#ue4-general
1 messages Β· Page 180 of 1
yea
Wow I think I can make a 3D fighting game easily with this
In unity it would be complexed like ass
lol
3d fighting games are hard due to ping shanenigans
for example the host would be OP
becouse he has 0 ping and his word is LAW
while the other player has lag delay and can get overriden
Do you think I will face problems having a game server written in golang and use unreal as an interface to that server ?
OH
Eh isnt what you talked above P2P?
unreal has support for both p2p and dedicated server out of the box
I mean what you talked about multiplayer pattern
that wasnt me π
i heared the new streetfighter on unreal had some ping problems
I think vlanco didnt emphasise on p2p
but rather symmetrical
you don't want either of players computer to be the master
so it is fair
I'm confused
it'll work ok with the normal p2p with low latency
but if there is lag the host will always win
yeah
i thought about doin it in cloud functions, but its gunna cost too many reads for realtime movement
but then that just more overhead and its a bit trickier to write your game for dedicated
You'll be responsible for keeping servers up if you ever launch
I have to
I'm planning to make a weak interaction server
did i win a swag pack?
yea a json plugin and a database would be good for that
Is there any server framework recommended?
I am also in search for one, thinking about attempting a tower defense mmo kind of game where every player has an island and can attack others
dont wanna go with unreal serverside for possible scaling problems
@obsidian nimbus you know a ready database for that?
firebase
becouse i wanted to do game data in json for my next game
or u could do google datastore directly
but i like firebase cuz the api and u can read it directly as json and send json there
Is that a cloud server?
its a cloud database
Oh
there is also google compute and stuff, it has a free tier now too
free forever
u get like 0.2 core and 256 mb ram or something
if u do host a dedicated there i believe u have free read/writes from dedi too the database and other google services
cloud functions could make cheating soo much harder aswell
I checked that page you sent me
Seems it's still an unreal standalone exe
What I thought a server should be a eclipse or .net project or something
Sorry for my noobness
I dont even quite know how to describe π
you can ad number of players in editor, but you cant join some1 in the editor from an exe or another editor i think
well that video serie show how to test MP in editor, pretty simple
Eh I'm not talking about a multiplayer game
I'm referring to setting a simple server that does simple data storage and data communication with client
well firebase would prolly do that really well
This is the database
Then how about the server project
Where do I write my server logic
Dont we need an individual server project ?
I dont think so
@quasi lake Depends on what kind of server you're talking about.
Weak interaction ones
I made a gamejam game, I made it after playin a bunch of super mario maker so i tried to make a platformer with level editor
The game server that a client connects to is still UE4 - it's needs to run the game, after all.
so there was an editor map, you could place items / level end/ change light color and rotation
If you want some other kind of server, like for logins or persistent account info, then yes - that's something you'd write totally separately.
Yeah with persistent account info
if you saved the level as json it would get send too firebase, and also create a leaderboar for that level, so every level has its own leaderboard
firebase has facebook/google token for auth
I just wanna know apis in UE4 to communicate with these seprate server
@livid haven
Like http request response interfaces
lol i could put that jam project on the forum, but its total spghetty mess π
Is it with a seprate server project?
Then do you know where to find the doc of http APIs ?
giveaway? π€
damn that's a lot of reacts lol
Lol
Fishes on the hook
Can you guys see the giveaways channel?
yes
yes
yea
I think it's the point we're not able to post in it
So people can see the actual giveaway messages
Instead of those getting burried under all the chatter
Sequencer is the latest and greatest, I dont think Matinee is getting updates anymore and is deprecated
I would go with Sequencer, it's more advanced and whatever you do in it will be supported going forward
this is where i send my data too firebase
only store data together that you need at the same time
Oh
so when u press open new map it will only get the mapnames, if u load a map only load the data for that map
so if 1000 maps get uploaded you wont get loads of data at once
it will start a blank map and drop the items in after that
@maiden swift so do we whisper the bot or is the channel gonna open later, because its locked now 
@dim steppe can't you read?
