#ue4-general
1 messages ยท Page 162 of 1
I will start by making components that act like tracks on a timeline
And will figure out the rest (branching, reactions, etc) later.
Is it common to publish ue4 made games using the default fps/third person controllers?
@little salmon What do you mean? My bad for the late response, not getting Discord notifications for some reason.. :\
Oh welp, I mean skybox.
Oh, I suppose I'll make one when I get around to it. That will probably be one of the last things though.
Currently just using the default one with a few settings changed to make it look like space lol
@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.
Haha yeah, same here. Just did the jump pads and got them setting up. Have you looked at how you want the Char movement?
For the most part I've just got the air control turned up and increased air movement speed
It was made in Source right?
But if did follow that Quake feeling right?
Which itself is a modified Quake engine
That spacey quick floating movement.
Yeah
oh alright. :O
GoldSrc is modified Quake, Source is overhauled GoldSrc
Set movement speed to 1000, air control to 1. ๐ค Flying bois
@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)
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)
Should probably move this to a different channel or PM though since it's not really relevant to this one anymore :P
@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
I'd consider the mere changing of properties to not change the "default-ness" of the "controller".
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.
I disagree but whatever haha.
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.
Maybe but its certainly not how the image came as, which is what i would define as default
Yeah so I guess a more descriptive word might be better
Mmm
Cause I can see that interpretation, but I also interpret "releasing with default controller" more as a sentiment than a literal take.
Fair enough
Or default to mean "with code which you get with UE4"
In which case...
all All BP games are just default UE4 
Depends how you draw the line with defaultness i guess.
But I've seen a thing on steam which can literally fit "Default UE4 example"
@plush yew guess you'll have to be more specific.
Yeah i can see how you might describe an shipping build of the example projects on Steam as default haha
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.
Sorry for the late reply, I got a bit busy
No i wouldnt call it normal.
Generally speaking the vast majority of devs would greatly modify the "controller" that comes with the Editor.
I see.
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
Although I'm sure those games have greatly modified the default one
Most likely.
Some similarities in the way the character might "feel" is probably going to be common.
But that doesnt really mean that they havent been heavily modified
Well, he said if whatever settings you made in the one that comes out of the box is enough for your game's needs.
You should always code what is enough for your game. No one cares if you only added 3 variables :D
Most players aren't even game devs. Look at ARK that is completely based off on ShooterGame
It's important to tweak the controller to what feels right in your game, anyway
Yeah exactly, however some games don't need to modify specific classes
Yeah, if you're doing yet another first-person shooter, might as well use the thousands of lines dedicated to first-person shooters
If your game feels like a low-effort UE4 template overall, the controller alone won't be much responsible
The art style, levels, assets are going to have a lot of impact
And while it's not a popular opinion, if you're doing a game that looks a lot like another game, people will notice
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. ๐ฐ
They're pretty slow to answer, they'll take at least a week
By that time the charge will go through and I will have to dispute it
I had questions about the royalty payment and it took only three weeks
marketplace-support@unrealengine.com
Probably better to post on the Forums though. Would probably be quicker as @cloud cobalt aluded to they arent the fastest responders
You should also dispute the charge imho, I definitely would be very angry about that
I just don't want to have to dispute charges once they clear and then have my account blocked
Banks give vendors 2-5 days for charges to pend so that a vnedor can respond before you can issue a chargeback
At least be sure to dispute it in time
The most basic consumer right is to pay what's on the label
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.
Good luck lol
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?
@light thunder Maps won't be packaged if they aren't included in the [AllMaps] section of the DefaultEditor.ini
And that includes any resources referenced in those maps correct?
And no, it won't cause any issues. You just won't be able to load the map obviously
so unless an asset is referenced by an included map, i don't have to worry about it?
correct
@upper heart well this is unhelpful
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
Look at the log file, like it tells you to
I just mean "unknown cook failure"
yeah, look at the log file...
hmm...a txt file which is 7 mb long
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"
pasted into word just so I can search/read a bit easier ...
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?
What is the language the log uses
@plush yew i would prolly call them
<_< some guy has been spamming answerhub with the same question for the past few days.
@upper heart How do I determine what is an error that will prevent packaging versus a runtime error?
for example - this one error UATHelper: Packaging (Windows (64-bit)): LogBlueprint: Error: [Compiler BP_Wall_Window_A] The property associated with Frame 1 ......etc
is the logblueprint: error going to prevent packaging or just cause problems if I use that particular blueprint?
what i sometimes do is migrate my map to a fresh project, that sometimes stops package errors
That's plan C
Plan A is to learn WHY it is happening
Plan B is to just delete the assets that are throwing the error
the logs keep addin up, if u delete or old logs it will be less to read i believe
good point
so if u do search u wont find errors u allready fixed
G'day folks.
