#ue4-general

1 messages ยท Page 162 of 1

fallen schooner
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Okay I think I have an idea.

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I will start by making components that act like tracks on a timeline

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And will figure out the rest (branching, reactions, etc) later.

plush yew
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Is it common to publish ue4 made games using the default fps/third person controllers?

proven aurora
#

@little salmon What do you mean? My bad for the late response, not getting Discord notifications for some reason.. :\

little salmon
#

Oh welp, I mean skybox.

proven aurora
#

Oh, I suppose I'll make one when I get around to it. That will probably be one of the last things though.

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Currently just using the default one with a few settings changed to make it look like space lol

weary basalt
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@plush yew No it would not be common at all. Infact i would find it difficult to even consider that someone would be able to release an game without modifying those.

little salmon
#

Haha yeah, same here. Just did the jump pads and got them setting up. Have you looked at how you want the Char movement?

proven aurora
#

For the most part I've just got the air control turned up and increased air movement speed

little salmon
#

It was made in Source right?

proven aurora
#

Ricochet was, yes

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Well, GoldSrc

little salmon
#

But if did follow that Quake feeling right?

proven aurora
#

Which itself is a modified Quake engine

little salmon
#

That spacey quick floating movement.

proven aurora
#

Yeah

little salmon
#

oh alright. :O

proven aurora
#

GoldSrc is modified Quake, Source is overhauled GoldSrc

little salmon
#

Set movement speed to 1000, air control to 1. ๐Ÿค” Flying bois

plush yew
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@weary basalt by modifying, do you mean just the properties or changing the code/blueprint itself? (By controller I mean the thing that handles the movement and camera aiming)

proven aurora
#

I've got movement speed set to 800 on ground and 1200 in air with 2 air control (not sure if it just clamps to 1)

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Should probably move this to a different channel or PM though since it's not really relevant to this one anymore :P

little salmon
#

Oh didn't think about htat.

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that*

weary basalt
#

@plush yew Modifying anything on it would mean thats its not default anymore. Id just find it hard to create an marketable game without changing an fair few things with the default controller

worn granite
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I'd consider the mere changing of properties to not change the "default-ness" of the "controller".

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Gotta be somewhat significant changes, or more things built on top of property changes. So like if you make CMC enter flying mode only after you double jump (not just single jump)- that's not default. If you just make it so you can jump 8x in a row I'd consider that still UE4 default.

weary basalt
#

I disagree but whatever haha.

worn granite
#

IDK, if somebody took an image and adjusted its hue in PS, is that the same image? I'd certainly say its not unique artwork.

weary basalt
#

Maybe but its certainly not how the image came as, which is what i would define as default

worn granite
#

Yeah so I guess a more descriptive word might be better

weary basalt
#

Mmm

worn granite
#

Cause I can see that interpretation, but I also interpret "releasing with default controller" more as a sentiment than a literal take.

weary basalt
#

Fair enough

worn granite
#

Or default to mean "with code which you get with UE4"

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In which case...

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all All BP games are just default UE4 kappa

weary basalt
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Depends how you draw the line with defaultness i guess.

worn granite
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But I've seen a thing on steam which can literally fit "Default UE4 example"

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@plush yew guess you'll have to be more specific.

weary basalt
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Yeah i can see how you might describe an shipping build of the example projects on Steam as default haha

plush yew
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Basically, is it normal to not make/rewrite the whole controller if whatever settings you made in the one that comes out of the box is enough for your game's needs.

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Sorry for the late reply, I got a bit busy

weary basalt
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No i wouldnt call it normal.

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Generally speaking the vast majority of devs would greatly modify the "controller" that comes with the Editor.

plush yew
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I see.

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I was thinking that I somehow get this feel from other ue4 games that makes me go "hey that's like the default controller" or "this feels like the default fps controller" and kinda left a bad taste in my mouth

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Although I'm sure those games have greatly modified the default one

weary basalt
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Most likely.

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Some similarities in the way the character might "feel" is probably going to be common.

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But that doesnt really mean that they havent been heavily modified

regal mulch
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Well, he said if whatever settings you made in the one that comes out of the box is enough for your game's needs.

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You should always code what is enough for your game. No one cares if you only added 3 variables :D

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Most players aren't even game devs. Look at ARK that is completely based off on ShooterGame

cloud cobalt
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It's important to tweak the controller to what feels right in your game, anyway

regal mulch
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Yeah exactly, however some games don't need to modify specific classes

cloud cobalt
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Yeah, if you're doing yet another first-person shooter, might as well use the thousands of lines dedicated to first-person shooters

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If your game feels like a low-effort UE4 template overall, the controller alone won't be much responsible

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The art style, levels, assets are going to have a lot of impact

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And while it's not a popular opinion, if you're doing a game that looks a lot like another game, people will notice

plush yew
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Is anyone familiar with a way to get ahold of Epic's billing or marketplace team? I still have a charge for $2,200 from the marketplace from it somehow adding every item and checking out. I emailed support yesterday but they haven't got back to me yet and having that on my card is starting to stress me out a little. ๐Ÿ˜ฐ

cloud cobalt
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They're pretty slow to answer, they'll take at least a week

plush yew
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By that time the charge will go through and I will have to dispute it

cloud cobalt
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I had questions about the royalty payment and it took only three weeks

weary basalt
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marketplace-support@unrealengine.com

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Probably better to post on the Forums though. Would probably be quicker as @cloud cobalt aluded to they arent the fastest responders

cloud cobalt
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You should also dispute the charge imho, I definitely would be very angry about that

plush yew
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I just don't want to have to dispute charges once they clear and then have my account blocked

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Banks give vendors 2-5 days for charges to pend so that a vnedor can respond before you can issue a chargeback

cloud cobalt
#

At least be sure to dispute it in time

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The most basic consumer right is to pay what's on the label

weary basalt
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https://forums.unrealengine.com/member/455911-unreal_josh PM Josh, he will most likely get back to you the quickest, or you can try and find someone on Twitter. I dont have many Marketplace Support Staff details.

plush yew
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Thanks @weary basalt

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Done. Will cross my fingers that works.

weary basalt
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Good luck lol

paper kernel
#

right, viewport says mesh is pointing forward

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debug says it's pointing right

light thunder
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If the editor is unable to package an item, in this case a map that isn't used but exists in the content folder, does that mean the build will fail? or just cause problems if you try to load that asset at runtime?

upper heart
#

@light thunder Maps won't be packaged if they aren't included in the [AllMaps] section of the DefaultEditor.ini

light thunder
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And that includes any resources referenced in those maps correct?

upper heart
#

And no, it won't cause any issues. You just won't be able to load the map obviously

light thunder
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so unless an asset is referenced by an included map, i don't have to worry about it?

upper heart
#

correct

light thunder
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@upper heart well this is unhelpful

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UATHelper: Packaging (Windows (64-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\blmcc\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure

upper heart
#

Look at the log file, like it tells you to

light thunder
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I just mean "unknown cook failure"

upper heart
#

yeah, look at the log file...

light thunder
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hmm...a txt file which is 7 mb long

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has someone made a handy tool where I can open this txt file in VS or sublime text and it color codes everything so I can spot problems other than CTRL+F "error"

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pasted into word just so I can search/read a bit easier ...

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How do I determine what is an error that prevented the build from packaging and what is an error like what you mentioned, that I can't load a particular asset?

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What is the language the log uses

obsidian nimbus
#

@plush yew i would prolly call them

fierce tulip
#

<_< some guy has been spamming answerhub with the same question for the past few days.

light thunder
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@upper heart How do I determine what is an error that will prevent packaging versus a runtime error?

