#ue4-general

1 messages Β· Page 164 of 1

silver crown
#

Or even FIntVector::One

cinder iron
#

I dont know that 0lento

#

For structs in this case

#

Overused ones

floral heart
#

Olento is just gifted.

cursive dirge
#

if it's just overload, it's probably going to pass the checks for PR

#

well, all my PRs have been accepted to UE4 so far πŸ˜„

#

I just don't push things that I feel they'd not accept

cinder iron
#

A humble man haha

#

Jkjk

cursive dirge
#

well, my PRs have been pretty basic

#

no huge feats

#

just things that help myself

cinder iron
#

You know I appreciate you hehe

cursive dirge
#

when you follow UE and PRs in generral

#

you see a pattern

#

some things will never pass

wild kestrel
#

well if you ask me matching capabilities of types is a good thing and i know there issue in UE4 in some types

cinder iron
#

πŸ€” might be interesting do a pass around them

wild kestrel
#

you should have similar functions avable to you in similar types, like rotation in FVector2D as FVector has such function

#

i remeber the names also didnt match in some functions

lavish garden
#

are there vids about making a turn based strat game?

cinder iron
#

Idk but you can ask specific questions about it and we can help :)

#

Just try by yourself

#

Remember to split the problem in subproblems

lavish garden
#

yeah, i need to make a game design doc that breaks crap down, but i've a need to learn how to write said document first.. 8\

noble barn
#

Hey. I got a few questions concerning the patching system.. How would one go about distributing patches, so that people dont download more than they have to?

#

With the system as I understood it, all patches are based on a release version

#

so if user A downloads patch 1, and then patch 2, patch 2 also includes patch 1, which he already has

#

is that avoidable?

#

so the optimal solution I think would be keeping track of the versions and applying only the patches that got released until then where each patch is based on the previous and does not include it. However, each patch would need to be hooked after another which would require the app to start

#

so I am a bit unsure what to do

#

anyone any experience or ideas concerning this?

silver crown
#

@Mykon#4130 "However, each patch would need to be hooked after another which would require the app to start"

#

What do you mean by that?

shut jay
#

can anyone here recommend a modelling program for a beginner?

weary basalt
shut jay
#

im workin on a game alone and im trying to keep everything simple but I need to make some models

floral heart
#

What kind of models?

shut jay
#

just making small things for buildings such as chairs, tables and also things like a flashlight

plush yew
#

how would i create interchangable clothes

#

without having the clothes clip through the legs

floral heart
#

By hand.

plush yew
#

In editor

#

What would be the workflow in engine

#

Im not talking about making the geometry for the clothes

#

or textures

floral heart
#

Now I'm imagining a dress staticmesh that you're trying to push onto a character using the pivot handles.

cursive dirge
#

not sure if anyone actually know how the patching system works

#

it's one of the things people ask all the time and nobody can answer them

plush yew
#

Lol

#

no

#

it would still clip

#

through geometry

#

that way xD

floral heart
#

If you don't want geometry to clip through geometry, you edit the geometry.

#

...Or use some really fancy, scary, depth modification tricks.

cursive dirge
#

or remove the geometry that can clip

noble barn
#

@silver crown that I think there can always only be one _P pak file

#

otherwise how would the engine know which asset to use of the two

#

if we assume the same asset would have been changed in both

weary basalt
#

Are you logged in?

#

And is Steam running?

#

Is the Steam Plugin Enabled?

#

Did you add the Steam subnet to the DefaultEngine config?

#

Yes to both?

#

Odd

#

C++? Or Blueprint?

#

Did you add it to your Build.cs?

analog bay
#

vulkan has had issues with steam overlay

weary basalt
#

Do you not use Source Control?

#

Mmm

#

You should really setup Source Control

wild kestrel
#

use "module list" in console command to see id steam plugin module is loaded

#

at all

weary basalt
#

That way you can garuntee you can have the same files

wild kestrel
#

so we will know if its a steam issue or plugin issue

#

also search the logs there might be errors there

#

tilde

#

in development build

#

shipping build wont have it

#

press tilde again and it will open full console so you can see result

#

;p

#

yea lot of people dont look in to log and there ton of anwsers there

#

no problemo

weary basalt
#

Good luck

lavish garden
#

there ARE tutorials for a TBS, but they are in Italian! yea!

#

(facepalm)

plush yew
#

hey how can i pick multiple objects from list ?

#

like i search stone and get 100 stone starting objects and then i pick wood and then i want them to be picked up with the stone?

#

everytime i pick the stones and then change to wood on the list search thing and then pick the woods the stones are deselected?

wild kestrel
karmic igloo
#

Anybody here good with the UE4 Ocean Plugin?

sage stag
#

are errors bad? they're not bad seeming errors, just "omg another "is valid" error. Maybe I messed something.

#

it's right before a character dies and it's mostly timelines

#

kullirselff check out enum variable type

worn granite
#

are errors bad?

#

no, no - not at all. Errors are good. Its Infos you wanna watch out for.

#

Some really nasty info messages you never wanna see

floral heart
#

One of my best friends is an error.

grim ore
#

Errors in blueprints should be fixed because blueprints hold your hands and don't cause the entire game and engine to crash. If you try that stuff in the base engine or most other language it will set your pet on fire.

cyan gazelle
#

hey got a question, so i exported my test project and im looking at its files on my pc and i see differences that are weird, and my steam api doesnt work on the exported game exe, but if i right click the original project and run game i got steam integration, and when i try to run the exported game from the project file it gives an error saying a map cant be found

#

the left is the original game, the right is the exported "shipped" game

#

it has the menu map but the file are tiny and it says it cant find it?

#

and when i try to open the project in the exported game it says menu.umap seems to be an asset file

#

did the game get corrupted when i exported it?

#

my packaging settings, im gonna change use pak file back to default

#

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogOnline: Warning: STEAM: Steam API disabled! is the only warning i get and i looked it up people say its harmless