@dim steppe You will be notified if you win. All you need to do to enter is react to the post in #410886541267959808.
it allways open the same level, but populate it as the player did in the editor (ownreal editor) not unreal editor π
load lvl is for streaming?
I have it on my itch page, its kinda buggy due to made in 2 days tho π
level streaming, im not really an expert on that π
in content examples
i think its mostly for performance, but like i said . i dont know much about level streaming
Load is for streaming, like say you walk from kitchen to bedroom, when you're in the hallway in between you would stream in the bedroom
and when you get to the bedroom you unload the kitchen
If you just want to teleport from town to forest, use open level
another good example about level streaming is a door hiding something under it
for example dark souls
when you reach to a new area, or you use an elevator
you are unloading one level and loading the next one
you'd make a transition part
is up to you load and unload things whenever you want
simplest example is a s-shape level
What can we win in the Giveaways?
swag
Eternal glory
π€
@light lintel it's not mandatory, it's just classic example
Anyone have any idea why my mesh disapears in my aim offset ?
a little help for your explanation @cursive dirge
sidescrollers mostly open level
you can only see the limited view of the map anyway
if you need to stream at all that is
If your game requieres high end assets and very high quality
it's not very common that platformers are seamless
Like the first level in Mario would probably just be one level, even the underground if you take the green tube. When you get to the castle at the end, it would do an Open Level call to next map
you should stream
Has anyone worked with aim offsets and have any idea why my mesh vanishes when I add the anims https://i.gyazo.com/9e877023fde1f16e465fd409ff91e1cb.png
the level is built with sublevels
by doing that you can go like
Section A, Section B or Section C
@gleaming shore did u make anims in blender?
usually you don't want to unload and load a lot of sections at the same time
I bought a "professional" mocap pack from market place
what if u drag the mesh in the level
I think it was 3DS it was made with, all the other animations work fine its just when I add the offsets into the aim offest
okay Mario 64
the paintings
thats no level streaming (it is open level)
Mario 64 same example
castle doors
that could be level streaming
will the skeleton disappear?
thats to me? or..
@obsidian nimbus Do you mean like this? This happens https://i.gyazo.com/93554b5dfa8966f2895e21e971cf1c6a.png
no, you have to manage the loading and unloading of each zone by yourself
@obsidian nimbus
How possible is it to port Epic Citadel to UE4?
did u install it from marketplace?
@obsidian nimbus The previous animations I was using show up fine (in the aim offset file) however the new anims just dont show up, I have set the mesh to additive and all that
github zip
I can view them alone and they're fine, it's just when theyre inside the aim offset they vanish
It should be the same
its on the marketplace, install it like that
hmm weird, i had a few times my skeleton went gone, but in fact it was just 2 cm tall, was scaling issue with blender
I haven't won π¦
neat
gz^^^^
ggwp @paper kernel
Tell us what you gonna win when you know :p @paper kernel
Well, just a platform with the mesh you want xD
Or if it's 2D, you can use the texture and create a Hitbox on it and just place it where you want
Oh my bad, i just re read the message xD
only block dynamic(enemies) if bigger than 0
Is this a pure online project?
yup
Where do I write my server logic code
what kind of logic?