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for example - this one error UATHelper: Packaging (Windows (64-bit)): LogBlueprint: Error: [Compiler BP_Wall_Window_A] The property associated with Frame 1 ......etc

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is the logblueprint: error going to prevent packaging or just cause problems if I use that particular blueprint?

obsidian nimbus
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what i sometimes do is migrate my map to a fresh project, that sometimes stops package errors

light thunder
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That's plan C

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Plan A is to learn WHY it is happening

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Plan B is to just delete the assets that are throwing the error

obsidian nimbus
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the logs keep addin up, if u delete or old logs it will be less to read i believe

light thunder
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good point

obsidian nimbus
#

so if u do search u wont find errors u allready fixed

fair leaf
#

G'day folks.

rugged viper
#

@old sonnet

old sonnet
#

Hm?

rugged viper
#

Kick me out of the trello

plush yew
#

Yo.

ionic oxide
#

Hi everyone

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Is it necessary creating a UML diagram for a Unreal project?

restive eagle
#

up to you

ionic oxide
#

thank you

rugged viper
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@plush yew yo

plush yew
#

Whats up

rugged viper
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Nothing

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New

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I haven't recovered my maturity since we met

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:C

plush yew
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xD

light thunder
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I'm okay to delete my saved folder like it recommends for diagnosing packaging errors correct?

plush yew
#

if I made a local co op game do I still have to pay for servers

light thunder
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What is the rule of thumb for how much size you need to package your file? Is it just the project size itself? I'm running on an m.2 hard drive for speed but my space is limited so I'm trying to see how much I need to move around...

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Is it just the Size Map ?

prime jackal
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Is there any practical differences between forking and downloading and compiling the source, and just downloading the binaries using the epic launcher?

fair leaf
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You can use newer builds

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Like the promoted branch

plush yew
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@plush yew The hint is local, im sure you can work it out

prime jackal
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@fair leaf But in terms of workflow

light thunder
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how much space does compiled shaders take up in the saved folder?

humble sun
#

It's can be alot

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Depending on project size

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And I believe it's in a shared folder not save folder

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But save folder gallons like crazy already. Good to clean pretty regular

light thunder
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I deleted the saved folder and when I reopend my project it started recompilng shaders

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which is a shame because I apparatenly had 49,000 of them

humble sun
#

Sweet jesus

light thunder
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as this is my main project that i experiment with so a I have a bunch of assets in it

humble sun
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Just a few

restive eagle
#

someone is asking for a ban :> @regal mulch

regal mulch
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Cheers

hot ledge
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@everyone does anyone know how I can make a projectile make a sound when it hits the floor like a grenade

plush yew
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@hot ledge you can fire the on hit event of your projectile, cast and check if that what you hit is a floor or wall and if the answer is yes then you can play a sound at the location of the hit.

hot ledge
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How do I check if itโ€™s the floor

plush yew
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Use a cast

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You hit "something". You can cast if this other actor or component is your desired object

restive eagle
#

physical material is better

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i showed him an example already on another server

plush yew
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Ok

restive eagle
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he just needs to set up physical materials

plush yew
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Never used physical material myself. Looking it up

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Ya I see

restive eagle
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you could promote the selections and set a different one within the child bp, very flexible method in my oppinion

light thunder
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I am assuming I cannot package a build (even just to test to make sure it actually packages) while shaders are compiling correct?

austere finch
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Does anybody have MAYA experience?

light thunder
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simple stuff mainly

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what do you want to know?

fair leaf
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Does anyone know why exactly UE takes so much ram on importing 10mb texture files?

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Always have to import in small batches of like 10 files or I get out of memory errors

light thunder
cursive dirge
#

I wouldn't count on it, in past it used to package everything, with map selection you at very least can limit what map files it packages

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I'd still check the cached save folder for files it puts there

floral lion
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@light thunder there is somewhere a list of maps included

cursive dirge
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he has marked map in the packaging setting already

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anyway

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better approach overall would be to not put things in the main project that you don't use in the first place

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keeps the repo size down etc

light thunder
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I know I just need to get a build packaged first and then I will start removing non-referenced things

floral lion
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@fair leaf mipmap generation / compression / processing them?

light thunder
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@cursive dirge What if about maps that reference OTHER maps like in level streaming? do you still need to add the other map? I would imagine so but I'm not sure

obsidian nimbus
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dont think so

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hmm, not sure actually

cursive dirge
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I'd include every map you need

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but I don't know, it would just be logical thing to do

plush yew
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is this video good?

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its from 2014 so i dont know if anything is outdated

leaden perch
#

Hello all. I'm having trouble with upgrading my engine version for my project from 4.14.3 to 4.18.2 (long story) on my Mac. What is the best channel to ask for help?

plush yew
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hello all

leaden perch
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Well.....at the risk of embarrassment: a clean and recompile seems to have solved my issue. IGNORE ME

plush yew
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Xc

worn granite
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@plush yew that channel is... uh.

plush yew
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i gave up on that

worn granite
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It's quite something

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isn't it

plush yew
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yep

worn granite
#

dev grant

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Also just go buy the udemy course like everyone else.

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Not gonna go vet a tut for you

plush yew
#

nooonooo

worn granite
#

?

plush yew
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dont really like udemy

worn granite
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Well the course is widely accepted so

plush yew
#

ยฏ_(ใƒ„)_/ยฏ

floral heart
#

It's widely endorsed for lack of better advertised options. We're all a victim of its success.

plush yew
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how do I redo what I undo

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I the option to redo is grayed out

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Is there a way to override a unreal module?

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Like, make my own version of it

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lol

gleaming thistle
#

What do you guys generally think about using bought assets in finished games?

cursive dirge
#

depends on the assets and how you use them

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most succesful game on steam atm just slapped ue4 marketplace assets around the level (pubg)

gleaming thistle
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Well I can't model for shit and don't think I'll be able to hire someone to do it for me in a long time so pretty much only use them

cursive dirge
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so, players doesn't seem to care

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fellow devs might be more harsh

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and some game critics

gleaming thistle
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What about devs?

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Ye

cursive dirge
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you could also just buy stuff and modify them

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so they don't look same as on others games

gleaming thistle
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but once again I can't model for shit D:

prime jackal
#

I have experience programming in C++, would it be better for me to start with Blueprint or should I just go ahead and go C++?

cursive dirge
#

you can still decorate things

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or tweak materials etc

gleaming thistle
#

yeye, and I'm a decent level designer so I'd still make things look different but still

cursive dirge
#

@prime jackal I'd recommend starting with blueprints regardless, it'll help you understand how UE4 framework works

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and they are pretty self-explanotary after you grasp the basics on them

prime jackal
#

I see

gleaming thistle
#

yeah

cursive dirge
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in UE4's c++, you need to do lots of things the hard way

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you might get frustrated before you learn the basics if you start with c++ directly

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UE4's c++ api docs aren't that great

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so you often seek for answers around wiki, answerhub, source code...

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it's not as straight forward as with blueprints

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(and this is coming from a person who has done c++ before coming to UE4 as well)

prime jackal
#

I understand, I guess I'll familiarize myself with blueprints

cursive dirge
#

you could jump straight into c++ but you'd still need to understand blueprints if you use UE4, so it would be more logical to start with them anyway

prime jackal
#

The choice you make when selecting the template for a new project isn't particularly restrictive, right?

cursive dirge
#

what's nice about blueprints is that they can do lots of similar things as "real" programming languages, like you can make classes, use refs, use components, make and use interfaces

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the template choise is mainly giving you the starting point, with BP option every code you see if implemented in blueprints

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where in c++ template it's all text code

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once you get around the engine, just look how those templates do things on both BP and c++ to understand the relations

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also

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the very moment you add a c++ class to your BP-project, it becomes a c++ project which you can compile in VS

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c++ code projects can contain the same blueprints and blueprint only projects, so there's really no real difference there

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@prime jackal

lunar blaze
#

Hello everyone ๐Ÿ˜ƒ

prime jackal
#

@cursive dirge Thanks a lot

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That said, the best learning materials are from udemy then? Broadly speaking

gleaming thistle
#

What?

