloud cobalt yup? i want the whole background become white background, do not showing the sky and cloud
Then do what I suggested
Anyone knows why this fire would look way more reder than it should be in my scene?
I tried to close all my light sources it doesnt change
OK I got it
It's because of the postprocessvolume
@full comet
- If you have no knowledge of UE4, how you can judge if one or another course fits you or not?
How to prevent my particle from effecting by the postprocessvolumn?
@vale osprey Its not that I have totally no knowledge of UE4
I worked with it before back in ARK survival evolved days to make mods
I've been stuck at visual scripting learning back then, but I thought that visual scripting was all I needed to make everything in my game
So I didn't see why I had to learn c++
there is a tons of books and course on c++, can start with that
but UE4 c++ is not the same
carrying on from the other channel - it doesn't really work like that. You can make a small game first, but you should be aware that very code will port over to a multiplayer game, most of the gameplay code would need to be rewritten from scratch with networking in mind
UE4 c++ it's much easier in some way and depends heavily on how much you know about framework
So long story short is that UE4 C++ is much easier than visual scripting?
no, nothing like that
BP's are really simple in comparison
whole point of visual scripting is that it is simple
so that people who are not programmers can use it
Also, @wary wave How come? I mean I would just need to transfer the data and rewrite some stuff from scratch, not MOST, isn't that it? I think it depends on your game doesnt it?
And thats why I dont get why I need C++ @cursive dirge
not doing a simple game as your first game is maybe the most common mistake
code has to be structured differently
multiplayer considerations dramatically changes the structure of gameplay code
logic itself is pretty similar tho, some code flow things do differently but logic stays the same
I see
if you start with UE4, start with blueprints
having had to retrofit a singleplayer game in the past, you'd be surprised at how much has to change, hehe
in other words, learn how to use the engine first, blueprints kinda handhold you there
with c++ you kinda jump in the other end of pool
without knowing how to swim
but yeah, start small
Still, it shouldn't be way too hard to change an SP into an MP game other than the servers and money needed yeah? @wary wave
ffs
no, it's a huge amount of work
๐
o.O
but no, don't make your first game with UE4 a multiplayer
learn the engine first
make simpler projects
first game would be something like a very small arcade game
next game something slightly bigger
Forget about MP now ok? lmao
yes
once you've done that, maybe try a very small multiplayer arcade game
how much time do you think it will take you to make a single player bomberman game?
Where to get started?
only once you're past those hurdles, start thinking about making something on more of a scale
Hmm?
Well when I asked where to start I was told udemey's UE4 C++ course...
But that thing is... 195$ like seriously
Oh ._.
But do I really need that course?
its a good course
I dislike Udemy because their sales strategy is illegal and they use twitter bots / fake accounts to promote their shit
but udemy is like the shadiest thing you can imagine
they are LITERALLY ILLEGAL with those sales
I mean I'm going into BPs and visual scripting so.. C++?
and yeah, twitter bots as ambershee says
o.o
Anyone knows how to prevent a material from effecting by the postprocessvolumn?
if you are starting out you need literally everything
shows 15โฌ here, only 2 DAYS LEFT
It's already unlit
but yeah, it's always on sale
Ehhhhh
The UE4 multiplayer course on Udemy is pretty decent, for what it's worth.
I need literally everything huh
Ok so say I finished that course, whats the next step?
worry about that after you've completed the course, but the next step would be to apply said knowledge to the smallest viable project you can imagine
@vale osprey 's example of a bomberman clone is probably a good example
@simple flare forget about anything larger than a small game for next few years. It takes huge amount of time to make even simplest game
Fair enough, I guess.
I'm a very experienced developer, and I'd estimate putting 3-4 months into a basic bomberman clone
@simple flare About MMOs, one thing you should plan for is having 2-3 players at all times playing your game, if you're successful. This is basically the level of sales you're probably going to see.
thats why you dont make an mmo
look at once thing i saw. The xenoblade chronicles saga is almost "kind of" like an mmo in a few aspects
tab target combat for example
but you just run around with AI companions
Meh as mentioned again I'm forgetting about MMOs and MPs for quite a while.
Guess I'm gonna go ahead and buy the udemey course...
doing something like that is a good first step
becouse if people like that
then you can do a "2" version, where those companions can actually be real players
@simple flare The best thing you can do is spend 3 months doing a very simple game. Like, Tetris level.
