#ue4-general

1 messages Β· Page 158 of 1

rocky portal
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if it runs like shit at any point, I will re-build it

safe rose
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Because it's getting a bit ridiculous with memory

rocky portal
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but no point in doing that now until I need to optimize

safe rose
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And trying to get it on PSVR later this year

rocky portal
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you using Actors too?

safe rose
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Depends

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How are you using yours?

rocky portal
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I have UOBjects

safe rose
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I am literally never despawning them until they break

rocky portal
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UCompartment, USubCompartment, UItemSlot

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UItemSlot has an AActor* property

safe rose
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But I have a full body slot system

frank escarp
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@safe rose i have been using data assets and tablets, and didnt really like it

rocky portal
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none ofthe Actors tick...just make them stop rendering, no collision

safe rose
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Which I forgot to mention

frank escarp
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they are still clunky to use

safe rose
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Is why I do my system the way I do

rocky portal
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my Actors really just function as Entities

frank escarp
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for my next game ill just use json files that i load myself

safe rose
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Beacuse other people can steal weapons off others

rocky portal
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yes

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i could make player searchable

frank escarp
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i had that in a vr prototype i made

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it was a bug

rocky portal
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and show everything to someone else

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and they could take from the inventory

frank escarp
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and i squashed it

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sounds good, but it doesnt work well

safe rose
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I am not very well versed with JSON yet

frank escarp
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becouse the steal is kind of instant and there is lag involved

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it is jarring

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very jarring

safe rose
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It's part of my Holiday "training" I have

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set up for myself

rocky portal
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I make a "Backpack" by adding actor components: InventoryItem, ItemContainer, Equipment, ContextHandler (builds context menus and interacts between components polymorpihcally)

safe rose
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Going to breeze through a few things I probably should have picked up by now over the past 3+ years

rocky portal
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Player has: EquipmentHandler (Equipment equips here)

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and you link the UI Widgets to the appropriate index in Equipment TArray

light thunder
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Is there a better way to handle timer calculation than Get Game Time In Seconds? I want to zero this out wihtout having to forever substract the difference....

rocky portal
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could do it dynamically but it was easier to maintain this way

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if a Level can load thousands of Actors in and run fine...it seems silly to me to try to optimize this when a player might only hold 10~ Actors in their bags in a game

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those Actors would have already existed in the level and you're just pointing to their memory locations through the inventory

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but if you're dealing with millions of "Items" across persistent inventorys or something, you're going to have to do it in a more optimized way (like an MMO)

light thunder
keen birch
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Nope, there isn't

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I usually just multiply by 10^x with x being the amount of decimal places, then round that, then divide by 10^x again

light thunder
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ugh

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what about ToText and converting back?

vale osprey
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Why do you need it?

light thunder
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Mainly for display purposes

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telling fire chief's a benchmark time occured at 4.8578 seconds seems a bit too much

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but I don't want to round to integer

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so 4.25 is fine

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I'm tryign to decimal thing now, it just seems odd to have to do this much for such a simple and relatively common operation

vale osprey
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then just use ToText for display purposes

light thunder
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@rocky portal nope ....look further down on that page

rocky portal
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ah i see..that sucks

light thunder
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@keen birch Can you see what I did wrong, I tried what you suggested

keen birch
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What do you get out of it?

light thunder
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single digit numbers so maybe too high?

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I counted to myself and got 3 seconds but it returned 1.0889 ...

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I pasted an image of what I did above

rocky portal
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how do SaveGameObjects work?

plush yew
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why no lights work in my project?

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those lights what you could place

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pointlight etc

safe rose
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You're back with another strange question πŸ˜‰

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It really helps if we could see Blueprints, Level Editor screenshots/gifs/videos

plush yew
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i read on tutorial unreal site that insert actor light

safe rose
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Your explanations are not great

plush yew
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tadaa

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light works

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why not in mine project?

safe rose
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So

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lol

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TBH, nothing seems to work out whenever you touch UE4

plush yew
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why i get all this bullshit

safe rose
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What bullshit?

light thunder
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@plush yew Try getting a screenshot so we can see what's going on

safe rose
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Just supply the information I asked

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So you can get a better answer

plush yew
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where u need scrshots?

bitter iris
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Has anyone registered a business before?

safe rose
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omfg

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Really

plush yew
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from map?

safe rose
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@bitter iris Nah, but I am about to

plush yew
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and bp?

safe rose
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I got the skinny if you need help

bitter iris
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@safe rose dm

safe rose
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@plush yew Yes to both

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Wherever you have this light at

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And however you are interacting with it

plush yew
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sorry there is no bp

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i just drag it from menu

safe rose
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that's fine

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Okay

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Can we see?

plush yew
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wait i send

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first is in editor. second in game

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did all the light buildings and what not

light thunder
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Tapas....what is that light supposed to be hitting...there needs to be a surface for it to actually hit

plush yew
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YES?

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THERE IS SURFACE?

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its a mesh

light thunder
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just throw a cube in there next to it right under the light

plush yew
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yes threw

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nothing happens

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did all kinds of materials

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and meshes

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and what not

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allkinds of lights with all kinds of colors

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settings

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default and not

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why i have to keep on stumbling to this bullshit all time?

light thunder
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Because you haven't learned it yet,

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It takes time man

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I've only been messing with Unreal for 9 months and I still have no idea what I'm doing

fair violet
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@plush yew boost the intensity by large amount to test and put a cube right under

plush yew
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yes

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max settings

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nothign

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intensity 8949329

wanton edge
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Build lightning and/or shadows

plush yew
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tapaittes - Today at 8:01 PM
wait i send
1

2

first is in editor. second in game
did all the light buildings and what not

misty perch
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help

cinder iron
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ask the question xD

vale osprey
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just write what problem you have

ashen frost
safe rose
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Emissive?

bitter iris
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Is anyone else getting compiling shaders everytime loading up the game? It's annoying as fuck (4.18.2

safe rose
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I haven't, but others are reporting the same issues

bitter iris
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It's a material in the engine folder just don't know why it's having to recompile everytime

vale osprey
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Maybe it’s not being saved if it’s in Engine folder

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Replace it with a copy I where you are using it and place copy in a regular content folder

rocky portal
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Let's say you have an Actor class "M4A1" and this Actor has a SkeletalMesh and you can attach a Foregrip, Silencer, and Scope on this M4A1...and there are many different Foregrips, Silencers, and Scopes

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So my M4A1 can be entirely different from your M4A1 and I want this to be persistent

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How would you represent this M4A1 in inventory and account for the swappable weapon Parts

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While also using the same system to inventory simple things like "Empty Can of Coke" with just StaticMesh

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And this has to also be saved for when you close the game and re-open it

safe rose
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Ah neverming @bitter iris just ran into it

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doesn't seem to affect all my maps though, so not sure the exact issue

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but can't remember if I've been on this map since 4.18.2

nova heath
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Is it possible to prevent decals from being on vertical objects?