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Learning UE4 or Blueprints or what do you mean? In that case. Just go to YouTube, everything i know I've learned from youtube

worn granite
#

@prime jackal there's just so many tutorial series on youtube and seems like I can't get behind half of them - I don't have any picked out to just hand to somebody starting out.

prime jackal
#

UE4 in general

obsidian nimbus
#

content examples is a good way to learn

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some of the other free epic projects too

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never tried udemy, seems less convieniant than just google stuff u wunna know

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can take a look at robo recall modkit too

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your not allowed to use those assets but u can still look at em to learn how epic did stuff... Tim sweeny said so ๐Ÿ˜›

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lot of the assets in there are from other free projects you are allowed to use tho

signal rover
#

hey, is there anyone here living outside of Europe who would be willing to download my packaged project and quickly test with me if it works over Steam multiplayer? Should only take 15 minutes or so.

plush yew
#

@signal rover sure

signal rover
#

@plush yew Great, thanks! I'll PM you a link

plush yew
#

np

lunar walrus
#

hello everyone

glacial terrace
#

Hey guys UE4 noob here with a questions (if this isnt the right place to look im sorry) Ive downloaded .fbx files from sites like turbo squid and previously had no problems with the meshes showing up in engine after import but recently i got two models and when i import them into UE4 they are broken up into hundreds of various componant pieces instead of one large model (with no instruction or indication of how the puzzle should go together) Anything specifically i should look for or do maybe prior to importing to fix it? Is there another program i can load it into and then try and export the whole things as one piece?

plush yew
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@glacial terrace might be setup to be in pieces

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try loading it to blender

glacial terrace
#

thats what i was thinking too :/

plush yew
#

hi

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i'd like to ask a legal question regarding game companies

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at which point in game development, do i have to worry about officializing my game studio?
because as of now, its just me and a couple of passionate friends

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i was thinking about it, in order to protect the design and brand

weary basalt
#

The absolute latest would probably be before you make any money. For tax purposes obviously.

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If you want to protect your brand, finalising your Games name is probably the right time. Then you can trademark register whatever it etc etc

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But defs before it makes money, otherwise if you get investigated for Tax reasons and you arent declaring the income it will probably be an shitstorm for you.

plush yew
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from sales?

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what about crowdfunding money?

weary basalt
#

Any money you recieve is considered taxable.

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Regardless of where it comes from.

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At least thats how it is in my country (Aus) so you would need to be sure of your local tax laws in this respect.

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Better safe than sorry thats for sure.

plush yew
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that, and the fact that the staff is spread across the globe too

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some studios who got their games out are like that, is there any challenges it might bring legally?

weary basalt
#

You would have to check with each Employee and their laws as to whether or not any issues may arise. But so long as your buisness is setup and you are declaring your income from the game for tax i cant imagine anything else that would be an immediate problem. Though im not an expert on the matter thats for sure.

snow crown
#

you should organize into a company ASAP if you ever plan on doing anything with the project

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I disagree with that the latest moment is when you start taking money. By then it's too late

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do when you are all friends

copper forge
#

is it possible for C++ gamemode to show BP HUDs?

humble sun
#

@plush yew definitely crowdfunding will be considered taxable in proportion to each partners ownership in the business.

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Ownership %

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It's better to at least setup a partnership than nothing at all

tacit kelp
#

Anyone alive in here?

weary basalt
#

@copper forge The GameMode class exists only on the Server, it wouldnt/shouldnt have access to the HUD.

tacit kelp
#

I need a test mule, got a stripped down project that I need to test the host/join multiplayer. RAR file is only 104mb in size.

weary basalt
#

Whats the link?

quasi otter
#

anyone knows any possible cause for a project crashing everytime I try to edit ANYTHING on PC yet run perfectly on a laptop?

paper kernel
#

Weird question: how do I make an orientation from 4 vector3's

jaunty quest
#

Hello,
I don't feel like this fits in either BP or cpp so here it is here.
I have a Location Vector in my Struct and I set it up to have the "3D Widget" feature for ease of setup. I have my class setup to have a Map where the Key is a String and the Value is that Struct, the 3D Widget doesn't show. But it does work when it is an Array of the Struct.
Is that a known issue?

paper kernel
#

so why is engine running in tar after .18.2 update?

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like, 5 second delays on deleting BP nodes

fierce tulip
#

only notice that the first time copying something etc.

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the question to end the year with

plush yew
#

LOL

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XD

paper kernel
#

isn't that what we all are here for? to seek knowledge to solve that very question ๐Ÿค”

plush yew
#

lol

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this is good

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๐Ÿ˜„

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How is game formed

fierce tulip
#

me and @ashen brook decided that the first step to becoming a gamedev is to create a folder.

plush yew
#

how game get good graphics ๐Ÿ˜„

fierce tulip
#

ive seen those kind of questions

plush yew
plush yew
#

xddddddddddd

fierce tulip
plush yew
#

ahahha this is a goldmine ๐Ÿ˜„

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thanks

ashen brook
#

It's important to make a folder

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Then your game will make itself

plush yew
#

int fps;

if(fps < 144)
{
fps++;
}

fierce tulip
#

lol

plush yew
#

hehe

frosty bloom
#

@plush yew fps needs a default value, you bout to crash ๐Ÿ˜‰

plush yew
#

ok

#

1 minute pls

obsidian nimbus
#

parents these days think their kids are soo tech savvy cuz they can use a smartphone

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i see them use a keyboard with 1 thumb while holing it with the other hand ๐Ÿ˜›

plush yew
#

xD

paper kernel
#

even worse are the visionaire people you meet, since they have no intention of doing any work to begin with

plush yew
#

I blame steve jobs

fierce tulip
#

truth be told, I was an idea-guy as well when I started :p
though learned soon that making maps for ut99 was already a bizarre undertaking :p

plush yew
#

// @frosty bloom now u like dis?

Game game = new.Game("Crysis 3");
int fps = game.defaultfps;

void start()
{
game.launch();
}

void loop()
{
if(fps < 144)
{
fps++;
}
if(fps < 60)
{
log.print("console peasant");
if(fps < 30)
{
game.crash();
}
}
}

frank escarp
#

back when i was a noob, i was a noob in private

plush yew
#

ยฏ_(ใƒ„)_/ยฏ

frosty bloom
#

I love it

plush yew
#

and it took you like a minute to type this?

#

ok i guess ยฏ_(ใƒ„)_/ยฏ

frosty bloom
#

Nah, i had a button pressed without noticing

plush yew
#

oh

#

k

frank escarp
#

meanwhile in godot-land

plush yew
#

its so hard to replicate possessing or im just missing something

frank escarp
#

I thought it may not be too difficult to add one, so I started work on Sunday and completed it on Wednesday. ```
#

A considerable number of users requested a more efficient way to have GI (Global Illumination) in their projects. Godot 3.0 currenty offers the GIProbe node, which provides a real-time approximation to GI. This generally works and looks pretty, but it's quite shader intensive, which makes it not work on mobile or low end GPUs. The newly added VR support also suffers with GIProbe, as it has to render in very high resolutions.

plush yew
#

@frank escarp

frank escarp
#

they added a lightmapper for their voxel GI thing

plush yew
#
The solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture). Light is precomputed offline and rendered to a texture, which is then used by the geometry.

I thought it may not be too difficult to add one, so I started work on Sunday and completed it on Wednesday. 
#

this looks better

#

no orange better than green

#
GREEN
ORANGES
NOOBS
frank escarp
#

of course, the lightmapper is much lower quality than both unity and unreal

#

but its essentially just for baking the voxel gi into texture

#

wich is really not a bad idea

#

use voxel gi to setup the scene, bake it down to make it fast

plush yew
#

use css for green and fix for orange

#

shit

#

i fked it up

#

its cool

#

any oneman game makers here?

#

yes

#

me be 1man game dev

#

its solo not oneman

rugged viper
#

R u a pro

plush yew
#

who?

rugged viper
#

U

plush yew
#

no

#

ok

#

u soloman

rugged viper
#

Solo

plush yew
#

solo

#

han soloman

#

soloman xd

rugged viper
#

Kys

plush yew
#

me unoman

#

XD

rugged viper
#

Espaรฑol I guess

plush yew
#

I am number solo

#

so whats the point of asking who solo

#

if youre not fbi

#

whats the point breathing air?