@old sonnet
Hm?
Kick me out of the trello
Yo.
up to you
thank you
@plush yew yo
Whats up
xD
I'm okay to delete my saved folder like it recommends for diagnosing packaging errors correct?
if I made a local co op game do I still have to pay for servers
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...
Is it just the Size Map ?
Is there any practical differences between forking and downloading and compiling the source, and just downloading the binaries using the epic launcher?
@plush yew The hint is local, im sure you can work it out
@fair leaf But in terms of workflow
how much space does compiled shaders take up in the saved folder?
It's can be alot
Depending on project size
And I believe it's in a shared folder not save folder
But save folder gallons like crazy already. Good to clean pretty regular
I deleted the saved folder and when I reopend my project it started recompilng shaders
which is a shame because I apparatenly had 49,000 of them
Sweet jesus
as this is my main project that i experiment with so a I have a bunch of assets in it
Just a few
someone is asking for a ban :> @regal mulch
Cheers
@everyone does anyone know how I can make a projectile make a sound when it hits the floor like a grenade
@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.
How do I check if itโs the floor
Use a cast
You hit "something". You can cast if this other actor or component is your desired object
Ok
you could promote the selections and set a different one within the child bp, very flexible method in my oppinion
I am assuming I cannot package a build (even just to test to make sure it actually packages) while shaders are compiling correct?
Does anybody have MAYA experience?
Does anyone know why exactly UE takes so much ram on importing 10mb texture files?
Always have to import in small batches of like 10 files or I get out of memory errors
If I set package settings like this, it will ONLY include assets referenced by that demomap correct?
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
I'd still check the cached save folder for files it puts there
@light thunder there is somewhere a list of maps included
he has marked map in the packaging setting already
anyway
better approach overall would be to not put things in the main project that you don't use in the first place
keeps the repo size down etc
I know I just need to get a build packaged first and then I will start removing non-referenced things
@fair leaf mipmap generation / compression / processing them?
@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
I'd include every map you need
but I don't know, it would just be logical thing to do
is this video good?
Unreal Engine 4 Beginner Tutorial Series - #1 Series Introduction This is episode 1 of my Unreal Engine 4 Beginner Tutorial Series, In this video I will be g...
its from 2014 so i dont know if anything is outdated
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?
hello all
Well.....at the risk of embarrassment: a clean and recompile seems to have solved my issue. IGNORE ME
Xc
@plush yew that channel is... uh.
i gave up on that
In part 1 of my Unreal Engine for Beginners tutorial series I show you how to create a new project. I'll be using this same project throughout this tutorial ...
yep
dev grant
Also just go buy the udemy course like everyone else.
Not gonna go vet a tut for you
nooonooo
?
dont really like udemy
Well the course is widely accepted so
ยฏ_(ใ)_/ยฏ
It's widely endorsed for lack of better advertised options. We're all a victim of its success.
how do I redo what I undo
I the option to redo is grayed out
Is there a way to override a unreal module?
Like, make my own version of it
lol
What do you guys generally think about using bought assets in finished games?
depends on the assets and how you use them
most succesful game on steam atm just slapped ue4 marketplace assets around the level (pubg)
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
so, players doesn't seem to care
fellow devs might be more harsh
and some game critics
you could also just buy stuff and modify them
so they don't look same as on others games
but once again I can't model for shit D:
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++?
yeye, and I'm a decent level designer so I'd still make things look different but still
@prime jackal I'd recommend starting with blueprints regardless, it'll help you understand how UE4 framework works
and they are pretty self-explanotary after you grasp the basics on them
I see
yeah
in UE4's c++, you need to do lots of things the hard way
you might get frustrated before you learn the basics if you start with c++ directly
UE4's c++ api docs aren't that great
so you often seek for answers around wiki, answerhub, source code...
it's not as straight forward as with blueprints
(and this is coming from a person who has done c++ before coming to UE4 as well)
I understand, I guess I'll familiarize myself with blueprints
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
The choice you make when selecting the template for a new project isn't particularly restrictive, right?
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
the template choise is mainly giving you the starting point, with BP option every code you see if implemented in blueprints
where in c++ template it's all text code
once you get around the engine, just look how those templates do things on both BP and c++ to understand the relations
also
the very moment you add a c++ class to your BP-project, it becomes a c++ project which you can compile in VS
c++ code projects can contain the same blueprints and blueprint only projects, so there's really no real difference there
@prime jackal
Hello everyone ๐
@cursive dirge Thanks a lot
That said, the best learning materials are from udemy then? Broadly speaking
What?