I have selection circles for my characters however when my characters walk past walls the circles stretch and go all the way up the walls.

rocky portal
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This "Rama Save" plugin...is it any good?

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can supposedly save Actors and even physics objects?

safe rose
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wtffff

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was going down from 30k...then it keeps jumping up everytime I play in vr

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OP

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lol

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seems like it goes up 20K each time

nova heath
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I have just borked my program severely

safe rose
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hmmmm

nova heath
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Accidently deleted the character\controller blueprints so I restored them. Now I have errors I didn't have before and my selection, movement, etc. won't work.

safe rose
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hmmm

plush yew
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Hello guys and thank you for the accept!

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I have one little question. I need to do a 2d game for the uni and i made the menu and a prototype for the game, but for some reason the game won't load with open level node. If i use the standard map from ue4 it's working, but my map won't load. Do you have any idea what did ido wrong?

safe rose
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@plush yew set it up in gamemode

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then project settings Maps and Modes

plush yew
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Can you please be more explicit, sorry for not understanding. I'm quite a noob with this

safe rose
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Do some research then

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I've explained it

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Make sure your map is cooked

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Packaged

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Force it if need be on Packaging settings

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But your issue is probably that you don't have the correct map for packaged

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but no idea

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Screenshot

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everything I've said

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show project settings maps and modes

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packaging

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gamemode

plush yew
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I have the game mode for the level and for the main menu. The character is working fine with all the animations and the tilemap is set. The main menu is done with all the widgets and controls and in word settings i have set the gamemode for the main menu. I will just screen shot everything you said and i'll start reading those things. Ty for the help

gleaming karma
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Wait shouldnt the counter go down, not up?

faint cedar
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PSA: "Enable Details Panel Favorites" is broken in 4.18 and causes the entire Details Panel to become a horrible broken mess.

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It worked before though...

gloomy apex
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Hey, can I tweak when is falling is activated from a walkable surface

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the thing is that i have a double jump, but since I am making a platformer, when i jump just at the edge of a platform, the character is detected as falling, so my double jump is kind of used

weary basalt
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Maybe you should change your Double Jump design? Simply falling should not be the criteria for your DJ to be used up?

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Pressing Jump twice should be the criteria for having used up your DJ

gloomy apex
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Well I also have an air jump

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my double jump is an air jump aswell

weary basalt
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Uhh whats the difference?

gloomy apex
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If I was only going for a double jump I would have used Do N

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but I also have an air jump thingie

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so for example the character might fall of a platform, without jumping off of it

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then he can jump once

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mid air

weary basalt
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Ok well then your criteria only changes slightly. To perform an double jump the first initial jump must have been when the Character was touching the ground.

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Otherwise you only let them jump once

gloomy apex
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I also have sliding, so I dont use the Jump at all as it doesnt work when crouching is enabled, instead i have custom launch character nodes for the first and second jump

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changeing this system is kind of not possible, as it would break other stuff

weary basalt
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Welcome to programming.

white magnet
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You should be able to override CanJump in your character to allow jumping while crouching too

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But yeah, this is part of programming, learning to work with what you got.

weary basalt
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Or more importantly, biting the bullet and refactoring large amounts of code to end up with an better more flexible design overall.

gloomy apex
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I mean I would rather create trigger boxes on platforms and code them :d

safe rose
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πŸ’­

gloomy apex
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its just that my lecturer mentioned something about him being able to play around with the is falling tolerance, but I cant seem to find such thing

safe rose
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@gloomy apex ?

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What's "Falling Tolerance" ?

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Supposed to do

gloomy apex
left pelican
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Guys im putting together a team to create a Video Game. With Unreal Engine 4. Anyone wanna join me?

gloomy apex
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essentialy when close to the edge of a platform, not to trigger is falling yet

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in the picture the "air jump" activated, even though I jumped at the edge of the platfrom

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i mean I did not technically

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if i let people playtest the game at 120 fps on my 120hz laptop

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everything is fine

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but my team has 60 hz laptops and they keep compaining that during playtests people jump after platforms

left pelican
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@gloomy apex wanna help me with my video game. We can make a really good game

white magnet
left pelican
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@gloomy apex oh u got a team already.

gloomy apex
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I am hard at work on a school project, barely get any free time myself

left pelican
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@white magnet masowanns help me

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@gloomy apex gotcha. I just need help on my game. And i wanns make a really good game

plush yew
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I would like to help on your mystery project with no information

left pelican
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πŸ˜‚

plush yew
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I think it could be the next big game

white magnet
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Dude just go to #looking-for-talent And actually post some details if you're actually serious about this

gloomy apex
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but yeah, @safe rose basically because our game is fast paced, soemtimes playtesters jump too late, and they cant double jump because the jump is on an is falling state

left pelican
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I have some good ideas

tame bluff
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How would you handle collision for this giant circular wall

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when I import it normally the center isn't hollow with collision and I end up having to use complex collision

left pelican
restive eagle
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you can use complex as simple

tame bluff
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Do you mind if I ask what the difference is?

floral heart
restive eagle
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umm i cant give a straight answer, just this method fixed some of my personal problems. but if you want to use only simple then best way would be add it via 3d sofware

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as i understand complex is more detailed

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not a single plane

tame bluff
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Oh, okay.

left pelican
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Ok

tame bluff
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Currently when I spin the exterior circle of the room and it collides with the camera the player just goes through the wall

white magnet
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@gloomy apex If people are jumping too late, then maybe that's a core design problem that needs to be addressed. Is the game too fast? Are platforms too short? controls too hard?

tame bluff
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but when I otherwise walk around I can't go through anything

restive eagle
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hmm maybe your camera and pawn has different collision settings

tame bluff
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It's probably because I'm just rotating the object not applying any physics impulses or physics correction

floral heart
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It spins!?!

tame bluff
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yeah haha

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Currently, however, I'm just testing

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Final level design wont just spin on its own

floral heart
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Could be character movement component is trash. You could get away with not spinning the wall's collision, if the doors don't need to be open. Spin only the floor's collision, no one will notice.

tame bluff
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I think complex collision has physics limitations actually

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that might be the issue.

plush yew
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yeah what the fuck people put shit on market place that doesnt have documentation or any fucking tutorial

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Like what?

floral heart
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@plush yew Google "caveat emptor".

restive eagle
plush yew
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did not buy anything idiot

white magnet
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Don't be rude

plush yew
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Be respectful. Personal attacks, threats, discrimination, harassment, trolling or any intentionally annoying/disruptive behavior will not be tolerated.

restive eagle
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the only person i noticed that insulted others numerous times lol

plush yew
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Yeah he's done this before

restive eagle
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why people continue helping him i have no idea

plush yew
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Also refuses to learn

restive eagle
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he thinks that he's so good, but in reality is below garbage

floral heart
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Must be Derek Smart's cousin.

tame bluff
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Personal attacks,

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come on now

bitter iris
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You guys need to chill out

weary basalt
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@plush yew As others have repeated. Please dont be rude to fellow Discord members.

safe rose
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Man, that dude AGAIN?

plush yew
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Did you tell that to the other guy too?

safe rose
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@plush yew man, you've been on a good roll these past few days...