#

if you are then i gtfo

rugged viper
#

Lol

plush yew
#

i am FSB

#

oh ok thats ok

#

and unoman

rugged viper
#

.....

frank escarp
#

not one man, but fairly close to it

plush yew
#

.__________________________________________.

rugged viper
#

Ooo

frank escarp
#

i have a character modeler that gives me stuff from time to time part-time

plush yew
#

what is fairly close?

#

ahh

#

must be nice ๐Ÿ˜„

#

do u pay him?

#

.__ __.

frank escarp
#

yes

plush yew
#

money or sex?

#

im my slave

rugged viper
#

๐Ÿ˜‚

plush yew
#

I wish i had a slave

rugged viper
#

..

plush yew
#

I would make him to make my game

#

and then get credit

#

.__ __.

#

game by kullirselff

#

a kullirselff production

rugged viper
#

LmAo

plush yew
#

assistant: slave

#

first time i read your name i read it like this "killurself"

#

oh no

rugged viper
#

IOI

#

I'm a nub

#

I want a partner

plush yew
#

no

#

i want slave also

#

stfu blyat xd

#

x-D

rugged viper
#

Stap doing dr0gs pls

plush yew
#

xd

#

no one is doing

#

fuck this shit im out

rugged viper
#

Yeah sure

#

..

plush yew
#

๐Ÿ˜ฎ

#

-__ __-

#

why so angry?

rugged viper
#

Now on ur knees

plush yew
#

ok shit waddup im out

#

xD

rocky portal
#

is there any reason why my InputComponent is invalid when running dedicated server?

#

works fine if I uncheck dedicated server

#

also...these binds are wrapped in a Client ran function

upper heart
#

Have you verified you are hitting the breakpoint as a client? I know you said it is wrapped in a "client ran function". But still sounds like you are hitting it as the dedicated server

rocky portal
#

not sure how I can test that ๐Ÿ˜ฎ

upper heart
#

c++ or bp?

rocky portal
#
void UContextMenuManager::BeginPlay()
{
    Super::BeginPlay();

    // ...
    Client_BindInputActions();

}



void UContextMenuManager::Client_BindInputActions_Implementation()
{
    UInputComponent* Input = GetOwner()->InputComponent;
    //GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Black, FString::Printf(TEXT("Bool: %s"), IsValid(Input) ? TEXT("true") : TEXT("false")));
    if (IsValid(Input)) {
        Input->BindAction("Interact", EInputEvent::IE_Pressed, this, &UContextMenuManager::DoSelectedAction);
        Input->BindAction("Next", EInputEvent::IE_Pressed, this, &UContextMenuManager::SelectNextAction);
        Input->BindAction("Previous", EInputEvent::IE_Pressed, this, &UContextMenuManager::SelectPrevAction);
    }
}```
frank escarp
#

dudewhat

#

you dont use client functions for that

rocky portal
#

this is in an ActorComponent

upper heart
#

yeah you don't need an rpc for that

frank escarp
#

usually that function is called from a "postinitializecompnents"

#

then call it from parent class

rocky portal
#

why does it work when dedicated server is not selected

#

I thought intially it was a case of Server spawning Character..not being able to bind anything there

#

and then that Character getting replicated to Client

#

thus why I stuck it in an rpc

#

I know it is "supposed" to go in "SetupPlayerInputComponent"

#

but again I'm doing this through ActorComponents

#

not direclty through Pawn

frank escarp
#

you should put it on your Controller class

#

and then it calls your component functions

#

if you are doing MP

#

stick to the game architecture

#

as if it is gospel

#

beouse if you dont you will have trouble

rocky portal
#

oh wait i think you are right

frank escarp
#

the game framework is there for a reason, and that reason is to improve multiplayer games

rocky portal
#

hmm

#

how do I make this work with the components on a character from PlayerController

#

ContextMenuManager creates ContextMenus, navigates them, and manages their lifetime

frank escarp
#

getPawn()->Getcomponentofclass<whatever>()->stuff()

rocky portal
#

it is attached to characters... these menus pop up when you "look at" a focusable actor

#

isn't the Input from PlayerController going to basically be like

#

PC (InputEvent) -> ControlledPawn (InputEvent)

frank escarp
#

pretty much, but its much easier to work with in multiplayer

#

becouse the pawn is on everyone

#

but the controller

#

is strictly on the local player

rocky portal
#

so no way to avoid coupling Character to the component in this case?

frank escarp
#

so if you put input bindings on pawn, then you need to make sure you arent triggering them from other players and makes logic more complicated

#

everything you do in Controller will not need to be replicated

#

wich makes it much easier to do

rocky portal
#

yeah makes sense

#

so I initially put it in a Component on the Character because I wanted it to be decoupled from the character

#

but I wasnt aware of the replication issues

#

so is there any way to keep that decoupled when going through PC

#

oh wait.. I could use events

#

the component can bind to broadcast of "NextSelection"

frank escarp
#

that too

rocky portal
#

and just make the character broadcast when that input is passed to Character

#

that's probably a better setup anyways because by swapping the component out for say an AI character

#

can change how interact works

#

for player "Interact" performs a ContextAction from menu

#

for AI..they would have to get some target and directly interact w/ it

#

thanks for the help bud

frank escarp
#

yes, thats also why you keep input on controller

#

it makes easier to have AI later

#

the game framework is there for a reason

rocky portal
#

i was going about this all wrong...im pretty new to network programming

frank escarp
#

and has tons of stuff that make common things easier

#

one small trick @rocky portal

rocky portal
#

yeah I try to stick to it...wasn't aware of replication issues with Input binding though

frank escarp
#

Owner hiearchy is a bitch

#

to bypass it, use the Controller to call RPCs

rocky portal
#

and i didnt know how that was setup really

frank escarp
#

so caling Weapon->Fire() needs owner chain to be done properly

#

but Controller->FireWeapon(Weapon) actually will RPC just fine

#

logically, for a weapon, yo set the owner chain

#

but what with a pickup from the map

#

or a door

#

that doesnt have a clear "owner"

rocky portal
#

all my pickups and stuff are done on Server

#

and replicated

#

for weapon

#

don't you need it to like.. fire on client

#

check for hit on client

#

and then validate with server or whatever

#

and server either allows or doesn't allow the hit

#

otherwise it would feel laggy

#

and I'm doing all "projectile" bullets so i dont even know how that will work out

frank escarp
#

to do that you need to setup the Owner chain

#

SetOwner and all that stuff

#

if you dont, server RPCs will be rejected

rocky portal
#

ah i see

#

hmm could you use events for the whole chain?

#

to avoid having to cast to a specific type of character

#

controller broadcasts Interact

#

controlled pawn binds to controller Interact

rocky portal
#

APlayerController::BeginPlayingState() ... is this the function I would need to override to bind a delegate on possession of a new Pawn?

#

or is there on on Pawn I am supposed to use that is called on possess?

plush yew
#

hey

#

happy new year

rugged viper
#

Stfu

#

It's 1 pm

plush yew
#

and how do i put 3 moons?

#

or 3 suns

#

how to make game aaa

gleaming karma
#

where should I ask questions about materials?

#

nvm that

plush yew
#

what appen if compiled the ue4 project with server desolment

#

can have problem becouse tgat

#

that

opal hornet
#

anyone get bad lag on UE4.18? Never had it on previous versions.

#

in-editor lag

wild kestrel
#

nope

#

atleats not for i only had problem with UI scaling in 4.18

#

and actully still have it

fringe olive
plush yew
#

i would like to request

#

a chat room just for "packaging"

#

what room should we use for this?

chrome ivy
#

@plush yew More like building/shipping, right?