Learning UE4 or Blueprints or what do you mean? In that case. Just go to YouTube, everything i know I've learned from youtube
@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.
UE4 in general
content examples is a good way to learn
some of the other free epic projects too
never tried udemy, seems less convieniant than just google stuff u wunna know
can take a look at robo recall modkit too
your not allowed to use those assets but u can still look at em to learn how epic did stuff... Tim sweeny said so ๐
lot of the assets in there are from other free projects you are allowed to use tho
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.
@signal rover sure
@plush yew Great, thanks! I'll PM you a link
np
hello everyone
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?
thats what i was thinking too :/
hi
i'd like to ask a legal question regarding game companies
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
i was thinking about it, in order to protect the design and brand
The absolute latest would probably be before you make any money. For tax purposes obviously.
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
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.
Any money you recieve is considered taxable.
Regardless of where it comes from.
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.
Better safe than sorry thats for sure.
that, and the fact that the staff is spread across the globe too
some studios who got their games out are like that, is there any challenges it might bring legally?
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.
you should organize into a company ASAP if you ever plan on doing anything with the project
I disagree with that the latest moment is when you start taking money. By then it's too late
do when you are all friends
is it possible for C++ gamemode to show BP HUDs?
@plush yew definitely crowdfunding will be considered taxable in proportion to each partners ownership in the business.
Ownership %
It's better to at least setup a partnership than nothing at all
Anyone alive in here?
@copper forge The GameMode class exists only on the Server, it wouldnt/shouldnt have access to the HUD.
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.
Whats the link?
anyone knows any possible cause for a project crashing everytime I try to edit ANYTHING on PC yet run perfectly on a laptop?
Weird question: how do I make an orientation from 4 vector3's
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?
so why is engine running in tar after .18.2 update?
like, 5 second delays on deleting BP nodes
only notice that the first time copying something etc.
the question to end the year with
isn't that what we all are here for? to seek knowledge to solve that very question ๐ค
me and @ashen brook decided that the first step to becoming a gamedev is to create a folder.
how game get good graphics ๐
ive seen those kind of questions
This node doesnt work ffs
xddddddddddd
https://ignantgamedev.tumblr.com/ if you want more
int fps;
if(fps < 144)
{
fps++;
}
lol
one day these people on ignant will be qualified dev's, find this page, see their own question and go https://m.popkey.co/5cea04/orbow.gif
hehe
@plush yew fps needs a default value, you bout to crash ๐
parents these days think their kids are soo tech savvy cuz they can use a smartphone
i see them use a keyboard with 1 thumb while holing it with the other hand ๐
xD
even worse are the visionaire people you meet, since they have no intention of doing any work to begin with
I blame steve jobs
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
// @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();
}
}
}
back when i was a noob, i was a noob in private
ยฏ_(ใ)_/ยฏ
I love it
Nah, i had a button pressed without noticing
meanwhile in godot-land
its so hard to replicate possessing or im just missing something
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.
@frank escarp
they added a lightmapper for their voxel GI thing
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
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
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
R u a pro
who?
U
Kys
Espaรฑol I guess
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
Lol
.....
not one man, but fairly close to it
.__________________________________________.
Ooo
i have a character modeler that gives me stuff from time to time part-time
yes
๐
I wish i had a slave
..
I would make him to make my game
and then get credit
.__ __.
game by kullirselff
a kullirselff production
LmAo
Stap doing dr0gs pls
Now on ur knees
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
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
not sure how I can test that ๐ฎ
c++ or bp?
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);
}
}```
this is in an ActorComponent
yeah you don't need an rpc for that
usually that function is called from a "postinitializecompnents"
then call it from parent class
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
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
oh wait i think you are right
the game framework is there for a reason, and that reason is to improve multiplayer games
hmm
how do I make this work with the components on a character from PlayerController
ContextMenuManager creates ContextMenus, navigates them, and manages their lifetime
getPawn()->Getcomponentofclass<whatever>()->stuff()
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)
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
so no way to avoid coupling Character to the component in this case?
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
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"
that too
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
yes, thats also why you keep input on controller
it makes easier to have AI later
the game framework is there for a reason
i was going about this all wrong...im pretty new to network programming
yeah I try to stick to it...wasn't aware of replication issues with Input binding though
and i didnt know how that was setup really
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"
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
to do that you need to setup the Owner chain
SetOwner and all that stuff
if you dont, server RPCs will be rejected
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
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?
what appen if compiled the ue4 project with server desolment
can have problem becouse tgat
that
nope
atleats not for i only had problem with UI scaling in 4.18
and actully still have it
https://www.youtube.com/watch?v=I_UZxdlHAhM&feature=youtu.be Hello guys! This game is still in development ๐ ! Hope you'll like it . Leave your suggestions down and tell me what should I change or what should I add more ๐ ! Thank you!