You're alreayd talking about spending years in dev - 3 months is nothing.
Ikr
I wouldn't pay for a course unless it was like $5-10
You can do and learn a lot from the free resources currently available
in case of UE4 - yes
Also, since you asked this @simple flare, I'll answer seriously - you can't make a single-player game multiplayer.
It's basically a full rewriting of the entire game.
(Unless it was really well planned first and you were already well versed into MP games, but that's not the case)
Ehhh
I mean, would even the level design (maps and stuff) be differently coded?
o.o
Yes
Wow RIP
Level design is vastly different in MP and SP
I see
Look at games that have both SP & MP components - not the same levels.
In this video we take a look at the finished project and step through each of the features that will be covered in this series. We show our functional Main M...
@simple flare I started my first game as a multiplayer fps and that was 3 years ago. I hugely regret not doing something smaller and single player in scope. My multiplayer game has grown beyond what i intended for it and working so long on my first 3D game has been hard. I haven't seen an fruits for my labor execpt seeing friends having fun playing it.
Its only after 3 years of being a persistant idiot the full shape of it is truly visible for my friends and family. It's alot more too learn and alot more time it takes then I foresaw and proberly everyone starting out think it is.
I would NOT recommend it for your first game.
Announce Post: https://forums.unrealengine.com/showthread.php?139935 Ryan Gerleve, Sr Engine Programmer at Epic Games, dropped in to break down and explain U...
That will help you understand the ins and outs of MP.
Also, only a small subset of single-player game elements can work in multiplayer. MP generally requires balance, some level of symmetry, it has to make sure players won't be abused, etc.
It's literally a different ballpark entirely, and MP is generally considered to be 2x / 5x more difficult, costly, time-consuming
I also started gamedev with a MP game. Also don't recommend.
the bugs I live for XD
This one is fine
So, got a bit of a problem
Our builds were going just fine
But all of the sudden, our build isnt building anymore, and even when I roll back to previous builds, it still doesnt work
And as an error its just giving a "Failed to produce .exe"
Put the full log on pastebin
Sounds like your Windows SDK has issues
C:\Program Files (x86)\Windows Kits\10\include\10.0.14393.0\ucrt\corecrt_terminate.h(33): error C2872: 'terminate_handler': ambiguous symbol
Well, we've been trying to build it on several PCs
From this bug report, this is a circular dependency issue in your code
These are A) random, B) hard to detect
Ye, saw that thread, but it built before, so thats whats confusing
Like, we've built on a previous commit, and when we roll back to that now, it doesnt work anymore
UE4 glues together source files
aka unity build
That process is, to the best of my understanding, pretty random and unpredictable
We were plagued for months by random build errors, where errors were always exactly the same - an include was missing (for real).
It was just working by accident because unity build had the source file merged with another that did had that include
One day it decided to merge differently because of a minute change in some data, and voila
So you can troubleshoot it
I know in what commit its going wrong atleast
(It probably was wrong way before - it just appeared to work)
Set bUnityBuild and bUsePCHFiles to false, try rebuilding locally
You should see the same issue while building on your dev computer
I'll give that a try
Then make sure to not #include stuff in headers, especially other project headers.
Forward declare everything you can
That should already be the case, hopefully
I'd also suggest trying to build a basic project template on a machine where the build fails
Can you eleborate on that?
Like, just an empty project?
Cause if so, tried that, that builds
A C++ template from UE4 like vehicle template or something
Ye, did that, that builds
If it works, then it's reassuring, means it really is a tricky include issue in your project and you can fix it ๐
"issue" meaning "UE4 didn't like it"
most likely
Yeeeee
I like Unreal, but boy, sometimes its frustrating to work with
Anyway, time to start my quest for the circular dependency
Thanks for the help @cloud cobalt I appreciate it
Anyone got experiance with teaming up with people in the Looking for Talent channel ? Mainly looking for someone that do free work doing 2-3 concept art based on some greybox images with a describing text for the style i'm looking for. Possibly payd work.
Great, just decided my life in 1 hour, I'm gonna pay for Udemey's UE4 C++ course, with designing a huge SP game and selling it as my dream.
But I forgot to ask about one important thing, say, if my "dream" game was based off an anime
With everything as a copy paste from the anime onto a game
Would that violate any copyrights or something?