#
``` is the only text in my debug files
#

update, got both games (one ran from exe, and the other ran from right clicking original project) to show the steam overlay, but i cant connect to my own game which im hoping is just because steam doesnt want me to be connecting and hosting to myself?

hoary brook
#

Anybody know how to disable collisions on a box brush?

gleaming thistle
#

In collision choose OverlapAll or NoCollision...? Or am I missing something

honest vale
#

is the launcher login down?

cursive dirge
#

@honest vale Janisku7 mentioned yesterday that people were having issues with the login to play fortnite

#

I'm guessing that's related

#

I just tested and it does log me in now

cinder iron
#

When they released 50 v 50 eu servers were struggling

#

Just as a reminder

#

The quantity of players fortnite got in a little amount of time is insane

#

It's normal for them to go through some inestable moments

cursive dirge
#

what?

#

oh you mean like in the past

#

also, it's one thing for their services go down for a game

#

but another for game engine launcher

#

I still feel it's silly that they've coupled development stuff with actual games there

cinder iron
#

Yeah the launcher was dumb aswell when fortnite went dizzy

#

I remember chatting with a friend using the system inside ue4 launchee

#

And the messages were arriving like 3 minutes later

#

Yep 180 seconds of delay

plush yew
#

Pros and Cons for putting the shooting logic in the player class vs gun class?

mild pollen
#

logic in gun (pros) will be independent from over things - and gun can be used by any characters or events (without player)

  • also gun will be able to shoot even if player dead or not exist in scene
    (cons) but settings of gun can be global for any copy of this gun - and unique settings will require some child class or copy of class
cinder iron
#

I usually go with shooting components

#

So i can add a muzzle flash to a box and let it shoot through interface

mild pollen
#

If shooting logic will be in player and gun is unique for player - and player cant drop weapon - and game is kind of small
(pros) it can be useful to change player related thing in 1 place (player class)

#

[eternal question] Anybody can reduse size of cooked windows project - less 50mb ?

cursive dirge
#

yes

#

not easy and not something you want to do

#

but below 100MB is good if you don't have much content

plush yew
#

Thanks guys. @vorixo#7101 Do you think it's common to call a shoot function through interface?

mild pollen
#

@cursive dirge i want use UE4 for small games (for Jams etc)
and it totally can do such things - but i dont understand how to remove "unnecessary content"

#

@cursive dirge for example i make new empty project without editor content - make empty black map

  • check all cooking settings - switch off many post process effects and optional stuff - switch off all plugins
    but i still have Empty cooked win project with size 110mb...
    what i should do next to reduce size?
#

I will appreciate any (useful) web links with info about this topic..

cinder iron
#

@plush yew yes, why not, component driven systems are always very compatible with interfaces, also would work with other components or weapons like melee ones

plush yew
#

For guns, wouldn't most of them have the same shoot logic?

#

And since an interface can't implement logic, you would be duplicating the shoot code

cinder iron
#

Probably a sword wont share the same base class as a gun

honest vale
#

but still... why does their login fail if the CPU load is only at 40 % πŸ˜›

cinder iron
#

Both would implement actionable interface for actions like reload and things like that.

honest vale
#

oh wait, it goes above 60 in the graph

#

🀷

cinder iron
#

You can make a base class weapon where you'd inherit sword and weapon behaviour and the input receiver would be the base class and each main subclass would inherit behaviour but you wont be able to generalise in the base class

#

Because shooting a gun is not the same than swinging a sword

#

Thats why using an interface is not a bad idea when you have some base classes acting as weapons

plush yew
#

Right but each gun class would have to reimplement the shoot logic right?

#

Since you can't do it in the base class

cinder iron
#

No, the base class would implement the interface and the childs would inherit this implementation with override option

#

Obv this is ideal in a scenario where multiple different weapon type exist

#

If you only have guns in your game then this is pointless

#

But in a game where you have swords, ammo packs, grenades...

#

Would be idesl having some actionable interface

plush yew
#

.Sorry I'm having a bit of trouble understanding πŸ˜…

#

So let's say I have BP_BaseWeapon that implements IActionable

#

And I want to have melee weapons and guns

#

I would create BP_BaseMelee and BP_BaseGun that inherits from BP_BaseWeapon

#

And each class can override an interface function called DoAction

#

Am I correct so far?

#

I haven't used interfaces much so forgive me if I'm wrong

honest vale
#

alternatively you could just have a DoAction in the BaseWeapon

#

and override it in child classes

#

but yeah, that's the gist of it

plush yew
#

Yeah that's what I was thinking. Just wondering the advantage of doing it via interface

#

I don't know which method is better design-wise

cinder iron
#

It depends on what you need in your game

lavish creek
#

hello, question: how to make a double tap and hold keypress event? intended functionality is to temporarly add mov speed to char
Thank You @regal mulch

regal mulch
#

DoubleTab

OnPressed: Increase Integer Variable, if Variable equal 2: DoubleTabbed! Reset Variable to 0 again
OnRelease: RetriggerableDelay that sets the Variable to 0

#

Delay length is how long a user has time between two tabs

#

@Rule*#6007

#

KeyHold

There should be a function on the PlayerController for this

#

Search for something like "Key Hold Time" or so

acoustic spoke
#

hey, i've been having a really basic issue which i cant seem to solve, im trying to make an array of FStrings in c++ and it keeps telling me that the variable has no member called add, when i try to add a string to it

#

its in a .cpp file and i tried also including Array.h

frosty bloom
#

add = Add?

acoustic spoke
#

capitalization does not make a difference, just tried

#

😐

frosty bloom
#

Should work, you sure after using capital letters it's not giving different error?

acoustic spoke
#

yep

#

i do know it should work, i also copied code examples of simple array operations from the ue4 tutorial website

#

but im not sure why it's giving me this problem

#

´´´TArray<FString> ItemColors;
FString blue = "Blue";
ItemColors.add(blue);´´´

#

if this is what you meant, still no dice

#

im not sure if it's a problem with the input, but more with the method of the array object

#

is there any other syntax that would be needed here?

glossy flame
#

Just to be sure, you tried compiling the code? It should be Add, capital A.

#

Intellisense is notorious for giving crap errors like this :/

#

(well, I guess it was right in telling you it has no member add, as functions are case sensitive, but it's wrong about Add)

#

@acoustic spoke

acoustic spoke
#

sorry, got sidewinded

#

@glossy flame compiling code as in "Build solution" ?in VS

#

2>C:\Users\usr\Documents\Unreal Projects\MyUnrealProject\Source\MyUnrealProject\Cppitemspawn.cpp(24): error C2039: 'add': is not a member of 'TArray<FString,FDefaultAllocator>'
2>C:\Program Files\Epic Games\UE_4.16\Engine\Source\Runtime\Core\Public\GenericPlatform/GenericPlatformMisc.h(923): note: see declaration of 'TArray<FString,FDefaultAllocator>'

#

these are the errors in the build output

glossy flame
#

Yeah, see how it's complaining about add and not Add? ;p

#

Add is a function, add isn't.

acoustic spoke