#

I have a question for the epic games devs.

plush yew
#

@chrome ivy yeah

chrome ivy
#

Why do we need to send emails to you instead of talking to you here, epic devs?

upper heart
#

@plush yew we have been discussing it internally.

chrome ivy
#

Also, I sent an email to the epic devs a while ago. They replied. And I replied back with a question.

#

I sent the message again

#

And they just ignore it...

plush yew
#

@upper heart Would be insanely useful, I have for example been sitting here since 1:30 PM packaging for linux... no error messages, but no progress on output log. So I am unsure if its still working or not

#

Also, it is almost 5 PM now.

upper heart
#

If you want to give your two cents on the topic #server-feedback is the place. But yeah just wanted to let you know we have been discussing it.

plush yew
#

Cool

#

Thanks

upper heart
#

How are you packaging? With runuat or frontend?

plush yew
#

What is the difference between shipping and development?

#

whoops

#

@upper heart With File => Package => Linux

#

But its not giving errors, its just sitting right here

upper heart
#

@plush yew development contains some extra things like the debug console. shipping doesn't.

plush yew
#

It also gets rid of the CheatClass

#

in player controller

upper heart
#

@plush yew you have the clang toolchain installed? have you packaged for linux before?

plush yew
#

@upper heart yeah, I was able to compile my dedi server in vis studio without errors.

#

And if I disable the key of the console then it's like the same?

#

I did package to linux before, but not in a while

#

It's simply annoying because I don't actually know what's happening

#

Editor isn't frozen... just no output

#

What is cheat class

#

Going on 5:00 PM still no progress heh

#

i might just say fuck it and move on lol

#

I like your pfp, Bdoom. :3

#

@plush yew thanks!

#

So what are plans of game development in 2018?

#

@plush yew what do u mean

#

Also, the Cheat class is a class you can assign in PlayerController mainly used for debug situations with built in cheat commands like god mode...etc

#

It can be overriden though

#

As a blueprint or a c++ class

#

Oh k

#

It is only available in Testing and Development builds I believe

#

But not shipping

#

And as the plans I mean to release something, make something cool etc

#

pretty much solo using marketplace assets just to see how far i could go ๐Ÿ˜„

#

It's not 100% finished... probably never will be since I have no one to help ๐Ÿ˜„

#

Oh looks good

#

Free @plush yew?

#

Well, good job getting it on steam, I can't get anything to steam cuz I can't do it legally

#

Yeah, because I don't think I will be able to compete with other survival games

#

So why not just go free? ๐Ÿ˜„

#

Oh ok I will try, when it comes out

#

So sad I can't get anything to steam ๐Ÿ˜ฉ

#

But I will make my own website for that, but idk how to grow the player numbers

glossy flame
#

Maybe it's intended, but it looks like your crosshair is off-center? First thing that popped out in the video, haha @plush yew

#

The landscape looks nice though

plush yew
#

@glossy flame Yeah, right now it should be centered, I set it to center on the widget, I'll look into that. Some of the animals aren't fully working either (just AI code). The core features are working though (leveling, tribes, base building, resource gathering, biomes...etc) Also, thanks! I wanna make a game that I can be completely honest towards players (you don't see that often I feel).

#

@plush yew Just be honest, also, web dev is a lot easier to get into I think

#

If you wanna learn web dev... Use ruby on rails (i used this at my last job, its fantastic)

#

I mean I can package the game, I want to add it to my website but idk how to get people see that

#

HTML5? I think ue4 has support for that

#

No I want to add a link to that

#

Not in html

#

As an exe application

#

?

#

<a href="pathToFile">here</a>

#

lol

#

You don't understand xd

#

Or I just can explain good enough

#

How to get more publicity? Is that what it's called in English, sorry my primary lang isn't English, it's Russian

#

Advertise

#

Where?

#

Well I know I can do it here, maybe

#

Also

#

Well in WIP

#

You need to be confident in your product lol

#

Yes I will be and am already

#

Guard your reputation with your life.

#

I know what I'm doing dude

#

And I know what to do if people don't like something in game, listen and adjust

#

My game will be listening for almost all feedback

#

And suggestions

#

Okay well

#

assume your game will fail

#

As most games do

#

I've got ir working at playable state, but it's now boring, you can kill people with physics objects you can grab and drop, and throw. That's in 2 days. I will add some more stuff for prototype

#

And if it will fail

#

Well idk why it would fail, why games fail, because nobody likes the concept or gameplay or even graphics if it looks like something from 1990s

#

NO

#

?

#

Do research

#

into what makes games fail

#

because otherwise you are guessing

#

Well some are that I was guessing

#

So what I now think I need is
-attention
-not spamming updates every day
-have something to do in that game that doesn't get boring and when it does have something new for people, like new game mode
-not making a ripoff and doing something new and cool
@plush yew

#

good, now go do it!

#

๐Ÿ˜„

#

Thanks for the article

#

That will help alot

#

Oh and listen to community

#

And I can't do it now, it's 1 am

#

And idk if post some updates on prototype development in #work-in-progress so I can get feedback early? @plush yew

plush yew
#

You can

#

Ok. Gonna go sleep now, tired abit

viral willow
#

Hi!

rocky portal
#

would it make sense from a design perspective for ContextMenu control to be given to the PlayerController?

#

since it makes no sense for a generic character that could be an AI to control a context menu

snow crown
#

you'd probably want to give a context menu to a HUD

rocky portal
#

ah forgot about HUD

#

I can't get this RepNotify to work

#

Why is my OnRep function only being called on the Server

#

well nvm..had it setup wrong all good now

subtle heart
#

Hey guys,

maybe some of you remember the old arcade classic Phoenix from 1980. The space shoot 'em up by Amstar Electronics. My dad loved the game when he was young but he couldn't find a playable version online that felt like the original and had that "retro-flair", how he called it.

So I developed a remake of the game as christmas gift for him. With the goal, of feeling as much as an original 80's game as possible . He really enjoyed it and some of his friends asked me if I could send them a copy too. So many people asked me by now, that I decided to provide a version anyone on the internet could download.

The game will be available in ~5 days, time I will take to further improve the balancing and gameplay in general with the help of my dad, as he still remembers how the game felt back then. The reason, why I'm writing, is that I'm looking for ~10 other people that could playtest the game before release and give me any kind of feedback. If you want to help, please contact me via DM or Email (contact@lerrrtaste.de)

The game will be available (for free) here: http://lerrrtaste.itch.io/phoenix-revive

Thanks for all kind of support ๐Ÿ˜ƒ

itch.io

A modern remake of the arcade classic Phoenix

upbeat fern
#

hey mates, I'm trying to multiplayer in unreal, but the window position is a pita. (running 2 clients) any suggestions ?

#

wait, DW, there's a checkbox I missed.

autumn quarry
#

sry for maybe off-topic but how does Udemy usually charge for courses? right now everything is 95% off and it doesn't feel right if a course actually costs hundreds of dollars in most part of the year

grim ore
#

Udemy tends to have "90-95%" coupons/discounts for 90-95% of the year

#

or at least in regards to game dev courses from what I have seen

autumn quarry
#

@grim ore thanks that's waht I hoped

#

already tricked into buying 3 courses though :>

grim ore
#

if you use them then it's all good ๐Ÿ˜ƒ

autumn quarry
#

no regret, YOLO

long garnet
#

Vuth their pricing about 200dollar courses are fake

#

dont buy courses if they dont cost 10dollars or 12 dollars or 15dollars

autumn quarry
#

yea I'm only buying things I need right now.. or I think I do

long garnet
#

if u dont have 10 dollar courses use different browser and u will have

grim ore
#

the weird part is some of the stuff is worth a premium, 30-50 or so worth of content, but they just do the jack it up and discount it plan instead

long garnet
#

nice

fierce tulip
#

happy new year people ๐Ÿ˜ƒ

zealous spade
#

Happy new year everyone!

warped topaz
#

Happy New year ๐Ÿ˜„

lunar blaze
#

Hello Guys, have a question. I want to do, idle waiting for attack, and how I can "Play" this animation when i target enemy ?