$HIT
Sry
But
Gj @cloud cobalt
You just ruined someone's dream in 2 secs
Why can't I do that tho...
Better ruin it now that let you work on it for years and have a lawyer take you to court later on
I guess.
Here's how it works - when you create something, you have every right to it. Write a story about a character named Solaris who goes on a game dev mission ? No one can take your story and character and reuse them without your consent.
There is no legal loophole or registration or anything, that's just it
So if you want to write a game about a hobbit going on a mission to throw a Ring in a fire under a mountain, that's also a no go, and the same goes for anime, TV shows, other games, etc.
TL;DR : tell your own stories.
Wow, then by what rights do the anime makers have a lawyer taking me to cour if there is no legal forms or registration or whatever?
And you get that with no legal forms?
It works just like you said?
Create something and u have every right to it?
So say what if I had no idea that the idea of my game has been done somewhere?
Am I supposed to look up for months to make sure that no one made it?
No, it would take years browsing through every TV show or anime or game
Copyright is automatic
Depends a bit on the country, and I am not a lawyer, but yeah, copyright is generally automatic.
if you didn't make it, it isn't yours
Game ideas are different, and not subject to copyright
well, specifically game rules
Again, so what if my idea was done somewhere without me knowing?
aspects of art, and all aspects of story are subject to copyright
Game ideas are generally free to copy, unless they are patented, which generally isn't an issue
you'd be hard pressed to copy something that already exists by accident
If you do a RTS, there isn't copyright on the concept of RTS. There is copyright on specific RTS art and story.
If you do an anime fight game that looks a bit like Dragon Ball Z, it's okay. If you do an anime fight game with Sangoku fighting, then you're infringing.
Characters, story specifics, art, names, are generally considered subject to copyright.
If you do a story about slaying a dragon, that's okay
If the dragon is called Smaug and your character is a dwarf-like character named Bilbo, errrr, wrong, can't do that
I'm shaken now, great. I was way too excited to make a Sword Art Online game where you play the story of the whole anime including the movie
But now the idea has to say goodbye
That would also be the 500th SOA game project
No one has done the real thing tho.
I'm curious as to why you think you'd actually be allowed to make and sell an SOA game
if anyone could do that, imagine how many people would be selling knockoff Mario games
Wasn't interested in selling, just spreading it around.
@simple flare hey! I've seen your initial post about learning UE4/gamedev/making mmo etc... Sent you a PM, I'm in the same boat ๐
Why are all your ideas based on other peoples work? Doesn't sound like you are in the right business
Lol I only had one idea and that was SAO @frosty bloom
And I had no idea that there was 500 projects of it already
I've seen the ones that are already there but they are crap and have no relation to the real story
So thought I could make it
It all boils down to good faith and common sense. If you feel like your project is derivative from something else, you are in trouble, or you could be. Don't engage into work that could be illegal, work that a lawyer would order you to destroy overnight some day.
As someone with a few multi-year projects under the belt, I can tell you, you don't want that to happen
You want all your content to be exclusively yours.
I had another idea, but meh, it's way more suitable for an anime rather than a game.
Simply, don't think I have any other ideas for a ganr
Game*
@simple flare It's very common for people to want to start gamedev based on something they like. The key is to understand what you love about it, and creating your own universe based on that.
Like, I really love Lord of the Rings and surrounding lore. What I do is look at what I actually enjoy in these works, and see if that's something that could be another story
A good question to consider also is, is there actually any value in copying something else?
If what you're making is just a copy, why would people want to look at the copy instead of the original?
Because there is no original?
There is the anime, and some games, but no real game that walks you through the story
but the story already exists
what value is there in a game that 'walks you through the story'?
There is like, tons, of Dragon Ball games, they are like, the SAME story of the anime exactly
the story has been told already
With different graphics and skills thats it.
@simple flare But would you want to be the one to do the shitty adaptation of a prized work into another media ?
Look at the success DB games gained.
Like all these shitty movies done from great books
I'd never want to be known as the one who did the His Dark Materials movie, for example
Hell, I wouldn't want to have worked on The Hobbit.
Anyway, that's a theological discussion here. You can't do it, don't do it. What you can do is think about the anime, other work you like, and see if there's a story you'd like to tell.