Last update for this year ! READ!!! Hello guys, I changed the game a little bit, as you can see the MiniMap is not there anymore because I tought it was usel...
i would like to request
a chat room just for "packaging"
what room should we use for this?
@plush yew More like building/shipping, right?
I have a question for the epic games devs.
@chrome ivy yeah
Why do we need to send emails to you instead of talking to you here, epic devs?
@plush yew we have been discussing it internally.
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...
@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.
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.
How are you packaging? With runuat or frontend?
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
@plush yew development contains some extra things like the debug console. shipping doesn't.
@plush yew you have the clang toolchain installed? have you packaged for linux before?
@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
@plush yew well ive been workingon this store.steampowered.com/app/695360/Veritex/
pretty much solo using marketplace assets just to see how far i could go ๐
It's not 100% finished... probably never will be since I have no one to help ๐
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? ๐
Oh ok I will try, when it comes out
So sad I can't get anything to steam ๐ฉ
But I will make my own website for that, but idk how to grow the player numbers
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
@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!
๐
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
Hi!
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
you'd probably want to give a context menu to a HUD
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
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 ๐
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.
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
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
@grim ore thanks that's waht I hoped
already tricked into buying 3 courses though :>
if you use them then it's all good ๐
no regret, YOLO
Vuth their pricing about 200dollar courses are fake
dont buy courses if they dont cost 10dollars or 12 dollars or 15dollars
yea I'm only buying things I need right now.. or I think I do
if u dont have 10 dollar courses use different browser and u will have
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
nice
happy new year people ๐
Happy new year everyone!
Happy New year ๐
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
@plush yew Why not posting updates every day?
Don't really see why you wouldn't
(Granted you have something interesting to show)
thats why some games fail (maybe), but the reason is cuz there will be no ideas left cuz they are all made so fast
That's got nothing to do with marketing though
That's just working on stuff too quickly
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.
Also it makes it harder to run long term servers since the servers and clients will always be on different versions.
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?
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?
Anyone worked on any realistic interior projects? I am new and working on one but can't find proper tutorials.
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
there is alot of free community stuff here to get started https://forums.unrealengine.com/community/community-content-tools-and-tutorials/51392-free-community-assets
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. ๐
@languid lava stby ill get some ref images
@warped topaz the marketplace has epic Zen garden its free to download, and learn tab has an interior design lvl
both free
@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
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
Guys can i enable motion blur in a game that is already packed?
im on my my latop away from home right now so i cant fire up the engine
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
Guys if i download an ue4 game that has motion blur disabled can i enable it?
if its a dev build you can turn it on
But how
I don't think its a dev build
I mean can i modify the game files or stuff
I need help
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
@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
and here is a suggestion from epic for a workaround , https://answers.unrealengine.com/questions/310319/adding-an-additional-world-collision-component-to.html
@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
there we go then ๐
Guys is there any way to enable motion blur in already packed game?
Console commands, possibly
But what if i can't open the console?
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
You could hack with custom directx dll ๐
@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
I cant because the game doesn't allow me to open the console ._.
@glossy flame See above: "Guys is there any way to enable motion blur in already packed game?"
And?
You can do what I mentioned at runtime just fine
Oh, are they asking about another game, not theirs?
My bad
๐
Yeah
Hehe
No, but you might be able to do it through the config files
Path?
Dunno, it'd be different depending on the game
For Fortnite, you can definitely do it through config files (GameUserSettings.ini)
Oh
There might be a way to disable it however, so don't imagine that's effective for all UE4 games
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
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)
any1 want a panoramic shot with a giant lamp? its in the public domain and free to use ๐
Hi. Is there any way to enable the console with the clnfig files?
in shipping builds?
are there empty's in UE4?
like
just an empty gameobject that represents a location
If you're within an actor, a scene component is often used to serve that purpose
can you have multiple?
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
naming?
That could work, yeah
okay
are the outdated tutorials ont he epic youtube still the goto? or are there youtubers or an unofficial updated tutorial guide / playlist
does anyone know how much memory a UClass* takes?
@gentle ivy In singleplayer shipping build yeah
Is there stil really no way to filter recieved decals?
does anyone here uses maya?
Guys is there any way to use console commands with external program not the default ue4 console?
