#ue4-general
1 messages Β· Page 164 of 1
Olento is just gifted.
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 π
I just don't push things that I feel they'd not accept
You know I appreciate you hehe
when you follow UE and PRs in generral
you see a pattern
some things will never pass
well if you ask me matching capabilities of types is a good thing and i know there issue in UE4 in some types
π€ might be interesting do a pass around them
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
are there vids about making a turn based strat game?
Idk but you can ask specific questions about it and we can help :)
Just try by yourself
Remember to split the problem in subproblems
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\
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?
@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?
can anyone here recommend a modelling program for a beginner?
Creating updated content packages which allow you to update your project after release.
im workin on a game alone and im trying to keep everything simple but I need to make some models
What kind of models?
just making small things for buildings such as chairs, tables and also things like a flashlight
how would i create interchangable clothes
without having the clothes clip through the legs
By hand.
In editor
What would be the workflow in engine
Im not talking about making the geometry for the clothes
or textures
Now I'm imagining a dress staticmesh that you're trying to push onto a character using the pivot handles.
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
If you don't want geometry to clip through geometry, you edit the geometry.
...Or use some really fancy, scary, depth modification tricks.
or remove the geometry that can clip
@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
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?
vulkan has had issues with steam overlay
use "module list" in console command to see id steam plugin module is loaded
at all
That way you can garuntee you can have the same files
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
Good luck
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?
@plush yew did oyu read this: https://docs.unrealengine.com/latest/INT/Programming/Online/Steam/
An overview of Online Subsystem Steam, including how to set up your project for distribution on Valve's Steam platform.
Anybody here good with the UE4 Ocean Plugin?
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
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
One of my best friends is an error.
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.
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?
Anybody know how to disable collisions on a box brush?
In collision choose OverlapAll or NoCollision...? Or am I missing something
is the launcher login down?
getting this error http://help.epicgames.com/customer/portal/articles/search?q=ES-OSS
@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
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
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
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
Pros and Cons for putting the shooting logic in the player class vs gun class?
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
I usually go with shooting components
So i can add a muzzle flash to a box and let it shoot through interface
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 ?
yes
not easy and not something you want to do
but below 100MB is good if you don't have much content
Thanks guys. @vorixo#7101 Do you think it's common to call a shoot function through interface?
@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..
@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
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
Probably a sword wont share the same base class as a gun
@cursive dirge seems to be due to the CPU bug https://www.epicgames.com/fortnite/forums/news/announcements/132642-epic-services-stability-update
but still... why does their login fail if the CPU load is only at 40 % π
Both would implement actionable interface for actions like reload and things like that.
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
Right but each gun class would have to reimplement the shoot logic right?
Since you can't do it in the base class
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
.Sorry I'm having a bit of trouble understanding π
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
alternatively you could just have a DoAction in the BaseWeapon
and override it in child classes
but yeah, that's the gist of it
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
It depends on what you need in your game
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
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
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
add = Add?
Should work, you sure after using capital letters it's not giving different error?
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?
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
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
Yeah, see how it's complaining about add and not Add? ;p
Add is a function, add isn't.
ill try with Add
wow.... it worked
the error is still there but the build output is clean
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
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 π
Is it just me or does unreal just not reply to messages anymore, and/or reply months later?
Are you asking about AnswerHub?
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.
Hmm, not really familiar with their direct support, sorry :/
That does sound pretty rough though
Is there a way to get the Documentation of Unreal in an offline version?
Maybe with the videos
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.
Hey bros ,
how to make a floating widget appear before all models?
Like this red sword mark,I want it show before the model
is it a component or you spawn it during run time? probably using get forward vector would help
Do you mean setting it once, or by attaching it?
like
i want to teleport the actor to an object
basically
i dont want to set it to a fixed position
You don't teleport it to an object, you teleport it to an object's location.