If there isn't a story, maybe what you want is a game focused on a mechanic from that anime.
tbh, I'd forget the story
focusing on story is a good way to create bad games
focus on atmosphere, feeling and the game rules themselves
Heh, so I can simply make a game where you get trapped in a world where you have to defeat every single monster to be able to go back to the real world
An RPG single player game
That shouldn't violate any rights would it?
Done what Stranger said ._. thats the abstract idea of the anime, so I can make a game like that
I'm pretty sure SOA is far from the only work to have that core concept
I mean that's basically the plot for Jumanji
I'm not an anime guy, but I believe there's another anime with that setting
Yeah, SAO
Log Horizon
Well we're getting kinda off topic here now
Even The Matrix comes to mind on some level
So the point is, I can make a game with that core idea
And not violate any rights
Yeah?
If you just use that idea, then yeah
Meaning, don't use the characters, or story specifics, and don't say your game is "inspired by SAO"
Mhm
@simple flare From Wikipedia : "Copyright does not cover ideas and information themselves, only the form or manner in which they are expressed."
(Do mind that ideas can be patented, which is another can of worms, and not generally applicable to art)
The idea of stealing a jewel from a dragon isn't copyrighted
Bilbo the Hobbit the character, his story, the "The Hobbit" phrase, are copyrighted
@simple flare games are not the best media to re-tell film/cartoon stories
there are not so many people who enjoy interactive movies either
and DB is a bad example as movie itself is like an endless Mortal Kombat game lets play
"new character appears, blurbs some backstory and beats shit out of some main character"
"character that lost goes through recuperation ark"
"challenges offender and dispite all ods wins fight against him"
repeat over 9000 times ๐
now that I think about it, EA could make an awesome Transformers game based on cartoons
and you will have to buy each new transformer separately
cartoon was based completely around introducing and marketing new toys
this is like god send material for a game based on microtransactions
Why are my animations blank when coming from Blender?
@vale osprey - Toys to life, in summary
cheap bit of tat with an RF chip and a byte of data
unlock small item in game!
it's a thing that came and went, haha
like Splatoon did
Amiibos
Amiibos is a classic example, except they're worse than the others because the game content is so incredibly vapid
at least in the others you get some characters and levels etc to play with
Amiibos? Nah, just give the player a powerup.
Though arguably, a power up in every Nintendo game, rather than one specific
sure, but there's no actual content there
Can someone help me with something?
the games just read a quick string off the RF, and drop the powerup in
Sure
Why whenever I am importing animations from blender to UE4 they come blank?
your export will be wrong, but that is all I can tell you
ok
Hey everyone, when I try to package the game for Android, it says 'missing required files to package this platform'. I have installed Android sdk as given in documentation. Also have set up my phone in usb debugging mode. What am I missing?
Haven't found anything over the unreal forum
any other errors besides missing required files? usually the log will give more info
Did you check Android when you were installing the engine?
my guess is that it's an incorrect installation of the Android SDK - caused by something like not having the correct version required for the engine features you are using
FYI, this is a PITA to fix, because the documentation for UE4 is often wrong in this regard and will cite wrong versions numbers etc
Hey, I'm looking for someone who is well versed with roleplaying game structure in Unreal engine. Dm, please.
Ah, seems this guy wants professional 1on1 consultations for free
ยฏ_(ใ)_/ยฏ
RPG systems are a pretty easy, plenty of examples online for them
Even if they are not all UE4-centric, the base systems can be rebuilt in UE4 rather easily.
Alright, I want to be more specific
Is there an effective stratgy for managing objects in Unreal
I'm not looking for consulting, but tips
What do you mean, managing objects ?
So, like a specific bucket or bow, how do I sort them and give them unique ids through blueprint
That I can then access
What we did to manage ingame items is create a DataAsset for each item
Based on a simple C++ struct
Each of them has an "identifier" field, and some data fields
We use UE4's asset manager to list all assets at boot, sort them, put them into buckets based on type
Use DataTables and GameplayTags
Plus the Asset Manager Framework, that's about all you really need to know
that's UE4-centric
titanic games had a decent inventory tut with data tables, but its not very beginner friendly
@restive eagle Was it any good?
havent seen a better one, plus it can be used for almsot everything
skills, quests
There is also the solution of having an internal asset format - think big database object - and creating an editor tool to import from an external, easy-to-version data file.