#

ill try with Add

#

wow.... it worked

#

the error is still there but the build output is clean

glossy flame
#

Yeah, don't learn to trust Intellisense

#

When in doubt, go for a quick compile and see if what it's saying is reflected by the compiler

acoustic spoke
#

i allready was wary of it, but i guess i wasnt enough, haha

#

yeah, some errors also are caused with ue4 being open

#

so have to close that sometimes

#

one problem i had that the heap memory was running out and it was giving me a pch error , so i just had to increase the page file

#

thanks for the tip πŸ˜ƒ

buoyant echo
#

Is it just me or does unreal just not reply to messages anymore, and/or reply months later?

glossy flame
#

Are you asking about AnswerHub?

buoyant echo
#

Epic Games support.

#

Have had some issues with some marketplace and billing, and they've only replied once after a few months saying that they're sorry it's taken so long, closed my ticket, and didn't even help fix the problem.

glossy flame
#

Hmm, not really familiar with their direct support, sorry :/

#

That does sound pretty rough though

honest vale
#

still can't log in to launcher

#

._.

#

fucking hell

buoyant echo
#

Is there a way to get the Documentation of Unreal in an offline version?

#

Maybe with the videos

opaque plover
#

Hello, I'm a beginner and I wonder if everybody actually create its own setting menus from scratch ? Is there no standard available online ?
It sounds really weird given most games have probably more or less the same options.
For example in the UE4 tutorials they make you create options for resolution. I thought I would be able to grab a "list" of supported values for that and just insert it somewhere. But no, each one of them is manually specified by a command.
The controller/keyboard settings sound painful to do too.

cursive dirge
#

@honest vale still works here

#

are you through some proxy/vpn?

quasi lake
#

Hey bros ,

#

how to make a floating widget appear before all models?

#

Like this red sword mark,I want it show before the model

restive eagle
#

is it a component or you spawn it during run time? probably using get forward vector would help

quasi lake
#

No I just want it render before everything

#

Not render by depth

plush yew
#

hey guys, is there a way to set actor location to an object?

#

anyone?

glossy flame
#

Do you mean setting it once, or by attaching it?

plush yew
#

like

#

i want to teleport the actor to an object

#

basically

#

i dont want to set it to a fixed position

glossy flame
#

You don't teleport it to an object, you teleport it to an object's location.

#

(assuming by object you mean another actor/component)

plush yew
#

yea

#

i do

#

how would one do that?

glossy flame
#

Alright, then just use a GetActorLocation on actor B and set actor A's location to that

plush yew
#

im trying to teleport the playercharacter

#

it teleports the player to a fixed position

glossy flame
tame bluff
#

Anyone here work with flex?

#

I'm losing textures in-game on my Flex Soft bodies

#

Can't quite figure out why haha, only happens with the soft ones though

fierce tulip
#

reading about game/rpg tropes
"The Cutscene Director has a Magic Fetish: Magic is always cooler in the intro movie for the game or for the (admittedly rare) cutscene where someone casts a spell, unless there are 'ultimate' spells. (Includes summoning.)"
hehe, unless it is I who would do the vfx XD

frank escarp
#

@fierce tulip looks at world of warcraft

fierce tulip
#

even the witcher3 suffers from it

long garnet
#

guys when i enable physics and gravity and disable.. it does not matter

#

character acts same on both

#

when i disable it its like enabled

#

πŸ˜„

#

when i jump it come backs

#

why?

tight geode
#

hey guys

#

can someone help me out here

#

for some reason light is going through the floor and walls, and hitting all the objects

long garnet
#

did u try building?

tight geode
#

yup

#

full build

long garnet
#

did u try point lighting?

tight geode
#

and build lighting only

#

thing is

#

i have one point light inside

#

and a directional light

long garnet
#

i mean spot light

tight geode
#

nope

long garnet
#

ok now remove light inside

#

and see what happenes

#

happens

tight geode
#

this with only directional light

#

and point light removed

long garnet
#

i dont know.. maybe i am new too πŸ˜„ what is your directional lighting type? static?

tight geode
#

just checked, it was stationary

#

changed it to static

#

gonna see if that makes a difference

#

nope still the same

long garnet
#

there is a reflection error

#

i think

tight geode
#

i created it from the default level

long garnet
#

do u have reflection capsule?

tight geode
#

so sky sphere, sky light, sphere reflection capture etc

#

yep

long garnet
#

try removing sphere reflection

tight geode
#

wow

#

that worked

#

ahaha

#

thanks πŸ˜„

long garnet
#

πŸ˜„ np but i wonder why it was not working while having reflection capsue

#

try adding reflection capsule again and see

#

πŸ˜„

tight geode
#

will try

long garnet
#

did it work?

tight geode
#

oh also light is still leaking through the walls

long garnet
#

maybe its sky lighting leaking through walls when u have directional lighting disabled while having reflection capsule

#

do u have the latest version of ue4?

tight geode
#

4.18.2

long garnet
#

reflection capsule is causing problems

tight geode
#

i haven't added the reflection capsule yet

long garnet
#

rly?

tight geode
#

yup

#

i'm using the starter content props

long garnet
#

maybe u have small holes

#

extend ur walls a little bit

tight geode
#

yeal i have two walls per side

#

i'll try making it one uniform wall

long garnet
#

did u try?

tight geode
#

building now

#

notice how the edges are "catching" some light too

#

my character model also gets lit up

#

if it bothers me more i'll just remove the directional light and make it night time πŸ˜‰

charred raptor
#

Can someone help me make a thunder lighting effect?

plush yew
#

Real talk

#

Can you even consider PUBG and fortnite to be a "skill" based game?

#

I feel like most of it comes down to luck

#

Considering not everyone is on a even pllaying field

#

and drop spawns are all randomized

frank escarp
#

@plush yew ive ended top 10 9 out of like the 11 games or so ive played, or something of the sort (in fortnite br)

#

does fortnite PC have crossplay with console? it would explain it

#

there is a luck component, but skill is a huge factor, like in any fps, really

#

luck is more important than other fps i think

#

but not like "its all luck"

plush yew
#

I would consider it more skill based if the following changes were made:

No high tier gear (Gold weapons in fortnite are broken... I got one just now and ended up killing 6 people before finally going down because I 2 shot everyone)
Chests should either be removed, or not made randomized

#

I can't think of any other changes right now though.

#

But I can't consider a game to be skill based if RNG is involved @frank escarp

honest vale
#

@plush yew sure

#

far too many people think that twitch shooting 360 noscopes to head is what makes a game "skillful"

#

there is much much more to it

#

reading terrain, anticipating enemy, the actual shooting, movement and so on and so on

#

"skill based" is just hot air

#

it means nothing

plush yew
#

In order for a game to be skill based, in my opinion, there must be no RNG, and there must be a fair and evne playing field

#

This means: No random weapons that two shot you if you are not lhucky enoungh to get one

#

That's my biggest complaint

honest vale
#

that's where you're wrong

plush yew
#

It's a dice flip

honest vale
#

it's not

plush yew
#

How is it not

honest vale
#

it's not only that

plush yew
#

there'a drop table

honest vale
#

it's one percent of it

plush yew