(assuming by object you mean another actor/component)
Alright, then just use a GetActorLocation on actor B and set actor A's location to that
im trying to teleport the playercharacter
this is what i have
it teleports the player to a fixed position
Here, I'm going to move to #blueprint
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
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
@fierce tulip looks at world of warcraft
even the witcher3 suffers from it
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
π
when i jump it come backs
why?
hey guys
can someone help me out here
for some reason light is going through the floor and walls, and hitting all the objects
did u try building?
did u try point lighting?
and build lighting only
thing is
i have one point light inside
and a directional light
nope
i dont know.. maybe i am new too π what is your directional lighting type? static?
just checked, it was stationary
changed it to static
gonna see if that makes a difference
nope still the same
i created it from the default level
do u have reflection capsule?
try removing sphere reflection
π np but i wonder why it was not working while having reflection capsue
try adding reflection capsule again and see
π
did it work?
oh also light is still leaking through the walls
(with directional light disabled)
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?
4.18.2
reflection capsule is causing problems
i haven't added the reflection capsule yet
rly?
did u try?
building now
still the same
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 π
Can someone help me make a thunder lighting effect?
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
@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"
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
@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
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
that's where you're wrong
It's a dice flip
it's not
How is it not
it's not only that
there'a drop table
it's one percent of it
you play the game in its given constraints
oh okay since you're authority on that matter I will just shut up
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
me neither but it's not a binary choise whether a game is skill based or not...
A skill based game
doesnt have random number generators deciding how much damage you are going to do
why not
doesn't it have RNG in how accurate the units are?
If you are talking about pathin, yeah... But that can be changed based on your micro skill
it can't be a skill based game because units do random amount of damage within certain thresholds?
I have no way of controlling what dice drop i will get
from fortnite
or pubg
because drops are random
europa universalis can't be skill based because it has RNG pretty much everywhere?
(it is)
I haven't played that
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
ok so lets say in fortnite
we have the same drops every game
and we remove "tier" weapons
then it'd be boring
exactly, but it would be sskill based
nope
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
are the drops decided upon match start or how?
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 π
the whole assumption that every match setup has to be the same in order for a game to be "skill based" is wrong
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?
@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)
by having to attack or to scavenge, you put yourself at risk
true
its so fun
watching spectator mode
i just saw some dude kill himself
LOL
@frank escarp you ever won 1st place?
sadly, no
i havent played that much, really
as i said, only like 11 matches or so
max i got was 2
2 including u?
no, i mean the second
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
yes
I don't think the fortnite bluezone keeps shrinking after certain size
imagine if people jumped as much in a real battle zone
as they do in video games
LOL
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 π
winning in fortnite is way easier than in pubg tho
oh, this wasn't lounge
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
It's 2018, can't reorder blueprint functions. πΊπΎ
do people usually make levels in ue4 or some external program
like buildings or something
it depends, but generally inside ue4.
Waited 3 hours for the engine to compile, only to see at the end that I forgot to checkout the right branch π€¦
Question: What kind of material is this?
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
do anyone know how to get maya particles into unreal?
@fossil ore hmm, does it import water?
?
@fossil ore made an water attack in maya, was trying to import it to UE4
It's just in-engine alt+tab
There doesn't seem to be any collision options for the geometric box
@lean rock Your game was on the spotlighted!
oh shit was it?
bruh
I keep finding your game in places
thats a great sign
(top right of the screen)
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!
nice man, I showed my buddy your game and he's hooked at the moment
whatever ya did its quite addicting
yep, I put carrot sticks in Doom 2
hey there
addictive elements are a big part of the design. I bribe you to play Quake 1 basically
when you guys begin a game, what do you usually start on?
At that point you have to figure out what you want the game to be,
anyone/
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++.
anyone know how to do a proper spline mesh?
guys when i disable or enable physics and gravity on my third person character.. its like same
when i jump i fall down
that's because Character movement component is doing the moving around
so u say that he is falling down because movement component
Anyone know some recent and good tutorial videos for getting to grips with UE4?
i'd just google "ue4 beginner tutorials" it'll give you quite some good links
there are severall, I was just wondering if there were any particularly good ones that people could recommend
tom's stuff might be a bit outdated (not sure) but has some good links
http://www.tomlooman.com/getting-started-with-unreal-engine-4/
ty
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
dont use git on ue4
for the content folder
for source code its fine
just use git without ue4, like with tortoisegit or sourcetree
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
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
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
I've never used git with ue4's built-in version control tools
There is just some dropdown where you say you use git that's it
but then again, I have very little faith in any git GUI/client for not messing up the repository
I just want that "Cannot connect to source control" error gone
Or can I disable Source Control outside the editor
i would disable the plugin
There is no plugin enabled.
you sure about that?