More than one way works.
but its just a concept, i already modifed it to a point that even I get lost sometimes ๐
Just use Actors
why do people make these overly optimized inventory systems
with datatables and data assets
because otherwise they'd be slow as fuck
if all you need is a data driven inventory...it's fine
not really.
it's exactly the same thing
except you're working with pointers to actors instead
how so?
the actors already existed
you picked them up
now you have them in inventory
Actors are for 3D scene objects with behaviour
actors have a lot of overhead regardless
Actors have network replication, logic
you can't just 'turn them off'
surely if it's in your inventory, you will use it at some point
Completely overkill
That's not how it works
yes it is
they don't need to exist in the world if they're not in use
Actors are for 3D objects that exist in the world scene.
yeah so turn them off
Most RPG items don't
an inventory with hundreds of items in it would be pointless
Just use an UObject
RPGs only need simple data driven inventories usually
you'd have hundreds of actors that don't see use for hours
so sure you can use a UObject
Well yeah
you don't even need a UObject
Even a struct is enough
In Helium Rain, items are just ustructs in datassets
UI element can reference directly a UObject
and if something changes, then it will automatically update on the UI
we're also using structs for our inventory; it just holds simple stuff like the class reference
my point is most peoples projects in here are not massive enough
so the object can be recreated when required
to need to care about this level of optimization
even having 100 "actors" in inventory is not going to slow them down
That's not even optimization
unless they designed it poorly
That's just doing it right
Of course there is
You could have Inventory Items that are made up of other actors...u can't make a data asset for that
oh jeez
Using actors for an inventory is a ridiculous proposition
or dynamic meshes
Anyway
Just stop :/
@rocky portal you can smash rocks to start a fire or use a lighter
There ARE situtations where you DO keep your inventory items via Actors
Even when not in use
data asset driven inventory works if every "AK-47" is idendital
and can be defined by data
Or rather, could/should
which is not always the case
In the case of Object Pooling
it's not "Right" or "Wrong"...it depends on the requirements
Which requirement would require using an actor ? Go ahead.
I recently did that for a VR game I am working on, due to the Multiplayer component of it all
the "easy" way is usually preferred unless there are some extra requirements in terms of performance or something
so no need to argue like your solution is the only good solution, people are just pointing out how it can be done differently for a specific reason
which most people in here will not have a problem with and just over-engineer their shit to avoid problems that will never happen
As well as I wanted to see if I over-optimizing early on would be ideal
"the "easy" way is usually preferred " - that's just your opinion
Oh, well, i'll let you guys argue. Dunning Kruger in full force
structs, then
if it takes an indie a year to design the perfect inventory system
a year 0_o
because they're worried about using Actors and performance
a struct based inventory system takes a couple of weeks to get working :/
when they could have thrown togetner a list of Actors for a simple inventory system and been done in a week
I'm exaggerating obviously
@rocky portal Using actors for an inventory is objectively much harder than using structs.
structs only works if your inventory items can be completely defined by data
and it's objectively more difficult to work with dynamically in UMG
but all items can be defined by data?
no.
if you had 100 AK-47's with swappable weapon parts
each AK-47 is also defined by which parts it has
meshes
Yes
and if the inventory image updated dynamically based on that
That's basically what my game does
ie a realtime image
that's just simple data
no it isn't
Still structs
why the hell would I use an actor if my inventory item has just 2 floats to store? why are you assuming that all inventory items have some 3d mesh in the scene?
because the inventory image is realtime
if it can't be data, how would you save the game?
it breaks your whole concept of a struct defining it using a simple .png for inventory image
The mesh isn't realtime, its render is
So the mesh is in the structure and you render it
and like I said....Structs don't pass by reference in UMG/BP
so they're a pain in the ass to do complex inventories with
like 2d containers
sigh
yeah if you approach it like that sure
unless u want to make all your User widgets in C++
all of our widgets are in BP, and we're doing just fine thanks
or use event dispatchers for every single widget so it knows it needs to update
and need hard references between everything
do your user widgets require "ticking" at all?
our UI classes just read directly from our inventory classes
because with UObjects they do not
what kind of inventory system are we talking?
ive only run into this issue with Structs of Arrays of Structs of Arrays of whatevers
to make multi-dimensional containers
RPG style inventory, semi-complex
which is easier imo to just use math to treat a 1d array as 2d
1D or 2D is purely a display problem...
false
@vale osprey You are wrong, you haven't been doing Software Engineering for over 20 years, you suck
it's literally a display issue
No one should listen to you
false.