#

and it randomly generates items

#

off that table

#

keyword: "Randomly"

honest vale
#

you play the game in its given constraints

plush yew
#

Random Number Generators do not make skill based games

#

lol

honest vale
#

oh okay since you're authority on that matter I will just shut up

plush yew
#

Like, critial strikes in games...

#

That's a random number generator

#

I don't like stuff that's out of player control

#

If I have no control over it and the game is doing it for me... Is that really skill?

#

Or is it just a dice roll and im just lucky or unlucky

honest vale
#

me neither but it's not a binary choise whether a game is skill based or not...

plush yew
#

Unless t here is a way to flip the dice in my favor

#

Then its not skillbased

honest vale
#

wtf is a "not skill based" game anyway?

#

a movie?

plush yew
#

A skill based game

#

doesnt have random number generators deciding how much damage you are going to do

honest vale
#

why not

plush yew
#

for example: Star craft

#

skill based game

#

random number generators are not a factor

honest vale
#

doesn't it have RNG in how accurate the units are?

plush yew
#

because its not based on the unknown

#

lol

honest vale
#

surely the marines don't hit 100% of the time?

#

what about Civ?

plush yew
#

If you are talking about pathin, yeah... But that can be changed based on your micro skill

honest vale
#

it can't be a skill based game because units do random amount of damage within certain thresholds?

plush yew
#

I have no way of controlling what dice drop i will get

#

from fortnite

#

or pubg

#

because drops are random

honest vale
#

europa universalis can't be skill based because it has RNG pretty much everywhere?

#

(it is)

plush yew
#

I haven't played that

honest vale
#

you'll get wrecked by more skillful players there

#

even though it has RNG everywhere

plush yew
#

But I would have to say that I don't think throwing a random dice makes for a skilled player.

#

Lol

#

Unless... like I said

#

you can control the dice somehow

honest vale
#

if the game was "roll the dice" then I'd agree with you

#

but it's more

plush yew
#

ok so lets say in fortnite

#

we have the same drops every game

#

and we remove "tier" weapons

honest vale
#

then it'd be boring

plush yew
#

exactly, but it would be sskill based

honest vale
#

nope

plush yew
#

it wouldnt be about who gets lucky

#

and gets a gold weapon

#

like i did

#

and killed 6 people

#

thats not about me having skill

#

thats about me getting lucky

honest vale
#

are the drops decided upon match start or how?

plush yew
#

right now

#

its random

#

and chests are random too

#

they dont always spawn

honest vale
#

when is it decided what you get?

#

so upon map start?

#

they spawn upon start?

#

they're set in stone then

#

you just have to consider the match as a whole

#

not a series of matches

#

if a weapon you were after didn't spawn in the place you anticipated you'd just have to get by with what you have

#

if you're skillful, you'll manage πŸ˜‰

#

the whole assumption that every match setup has to be the same in order for a game to be "skill based" is wrong

plush yew
#

Im only speaking on the randomness

#

not on anything else

#

i think that's the only problem

#

because randomness cannot be improved upon

#

u can improve ur aim

#

u can improve where u drop and when

#

u can improve how u build

#

but u cannot improve the luck aspect

#

if u look at starcraft, its a great game in terms of skill because everything can be improved on

#

there isnt a single thing that is out of your control as a player

#

If you take crit, crit is the concept of dealing bonus, or double damage. If I hit you once with my shotgun, and you hit me once with yours, and I crit. How is that skill based?

#

It's not, it's random.

#

Because I crit you, I have skill?

frank escarp
#

@plush yew its a risk reward system

#

for battleroyale

#

to get golden guns, you need to scavenge a ton

#

to have a high chance of getting that

#

they are rare, so a really good way of finding them is precisely by murdering other players and stealing it

#

to murder another player you need to get the drop on him

#

or 360 noscope the shit out of him with a sniper

#

(seriously last time i played i killed 4 people who were running max speed with sniper, i couldnt believe it)

plush yew
#

lol

#

Sounds funny

frank escarp
#

by having to attack or to scavenge, you put yourself at risk

plush yew
#

true

#

its so fun

#

watching spectator mode

#

i just saw some dude kill himself

#

LOL

#

@frank escarp you ever won 1st place?

frank escarp
#

sadly, no

#

i havent played that much, really

#

as i said, only like 11 matches or so

#

max i got was 2

plush yew
#

2 including u?

frank escarp
#

no, i mean the second

plush yew
#

oo

#

so like

#

what happens if its only two people left

#

and they dont kill each other

#

lol

#

like, does the storm eye just keep shrinking

#

untill they both die

#

lol

frank escarp
#

yes

plush yew
#

damnn

#

just got rank 8

#

:X

cursive dirge
#

I don't think the fortnite bluezone keeps shrinking after certain size

plush yew
#

imagine if people jumped as much in a real battle zone

#

as they do in video games

#

LOL

cursive dirge
#

also, it's pretty unlikely that the two last survivals on a random game with random opponents suddenly both decided they are not going to kill eachothers

#

I was going to say I haven't come across in situation like that

#

but if the other player would have had that in mind, I would have killed that player πŸ˜„

#

winning in fortnite is way easier than in pubg tho

#

oh, this wasn't lounge

plush yew
#

lol

#

Ok so another unfair thing

#

this dude just lsoses because hes on low gorund

#

and the circle randomly decides to go all on the high ground

#

thats cool

floral heart
#

It's 2018, can't reorder blueprint functions. πŸ•ΊπŸΎ

shut jay
#

do people usually make levels in ue4 or some external program

#

like buildings or something

fierce tulip
#

it depends, but generally inside ue4.

silver crown
#

Waited 3 hours for the engine to compile, only to see at the end that I forgot to checkout the right branch 🀦

cedar grove
#

It looks like a result node but the normal one is brown and I cannot find a setting that makes the node look like this

ashen frost
#

do anyone know how to get maya particles into unreal?

fossil ore
#

Holy shit, I just discovered this

#

Ctrl+Tab ability

ashen frost
#

@fossil ore hmm, does it import water?

fossil ore
#

?

ashen frost
#

@fossil ore made an water attack in maya, was trying to import it to UE4

fossil ore
#

It's just in-engine alt+tab

hoary brook
#

There doesn't seem to be any collision options for the geometric box

ashen frost
#

K thnx i will try that

#

@fossil ore am having trouble figuring things out

#

: (

plush yew
#

@lean rock Your game was on the spotlighted!

lean rock
#

oh shit was it?

plush yew
#

bruh

#

I keep finding your game in places

#

thats a great sign

#

(top right of the screen)

lean rock
#

yeah lol

#

nice

#

I am working on a patch that adds a bunch of new booster and special abilities to the game

#

they will have a big effect on how the game is played!

plush yew
#

nice man, I showed my buddy your game and he's hooked at the moment

#

whatever ya did its quite addicting

lean rock
#

yep, I put carrot sticks in Doom 2

shut jay
#

hey there

lean rock
#

addictive elements are a big part of the design. I bribe you to play Quake 1 basically

shut jay
#

when you guys begin a game, what do you usually start on?

lean rock
#

At that point you have to figure out what you want the game to be,

plush yew
#

anime girls

#

Pure Pwofit

shut jay
#

anyone/

proven aurora
#

Anyone know how complicated it is to get a game working on Steam, with achievements and everything? I know nothing about Steam development or C++.