Like,login Validation
Hmmmm... I feel like entering the giveaway for Epic swag would just be unfair when I can just bug someone to send me stuff. π
Z is the Height
2d sidescrollers also have x y and z, even if its allways 0
Unless you do it in top view
Use a debug string and show the XYZ value and jump, watch witch value move
And do what owninator said with the velocity
In logique, if you jump, Z move more than 0 and if you fall, it's gonna be less than 0
The target is the player for the string if it's what you want
set collision to block all dynamic
so u still hit enemies or moving windmills
sawblades and stuff like that
Nop cause it's gonna fall and the Z value gonna be less than 0 so, collision
as soon as velocity is less than 0(falling collision goes back on
π
its a special kind of thinkin u will get the hang of it
make thick walls
put a killz in there
Oh so the camera stop at a certain point
you should prolly make a camera actor
lot's of ways to do it basically, pick one that feels right π
the bigger the problem the more possible solutions π
you could also just put some volumes above the holes that trigger a function which deattaches the camera from your character
or check if character is falling (probably a function or variable for this on the Character class) and if it has been, for X amount of time then just deattach the camera
several
well, staggering them out to several levels is probably the way to go
that way you can set up streaming volumes
so that you don't have to load everyting in a single go
also, you should stream "old" levels out
so as to save memory / etc
you shouldn't have to
cause you're always in one persistent level
and you're just swapping the sub-levels in and out
lookup level streaming
*look up
LoadStreamLevel and UnloadStreamLevel are your friends
What's the best way to attach the barrel of a gun to the left hand?
the weapon is already attached to a socket in the right hand
open level takes you to another level, streaming just loads them into a persistent "container" level
@gleaming shore create a socket on the left hand and attach the gun there
I should do this on answerhub and get my 1st karma π
42
that would turn into a big mess
just change the text
bunch of bools, switch on int, whatever works for u i guess
If anyone is looking for a free dialogue plugin with an awesome graph editor, here's one: https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1424923-open-source-dialogue-system-plugin (not mine)
It's a custom graph
Which looks like ai state machine
But isn't at all
Custom graph are really hard to make
Long hours of C++, looking in source, which is the only doc you have π
How would one specify in a Lambda sort function to start from Array index 22++ and ignore 0-21?
E.g Array contain 40 entries, skip 0-21
{
if (One.ItemType == Type) { return true; }
else if (Two.ItemType == Type) { return false; }
return One.Param > Two.Param; // This does nothing. (Intentional)
}```
I did ask there earlier, did get a few replies but nothing that lead me anywhere. Figured I'd ask once here too π
What are you trying to do exactly?
Trying to Rearrange the Indexes of Items in container from 22 & forward. 0-21 being Reserved slots that should not be filtered by anything
Shouldn't you have 2 arrays?
I guess a good example would be how world of warcraft handles their bags, you can sort each bag separately. (not what I'm doing but very similar still)
I did try using 2 arrays from the start, didn't work out the way I wanted it to though
maybe you could have a boolean in elements 0-21 saying "fixed" and your comparison would take that into account and always put them first?
(this boolean would be "false" for elements 22- onwards)
@frosty bloom I got a dirty solution
I made a second array with all Entries from 22++ and then sorted them with wanted behavior. The only way I figured out how to make that work would be to then remove all those entries from first array & then just append the second array back into the first. Feels like a very bad solution though
hehe
Only possible issue: if not done well, it will sort random memory
Which can lead to funny results
"funny" is a feature.
What's even more funny is that UE is using so much ram
That you might not even run into a segfault
This is where the fun starts
lol, got 128gb ram. Let the fun begin
Not a memory leak, so doesn't matter how much ram you got π
@frosty bloom so what's wrong w/ the boolean approach?
Yeah I don't see why the boolean approach wouldn't work. I have several different user cases though. If I could explicitly say to the lambda where to start all of them would be solved in an instant 
@frosty bloom I'd think that checking for simple booleans would not impede your performance too much, if at all.
void Sort( T** First, const int32 Num, const PREDICATE_CLASS& Predicate )```
Sort(Array.GetData() + Offset, Array.Num() - Offset, Predicate) will work
true dat
And no memory issue possible as long as Offset >= 0
I can Kinda understand how that would be typed out.
There is def a knowledge gap here though π
TArrayRange<T*> ArrayRange( First, Num );
Algo::Sort( ArrayRange, TDereferenceWrapper<T*, PREDICATE_CLASS>( Predicate ) );```
If you prefer
I got something to go on though, i can work it out with those params π
iβm trying to understand whether certain assets are usable in games or not
especially forests
how can i know?