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I've called you out a few times already

plush yew
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You should've seen the shitshow going on earlier in #blueprint

fluid stag
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Shh, this discord needs more antagonists to make it interesting

safe rose
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Everytime you speak, you cause worse drama than I have

safe rose
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Aye, I have been slacking, my bad

weary basalt
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@plush yew Im telling you now.

safe rose
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Work keeps me busy 😭

floral heart
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Can we go back to appreciating simple ideas built around latin phrases?

plush yew
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so others can insult and you dont have to tell others? ok.

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basic

safe rose
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Trust me...

tame bluff
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To be fair, as the saying goes, you started it.

safe rose
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Everyone gets a warning

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Sometimes in private, but you can be assured, we all get a warning if we cross any line

tame bluff
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So how do people in here feel about trains

safe rose
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Don't take one in Oregon

tame bluff
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Freighters, subways

safe rose
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They crash

tame bluff
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Well, that one crashes.

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Not sure why I put an apostrophe in there

weary basalt
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If its an train to #lounge then its great cause that isnt what this channel is for πŸ˜ƒ

tame bluff
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that'

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@weary basalt the previous topic was not what the channel is for either

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but I digress, I just wanted to change the subject

floral heart
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The previous topic was me insulting the character movement component.

plush yew
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What would be the ideal way to set a variable on a Pawn from the Behavior Tree? Call a function on the controller that sets the variable or just set the variable directly on the Pawn?

weary basalt
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I dont read the channel every second πŸ˜ƒ Re reading all the garbage hurts my head sometimes.

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@plush yew Direct would probably be more ideal, unless design requires it otherwise

plush yew
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Okay thanks πŸ™‚

weary basalt
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If its an specialised variable to an child probably better off going through an parent or using an interface...

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But that depends on how generic you want or need it to be πŸ˜ƒ

plush yew
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If I wanted it to be more modular, I'd move it to the controller right? So I can reuse Service/Task

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Programming design always gets me. I don't know if a certain implementation is good until further along in a project

weary basalt
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UMLs can help with that. Plan it out on paper first then you can foresee any issues with the design before you even write any code.

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Even an Flow diagram

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Is better than nothing

safe rose
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FLow Diagrams are op

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Love them

plush yew
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Ah yeah I remember making UMLs when I was studying

safe rose
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Never learned UML

tame bluff
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I remember making a UML like 5 years ago

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and that was the first time I ever actually finished something

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never again though

safe rose
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I know people who use UML in UE$

tame bluff
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fuck im lazy

safe rose
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UE4

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Like configs

weary basalt
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I dont use them ALOT but they are helpful especially when first planning an large system

safe rose
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I don't know why though

weary basalt
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Also great as an overview of the structure of an system as well

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Doesnt have to be detailed

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Just seeing what inherits what and which classes depend on others etc etc can be invaluable especially when you go to refactor the system or someone new jumps on board.

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But like all documentation, it takes time and can change alot lol

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There are alot of free online UML builders

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I usually plan it out and then take an screenshot since most of them require an sub in order to export them lol

tame bluff
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does trello have a UML plugin

weary basalt
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Probably

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I just add the screenshots as images πŸ˜›

restive eagle
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for source control, 2 person team if that helps

tame bluff
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@weary basalt you just use photoshop or something?

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I was gonna try a website version but with most things I assume they suck

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or want $

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@restive eagle 3ix

restive eagle
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gimp is free source, photoshop can be also free πŸ˜‰

tame bluff
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I pay like 12 bucks a year

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and it's pretty decent

restive eagle
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damn thats pretty cheap

tame bluff
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Well it's for web hosting

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but I think it has VPS too

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I never used that side of it unfortunately

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check it out though see if they have anything for you, super nice company

restive eagle
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ahh, for web hosting ye you dont need anything powerful

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which one you mean the vpsnet?

tame bluff
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3ix

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I know you can store files on there

weary basalt
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@tame bluff No i use the online UML things and then take a screenshot of the final diagram

restive eagle
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oh, i want to get smth inside my country. been a client for more than 5 years the one i wrote

tame bluff
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OVH is pretty good too

weary basalt
tame bluff
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Alright

weary basalt
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Ive been using that site for an while.

restive eagle
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not even a responsive one in 2017 hmmm

tame bluff
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For me they have almost no down time

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and they have awesome support

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regardless of what their front-end looks like πŸ˜›

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They are a chinese company first and foremost and culturally that is actually very similar to most chinese style sites currently

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At least once or twice when I contacted support it was chinese

restive eagle
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y i trust you on that, that they are responsible towards their customer, but its too international for me. will stick to my own country probably. no need to have a server in middle europe or somewhere else

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my last web hosting was in hong kong, when i needed to access it from china, it was internetsolutions.hk if im correct. didnt make a good impression though

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still did its job, cause getting one in china you need a license probably, which is hard to get. well nvm. thanks for the tip though. will save it if i ever need it accessed from china

tame bluff
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Yeah no prob, I think I realize you're looking for a virtual remote d esktop

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is that what you were meaning?

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I don't think 3ix would be good for that

weary basalt
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Sorry to be an pain guys but can you move this to #lounge if you want to continue.

rocky portal
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What is the typically used method of saving out and inventory to load in a new Level?

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for Multiplayer

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each player having their own inventory and stash outside of the gameplay levels

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like... Main menu with Stash and Inventory -> load into another level with other players with your inventory

weary basalt
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Generally for multiplayer, you wouldnt store the stash contents on the client at all.

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It would be saved to an Database on an server somewhere and then whenever its needed would be grabbed to be displayed.

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If you dont care about that and its an local coop kind of game with splitscreen or something, you can always attach or save the contents of the inventory to the GameInstance.

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GameInstance is persistent throughout the life of the games actual process on the machine.

rocky portal
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to a SQL database?

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I thought about this solution @weary basalt and really like it (I work with SQL daily)

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but I'm not sure how I would go about storing in a DB what I would need to re-create my game items

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as they are fairly complex

weary basalt
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UObject has the ability to be Serialised

rocky portal
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and how does that look on a database?