paper kernel
#

anyone know how to do a proper spline mesh?

long garnet
#

guys when i disable or enable physics and gravity on my third person character.. its like same

#

when i jump i fall down

paper kernel
#

that's because Character movement component is doing the moving around

long garnet
#

so u say that he is falling down because movement component

dim sedge
#

Anyone know some recent and good tutorial videos for getting to grips with UE4?

fierce tulip
#

i'd just google "ue4 beginner tutorials" it'll give you quite some good links

dim sedge
#

there are severall, I was just wondering if there were any particularly good ones that people could recommend

fierce tulip
dim sedge
#

ty

fair leaf
#

Is it possible to set up Git for a project without opening the editor? (Machine "owning" the files can currently only accessed by TeamViewer and Editor stays minimized when connected via TV) I keep getting "Cannot connect to source control" when trying to import via Cmdline

#

I tried to "git init" via cmd but that doesn't seem to help

frank escarp
#

dont use git on ue4

#

for the content folder

#

for source code its fine

#

just use git without ue4, like with tortoisegit or sourcetree

fair leaf
#

The project does use git, but UE4 doesn't seem to recognize that until I enabled it inside the editor

#

Until then I always get the error "Cannot connect to source control" which isn't critical, but I want to import assets via cmd and this error gets returned as error

#

Using UE4 via TeamViewer only shows a small black rectangle

cursive dirge
#

you can use git + lfs

#

or even pure git if you have space

#

some people freak out if git repo is 30 GB

#

but it still works

fair leaf
#

My problem is that UE4 doesn't seem to recognize me using git already

#

It only recognizes it when I enable it inside the editor which I can't do atm

cursive dirge
#

I've never used git with ue4's built-in version control tools

fair leaf
#

There is just some dropdown where you say you use git that's it

cursive dirge
#

but then again, I have very little faith in any git GUI/client for not messing up the repository

fair leaf
#

I just want that "Cannot connect to source control" error gone

#

Or can I disable Source Control outside the editor

misty wyvern
#

i would disable the plugin

fair leaf
#

There is no plugin enabled.

cursive dirge
#

you sure about that?

fair leaf
#

Yes

cursive dirge
#

all version control plugins are enabled by default

fair leaf
#

At least I can not see it in the uproject file

#

Or do I need to disable it on engine level?

misty wyvern
cursive dirge
#

you don't see default values in project files

#

only if you change them FROM defaults

#

open your plugins in editor

fair leaf
#

I can not open the editor.

#

I need to be able to do it outside the editor

#

as I currently can only access the machine via TeamViewer

misty wyvern
#

move .svn folder somewhere else if it exists and check again

fair leaf
#

There is no such folder.

#

How do I disable Source control plugins on engine level?

#

nvm found it

#

Solved my issue by getting RDP to work via VPN.

bitter iris
#

Am I able to leave this like this whilst it updates or do i have to click continue every time?

fierce tulip
#

you can let it go without pressing cont. afaik

bitter iris
fierce tulip
#

O_O no clue.

novel schooner
#

have someone tried to integrate discord voice chat into UE4 game?

#

gamebridge

safe rose
#

@novel schooner nah because they ran outta slots supposedly for beta

#

Or else I would have tried by now

novel schooner
#

@safe rose so does it seem reliable for voice chat?

sage stag
safe rose
#

@novel schooner don't use gs for voice chat

#

But I don't see why you couldn't. But there is just too much crap in the way of it

novel schooner
#

@safe rose what is gs?

safe rose
#

Oh my bad. Thought I was in a different channel

#

Oh gamebridge

novel schooner
#

@safe rose anyway what is your solution to voice chat?

safe rose
#

So. Afaik.... Voice chat only works if you are on the same server anyway

novel schooner
#

@safe rose that is what i need. Voice chat for party of friends:)

safe rose
#

It does matchmaking and all that via servers

novel schooner
#

discord is cool enough for this

safe rose
#

But I haven't looked into it in awhile, so who knows what they are doing with it now

#

Yeah...

#

But...

#

Now that they are putting paywalls on features

#

Ahem...video chat 1080+

#

I am suspicious on the paywalls for gamebridge on release

#

They said this was TS/Vent/Skype competitor

#

But imho...Discord has proved otherwise with the paywalls now. I doubt anyone else has reasoned like this though. Since I never see any shttalking about it anyway

#

Which I am very surprised about. So anyway. I am sure there will be a UE4 plugin soon

#

Some ue4 Dev must have grabbed a beta

#

Just set expectations low just in case I am right...and there some sort of paywall

#

Probably something like... Up to 2-3 in a party for free. 4+ with whatever that sub is called

zealous cloak
#

short question:
Does someone have any experience with RoboRecall mods?

I want to use Robo Recall in a Project, but still have some troubles, when thinking about how to do it.

First i have to use the Ikenema Orion Plugin to track a user into VR. Then the problem is, that this plug in is built for SteamVR and RoboRecall for Vive. So i could need a bit of exchange with someone who has worked with RoboRecall Mods

spiral zodiac
#

Okay, so, while procastinating from actual work, i stumbled across this material, and as you can see in the GIF, it looks fully 3D, as if it was an actual displacement map, however its on a flat plane

#

or planks... which is why you have those lines.. but still

#

its not a mesh displacement

#

so how does this work? can someone break it down for me?

#

the material is in the starter content folder, and its called M_Cobblestone_Smooth

#

@blissful reef @hot carbon @plush yew

cinder iron
#

I was wondering if a game like Battlefront 2 would be using root motion montages for forward movement on melee attacks or simply add velocity into the desired direction. Wondering mainly about network stress about montage+root motion animations used for example for a combat roll or this kind of attacks with movement implied. Not asking how to do it, asking about network impact.

silver crown
#

@spiral zodiac "Be considerate when tagging Epic Games or Discord staff. They take time out of their busy schedules to be here, so don't bother them with trivial matters." #more-resources

tacit harbor
#

hi any have any ideas how i fix these exactly, cant really remember where to goto check for my uv lighting

frank escarp
#

@vorixo#7101 root motion on servers just needs to sync the animation at the start

#

the rest is done by the anim

#

ive done enemies that way

#

literally a multicast function like "Multicast_StartMeleeAttack(FTransform SyncPoint, FAttack Attack)"

#

and it just snaps (actually interpolates) the enemy to that sync point, and performs the attack

#

that way every player has the enemy synced perfectly

hard quarry
#

Hello Unreal Friends,
i got a short question.
I plan to create a game which should be playable in both single and multiplayer.
The programming behind this is different, because in multiplayer you have to consider some things you might not need in singleplayer like events and so on.
So how to approach this, is the singleplayer just a "local" multiplayer environment?

#

If so, I could avoid programming the game once in singleplayer and once for multiplayer purposes

cinder iron
#

@frank escarp more concerned about net impact

frank escarp
#

no impact

cinder iron
#

So for melee movements would be better root motion so the actual movement gets respected

#

So you mean that the start transform should be the same?