#

dont know where i should write this

#

mean channel

keen birch
#

Don't really see why you wouldn't

#

(Granted you have something interesting to show)

plush yew
#

thats why some games fail (maybe), but the reason is cuz there will be no ideas left cuz they are all made so fast

keen birch
#

That's got nothing to do with marketing though

#

That's just working on stuff too quickly

grim sinew
#

Reason not to post updates every day: Constantly spamming their client with downloads that take up bandwidth (sometimes on a metered connection) and cpu cycles running the patcher.

#

Make updates weekly instead unless you really need a hotfix.

plush yew
#

dont make updates

#

make solid work

#

regards 1990 games

grim sinew
#

Also it makes it harder to run long term servers since the servers and clients will always be on different versions.

keen birch
#

Oh, you mean those kinds of updates

#

I meant social media

cinder locust
#

morning gents, happy new year. had a question regarding character blueprint. trying to enable prone/ crawling for my character. everything works fine except collision. is it possible to attach an additional collision component i.e. a sphere to the character mesh or can only 1 collision component exist on the character? i've added a sphere and attached it to a socket on the characters head. it doesnt seem to block anything even when block all is selected. any insight here?

languid lava
#

im not following exactly, are you saying that when your character prones he is able to crawl through objects that would otherwise be blocking if walking?

warped topaz
#

Anyone worked on any realistic interior projects? I am new and working on one but can't find proper tutorials.

languid lava
#

maybe i can help you find a tutorial, what are you trying to accomplish right now?

#

proper lighting?

#

most of my exp is outoor so far though primarily using dynamic lighting haha

#

it shouldnt be too difficult with the right textures and some props

warped topaz
#

I was looking for some good examples. They may look too ambitious but that's the kind of results I'd like to achieve one day if not better. ๐Ÿ˜„

cinder locust
#

@languid lava stby ill get some ref images

obsidian nimbus
#

@warped topaz the marketplace has epic Zen garden its free to download, and learn tab has an interior design lvl

#

both free

cinder locust
#

@languid lava here is how i essentially would want it to work. however the sphere attached to the head is not blocking anything so i can just walk right underneath the crawl space

languid lava
#

are you interested in modeling everything your self or more so building the environment in UE4? if the latter I could look around for a some reasonably priced marketplace assets like suggested above, use them to get used to working in the editor

#

i like that character, honestly not sure, obviosuly you have blocking on the world objects too right? ive only used the ue4 mannequin and it usualy just works for me

spring fjord
#

Guys can i enable motion blur in a game that is already packed?

languid lava
#

im on my my latop away from home right now so i cant fire up the engine

cinder locust
#

yeah i cant pass through them standing

#

but i can pass underneath all of them prone or crouched

#

the heads collision isnt doing anything

#

i wonder if it simply has something to do with character vs pawn

spring fjord
#

Guys if i download an ue4 game that has motion blur disabled can i enable it?

obsidian nimbus
#

if its a dev build you can turn it on

spring fjord
#

But how

#

I don't think its a dev build

#

I mean can i modify the game files or stuff

#

I need help

obsidian nimbus
#

hmm actually i dont think u can with console command

#

cuz its in post process

spring fjord
#

But can i modify the game files?

#

Without damaging the pak?

#

Also, you can't use the console in the build

#

So idk what to do

grim ore
#

@cinder locust if you are using a character then chances are its due to only the main collider (the capsule) being the one used for blocking collision checks. If you want to use the character and do what you are trying to do you might need to do some manual checks or make your own character

cinder locust
#

@grim ore thanks, i will take a look at it

#

ah

#

so i was kinda right there, a pawn class would work better in my case

grim ore
#

there we go then ๐Ÿ˜ƒ

cinder locust
#

sweet

#

thanks good sir

#

love your videos btw. very helpful ๐Ÿ˜‰

grim ore
#

hopefully it works ๐Ÿ˜ƒ

#

awesome, glad to hear that!

spring fjord
#

Guys is there any way to enable motion blur in already packed game?

keen birch
#

Console commands, possibly

spring fjord
#

But what if i can't open the console?

keen birch
#

Then you can't

#

The console is there to do that sort of thing in-game, if you can't get to the console, then you're not going to be able do anything like htat

#

Afaik

silver crown
#

You could hack with custom directx dll ๐Ÿ˜‰

glossy flame
#

@spring fjord not sure if it's possible game-wide, but to do it on a specific camera look at UCameraComponent::PostProcessSettings

#

Within that, set bOverride_MotionBlurAmount to true and set MotionBlurAmount to whatever you'd like it

#

If you're solely in BP, I couldn't tell you if it's possible

spring fjord
#

I cant because the game doesn't allow me to open the console ._.

glossy flame
#

That's not a console command.

#

You do that in C++

silver crown
#

@glossy flame See above: "Guys is there any way to enable motion blur in already packed game?"

glossy flame
#

And?

#

You can do what I mentioned at runtime just fine

#

Oh, are they asking about another game, not theirs?

#

My bad

keen birch
#

๐Ÿ˜›

spring fjord
#

Yeah

glossy flame
#

Hehe

spring fjord
#

If i download any ue4 game

#

Is there a way to open its .uproject

glossy flame
#

No, but you might be able to do it through the config files

spring fjord
#

Path?

glossy flame
#

Dunno, it'd be different depending on the game

#

For Fortnite, you can definitely do it through config files (GameUserSettings.ini)

spring fjord
#

Oh

glossy flame
#

There might be a way to disable it however, so don't imagine that's effective for all UE4 games

spring fjord
#

K

#

@glossy flame But do i have to extract the pak fille or is it in appdata/local?

glossy flame
#

For Fortnite it's in %localappdata%/FortniteGame

#

Again though, not sure about other games

#

You should be able to edit it for most games, but no guarantees

spring fjord
#

The thing is that in my game config files there is a config folder but there is scallability and lightmass files but not gameusersettings file. (Also when i edit lightmass and scallability they are empty)

obsidian nimbus
#

any1 want a panoramic shot with a giant lamp? its in the public domain and free to use ๐Ÿ˜›

spring fjord
#

Hi. Is there any way to enable the console with the clnfig files?

gentle ivy
#

in shipping builds?

mental shale
#

are there empty's in UE4?

#

like

#

just an empty gameobject that represents a location

glossy flame
#

If you're within an actor, a scene component is often used to serve that purpose

mental shale
#

can you have multiple?

glossy flame
#

If not, blank actors aren't that expensive as long as you're not spawning them a lot at runtime

#

Yeah, but you would probably need a way of differentiating between them

#

Or not, depending on what you're doing, I guess

mental shale
#

naming?

glossy flame
#

That could work, yeah

mental shale
#

okay

toxic prairie
#

are the outdated tutorials ont he epic youtube still the goto? or are there youtubers or an unofficial updated tutorial guide / playlist

rocky portal
#

does anyone know how much memory a UClass* takes?

spring fjord
#

@gentle ivy In singleplayer shipping build yeah

gentle ivy
#

then no

#

shipping builds require code changes to enable console

spring fjord
#

Oh

#

Is there any way to enable motion blur with the ini files?

mental shale
#

I think so?

#

although, I think it's tied to the overall quality

nova heath
#

Is there stil really no way to filter recieved decals?

ashen frost
#

does anyone here uses maya?

spring fjord
#

Guys is there any way to use console commands with external program not the default ue4 console?

tame bluff
#

Best way to handle collision for planes?

#

i assume just use the complex collision instead of the simple?

#

since it's just a plane

cloud cobalt
#

Is there a way to disable the new audio pipeline from command line ?

#

On a released build

wary wave
#

probably not

snow crown
#

no, i think the audio pipeline stuff is compile time changes now

#

and I'm pretty sure the old audio stuff is just gone in more recent versions of the engine

plush yew
#

Character Movement Component is done using physics right?

wary wave
#

I don't think so

snow crown
#

no, not really

plush yew
#

Hmm okay

#

Does it handle frame rate independence?