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you can store a UObject to a db?

weary basalt
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Serialising converts the object into an byte array which you would then store onto the database

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To rebuild it you just deserialise the information

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Or you can go an different way.

rocky portal
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oh that's cool

weary basalt
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Create entries for all items on your database and just store an tally of them for each Player

rocky portal
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well all of my items can potentially hold other items

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like a backpack holds items

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a gun holds gun parts

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a gun part (like a rail) might hold another gun part

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a magazine holds ammo

weary basalt
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Im not super familiar with Databases so im sure you could work out something more flexible.

rocky portal
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I could use a SQL database to store these relationships

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by storing some ParentItemID and OwnedItemID

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but difficult part is going from these database attributes back to the correct class in UE4

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which I could probably use a DataTable for

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to relate a String like "AK47" to a Class property for AK47

wild kestrel
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binery is not quite good to work with in database :p

rocky portal
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and each item needs a unique ID, item type (like above AK47) to find the class property value, and any values that might be unique to that object/actor instance

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like Durability

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i mean..does that sound like a logical design?

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since you cant store directly a Class Property in a SQL table

wild kestrel
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Actully you could :> You can read property structure of class

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from that you can create database structure

rocky portal
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wait what?

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so in C++ it would be TSubclassOf<AActor> ClassName

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and then in Editor you could set that to BP_AK47

wild kestrel
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i write anwser on anwserhub explaing that

rocky portal
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and SpawnActor From Class using ClassName

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so if I could directly store that "ClassName" in relation to the thing in inventory

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I could easily re-build my items, and it should be pretty light weight

wild kestrel
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you knwo asset system is already kind of like data base

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there table property editor

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which you can edit like database table

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it not as flecable as SQL but still nice :p

rocky portal
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hmmm

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is this like serialized Data Assets?

wild kestrel
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no

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you pick bluepritn asset

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and edit properties of multiplke blueprints like a table

#

in general practice in UE4 each item should have a class and all properties should be set in defaults

rocky portal
#

Yeah I get that part

wild kestrel
#

thats how it was ever since UE1

rocky portal
#

I have unique classes that will have Defaults

#

but where they can differ

#

a Pistol could have 4 different parts

#

dynamic

#

so 3 people could have same pistol

#

but one pistol might have a threaded barrel and suppressor

#

one person might have same pistol with wooden handle

wild kestrel
#

Then make a addon system? :>

rocky portal
#

it's easy to make the system from a gameplay perspective

wild kestrel
#

oh you mean weapon madeo ut of parts?

rocky portal
#

it's more difficult when you talk about serializing these things so they can be passed to a new level

#

yes Shadow

#

the easiest way to think about it is that any ItemClass can hold other items as if it has its own inventory

wild kestrel
#

to new level? You knwo about level streaming?

rocky portal
#

if it is setup as such

#

this would be MP also

#

so like 6 clients take gear from their own stashes

#

into 1 instanced level

#

I know in theory how I could store all of this in a SQL db

#

or if there is a UE4 way of doing this

wild kestrel
#

either way about table right click asset and open Asset Actions and Bulk edit :>

rocky portal
#

im talking about runtime stuff m8

#

I'm on main menu...I take a modded gun from my stash and put it into my inventory

#

I join a game

#

you do the same and end up in my game

#

I kill you..I take your gun

weary basalt
#

You need some persistence on an database on an server somewhere

#

That is the key here

rocky portal
#

That's what I'm thinking...trying to sort this out in my head lol

weary basalt
#

Shadow is completely missing what your trying to achieve.

rocky portal
#

is a new area for me to investigate

#

I know how to setup SQL databases and normalize tables and such

wild kestrel
#

i dont know you guys been tlaking baout datbases so i siad :p

rocky portal
#

I have good idea of how I could store this in a database to recursively rebuild a players inventory

wild kestrel
#

again you can get property structure and save it to database structure

#

and then hold gun data as entry

#

if that what you mean

rocky portal
#

but I have to come up with a way to go from "SQL allowed attribute types" to UE4 Actors/Classes

#

what is property structure

#

You have to store every part on the gun and their own inventories

wild kestrel
#

class have oproperties right?

rocky portal
#

since a Gun Rail is a part

#

a gun rail might also have a flashlight attached to it

wild kestrel
#

you take UClass and read properties that clas have

#

create a database table from it

rocky portal
#

the gun "owns" the rail when it is attached

wild kestrel
#

and then oyu can store object in database

rocky portal
#

the gun is inside a backpack

#

the player has the backpack equipped

#

so you can't just "build a gun" with properties

#

you need to build all the parts too

wild kestrel
#

so?

rocky portal
#

so lets take the lowest level here of a Flashlight and then one level up which is the Rail that the flashlight is attached to

wild kestrel
#

do those part have any atributes?

rocky portal
#

just a list of "slots" that can take parts

#

and the class can define what parts are allowed

#

but in SQL you could have record that consists of:

#

Rail ItemID as parentItemID, Flashlight ItemID as childItemID

wild kestrel
#

do part have custom attributes or part can be declered in classes?

rocky portal
#

and a table that has ItemID's and what type/class they are to re-build them

#

parts will have defaults of course that affect weapon stats

#

but if you're spawning a new one from the Class, this should be fine

wild kestrel
#

yes but part is a class right?

rocky portal
#

Yes

#

and each part would have it's own Class

wild kestrel
#

then you can store classes as strings

#

you can even some how translate them to some IDs

#

if oyu like

rocky portal
#

now we're onto something! ... i was trying to find how you would do that

#

I don't want to store a full asset path

wild kestrel
#

loon UE4 config system

rocky portal
#

just something I can store in a standard DB that I can translate back to a ClassName or something to build an Actor/Object

wild kestrel
#

try save cUClass ti ini config

rocky portal
#

what?

wild kestrel
#

UE4 already have system that translate seemlesy properties to ini files

plush yew
#

So I've been trying to find an explanation of what Controller/PlayerController actually is and not a high level explanation. Does the Controller actually do anything code-wise if you handle the input in the Pawn?

rocky portal
#

not really trying to just set properties for things on load

#

when you "loud out" of the stash screen ur writing to a database

#

or even when you move something if u want to have very little client trust

#

when you're "loading in" to any screen, it must read from the database to basically build a new inventory

wild kestrel
#

what im saying is you same as ini saves data you cn make system that works with DB

rocky portal
#

oh this is how they did weapons back in the day

wild kestrel
#

that goes back to reading properties

rocky portal
#

i remember they had .ini files or something for Half Life 1

#

or maybe it was some old dino hunter game where you could mod the .ini's to change weapon behaviors

weary basalt
#

Hes saying you can use the INI system to generate Objects and their Properties as Strings which you can then send to an DB

wild kestrel
#

i would need to dive in to the code to give you anwser but im busy now :p

rocky portal
#

hmmm

wild kestrel
#

look on how config system does it

rocky portal
#

Ok, that's pretty cool

weary basalt
#

You dont actually create or modify any INIs

#

The INI system itself can handle converting Unreal properties to Strings

#

An Vector for example passed through the INI system would read MyVector=(0,0,0)

wild kestrel
#

Thats one way of duing this, you can take steer with GConfig

rocky portal
#

does it naturally store the ClassName to be used?