Yes
all version control plugins are enabled by default
At least I can not see it in the uproject file
Or do I need to disable it on engine level?
you don't see default values in project files
only if you change them FROM defaults
open your plugins in editor
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
move .svn folder somewhere else if it exists and check again
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.
Am I able to leave this like this whilst it updates or do i have to click continue every time?
you can let it go without pressing cont. afaik
how come it now says reverting files?
@novel schooner nah because they ran outta slots supposedly for beta
Or else I would have tried by now
@safe rose so does it seem reliable for voice chat?
@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
@safe rose what is gs?
@safe rose anyway what is your solution to voice chat?
So. Afaik.... Voice chat only works if you are on the same server anyway
@safe rose that is what i need. Voice chat for party of friends:)
It does matchmaking and all that via servers
discord is cool enough for this
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
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
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
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.
@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
hi any have any ideas how i fix these exactly, cant really remember where to goto check for my uv lighting
@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
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
@frank escarp more concerned about net impact
no impact
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
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)
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
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
@long garnet Calculate Mass probably takes gravity into account
@hoary wadi thanks for the reply.. maybe thats the answer.. but do u know how to change the mass of the third person character?
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
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
https://gyazo.com/d31da63d06d377e6e95862d84d6c74f5 i've put this together from watching a tutorial and in the tutorial his works fine whereas mine doesnt and i dont understand why. i'm just trying to make a simple random AI free roam
Is there a way to cast to a widget?
cast to "name of widget"
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?
You still need a reference to the widget. Casting doesn't help you pull references out of thin air magicallyβit only converts how you refer to an object
You could get that by storing it in a variable when you create the widget, perhaps?
That's what I just said... "Every cast needs an as reference" But you still didn't answer my question.
Which question?
Is there a way to cast to a widget?
And what do I plug into the OBJECT side of the node?
Your widget.
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"
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
So you're saying my reference to "Get Player Character" is magic?
Well, "Get Player Character" refers to a specific character in the world at index 0, not just "a character"
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"
Hear me out, here's the difference.
When you're using "Get Player Character", you can only use that in specific situationsβan actor.
That's because the function depends on the world.
The character isn't coming from nowhereβit'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)
funny convo
I didn't think I was being that rash =x
It's just a misunderstanding about references
most people wouldn't. but people get a bit... easily defensive I guess Β―_(γ)_/Β―
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.
@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
Whatever Victor. I've watched that twice.
If you can't read what I wrote and read what he wrote up until 2:50pm there's something wrong with you.
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
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?
"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.
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.
I can cast to everything I've encountered but a Widget for some reason. Now I can.
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.
π
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)
The issue is that you weren't asking the right question.
I think we're going around in circles now.
Your question was about casting, what you really were having issues with was the step before that, getting references to objects
πΏ
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!
π₯
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
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.
Nothing against youβit's just that the extra explanation was necessary to see from exactly where the issue was coming
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!
yeah so what is the benefit of Data Tables over DataAsset with TMap and vice versa
You can import .csv into data tables...that's nice
Other than that, they're very similar
is DataAsset any quicker to lookup against with a TMap property?
oh yeah...can use Enum directly in DataAsset as Key in the TMap
IIRC under the hood it really is a map
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
Yeah, I guess if you're not looking to associate a name to it it might be easier to roll your own
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
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
Hi, can anyone help me... I'm total noob at Unreal (although not programming). I've bought some assets and built up a scene and I am trying to render it in anaglyph 3D. I found this tutorial ( https://forums.unrealengine.com/community/work-in-progress/10222-stereoscopic-red-blue-glasses?17621-Stereoscopic-Red-Blue-Glasses= ) which seems to do the trick but whilst I can see what it is doing, it skips over the explanations way too much and I'm totally lost.