#

It seems like it already does but just wanna make sure

wary wave
#

depends on your definition of 'frame rate independence'?

plush yew
#

I guess moving the same amount of units over x amount of time, regardless of frame rate

wary wave
#

then yes, more or less

plush yew
#

I don't have source atm so can't check if they're multiplying by delta seconds

wary wave
#

it does incorporate delta time

#

and compensates accordingly

#

(it'd be a bit useless if it didn't!)

plush yew
#

True lol

#

Thanks ๐Ÿ™‚

storm venture
#

so my structs keep breaking and giving errors during packaging and the solution is to rename them and then rename them back.
kind of stupid, but whatever, lol

hidden heart
#

anyone have a good suggestion for making a small gifs of progress? I've been using gifcam but it's not the best

cloud cobalt
#

Video recording + giphy

hidden heart
#

ah they have a pretty good file size limit, thanks stranger

plush yew
#

hey

#

is there someway to save my meshes in to a group in the content folder?

#

I want to merge them all but can i somehow save the individual pieces where they were?

opaque plover
#

I have an array of cubes (hierarchical instanced static meshes) and I would like them to move (the goal is to create vehicles the user can build themselves with cubes). Is this possible while keeping HIMSC and their efficiency or not ?

wary wave
#

in theory it should work, but it's going to depend on how many meshes you actually have

#

it may work out better to procedurally generate a mesh

opaque plover
#

Why would it work better ? It's one drawcall for all meshes anyway, since they are just instances. The cost of individual transforms ?

#

Anyway I should try all possible approaches. But there should not be many many cubes anyway, I would like to keep vehicles small for gameplay reasons

wary wave
#

the cost of calculating all those transforms each tick could become quite expensive, yeah

#

it also has to do things like calculate LoDs for each instance etc

opaque plover
#

Are the numerous Minecraft-like games made with UE4 not using HIMSC ? They seem to handle the load of thousands of blocks quite well. LOD however must be difficult for cubes. Not like you can simplify something that simple. Billboarded 2D faces could do the trick, perhaps.

wary wave
#

if there are working Minecraft style games, they almost certainly don't use mesh instances

opaque plover
wary wave
#

well, he says how in the first post

#

"I create only the front faces from the outward voxels. I even manage to remove the chunk connections using the additional information shared between chunks."

#

it's an algorithm generating procedural geometry for the world; there are no HISMs

opaque plover
#

How could I miss the first post of something I linked myself ? Thanks. That's interesting. And it's 2016 so HISM already existed (which means he probably made the choice of not using them deliberately). I found out that he actually streamed and posted on YouTube the first 12h of his development so I'll check that out.

frank escarp
#

@Koward#4757 HISM cant be used for a full voxel world

#

they are not very optimal

#

for a fulll voxel world you need to write the meshing yourself

#

HISM is more meant for level geometry and vegetation (specially vegetation)

uncut pebble
#

hello someone know if the Google onlinesubsystem will work next

#

?

keen birch
#

Anyone know of a way to render AO twice?

#

I'd like a large-scale pass and a small-scale pass, not sure how to go about doing that

opaque plover
#

@frank escarp Okay for cubes. If I want to spawn one random model all over the world, where is the limit between building the mesh myself and using HISM ? The more complex, the more HISM would be efficient ?

frank escarp
#

hism has overhead per object

#

cubes are super simple

#

so merging them yourself will make much better stuff

#

if each of your objects is detailed and complex

#

then hism

sturdy kernel
#

is there a performance difference between attaching actor A to actor B vs. updating As transform to Bs transform every tick?

frank escarp
#

you should use attach

#

actually there is not much difference, but attach will guarantee it works

#

due to tick order, if you do it "manually" you might have some desync

#

lets say A is your "main" actor, and B is the one that follows

#

if B ticks before A, then it will be one frame late

sturdy kernel
#

@frank escarp good point. Problem is I'm seeing a bug where the transform of the attached actor's proceduralmeshcomponent glitches to the wrong position occasionally. when I set the transform manually each tick it works, so until i figure out that bug I guess I'll put up with possibility of desync

frank escarp
#

then use tick

#

but you can setup prerequisites

#

or better, do not tick on the children

#

tick only in the parent

#

so in the case above, when A ticks, it updates its position, and it also updates Bs position (it keeps a pointer/reference to B)

sturdy kernel
#

@frank escarp makes sense!

restive eagle
#

http://prntscr.com/hv6w7y
are these refferences never removed during the runtime? cause originally i should only have 3 of them, but since i am clearing and runing the script they just pile up

Lightshot

Captured with Lightshot

#

did more testing and they should go away, so there's a flaw in my logic ๐Ÿ˜ฆ

plush yew
#

Hey

#

anyone knows how I can download Unreal as a zip?

#

so it dosn't trigger the user account control thing?

cloud cobalt
#

@plush yew It will still trigger it

plush yew
#

crap

cloud cobalt
#

And you can't download a binary release as a zip, you'd need to download the source and build it

#

Which would need Visual installed anyway

plush yew
#

Binary release?

cloud cobalt
#

= executable, ready-to-use version

#

What the launcher downloads

plush yew
#

ok

#

so download the source code first?

grim ore
#

@restive eagle if you remove them then around a minute later when the GC runs they should disappear.

plush yew
#

I got visual studio btw

grim ore
#

go to the github source if you want to download it as a zip and compile it yourself. Go to the epic games site to download the launcher and have it download the binary release.

restive eagle
#

@grim ore thanks for the info, read a bit about that theres a cycle for removing trash

opaque plover
#

I wonder, how does the release of UE4 updates work ? Will there be an announcement of the date for 4.19 ? Is there bugfix support for older versions or is everybody expected to jump ? I am new so I have no idea and googling does not give much answers. Maybe I phrase it poorly.

fierce tulip
#

they announce it

#

often getting previews of new versions first

#

and occasionally 1-4 patches per version

#

you decide if you wanna stick with the version you use, or jump to new version

grim sinew
#

And usually unless there's something really glaring, they don't update old versions and keep them as is. I think they've only released patches after a new version came out twice.

plush yew
#

Anyone knows how I can run Unreal through its source code?

grim sinew
#

Step 1: Compile it. Step 2: Run it! ๐Ÿ˜„

plush yew
#

how do I compile it?

grim sinew
#

Check the readme, it's better than what you'll get in 2 sentences in discord.

opaque plover
#

There has not been any 4.19 announcement right ? I'm really excited about the built in CLion support.

grim ore
cursive dirge
#

is CLion any good?

#

I still prefer VS

#

but VS with UE4 has always been pretty nasty

heady bridge
#

I thought UE4 only supported VS

cloud cobalt
#

VS is the best supported

#

But any tool that can output UAT commands will do

frank escarp
#

you can even compile from commandline

#

not easy tho

opaque plover
#

It supports Visual Studio Code since 4.18 and will support CLion in 4.19.

#

I like JetBrains IDEs a lot and they are available on Linux. I think it will make a great alternative to VSC which is pretty basic compared to VS, and VS don't run on Linux at all

heady bridge
#

I've never used JetBrains IDE's I just use what I can get my hands on for free lol

#

typically just the newest version of VS

opaque plover
#

Perfectly understandable, it's true that unless you're a student there's a license. Maybe they'll release a community edition like they did for their Java IDE and like VS did.
But still, ATM even if you pay there's no full IDE to use with Linux and UE4 (in a supported way, there are always tricks). At least it will be an option.

rocky portal
#

So let's talk Zombies and why they are never "out of style" in games...

#

Every game has zombies lol

#

Every big zombie game release gets hyped

#

What is it about zombies

cloud cobalt
#

Falls under the "universally fun" stuff

#

Like shooters

#

Shooters are never out of style even though it's basically the same core gameplay loop since 20 years ago

heady bridge
#

Zombies are fun to kill

floral pagoda
#

Interesting

heady bridge
#

That is quite interesting

restive eagle
#

if a struct is instance editable, is there a way to hide one of its variables so it wouldnt be displayed?