#

or would i just have to do this to some kind of Initializer Struct

#

oh those use USTRUCT

#

I will have to look more into this

wild kestrel
#

DataTables also used classes in form of strings

#

you can look on that too

rocky portal
#

I can use a DataTable for sure as a LookUp type thing

#

like a String "AK47" pulls a class property for AK47

wild kestrel
#

there specific path to the class

#

it not just simple class name

rocky portal
#

SpawnActorFromClass< Get Class using DataTable >

wild kestrel
#

look how config stores it

rocky portal
#

I'm referring to Properties like

#

TSubclassOf<UWeapon> WeaponClass

#

can you store those in a DataTable

wild kestrel
#

TSubclassOf is just UClass* template

#

they the same

rocky portal
#

right

#

so in a data table

wild kestrel
#

they just limit class secletcion thats it

rocky portal
#

i should be able to have a "Name" like "AK47"

#

and a UClass* of BP_AK47

#

right?

wild kestrel
#

try save UClass* in ini config

#

and see how it stores it

#

and look in code how it retrives it to UClass*

rocky portal
#

hmm this is cool

#

I'd have to figure out how to go from .ini to relevate database field

#

and then back

#

relevant*

wild kestrel
#

regardless of container of string, in some point of process its just string

rocky portal
#

right

#

so somewhere in the engine code.. UE4 defines TSubclassOf<T>

#

or UClass or w/e

wild kestrel
#

No

#

Again TSubClassOf = UClass*

#

TSubclassOf is just template

#

but in C++ it function the same as UClass

rocky portal
#

ok but going form "This is just a collection of letters"

wild kestrel
#

i mean it a C++ hacks with clast overload :p

rocky portal
#

to "This is just a collection of letters" being a valid Template arguement for a class

wild kestrel
#

but logicly it the same as UClass*

rocky portal
#

that's deep deep down there

wild kestrel
#

TSubclassOf us UClass* template, only diffrence is it limits class section to specific relation

#

but it work the same as UClass*

#

becuase technicly its UClass*

weary basalt
#

Your not getting what the INI system does. It takes in an UClass type and then outputs an String to be stored, you can feed that String back in and get out of it the UClass type again

#

Or any property

rocky portal
#

Oh that clears it up then

#

so it's easy then to say "This is an AK47!" -> String to DB

#

String from DB -> "Hey UE4 this is an AK47 make me a new one!"

weary basalt
#

Yes essentially

#

Go and do some research on the INI system

#

It will make sense

rocky portal
#

thanks a lot guys

#

know what I'll be reading at wokr tomorrow lol

weary basalt
#

πŸ‘

rocky portal
#

time for bed though..night and goodluck

wild kestrel
#

Soirry that i conused at begining :p

rocky portal
#

not a problem thanks for your help

#

i'd rather work through the systems Unreal has already made

weary basalt
#

Yes it makes life easier

rocky portal
#

than come up with some round-about hackish way like a DataTable to look things up

#

more crap to maintain then in the future

#

anyways...later

wild kestrel
#

Reflection system is what makes everything seamless :p

#

It is what makes just "BlueprintCallable" all that need to be added to make a node

#

or config system just by adding "Config" to store whoel classes

#

if oyu master it you can make same as smart code as engine is doing

#

save time to make UI work for example

#

by generating UI based on reflection data of classes

plush yew
#

how in the fuck i change vault location in unreal

#

vaultcache

#

got it

plush yew
#

Any naming conventions for BT Tasks/Services/Decorators?

worn granite
#

I always do BTD, BTS, BTT

plush yew
#

Sorry I meant in terms of describing what it does

#

I'll probably just do something like Tasks/Services = verbs and Decorators = questions

worn granite
#

Ah yeah

brittle gulch
#

Hi guys, anybody knows what happened to the last Stream about Shaders? It didn't drop on the Unreal YT channel yet?

#

Hi guys, anybody knows what happened to the last Stream about Shaders? It didn't drop on the Unreal YT channel yet?

paper kernel
#

mmm It was indeed in the youtube but not anymore

#

twitch vod is still available tho

gloomy helm
#

Do decals kill performance?

south ridge
#

@gloomy helm Erm, it depends

#

But each decal renders decals pixels over existing pixels of the scene, increasing total number of pixels crunched by your videocard

#

So yes, they can kill performance if used excessively, though they are relatively well optimized

misty perch
#

hey

fossil ore
#

Why am I experiencing some random frame drop in UE4?

#

I moved from old (weak) PC to Gaming (current) PC and I still experience same things.

#

I'm creating a simple things and out of nowhere It starts to lag.

wary wave
#

how is anybody supposed to be able to answer that question?

cloud cobalt
#

@fossil ore There are many things that can go wrong

#

You'll need to profile first

wary wave
#

we know nothing about your hardware, or what you're running

fossil ore
#

Oh sorry.

wary wave
#

but yeah, there are profiling tools you can use

fossil ore
#

Current specs:
Nvidia 1060
16GB ram
i7 7400

cloud cobalt
#

Generally speaking, you need your entire game to step all logic & graphics in less than 17ms - that's very fast. It's very easy to break that.

#

Use the profiler to get a look at what's wrong

#

And test your game as a packaged game outside the editor

fossil ore
#

How does one opens Profiler :v?

cloud cobalt
#

First step should be to open the console, enter "stat unit" and monitor the numbers. You'll get a "game" time and a "Draw" time - first one is CPU perf, second one is GPU perf.

#

Depending on which one is faulty, there is a dedicated profiling tool

fossil ore
#

ok

cloud cobalt
#

Again, it's important to do this with a packaged build.

#

UE editor is nowhere near game performance, even on good hardware

plush yew
#

@wary wave I can't find the config setting on the shadow casting thing

wary wave
#

sorry, I don't know what the setting is called

plush yew
#

oh darn

hazy lynx
#

Hey people!

Updating my project to UE4.17 from UE4.16. When I switch versions, Generate Visual Studio project files no longer generates a .sln file. No error, it just fails silently.

#

Has anyone encountered something like that?

wary wave
#

check the saved / logs directory for an output log

hazy lynx
#

no logs

plush yew
#

The test map is set, the mai menu is done, everythign works except the fact that when i will set the open level node on the start button, it just won't load my level. I asked yesterday and i got an answear, i read and tried but won't work. Can anyone help? i can zip the project and send if needed. I really can't move on with the map and other good things for the game if i can't make the conexion between the menu and level. Sorry for bothering with stupid questions

royal jolt
#

is there a way to animate the scale of some grouped actors?