#

And the interpolation is driven by the montage itself

#

So no work requiered aside to make sure a same start location

#

@frank escarp

frank escarp
#

alongside the multicast for the attack animation, you need to sync the starting point

#

this is absolutely fucking critical

#

ive had Bots attacking on 2 different directions depending on the client lag

#

you really do not want this

#

so on the multicast where you call your attack animation, send the transform too

#

you need location + rotation (logically scale is unneeded)

cinder iron
#

And just set it on the client to make sure it matches

#

Okay seems reasonable, easy and feasible, until this point I've been not using root motion at all, just velocity addition when needed, but seems like a cool approach

long garnet
#

guys my default third person characters mass is 19

#

i want to change it

#

where can i change it?

#

when i do
Actor->FindComponentByClass<UPrimitiveComponent>()->GetMass();

#

i get 19

#

and when i do
Actor->FindComponentByClass<UPrimitiveComponent>()->CalculateMass(NAME_None)

#

i get 83

hoary wadi
#

@long garnet Calculate Mass probably takes gravity into account

long garnet
#

@hoary wadi thanks for the reply.. maybe thats the answer.. but do u know how to change the mass of the third person character?

hoary wadi
#

Uuuuuh, that depends on what you're doing. For the ragdoll I think you just change the skeleton's mass, but for when the character is alive you'd have to dig into the movement component

long garnet
#

its default third person character and whis component is for mass changing?

#

i am in mesh currectly at there is no mass chaning option for it

harsh tiger
random forum
#

Is there a way to cast to a widget?

harsh tiger
#

cast to "name of widget"

random forum
#

But as what?

#

Every cast needs an as reference. So Cas to Name_of_Gamestate as GET_GAMESTATE

#

or cast to name of Character as GET_PLAYER CHARACTER and so on and so fourth...

#

*forth

#

Maybe Get Owner will work?

glossy flame
#

You still need a reference to the widget. Casting doesn't help you pull references out of thin air magicallyβ€”it only converts how you refer to an object

#

You could get that by storing it in a variable when you create the widget, perhaps?

random forum
#

That's what I just said... "Every cast needs an as reference" But you still didn't answer my question.

glossy flame
#

Which question?

random forum
#

Is there a way to cast to a widget?

glossy flame
#

Yes.

#

There is a way.

random forum
#

And what do I plug into the OBJECT side of the node?

glossy flame
#

Your widget.

random forum
#

Let me rephrase this. If I drag off of the object node which is the input to "Cast to Widget_name" what do I type in?

#

i.e. If I drag off of the object node for a character_actor I type in "Get Player Character"

glossy flame
#

Once again, you still need a reference to your widget. You say you understand this, but there's no magic way to simply get a certain widget you're looking for

random forum
#

So you're saying my reference to "Get Player Character" is magic?

glossy flame
#

Well, "Get Player Character" refers to a specific character in the world at index 0, not just "a character"

random forum
#

Yes.

#

Unless you are running multiple players.

#

Basically, I'm saying "How do I get the reference" and you're literally saying "By getting a reference"

glossy flame
#

Hear me out, here's the difference.

#

When you're using "Get Player Character", you can only use that in specific situationsβ€”an actor.

#

That's because the function depends on the world.

#

The character isn't coming from nowhereβ€”it's coming from the world.

#

For things like widgets, however, they're not tied to the world, so it's your job to manage the references

#

Your best course of action would be storing the widget when you create it, like I talked about before

#

(if it's in a 3D widget component, you could also get it from there)

safe rose
#

funny convo

glossy flame
#

I didn't think I was being that rash =x

#

It's just a misunderstanding about references

safe rose
#

most people wouldn't. but people get a bit... easily defensive I guess Β―_(ツ)_/Β―

random forum
#

It's just mind boggling when someone asks "How do I factor this polynomial" and someone responds "By factoring the polynomial" so I understand what Lethal is saying but it's still an insane way to answer a question up until the 2:50pm remark.

safe rose
#

@random forum Nah, you just had no clue what you were talking about

#

Just read the past msgs

#

Check out Blueprint Communications video linked in #blueprint

random forum
#

Whatever Victor. I've watched that twice.

safe rose
#

Might help you understand your issues

#

It's okay, watch it a 3rd time if needed

random forum
#

If you can't read what I wrote and read what he wrote up until 2:50pm there's something wrong with you.

safe rose
#

I watch it every once in awhile

#

Need to refresh my brain

#

Like I said, just read what you wrote. And it seems you had (maybe have) a fundamental misunderstanding on Blueprints Communication

random forum
#

You're kidding me. I state "Every cast needs an as refrence." Then in his reply he says "You still need a reference to the widget" And you somehow think he's answering the question in a concise and direct way?

floral heart
#

"If I drag off of the object node which is the input to "Cast to Widget_name" what do I type in?"
Heh.
The answer truly is that you need a reference to a specific widget. You don't use Cast To nodes to get widgets, you use them to ensure that the reference you already have is, in fact, a widget.

safe rose
#

Not kidding you. If you know what there is to know about Blueprints Communication...you would know how to get the references you need.

#

Which, since in this case you didn't (maybe still don't), then I am still on track.

random forum
#

I can cast to everything I've encountered but a Widget for some reason. Now I can.

glossy flame
#

Your issue isn't casting, it's about how you manage references

#

You can get actors because they're tied to the world. Widgets aren't.

#

I wasn't really trying to directly answer the question; I was trying to clear up a misconception

#

If you're going to attack everyone who helps you though, good luck man.

#

And by the way, with It's just mind boggling when someone asks "How do I factor this polynomial" and someone responds "By factoring the polynomial"

#

I wasn't saying how to cast it, I was talking about what you need in order to cast.

#

You need a polynomial, that's the first step.

#

πŸ˜ƒ

random forum
#

Not attacking, I'm honestly expressing my perception on it. You, really, truly can't see how someone could see the indirect answer as completely missing the point of the question? (from the perspective of the one askign the question)

glossy flame
#

The issue is that you weren't asking the right question.

random forum
#

I think we're going around in circles now.

glossy flame
#

Your question was about casting, what you really were having issues with was the step before that, getting references to objects

safe rose
#

🍿

random forum
#

I'm hearing what you're saying, but now there's strange justification conversations going on instead of just accepting the fact that I'm not as experienced and saw the answers as completely shallow.

#

Sorry, thanks - hope you have a great Sunday!

shell jetty
#

πŸŽ₯

glossy flame
#

I've got nothing against new people, it's just that sometimes you can't directly answer a question when it's built upon premises that aren't fully understood

floral heart
#

On two occasions I have been asked, β€” "Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" In one case a member of the Upper, and in the other a member of the Lower, House put this question. I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question.