#

http://prntscr.com/hvadeb
like here i want to hide was clicked boolean, the only solution i came up now would be making an array of booleans and matching their index with the main struct

Lightshot

Captured with Lightshot

sage stag
#

how can i have a decorator containing a condition show a pass/fail indicator on mouse hover in behavior tree tasks in editor? Standard BT blackboard decorator shows pass/fail when you hover. How can I do that with a decorator with only a condition in it? Please help, driving me bananas

silver crown
#

@restive eagle Remove EditAnywhere?

swift spindle
#

anyone around ?

heady bridge
#

Hi, I'm around

weary remnant
#

Can I set the editor to always maximize the Play in New Editor Window?

swift spindle
#

having problems with Screen Space reflections

heady bridge
#

@weary remnant Yes, That's what I did to play my game in full screen, beside play hit the arrow, and select advanced settings

swift spindle
#

its not respecting quality settings

heady bridge
#

then in "Play in new window" select the width and height, I set mine to 1920 x 1080 for my full screen resolution for example

restive eagle
#

@silver crown where can i find that option? its not in the struct nor in the bp

weary remnant
#

Thank you @heady bridge . Did you remove the title bar too?

restive eagle
silver crown
#

Oh BP struct

#

Dunno then

rocky portal
#

is there an event that get's called on component destroy?

restive eagle
#

ye it was inside the struct, at first it didnt work as i wanted but it seems now everything is fine. thanks for the suggestion @silver crown

heady bridge
#

@weary remnant you're welcome, No I still have the bar ontop, I don't think that can be removed since it's basically in windowed mode, for full screen without the bar, you'd have to use "Standalone Game" instead, but set the width and height to screen resolution, I have not tested that myself, so I'm not sure if the bar will be there, but it shouldn't

restive eagle
rocky portal
#

ah nvm u can just bind event to GetOwner()->OnDestroyed delegate

weary remnant
#

I just tried it in Standalone Game, which went to full screen and played pretty well (no title bar).

heady bridge
#

Awesome ๐Ÿ˜ƒ

rocky portal
#

why do BP structs of TArray of other structs mess up?

#

variable disappears and you can't compile

#

have to duplicate the broken thing to remove the variable before deleting old one

weary remnant
#

In the Navigation window of UMG widgets is there a way to list multiple widgets for the Explicit option?
Some widgets are hidden or replaced by another widget depending on the situation.

rocky portal
#

any clue why "Show c++ classes" is grayed out and unselectable

#

I am deleted a Blueprint and need to replace references with a newly created C++ class

mild copper
#

Hello! I had a quick question if someone could point me in the right direction. I reformatted my computer awhile back. This is after making a pretty successful mod that I would like to update. Before I formatted I exported all the .uassets to .t3d format. I am trying to import them back in through file -> import but nothing is coming from it. I am not getting an error code or anything along those lines. This is an Ark Mod that I am working on. Thanks in advance!

grim ore
#

Long story short, it's a legacy feature that's not supposed to be there And your not supposed to get them back into the engine.

mild copper
#

Thanks! So was it my bad for exporting them in that format? I feel like if I can export them in an engine I should be able to import them back into the same engine without a problem. I am looking at these work-arounds you linked me. I will be quite sad if I can not import these back in. The mod might never get updated again ๐Ÿ˜ถ

grim ore
#

Well it wasn't your bad but not much you can do about it now.

#

Using a proper version control software might be in order next time.

mild copper
#

^^

#

Thanks for the information MathewW

uncut pebble
#

hello someone know if the Google onlinesubsystem will work next ?

copper forge
#

i'm creating a camera shake in C++ and heres the code:


    CameraShake = UCameraShake::StaticClass()->GetDefaultObject<UCameraShake>();
    CameraShake->OscillationDuration = 1.0f; //negative value will run forever
    CameraShake->RotOscillation.Pitch.Amplitude = 1.0f;
    CameraShake->RotOscillation.Pitch.Frequency = 20.0f;
    CameraShake->RotOscillation.Pitch.InitialOffset = EInitialOscillatorOffset::EOO_OffsetRandom;

    CameraShake->RotOscillation.Yaw.Amplitude = 0.0f;
    CameraShake->RotOscillation.Yaw.Frequency = 5.0f;
    CameraShake->RotOscillation.Yaw.InitialOffset = EInitialOscillatorOffset::EOO_OffsetRandom;
    
    CameraShake->RotOscillation.Roll.Amplitude = 1.0f;
    CameraShake->RotOscillation.Roll.Frequency = 9.0f;
    CameraShake->RotOscillation.Roll.InitialOffset = EInitialOscillatorOffset::EOO_OffsetRandom;

    CameraShake->LocOscillation.Z.Amplitude = 2.0f;
    CameraShake->LocOscillation.Z.Frequency = 20.0f;
    CameraShake->RotOscillation.Roll.InitialOffset = EInitialOscillatorOffset::EOO_OffsetRandom;

and:

        APlayerController* Controller = GetWorld()->GetFirstPlayerController();
        Controller->ClientPlayCameraShake(CameraShake->GetClass() , 1.0f);

but the camera shake doesn't run. if I use BP and play it it works, so I'm sure there's something wrong with my code, can somebody help me?

cinder iron
#

For camera shakes i usually override camerashake class in BP's and change the values, then i assign them on the DO of the class, in this case wont be much of a deal in terms of performance because you are not including code in your camera shake

spring arch
#

Hello Guys! I have a super fast question. How can I remove the endgame event that happens when characters falls from main platform in 3d side scroller template?

regal mulch
#

End Game?

#

I assume there is a trigger then

floral lion
#

Does someone know how to enable the "Localize Asset" feature for custom assets ๐Ÿ˜ฎ ? ( custom UObject derived classes )

spring arch
#

@regal mulch yeah its disables character and sets camera in some location.

#

@regal mulch I cant find it in gamemodeBP, CharacterBP or levelBP

hard glen
#

hello guys

fierce tulip
#

waves

fierce tulip
#

need to move a few 100 files from one folder to another, perforce is making it take three times as long

cloud cobalt
#

@honest vale And we still have that IronicParadox asshole coming in periodically to tell us about how this isn't really an issue

wary wave
#

it's weird because I never really see it myself

#

though I don't doubt that it's there

cloud cobalt
#

The shadow artifacts ?

#

It depends a lot about the lighting setup and the surface style, so I'm sure you could do an entire game where the issue doesn't happen. If you have unmoveable lights you can make it a non-issue by being careful with how surfaces are oriented.

#

For us, it's pretty much a permanent issue everywhere

grim sinew
#

@cloud cobalt What, you mean IronicParadox isn't your favorite guy on the forums?

cloud cobalt
#

It's not my least favorite person on the forums, which is actually scary

grim sinew
#

This was in the feedback for epic section before a mod moved it

#

Oh? Who is your least favorite?

cloud cobalt
#

That guy who stalked a Linux support thread to say that he didn't want Epic to work on Linux support, because fuck Linux

#

His name was...

#

IronicParadox

#

ยฏ_(ใƒ„)_/ยฏ

grim sinew
#

lmao. So your least favorite guy on the forums and your second least favorite are both IronicParadox?

cloud cobalt
#

Isn't that an ironic paradox ?

#

Anyway, for now we have the lighting artifacts under control by having custom lighting on planets, and high bias on vehicles

latent terrace
#

hey guys, I have a texture, is there a way to find stuff where it is used? ๐Ÿ˜„

#

working on somebody else's project is a nightmare ๐Ÿ˜„

fierce tulip
#

right click on it, reference viewer

latent terrace
#

thanks!

fierce tulip
cursive dirge
#

I'm super annoyed about VS now spamming "git status" messages for each individual UE4 tool when working with project built on custom engine

#

I mean, literally, every time I hit play (run project with debugger attached) it goes through miles long list of already compiled things

#

it didn't used to do this in past

fierce tulip
#

O_o