#

i basically want my grouped shapes to do that

vale osprey
#

does group has it's own transform?

royal jolt
#

they all say multiple values

#

apart from the scale (the one i want to change)

wary wave
#

you want to scale the actors and retain the star shape?

vale osprey
#

do you have grouped actors or you have multiple static mesh components in the same actor?

royal jolt
#

grouped actors

#

i'm making a surreal environment so i want the star shape to "break" (scale up) then fix itself again (scale down)

#

i've never animated / used keyframes in unreal tho - i usually import from Maya

wary wave
#

you'll have an easier job controlling it as a single actor, I think

royal jolt
#

uni projects are weird haha

#

o wait is there a scale option in blueprints

grim ore
#

@plush yew are you sure your open level command in your blueprint in the main menu is even being called?

plush yew
#

@grim ore yes, the node is there( i even tried with set visibility). Idk if the set visibility was a good idea but in my mind it worked, but on paper no results

rocky portal
#

anyone here ever setup and integrate MySQL with UE4?

grim ore
#

did you make sure the node was being callled? F9 breakpoint on it or a print string before it?

#

also the name of that map is the same as the one in your game mode which means that would do nothing

#

well nothing you want lol

hazy lynx
#

this makes no sense. I'm getting a message "warning : Module constructors should take a ReadOnlyTargetRules argument (rather than a TargetInfo argument) and pass it to the base class constructor from 4.15 onwards. Please update the method signature."

Build.cs file referenced in the warning contains zero TargetInfo arguments.

cloud cobalt
#

@hazy lynx Create an empty project, look at the Build.cs syntax

#

^ what I did back when I updated for 4.15

#

The message isn't super helpful

hazy lynx
#

I'm updating to 4.17

#

that's the issue, I already changed TargetInfo to ReadOnlyTargetRules

muted minnow
#

Hello, using the Foliage tool, is there a way to paint the same mesh with multiple materials?

#

(I've got different color variations of the mesh that I want to use)

wary wave
#

I think you'd need duplicate entries in the foliage list

#

How are your colour variations done?

muted minnow
#

Different materials. Using a pack of trees from the market place, it has leaves in green, yellow, red, blue, etc

#

How do you duplicate entries in the foliage list? All I can seem to figure out is I can copy the mesh entirely in the content browser, and then add two

#

But that seems a poor solution.

wary wave
#

the editor I'm using has custom tools, so unfortunately I can't refer to it, but is it not possible to create a new foliage type that references the same mesh and a different material?

#

I would personally take a look at those materials, and see how the colour variations are handled

#

for the sake of optimisation, you could potentially merge those materials into a single one, and use a single foliage entry?

#

and use something like PerInstanceRandom or ObjectWorldPosition to decide which variation you should be using

muted minnow
#

FoiliageType only has mesh, no material settings.

#

There is a FoliageInstancedStaticMeshComponent... that's interesting, I wonder if there's something that can be extended there.

nova heath
#

Is it possible to have a HUD draw a decal at the mouse cursor?

I've implemented the blueprint code that was working on the actor but it seems the Decal component just isn't being rendered.

dusty current
#

@royal jolt You could child/attach your objects to an invisible dummy object and scale the dummy object.

#

Or build it in a class blueprint / actor and scale the blueprint root - even better.

lunar blaze
#

Hello everyone

polar elm
#

hello. is there a channel for specific questions about game design? newbie here, pls no bully

lean mortar
#

Game Design.

polar elm
#

thought so. thank you :)

lean mortar
#

Np. Lol

vale osprey
#

yeah, that wasn't a gameplay design question πŸ˜‰

polar elm
#

pls no bully, I'm pertty new

vale osprey
#

what you need is a ray check or a line trace

polar elm
#

yeah, thought so :P

plush yew
#

Anyone here a mod of the unreal engine subreddit?

#

I need some help

#

someone stole my game and uploaded it there

nova heath
#

Anyone have an idea how to keep an object from colliding with itself?

If I allow it to collide with WorldDynamic (which it needs to do to be placed on other moveable objects) then when I go to place it collision with itself occurs.

vale osprey
#

objects don't collide with themselves, they collide with other objects/components

#

make sure your components inside of the actor don't collide

nova heath
#

There's only one component

#

When I print out the class returned as the Hit Result it prints out the name of the blueprint though

#

It's a blueprint with just a StructureMesh component

#

Oddly enough it only happens when its directly in the middle of the viewport and only if you look at it from the side.

vale osprey
#

maybe it collides with camera

#

StructureMesh - what is that?

sage stag
#

is it sacrilege to import a 3d model to use as a landscape rather than using unreal's gizmo/generated landscape?

plush yew
#

Again, are there any mods for the subreddit on here?

wary wave
#

doubt it

#

the Reddit community seems to be it's own beast, largely unconnected with everyone else

nova heath
#

@vale osprey

I thought it might be colliding with the camera too, thus why I printed out the display name of the hit result.

#

Landscape is obviously a static object, but the "BP_Stone_Door" doesn't appear (and the issue doesn't occur) when only setting WorldStatic collision.

#

The blueprint seems pretty straight forward as well

#

all the division\rounding is just grid stuff it's not being used at the moment

vale osprey
#

print out name of the component too

#

ahh, you are not doing Blocking Hit test

#

add a branch there - always

nova heath
#

I'm not sure what Blocking Hit test means

vale osprey
#

its a first bool output of the Hit Results

nova heath
#

Like this?

vale osprey
#

yes, but you should check for true not false

#

anyway, this is trace from a cursor

nova heath
#

So it detects if Collision is "Block" rather than overlap?

vale osprey
#

I don't understand how its related to "object collides with itself"

#

the Hit Result is a structure that is reused by many different functions

#

so if you do a blocking hit test or a collision hit then you check Blocking Hit

#

if you do overlap test then you check overlap

#

in your case, you are checking if mouse is over an object

#

so if you want to exclude your door from that test, you can give it a custom object type that is not WorldDynamic

nova heath
#

Ah I see

#

I think that's all I needed you're a huge help

vale osprey
#

np

vale osprey
#

omfg!
now you can type -16.324 + 90 in a field and editor will sum it up for you

#

when was this added? πŸ˜„

nova heath
#

Visual studio added the same kind of stuff

#

You can also type times in VS and it'll give you the examples

#

Editors are getting better

#

I just realized what Blocking hit does and wow do I feel stupid

#

I wrote an entire other function get whether or not there was a hit lol

vale osprey
#

common mistake, if you don't do that check, you get all kind of garbage on output

nova heath
#

I actually wrote it a weird way to get around that lol

tranquil bone
#

Anyone know any procediural generation tutorials cant find any

safe rose
#

@tranquil bone You aren't looking hard enough

#

Plenty from the community and one officially from Epic for UE4 itself

#

Even a game template to DL and pick apart under Learn tab

tranquil bone
#

Mmm never thought to check offical UE4 Thanks

#

Where? would it be in the learn tab?

wary wave
#

the best procedural generation articles will likely exist outside the sphere of Unreal

tranquil bone
#

What does that even mean?xD

glossy flame
#

It means they exist as resources for procedural generation as a discipline itself, not unique to UE4

tranquil bone
#

ah i see

glossy flame
#

A lot of the thinking in terms of that type of stuff has nothing (or very little) to do with the game engine itself, so tying it to a specific one would be somewhat of a hamper :p

tranquil bone
#

Ok

#

Thanks

safe rose
drowsy marten
#

Hello, is here anyone with experience or knowledge of importing high-poly architectural models from 3ds max into unreal engine?