Best way to handle collision for planes?
i assume just use the complex collision instead of the simple?
since it's just a plane
Is there a way to disable the new audio pipeline from command line ?
On a released build
probably not
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
Character Movement Component is done using physics right?
I don't think so
no, not really
Hmm okay
Does it handle frame rate independence?
It seems like it already does but just wanna make sure
depends on your definition of 'frame rate independence'?
I guess moving the same amount of units over x amount of time, regardless of frame rate
then yes, more or less
I don't have source atm so can't check if they're multiplying by delta seconds
it does incorporate delta time
and compensates accordingly
(it'd be a bit useless if it didn't!)
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
anyone have a good suggestion for making a small gifs of progress? I've been using gifcam but it's not the best
Video recording + giphy
ah they have a pretty good file size limit, thanks stranger
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?
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 ?
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
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
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
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.
if there are working Minecraft style games, they almost certainly don't use mesh instances
It looks like they exist ( https://forums.unrealengine.com/community/work-in-progress/85999-unrealvoxel-blocky-minecraft-like-infinite-world-download?113803-UnrealVoxel-blocky-Minecraft-like-infinite-world-download= ). Not my main goal so I won't spend 70$ for it (and I would prefer to learn by doing myself anyway), but it would be interesting to know how the world is done and rendered.
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
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.
@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)
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
@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 ?
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
is there a performance difference between attaching actor A to actor B vs. updating As transform to Bs transform every tick?
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
@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
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)
@frank escarp makes sense!
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
did more testing and they should go away, so there's a flaw in my logic ๐ฆ
Hey
anyone knows how I can download Unreal as a zip?
so it dosn't trigger the user account control thing?
@plush yew It will still trigger it
crap
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
Binary release?
@restive eagle if you remove them then around a minute later when the GC runs they should disappear.
I got visual studio btw
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.
@grim ore thanks for the info, read a bit about that theres a cycle for removing trash
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.
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
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.
Anyone knows how I can run Unreal through its source code?
Step 1: Compile it. Step 2: Run it! ๐
how do I compile it?
Check the readme, it's better than what you'll get in 2 sentences in discord.
There has not been any 4.19 announcement right ? I'm really excited about the built in CLion support.
https://github.com/EpicGames/Signup then https://github.com/EpicGames/UnrealEngine then read the README.md at the bottom
is CLion any good?
I still prefer VS
but VS with UE4 has always been pretty nasty
I thought UE4 only supported VS
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
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
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.
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
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
Zombies are fun to kill
Interesting
That is quite interesting
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
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
@restive eagle Remove EditAnywhere?
anyone around ?
Hi, I'm around
Can I set the editor to always maximize the Play in New Editor Window?
having problems with Screen Space reflections
@weary remnant Yes, That's what I did to play my game in full screen, beside play hit the arrow, and select advanced settings
its not respecting quality settings
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
@silver crown where can i find that option? its not in the struct nor in the bp
Thank you @heady bridge . Did you remove the title bar too?
oh its editable, damn i tried that before but it messed up my code
http://prntscr.com/hvbfat
not its removed but have to redo smth
is there an event that get's called on component destroy?
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
@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
just had to re-enable this part and connect everything again
http://prntscr.com/hvbg1c
ah nvm u can just bind event to GetOwner()->OnDestroyed delegate
I just tried it in Standalone Game, which went to full screen and played pretty well (no title bar).
Awesome ๐
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
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.
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
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!
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.
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 ๐ถ
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.
hello someone know if the Google onlinesubsystem will work next ?
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?
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
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?
Does someone know how to enable the "Localize Asset" feature for custom assets ๐ฎ ? ( custom UObject derived classes )
@regal mulch yeah its disables character and sets camera in some location.
@regal mulch I cant find it in gamemodeBP, CharacterBP or levelBP
hello guys
waves
need to move a few 100 files from one folder to another, perforce is making it take three times as long
@honest vale And we still have that IronicParadox asshole coming in periodically to tell us about how this isn't really an issue
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
@cloud cobalt What, you mean IronicParadox isn't your favorite guy on the forums?
https://forums.unrealengine.com/community/off-topic/1401334-q-implementation Personally I love his comedy
It's not my least favorite person on the forums, which is actually scary
This was in the feedback for epic section before a mod moved it
Oh? Who is your least favorite?
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_(ใ)_/ยฏ
lmao. So your least favorite guy on the forums and your second least favorite are both IronicParadox?
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
hey guys, I have a texture, is there a way to find stuff where it is used? ๐
working on somebody else's project is a nightmare ๐
right click on it, reference viewer
thanks!
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
O_o