glossy flame
#

Nothing against youβ€”it's just that the extra explanation was necessary to see from exactly where the issue was coming

random forum
#

Still - thanks for the help. Now I've got to move some logic over to player_controller - but first I'll head to the gym. Cheers!

rocky portal
#

yeah so what is the benefit of Data Tables over DataAsset with TMap and vice versa

glossy flame
#

You can import .csv into data tables...that's nice

#

Other than that, they're very similar

rocky portal
#

is DataAsset any quicker to lookup against with a TMap property?

#

oh yeah...can use Enum directly in DataAsset as Key in the TMap

glossy flame
#

IIRC under the hood it really is a map

rocky portal
#

DataTable needs an FName

#

and converting Enum to string in c++ is a pain in the ass

#

err

#

enum -> FString -> FName

#

im sure it's easy...i just couldn't find a clean cut answer online

#

easy in BP

glossy flame
#

Yeah, I guess if you're not looking to associate a name to it it might be easier to roll your own

rocky portal
#

it's cleaner and less error prone from content generation to use TMap with enum directly

#

but CSV import is a pretty big benefit

#

if you have a thousand assets and you add a single property

#

with DataAsset i don't know if there is a fast way of updating all of them with new property

plush yew
#

Do you guys like making custom UDataAssets?

#

I've seen they get used fairly often in teams which have more than just one person as a way to allow non-developers to use the editor to change things quickly...

#

Like setting animations (montages) based on the data in a data asset object

wanton mauve
wild kestrel
#

@plush yew DataAsset is just simple way to make asset classes that hold only data which dont need editor, which skips making of AssetTypeActions and UFactory (but if you wish you cna make them result is the same). So if you want to make simple asset types which you can reference in code this is definitly good way to go

plush yew
#

@wild kestrel whats the benefit of this versus just putting a variable with a UPROPERTY() on the class where the data must be used?

#

or is it mostly preference

wild kestrel
#

that they are asset and they are resuable

#

like preset

#

in case of blueprint which is like normal code class you would need to make base class for same effect

plush yew
#

hmm

wild kestrel
#

there no performance diffrence really, you already payed it by using blueprints

plush yew
#

Yeah

#

You know though

#

With blueprint nativization...

#

is there even a loss

#

of performance

#

by using blueprints anymore?

wild kestrel
#

it primerly diffrence in way the data is stored

#

yes nativisation speeds up a lot, only issue is it's only done on packaging

plush yew
#

@wild kestrel yeah

#

Btw I still haven't managed to get that to fully work haha

#

very annoying process!

#

and hard to debug because everything looks like garbage

wild kestrel
#

you need to setup sasme way as you would code in C++, as nativisation generated C++ code which is compiled

plush yew
#

Most of the issues are not in "packaging" but instead with "booting" the packaged application

#

At least for me

#

Yeah, I know, but when you debug, a lot of the stuff I see is just confusing

#

{}```
wild kestrel
#

you need to debug in editor then :p

plush yew
#

shit like that lol

wild kestrel
#

you can still figure thigns out in stack i think

plush yew
#

yeah i know the change has to be done in the bluprint

wild kestrel
#

i mean oyu can see names

plush yew
#

but the question is just

#

what lol

#

a lot of the time its crashing

#

in the constructor

#

O_o

wild kestrel
#

ah i see

plush yew
#

which is very strange to me

wild kestrel
#

yea thats problem with fact that nativisation has issues with some nodes

#

the special once not function once

#

then not 100% emulated

plush yew
#

mhm

#

is it possible that like

#

some projects just CANT be nativized?

#

or should it still work for all of them

#

because its weird that it would crash in the constructor

#

when mmyt blueprint has no code in its construction script

wild kestrel
#

does it always happens in this case? can oyu reproduce it?

plush yew
#

uhm, it changes when you toggle event driven loader

#

on and off

#

i believe when its on... it just gives a packaging error

wild kestrel
#

then bug raport

plush yew
#

when its on... its the opposite or something

#

packagers fine

#

and then crashes in launch

#

tbh im not that worried about it

#

i think im gonna just do regular, non-nativized

#

because i havent had any issues with performance

#

since i did a ton of profiling with cpu profiler

wild kestrel
#

Yea but even so bug raport is useful :p

plush yew
#

thats work tho

#

XD

#

if it was like... effecting my entire project

#

i would definitely try to pinpoint the issue

#

but its not really breaking it all

wild kestrel
#

all you need to do is write step by step how to reproduce the bug

#

you dont need to pin point the cause

#

thats not your job ;p

plush yew
#

yea

#

not even sure what causes it tho sadly

#

lol

amber shuttle
#

anyone have used Don Navigation plugin?

plush yew
#

Would ray cast be the correct term for line trace?

karmic igloo
#

@plush yew They're pretty much the same thing. However, Ray Trace would be a better term.

nimble jolt
#

hey guys

#

sorry for the cringe name, I'll change it

cinder iron
#

@plush yew afaik there are certain things not supported by nativization

fair leaf
#

Anyone else having problems with the VR templates? Engine hangs often during PIE with this error: Error: FMatrix::InverseFast(), trying to invert a NIL matrix, this results in NaNs! Use Inverse() instead.

#

Seems to happen when I go out of bounds

misty wyvern
#

Happened to me aswell

fair leaf
#

Have you found a solution?

regal mulch
#

Well, if that's an engine error you can only PR the change aka fix it yourself

#

For now at least

frank escarp
#

unreal engien getting used by nvidia to build self driving cars simulation

#

get rekt unity

fair leaf
#

"@TODO To be removed"

#

welp

faint cedar
#

Hey guys, anyone here used the asset manager / TSoftclassPtr?

frank escarp
#

neat

#

what is that for?

#

to encrypt the .paks?

fierce tulip
#

dunno, prolly

frank escarp
#

wow, also uassets?

#

dang

fierce tulip
#

imho a good thing

faint cedar
#

Don't think it's relevant if you want modding in your game

cloud cobalt
#

Depends on what kind of modding

#

And whether you want it

fierce tulip
#

not to mention the % of games modable is still only a few %

#

and inthe future you could probably encrypt only the files you want to encrypt and still allow good modding access

faint cedar
#

Don't know, I'm generally not a huge fan of encrypting game data and such, rubs me too close to DRM, which I see as underhanded at best, to be as polite as I can.

rocky portal
#

Modding is dead for mainstream games

#

As soon as devs realized they could make money on all of it

#

Rest in peace

#

And I grew up with quake and half life 1

shell jetty
#

Lootcrates of mods

rocky portal
#

Don't you dare...

cloud cobalt
#

@faint cedar To be fair, every commercial game needs some kind of DRM, if only a trivial one like "only distribute updates through a paid channel with an account system".

#

There is a middle ground between open-source and Denuvo, obviously

#

In our case, we didn't add any DRM onto the game - we use Steam, people can copypaste the game and send it to a friend, we don't care

#

But I can find legitimate reasons for encryption

shell jetty
#

the mods you love and lootcrates you love are now called lootcrates for mods, the system helps mods makers to get paid the mods you love

#

right @cloud cobalt

rocky portal
#

Go online only with accounts

#

I hate loot crates

#

Maybe even more than I hate DLC

cloud cobalt