safe rose
frank escarp
#

@drowsy marten FBX it, it works

#

if your model is super complex, then try to join the datasmith beta as @safe rose says

safe rose
#

Well, I am assuming the dev knows

#

What FBX is

#

and importing

frank escarp
#

datasmith can merge stuff, no?

safe rose
#

But you're right, maybe not

frank escarp
#

i dont expect a random to know anything, really

safe rose
#

I have hope for mankind

#

or rather, devkind

drowsy marten
#

@frank escarp Yes, i use FBX, but i also apply ProOptimizer to reduce poly count. I import every part of building as separate model. But in one FBX file.

safe rose
#

Plenty of devs like yourself there

earnest cape
#

Has anyone got host migration working with listen servers?

cinder iron
#

In BP's thats not posible

earnest cape
#

Is it possible in c++? Perhaps a plugin solution

cursive dirge
#

everything is possible in c++

plush yew
#

@cinder iron hey bud

#

you there?

#

I think I do 24 bit

#

so try that

#

np

#

TGA's use alphas

#

which are just pure black

next ivy
#

How do I get the player character as an actor?

#

Like I know GetPlayerCharacter

#

But I need to get it as an actor reference instead of a character reference

glossy flame
#

Why? A character is an actorβ€”it can be used in anything that requires an actor reference.

next ivy
#

I'm using an "==" node between a hit actor reference and the player reference

#

And since the hit actor returns an actor reference it is not seeing that as the same thing as the player reference

glossy flame
#

No, that's not why. Even if the reference types are different, if they both point to the same thing, it will still return true

next ivy
#

I have a Line Trace by channel between two actors

#

And I want to see if the player is in the line

glossy flame
#

Alright, then I'd try to do a little bit of debugging on the issue. Set a breakpoint where the == node is being used, and see what each actor actually is at runtime

restive eagle
next ivy
#

I used a breakpoint after the branch with the == node

#

never triggered

glossy flame
#

Well, how about the branch itself?

next ivy
#

The node after the false triggered

glossy flame
#

You'll be able to see the values that are feeding into the and node

#

Okay, that's good to know, but breakpoints aren't only good for simply knowing if something executed πŸ˜ƒ

next ivy
#

AH i see what you mean

glossy flame
#

It essentially pauses everything right there, and you can examine local variables at that moment

next ivy
#

Yea I know. I used them a lot with controls engineering

glossy flame
#

That's good hehe, you're already ahead of most people in terms of BP debugging

next ivy
#

Well that's weird. The line is hitting the actor even though I have ignore self checked

#

I could probably just throw the actor in the actors to ignore even though that would be redundant

plush yew
#

how to disable culling from my landscape layers which is grass

next ivy
#

Oh I'm an idiot

plush yew
#

or increase visibility

restive eagle
plush yew
#

did that

#

Stop posting your question to multiple channels

#

why?

#

Because it's spam

#

no

muted minnow
#

Noob question: where can I find the grass associated with my landscape? There's several meshes being used, one of which is a stone, which I want to remove. I'm using landscape auto material, and it comes with stones. The stones don't have collision, and the author states this as a known issue, and I'd rather just remove the stones completely if they cannot have collision.

iron belfry
#

is it okay to get the following messages when packaging?

UATHelper: Packaging (Windows (64-bit)):   LogOnline: Warning: STEAM: Steam API disabled!```
#

im trying to publish a game to steam and i guess i need the sdk to work with my build

#

i just dont know what else to do, research hasnt yielded any useful results

plush yew
#

@muted minnow Are they on layer when u go to landscape and paint it? If so just delete layer or go to the content file and delete the rocks from there?

muted minnow
#

@plush yew - I cannot find the layer that controls it, perhaps I'm looking in the wrong location?

plush yew
#

U dont just want to delete the rock from content folder?

muted minnow
#

I'd rather not, it's a pretty rock...

#

I just don't want it with no collision sprinkled through my terrain.

plush yew
#

or move it away?

#

move it away and import it and make collision in ue

muted minnow
#

Ok, thank you for the suggestion, I'll consider that plan B, right now, I'd really like to find where and how it's being included so I can control.

plush yew
#

shift+3 for landscape tool

#

then Paint

crisp spoke
#

Hey. unreal question. For some reason in my version of unreal. When I move the assets around in the scene the meshes randomly snap around etc. but I have vertex snap off..infact. When I hold v (vertex snap normally) then it allows me to freely move stuff around. What I do D: ?

plush yew
#

target layer

#

then see if there are layers

muted minnow
#

There are, a dozen layers or so

plush yew
#

well

#

find a landscape instance in the content folder

#

double click it

#

My project has a pack and its name is MI_landscape

#

there is a list where you can have the rock or not

#

bunch of ticks and what not

muted minnow
#

Ok, I'm pretty sure UE4 simply runs on Voodoo and I'll have to learn to accept that.

plush yew
#

no

#

u using some pack from net?

crisp spoke
#

If anyone has an answer it would help me, im really struggling with my current work due to it

next ivy
#

I have a Set Blackboard Value as Vector node and have connected a TargetLocation variable that is the same name as the one found in the blackboard. However, no matter what I set it to it ends up being "invalid"

#

It is public

grim ore
#

Inside your behavior tree did you set up the variable to the blackboard key on the service?

next ivy
#

Not entirely sure what you mean

#

The bottom part of the picture is the blackboard which has TargetLocation initialized

patent arch
#

Coming from a C# unity background what you guys think the best video tutorial series is? reading is completely not an option

next ivy
#

I'd say reading is going to have to be an option

patent arch
#

Damn

#

Rip

grim ore
#

Your behavior tree has stuff in it. One of those stuffs is your service yes?

next ivy
#

Oh god you're right

patent arch
#

yea couldent find any video tutorials myself this suciks

next ivy
#

I see what you mean

#

Also

#

I recognize your avatar. You have a YouTube channel don't you?

patent arch
#

welp hopefully i can at least find some

muted minnow
grim ore
#

@next ivy I do and yep it's very common to forget to assign the variable in the BT lol

patent arch
#

yeap looks like your right I suppose I can try watching normal C++ tutorials? would that be the same @next ivy

next ivy
#

Yea I kind of wish it didn't automatically fill in because that makes me always glance past it. I remember I used to watch your intro videos xD

patent arch
#

I know C# so i guess it wont be too hard compared to complete beginner

next ivy
#

You should probably learn C++ if you plan on tackling code in UE4 although you can do most things with blueprints if you really want to

patent arch
#

I know basic C++ been learning about 2 weeks

grim ore
patent arch
#

No i cant

#

it has to be visual and im not trolling

grim ore
#

Start there. There is even a coming from unity section.