?
well optimization-wise
many assets do not have multiple LODs
i come from engines where those are mandatory
do you have the assets as 3d file to edit yourself?
does unreal have a βauto-lodβ feature?
i plan on buying some of those forests in the marketplace
well UE has an auto-lod feature, but i think you mean something more like auto decimate(deacrease tri count)
where i come from i needed to build at least 4/5 lods
unreal can build LODs for you actually
here i see assets with only 1 hence i am wandering
How To use the Automatic LOD Generation system in UE4.
but if you want more control then you should probably lug them in say blender or maya & generate the lods by yourself
yea, but for trees and stuff, it should be fine i guess
yeah, there's even a Foliage LOD group
do you know if marketplace items have lods already right for games?
i would think thereβs a validation process by epic that ensures these meshes are correctly built...
you would think there is correct
look for this in their description: "LODs: None "
but you might not be correct
if you see that, there ain't none
and if there are none is that an issue? i mean they still can be generated if i understood correctly
sure they can
If you have the model you have many options to make LODs if you need
you can also always export it out as FBX so you can load it into a 3D app
@latent moth you can leave out any LODs if you want, as long as you stay on budget for your scene π
iβm a total noob in unreal
so no, not really an issue, else auto generate with the tools
so i am trying to understand how to stay or even compute such a budget
eh budgets are mostly guestimates
just make all the assets 1m poly and tell the investors your target release date is 2092 so the hardware can meet the software requirements.
lol
just check around on forums what would be an acceptable scene budget for your target system
itβs so weird coming back to basics in an engine
look for an artist breakdown of any newer game, maybe on polycount, and you can get some ideas.
I'm using SetLocationAtSplinePoint with splines to set their last point to a custom location. immediately I do a debugsphere on the same vector and I sometimes get different results. Is there some magic to be done here that I'm unaware of?
(I have UpdateSpline checked)
Next giveaway is starting in a few minutes! Sorry for being late.
kk
New giveaway is up! Gogogo!
Haha no. Go to #410886541267959808 to participate! π
can't send messages there, no permission (and I'm a discord noob)
can anyone help me this problem has probably been asked a million times im trying to make my player move
but he's stuck in the idle animation
while moving
You need to click the little emoji under the giveaway post @tawdry narwhal
um... nothing happens? I've tried messaging the bot
Is the π highlighted with a purple tint?
You just click it once to enter. The winner is selected randomly when the giveaway ends.
huh weird
there is an option in your settings to disable/enable them
Ah ok! Sorry I forgot people could do that client side.
@light lintel https://www.youtube.com/watch?v=DZVzCeVoKAY
How to set up platforms you can jump through thew bottom of! Twitter: https://twitter.com/Play_Ruff Patreon: https://www.patreon.com/deanashford Discord: htt...
as new to unreal engine i learned introduction to editor and to blueprint...now what i want to know is what step i should take next
what do you want to learn next? learn that π
i would agree with you in that but i am told that unreal engine has a lot of subject with different work type and i dont have a general idea on all the subject to be able to choose what to learn next
hmm π€
I guess best place to start is simple game
or pick a long tutorial series from youtube
like a horde mode fps
seems intresting i want to be able to recreate a game from the ps2 days as i am learning
Hack GU
realtime jrpg?
yes
aight, should be simple enough if you start with combat
3rd person tutorial should have the information how to set up animations
you probably need to do a custom camera system for your liking
you mean this one https://www.youtube.com/watch?v=hRO82u1phyw&list=PLZlv_N0_O1ga0IoRrpI4xkX4qmCrhGu56
In this series of videos, Wes Bunn will walk you through the steps to create a third person game. (00:05) - Intro and Play in UE4 (02:17) - Importing FBX ass...
yup
.6% chance that giveaway...not bad.
i will do that after i finish with that i think i should head toward level design to be able to create citys
or rather ramake them
Don't stress on the levels, get the combat. damage and movement going first
there's Infinity blade asset packs for free in marketplace(or was it learn tab) for weapons and particles
- some creature models for mock-ups
can the open world demo collection be used in a game or it is just for rendering HQ purposes?
it can be if you use it well. populating an entire world with it densely would be a bad idea.
yeah I am building a 1.5km x 1.5km dense forest area. will probably use the european forest pack then.
crap 4.19 preview 4 out
well tickle my nipple!