#

DLC can be really great consumer value, if done decently

#

See Witcher 3

rocky portal
#

DLC is fine as long as it's not excessive

#

But then you see what it does to games like Battlefield

#

It tends to split communities

#

Loot crates are just straight up gambling and monetizes addiction across all ages

cloud cobalt
#

Getting basically an entire game with new content on top of a released game is both efficient for the developer, and great for people who loved the game. Horizon, Witcher 3, Dishonored... Some of the games that come to my mind that had great DLC practice

#

I'd definitely pay for another Horizon DLC right now, if there was one.

#

Loot crates are evil to the core

rocky portal
#

Those are SP games...DLC away

cloud cobalt
#

Back on topic, legitimate reasons for encryption include not wanting people to datamine your game, for example.

wary wave
#

meh, not a very legit reason

#

if anything data mining usually leads to free marketing xD

#

good old fashioned hype and speculation

shell jetty
#

there is mods in Andromeda for example

#

there is right and bad way to do that encryption

cloud cobalt
#

Yeah, just because the base content is encrypted doesn't mean mods should need to.

#

Not sure if UE allows that

wary wave
#

I wouldn't have thought so

#

encryption is probably only for packaged content

cloud cobalt
#

Mods are packaged too, at least if you go with how Epic suggest modding could be handled

#

Just curious to see if the additional paks are required to be encrypted if the main one is

lavish creek
#

hello, question: since there is a lot of conflicting information on the net and google is of no help, can some explain what are the drawbacks (or should i use at all) root motion animations in a multiplayer game vs using inplace anims, game type would be fps with true fps cam (seeing full body from players perspective)

wary wave
#

@cloud cobalt - the SDK version you give out will have the unpackaged, unencrypted assets in it

frank escarp
#

@Rule*#6007 not a single fps game has root motion

#

absolutely no game

#

well, only ArmA

#

and its clunky as SHIT

wary wave
#

root motion in multiplayer sounds like a bad idea

frank escarp
#

and star citizien, wich is spending MILLIONS on it

cloud cobalt
#

@frank escarp Destiny 2 does

frank escarp
#

no it doesnt, they showed it on a video

wary wave
#

^ and it broke the game a few times too

cloud cobalt
#

And guess what, they had to patch one animation out after it was used to hack competitive

frank escarp
#

i mean for the running around anims

#

first person anims are not root motion (at least from what i saw in a video they showed)

#

and normal movement for running around is not controlled by animations, but by formulas and physics (like usual)

cloud cobalt
#

Destiny 2's emotes are root motion

frank escarp
#

well, but not the running around wich is what i meant

#

emotes with root motion (and attacks like melee animations) are fine

cloud cobalt
#

My point is that you shouldn't do it πŸ˜‰

frank escarp
#

so is mine lol

#

Arma uses root motion for the running around

lavish creek
#

can anyone elaborate what are the drawback more precisly?

frank escarp
#

its an example of how bad doing it is

#

@Rule*#6007 look at Arma 3

#

tell me if the movement feels smooth

wary wave
#

latency / time dilation and differences between client and server interpretations of position

frank escarp
#

and that is the absolute best result you can hope for

wary wave
#

the moment you add that in, root motion goes completely to fuck

lavish creek
#

well i got 1000+ h in arma so maybe i got used to it

frank escarp
#

Star citizien does have true first person with root motion for running around, and they spend millions upon millions on R&D for it

wary wave
#

that sounds like a mistake to me

frank escarp
#

of course it is

wary wave
#

but also I don't think they are using root motion

frank escarp
#

but they wanted their perfectly synced anims and all that crap

wary wave
#

they seem to be using very heavily blended anims for locomotion

frank escarp
#

they are using root motion, from mocaps, but its a bit postprocessed

#

to try to avoid having the head bob too much and make it a bit more responsive

cloud cobalt
#

@lavish creek Long story short, you want motion in multiplayer to be very carefully considered. It has to be super clear and smooth visually, across a network, and there is a cheating consideration too.

#

Most shooters go with a method where the player is never really in first person

lavish creek
#

what i have planned is some degree of body awarness so i agreed on losing some reposnsiveness in order to gain realism

#

also the pace of the game would be more like arma than quake

wary wave
#

I'd still not use root motion

#

I'd do something like hide the head bone and have a dedicated camera bone

cloud cobalt
#

Well, does the UE4 character class supports RM animation anyway ?

wary wave
#

nope

#

not properly

frank escarp
#

oh it does. But its kind of "eh"

cloud cobalt
#

If it doesn't, I doubt anyone wants to re-implement it in MP

frank escarp
#

definitely notmultiplayer

wary wave
#

but it doesn't support a lot of things

#

it does support it a bit in multiplayer

#

but it's super iffy

frank escarp
#

what i did for my attacks is that i had a multicast function that called the Attack( FAttack AttackData, FTransform Origin)

#

so the enemy gets synced to the same location on all pcs

#

and does his attack

#

i found that if i didnt send the transform, the enemy would very often attack in different directions depending on ping

#

its how this prototype worked

#

Enemy AI was run in server, and movmenet was replicated with usual character replication, and then the attacks were a multicast

#

the attack was actually calculated fully client sided, wich allowed the player to do frame accurate parries even on 100 ping

#

(also trivially easy to cheat)

#

hand movement was fully clientside, to not have lag, and then replicated to server wich replicated to others. Using some very basic interpolation so it doesnt jump

#

arrows were also fully client sided, and just replicated the graphics/fx, to keep it responsive

#

in that video, im actually playing with simulated ping of 100

#

and you see everything is completely instant

#

prototype was a huge succss, but shitty hand controllers in PSVR meant that i dropped it

#

as i dont care that much for the PC market

regal mulch
#

Anyone dealt with Unzipping files on multiple platforms using UE4?
Currently searching for Libraries for Windows (7zip for now), Android and iOS.

frank escarp
#

there is a built in zip tool in unreal @regal mulch

#

pretty sure of it

regal mulch
#

It works on all platforms for zip files?

frank escarp
#

more likely yes

#

if not, there are some single header C libraries that you can #include

#

and are fully multiplatform

#

becouse they just work on arrays of chars

#

not really on files or anything

regal mulch
#

Well the thing is, I would just use 7zip, but I can't find anything for Android and iOS that sounds remotely as good

lavish creek
#

ok thank you guys for helping me clear some of my concerns.

frank escarp
#

pretty much all of this ones will work great with unreal

#

given that they are single file so no weird buld instructions, just plop into your source folder

regal mulch
#

Will have a look

#

Seems like UE4 uses DotNetZip

frank escarp
#

i mean, the .paks are zipped

#

or something very similar, for their compression

#

and its on every platform

regal mulch
#

Yeah the multiplatform is the key here

#

The ZipPlugin available only works on Windows

#

I had a look at Miniz, however it says nowhere if it's Windows only

frank escarp
#

its all plattaforms, becouse it seems to work on binary arrays and thats it

regal mulch
#

I'll check UE4's implementation then first