#

Thats fine you can still start there and go to the videos

patent arch
#

bro thats like all reading?

next ivy
#

Well you're going to end up having to use reference material that is in writing. But yea you can learn the bulk of it from videos

patent arch
#

well shit how long is referance material you think?

next ivy
#

Most of the reading has pictures if that makes you feel better

patent arch
#

I hope

#

actually fuck it don't even know why i've bothered the past 2 weeks

#

no way im gonna be able to learn it no matter how long i try if i will have ot read

grim ore
#

All the sections have a small related videos link. You can just skip to that if you want.

patent arch
#

you think ill get the same as if i read

grim ore
#

But even then your going to be reading in the editor so you can't skip that

patent arch
#

yea i know i can manage that most of the time

#

at least I can in C#

#

but syntax is a lot simplier

#

yea this has probably been a massive mistake wasting my time tbh

next ivy
#

Alright setting the variable in the service node didn't really help. The TargetLocation variable still shows up as invalid in Blackboard and my AI never gets past the check for TargetLocation "is set"

patent arch
#

Hey lushen

next ivy
#

Yes?

patent arch
#

do you think looking at the code in C++ is harder to remember than C# if its much harder there is absolutely no point of me attempting

#

cuz C++ is weird syntax and harder to remember than C# i think

#

honestly question

next ivy
#

Learning different programming language stacks on one another. Every programming language you learn will be easier and make future languages easier to learn.

patent arch
#

not what im asking thank you though

next ivy
#

C++ is a lot lower-level than C# as far as I know

patent arch
#

well shit

#

meaning weirder syntax?

#

thats what it seems at least

#

also do you think I can learn everything by watching videos and not reading? not to sound dumb but its completely not a option

next ivy
#

Yea lower level does not mean less difficult as some believe. It means the language is more mathematical and less like english

patent arch
#

oh

next ivy
#

Like Python is high level

patent arch
#

might actually help

#

me

#

answer my other question please

next ivy
#

It doesnt have weird snytax. You're just referencing different things

patent arch
#

ok will it be more?

#

like wil i have to referance more things getting the same job done?

next ivy
#

In Python you might write someting like:
set variable to 5
in c++ it might be:
variable=5;

patent arch
#

Yea bro I know what you mean

#

I know C#

#

aight sorry for the questions I just get really frusterated with not being able to read anything

#

more then a paragraph

next ivy
#

Most would say low level programming languages like C++ are harder to learn than high level programming but I think it really depends on your brain

#

Honestly you need to learn to make documentation material your friend no matter what programming language you're doing

patent arch
#

this probably isnt for me sadly

next ivy
#

And really no matter what you do in life

patent arch
#

no i physiclly cant bro

#

I can read of coures but

next ivy
#

Low attention span?

patent arch
#

no

#

i have a large one i think

#

πŸ˜‹ weirdly enough

next ivy
#

Then I dont see how you cant read

patent arch
#

i can read

#

if i read something no matter how many times I will forget it instantly after i read it i get about 5% of what i read because of Post-traumatic memory loss

#

its really weird

#

and i'd do absolutely anything not to have it im not even in the right english class i should be in

#

im in high school

next ivy
#

You should be able to follow written tutorials since they tell you to do things. If you have trouble remembering what you're reading thats fine because you'll be following along

#

It might tell you to click on this and then that and you can go and do that

patent arch
#

what

next ivy
#

Written tutorials have steps that you can follow. And following those steps should make you remember how to do it

patent arch
#

i wish

next ivy
#

Even if reading it doesn't

patent arch
#

i have to watch 3 videos to understand that a normal person would get in one

#

watching it 3 times over

#

once i get it i remember it ok

next ivy
#

I could watch a video tutorial on something 5 times and not understand it. You have to follow along with the video and do it yourself to understand whats going on.

patent arch
#

it dosent matter what it is

#

bro

next ivy
#

We don't learn through osmosis xD

patent arch
#

I used to read like stuff on some history websites and now if i do i dont remember what i read 10 seconds ago

#

lets say a video says water is blue (just an example) i will watch it and repeat in my head the water is blue the water is blue water is blue i instantly forget what i was thinking

#

and i wasnt always like this

#

thats what i meant

#

had to explain myself because you made me sound dumb haha

#

thanks though i think im gonna watch some videos

#

hopefully we talk again

plush yew
#

hey guys how do i add snow to my level

south ridge
#

Put some clouds and lower down temperature until it snows

plush yew
#

oh shit I'm stupid

#

I just bought a marketplace item too for it

#

whoops

safe rose
plush yew
#

I love PUBG

fluid stag
#

Why would you want poor pubg to died

safe rose
#

man, that's on Steam home page

#

like the game really needs more publicity

#

I suppose it made Valve a lot of money

#

More than Epic

#

6x more...

fluid stag
#

yarp

safe rose
#

But they need to fix curation

#

and discovery

#

But I am glad UE4 games are doing so well this year

fluid stag
#

y

plush yew
#

I don't personally agree with epic making money off of fortnite

#

the whole idea is obviousely playgerised

#

the only difference between it and pubg is graphics and the building feature

fluid stag
#

I think the only way fortnite would take players away from pubg is if it was a better game

#

last man standing is a gamemode that goes back to quake

#

only similarities is that you fly in and parachute, but I though there was a game before pubg that did that aswell

plush yew
#

before pubg was H1Z1 which was made by playerunkown as well

#

he said it didnt live up to his dream or what he had in mind

#

so he partnered up with another studio and set out to accomplish what he really imagined for his true idea of battle royale

fluid stag
#

the battle royale idea was around before all that though, and I'm not really sure if you can copyright a gamemode, I mean CTF or defuse etc etc are all game modes that came from somewhere, different games just put their own spin on it

#

same goes for mobas, you got many mobas now with almost identical setup, but no one is going to say that league of legends is the only one allowed to make money because the creators made the original dota or something like that

#

players usually decide who makes money in the end

plush yew
#

i agree with that but the fact that its a little more obvious that fortnite had the intent of cloning PUBG

#

they could've at least made it a little more unique

floral heart
#

The only argument against Epic doing battle royale is that they made the engine PUBG runs on and may have had some proprietary information from Bluehole. That's it. Anyone else making it could have easily taken anything they wanted from the Arma 2(?) mod.

plush yew
#

right

#

I got a marketplace asset that I'm actually really impressed with

#

it's like dynamic weather that can simulate the weather from where you live

#

it takes input from the users time and date on the computer

fluid stag
#

wo

plush yew
#

and it randomely generates weather based on that

fluid stag
#

that sounds pretty cool

plush yew
#

it is

#

it looks very nice, I threw it in a map I just made

#

and I think it can change the tides along with the time of day and day and weather

#

they have a nice star system

#

I can't wait till my vive gets here, then I can make amazing VR stuff

cursive dirge
#

"docjor: I think the only way fortnite would take players away from pubg is if it was a better game"