@latent moth pubg uses them π
When solving a bug after hours of work and it turns out you just set collision to ignore
cmon @static torrent prizetime !
The back of my neck is hurting from working too much
But I'm 8 days behind on my personal deadlines
Would it be okay to post a playlist of a few videos I've made that tries to teach a few things about how to use UE4?
Or would that be considered advertisement?
I'd think that'd be fine? I could see how it's sort of a grey area, as it'd be annoying if people kept posting YouTube links every day to their new tutorial or whatever.
Alright.
sounds like fine to me
If someone takes the time to create a video tutorial
tutorials are always good
they deserve to self promote
The videos are rather long, but I do try to be thorough, more akin to teaching rather than normal 5 minute tutorials
https://www.youtube.com/watch?v=N1XDatYlxhc&list=PLWwIz2W8k7Hnz83O6BbbxI2xdH4z16Jtt
So here is a rather lengthy video on the subject of making use of UMG found in the Unreal Engine to make a healthbar. The video is not meant for absolute beg...
@royal smelt Go for it if you like. We will hopefully be adding an promotion channel soon where you can post any UE4 related personal stuff.
I mean it isn't something that happens everyday
Okay, thanks guys
damn if it is what i think it is, you are a life saver
I hope it is then
It's using materials to change the color of a crosshair when it looks at specific things over time
But it could be used to change the crosshair in many ways
I will watch it tomorrow! Thanks!
Also, are you in any facebook group about unreal? Those are a good way to get your videos to people.
Hm
I am in one, yes
I have posted in it before
Got some nice feedback but a lot of people liked to complain about video length ._.
Which was rather off putting
I haven't made a video in a while but I will probably make some soon
Well, complainers are always gonna complain
I got 4 up atm
The best response I've heard for those types of comments is this "I understand that you are looking for a different style tutorial where things are made from scratch. I do have some of those however this isn't one of them. Respectfully I strongly disagree that this makes it a "bad tutorial"."
For complaints about video length?
[Has used the 2x video speed to watch tutorials before.]
I'd use 3x video speed, but you'd just hear mice squeaking. Probably why youtube didn't implement such a thing.
Well
It's more like I do actually make things from scratch
And even include the part where I make assets
To go really through the whole process
Yes, I get that. It was the attitude that I was quoting
It's more akin to teaching than it is tutorials
@floral heart I use an extension for watching videos up to 4x speed. Tis my favorite extension. Mostly I go as high as 2.5x
comprehension goes down to toilet if I go any faster, unless I have watched the video in the past.
Hm
I believe I explain things at a reasonable pace
If it does help you to do x2.5 then let me know how that turns out
Has anyone here tried BP nativization yet?
Uhm, I wasn't saying that for your videos Omni. I just watch most of the videos at duble speed in general!
Sinn, here no. But I've seen plenty of videos on tube, and they look pretty good
I'm just curious
If I do this
Will it convert my entire project into a C++ project, or only for the packaged build?
I want to keep working with BPs but package with BP nativization
I think it's just for the package
And it can be reverted, yeah?
You can continue working on your project after you package it, so yeah
you will have to repackage after you make your changes though
Yeah, it does nothing to the project in-place, it just affects the packaged output
Awesome, thanks
I just built my project with nativization on and
The packaged folder is the same size as one without nativization
Shouldn't it be larger?
if you are playing around with nativization, don't forget to read this. https://coconutlizard.co.uk/new/programming/placatingthenatives/
In this article we delve into Blueprint Nativization, a relatively new feature of UE4 that offers significant performance improvements for many projects. Sadly, it often doesn't work out of the box - we've spent some time fixing and improving it for a particular project that we were working on. We have a LOT of changes to present here - some of which have already been implemented into UE4.
time for a powernap. have fun reading π
well i havent touched Ue4 like like 2 weeks but PUBG pissed me off so god damn much today, that im pretty seriously motivated right now
no better motivation than playing a game that functions like shit
If your goal is to make the next PUBG killer... let's say that it's too bad games can't cooperate.
any idea on why the whileLoop is infinite ?