@safe rose ๐
2d vs 1d affects how you add items
boundary check
etc...
a valid index is not always valid
@safe rose I only used Unreal Engine for a decade, i'm the worst imposter in the world
a 4x5 2d array is exactly the same as a 20 element 1d array...
@cloud cobalt You suck too
false
You failure of all things Unreal Engine
@safe rose Though for what it's worth, you probably suck too
lol
(cause you did UDK I assume?)
(yeah, and UT3 modding before that)
Oh, I definitely suck
(good memories)
@rocky portal you had issue with ForLoops and arrays inside of struct references?
We all know there's a million ways to do something
Some are more efficient than others
Yeah, of course there is. I think there were 4 or 5 suggestions
The actor thing was just pretty wild
could work for weapons in UT
Hmmm, I don't know. I still have Actor Manager classes
UT's weapon's list isn't really an 'inventory system' as most would refer to it though
Only because UObject Manager classes for me sometimes don't work
beyound that, dunno why would you do that - wasting resources for nothing
If you have < 10 weapons that are unique and full-featured, like say Overwatch, then sure, it makes sense to have them be Actors.
That's not what a RPG inventory usually does
can you imagine storing 100 AK actors, each with a unique render target for UI though?
that memory usage
RPGs usually have hundreds of items that have a small icon, maybe a 3D mesh, some text and properties
Unless you really deviate from that, a simple flat struct will do
@vale osprey no I did not have issues with forloops...there were issues with structs not being passed by reference in BP/UMG
so an "ItemSlot" that had a reference to an Actor
if that was changed
it would not update in UMG automatically
this was easier to accomplish with UObjects
with EditInlineNew and Instanced
well, did you figure out why?
because Structs are passed by copy in BP/UMG
I'm trying to choose the simplest method to creating a stopwatch.... literally I just want to count the time when an repeating function is fired and then end that timer by another event
They don't have to
when you make a Struct property in a Widget
unless you're going to update it every frame
it will not update
yeah like in for loop so you just change that macro
just read the struct directly from the owning inventory manager
^
because it is the copy, not the original struct in memory
why would I want to update my UI every frame
Because it updates no matter what
no need to
UE4 updates your UI all the time even if nothing changed
Unless you use the retainer widget
So
So you didn't gain anything here
LOL
This is how I have my current VR Inventory laid out
if your update is DOING STUFF
And it's not the best, but it worked for me
our UI is event driven
it takes more processing/memory than if it's NOT DOING STUFF
ยฏ_(ใ)_/ยฏ
yes..events are another way around the issue
that's fine
@rocky portal Slate objects update all the time, no matter what. Whether the data is constant or not has zero effect.
it just retival of a value in memory, seriously you are optimizing "that" with using actors for everything?
go put a forloop with 10000 math calculations in one of the tick events
it will slow down.
...
here's early inventory work....i am but one guy with a 10 month old baby and full time job so i dont have much time to work on shit
So instead of passing the struct, pass its identifier, fetch it in the widget update - no time lost, or like 0.1% of the update time lost
easy peasy
But hey, I only have 40,000 lines of C++ for my UI with my 4-year project, what do I know.
UCompartment of TArray<USubCompartment> of TArray<UItemSlot> IIRC
why wouldy ou even need 40k lines of code for an inventory
Pro-tip : it's a full shipped game, not an inventory.
unless your'e counting literally everything in the "Status screen" as "UI"
and bro I'm not shit talking your inventory
there are many ways to do it
I see one guy making a frigging time line, there's got to be a simpler way to do a stopwatch than this : https://www.youtube.com/watch?v=5CAYeyqiUSM
In this tutorial, I show you how to create a game timer in UE4 using Blueprints! My Portfolio: http://goo.gl/DGjXnH Network: http://goo.gl/RWr2sT The Afflict...
I can't use game elapsed time because I have multiple scenarios, so I'd have to make 25 unique variables to record the difference between the current time and the elapsed time
I need to add some events to update contents grid on equip
but i dont find that super important right now because I want to mess with other stuff
Many ways to do it
but this is all UObject based with Actor references instead of DataAssets or Tables
i wanted the inventory to work with literally everything in Unreal
But, I do plan on moving all my inventory over to DataTables and Asset Manager Framework