@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
@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
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
hmm
there no performance diffrence really, you already payed it by using blueprints
Yeah
You know though
With blueprint nativization...
is there even a loss
of performance
by using blueprints anymore?
it primerly diffrence in way the data is stored
yes nativisation speeds up a lot, only issue is it's only done on packaging
@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
you need to setup sasme way as you would code in C++, as nativisation generated C++ code which is compiled
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
{}```
you need to debug in editor then :p
shit like that lol
you can still figure thigns out in stack i think
yeah i know the change has to be done in the bluprint
i mean oyu can see names
but the question is just
what lol
a lot of the time its crashing
in the constructor
O_o
ah i see
which is very strange to me
yea thats problem with fact that nativisation has issues with some nodes
the special once not function once
then not 100% emulated
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
does it always happens in this case? can oyu reproduce it?
uhm, it changes when you toggle event driven loader
on and off
i believe when its on... it just gives a packaging error
then bug raport
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
Yea but even so bug raport is useful :p
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
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
anyone have used Don Navigation plugin?
Would ray cast be the correct term for line trace?
@plush yew They're pretty much the same thing. However, Ray Trace would be a better term.
@plush yew afaik there are certain things not supported by nativization
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
Happened to me aswell
Have you found a solution?
Well, if that's an engine error you can only PR the change aka fix it yourself
For now at least
unreal engien getting used by nvidia to build self driving cars simulation
get rekt unity
Hey guys, anyone here used the asset manager / TSoftclassPtr?
dunno, prolly
imho a good thing
Don't think it's relevant if you want modding in your game
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
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.
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
Lootcrates of mods
Don't you dare...
@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
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
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
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
Those are SP games...DLC away
Back on topic, legitimate reasons for encryption include not wanting people to datamine your game, for example.
meh, not a very legit reason
if anything data mining usually leads to free marketing xD
good old fashioned hype and speculation
there is mods in Andromeda for example
there is right and bad way to do that encryption
Yeah, just because the base content is encrypted doesn't mean mods should need to.
Not sure if UE allows that
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
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)
@cloud cobalt - the SDK version you give out will have the unpackaged, unencrypted assets in it
@Rule*#6007 not a single fps game has root motion
absolutely no game
well, only ArmA
and its clunky as SHIT
root motion in multiplayer sounds like a bad idea
and star citizien, wich is spending MILLIONS on it
@frank escarp Destiny 2 does
no it doesnt, they showed it on a video
^ and it broke the game a few times too
And guess what, they had to patch one animation out after it was used to hack competitive
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)
Destiny 2's emotes are root motion
well, but not the running around wich is what i meant
emotes with root motion (and attacks like melee animations) are fine
I love this emote. Plus I love messing with Banshee-44. This is all for fun, and exploring purposes.
My point is that you shouldn't do it π
can anyone elaborate what are the drawback more precisly?
its an example of how bad doing it is
@Rule*#6007 look at Arma 3
tell me if the movement feels smooth
latency / time dilation and differences between client and server interpretations of position
and that is the absolute best result you can hope for
the moment you add that in, root motion goes completely to fuck
well i got 1000+ h in arma so maybe i got used to it
Star citizien does have true first person with root motion for running around, and they spend millions upon millions on R&D for it
that sounds like a mistake to me
of course it is
but also I don't think they are using root motion
but they wanted their perfectly synced anims and all that crap
they seem to be using very heavily blended anims for locomotion
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
@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
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
I'd still not use root motion
I'd do something like hide the head bone and have a dedicated camera bone
Well, does the UE4 character class supports RM animation anyway ?
oh it does. But its kind of "eh"
If it doesn't, I doubt anyone wants to re-implement it in MP
definitely notmultiplayer
but it doesn't support a lot of things
it does support it a bit in multiplayer
but it's super iffy
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
Anyone dealt with Unzipping files on multiple platforms using UE4?
Currently searching for Libraries for Windows (7zip for now), Android and iOS.
It works on all platforms for zip files?
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
Well the thing is, I would just use 7zip, but I can't find anything for Android and iOS that sounds remotely as good
ok thank you guys for helping me clear some of my concerns.
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
i mean, the .paks are zipped
or something very similar, for their compression
and its on every platform
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
its all plattaforms, becouse it seems to work on binary arrays and thats it
I'll check UE4's implementation then first