Uh.... because it's infinite?
What good is it if Release sets the condition to false... if you can never get to Release because you're stuck in a infinite loop?
how do I fix this ? I don't get it
Nodes are not executed per frame. Your whileloop runs in the current frame forever because event onrelease will never happen until the next frame.
so I have to do it async or something ?
Timers or timelines
when should you use EventTick instead of a sequence gate loop ?
I just nativized and built my project, but it seemed to... easy? Is that drop box in packaging settings all it takes?
Any kind of loop, whatsoever, is going to execute during a frame.
with a 0.01 sec delay I mean
That doesn't work like you think it does.
Nevermind that your logic above would behave different based on your framerate, which would be bad.
Ever played a really old game on modern hardware and everything acts like it's on coke?
That's because someone didn't write their logic to happen with respect to time.
Tick is what you want if you're doing something with respect to time.
Timers are handy for doing an instantaneous thing after some amount of time elapses.
Same with delays.
Timelines can also work, if it fits the particular kind of thing you're doing.
even for cosmetics ?
?
push, you need to call the stop of the loop from inside the loop
yes I already solved that
He can't, because it's based on input.
He needs to not be looping at all.
By the time you're responding to a pushed event, all input for that frame has been collected and is being dispatched - can't feasibly get a release that hasn't happened by that point.
It's a bp to resize a hud window, I put in a loop of 0.01 sec delay to get mouse's position and set the window's width and height depending on that, will it behave differently because I didn't use a tick event ?
How exactly did you write your loop and delay?
That is... uh... that's something.
haha
That's something incredibly confusing.
Just use a Tick
Whatever that is, it's practically illegible and confusing as all hell.
And I doubt most people could confidently tell you exactly what's going on with whatever you have there.
and IMO you didn't even do it right
You're also not saving anything by trying to make a delay of as-close-to-zero-as-possible... that may well execute every tick anyways
here I re-did it
I vote Tick 2018
Yeah, just stop trying to hack up something bizarre with Delay and Gate and Sequence.
Just... y'know. Do the thing that makes sense. And doesn't involve 4 complex nodes recursively executing eachother.
And if you insist on not using tick, doa timer thing
that makes sense to me
Yeah... if you're hacking your own fake loop with a 0.01 delay, you may as well use tick. Just use it responsibly and don't forget delta seconds. π
but I don't want to use timers you already are you just don't realize
the thing is that I have to do the same thing loads of times in my game
I'd rather have a loop that executes only when I call it
What you're doing is akin to writing a for loop to add a number to itself multiple times - that's called multiplying. You're introducing unusual complexity where something expressive and concise already exists.
Tick -> Is Condition True? -> Do the thing
Versus whatever you've got up there.
You can even enable/disable tick on demand.
Or you can even do a timer
I like this enable/disable tick thing.
Main point is that if you're using a delay node in a loop you're doing something weird
what do I put in then
Delay nodes don't even really work in loops.
The loop will not wait for the delay before iterating again.
Tick -> Is Condition True? -> Do the thing - I repeat
This is insanely straight forward with ticking.
Yeah, that works fine too. And it's easy to read.
Which your future self will thank you for.
yes but I have to use it several times in the same bp
I can't put in multiple tick events
What are you trying to accomplish exactly?
... but you already know what a sequence node is.
A How To Guide for using timers in Blueprints.
So... Tick -> sequence -> (each of your things you want to do per frame)
^ read that post
it even does what you're doing
While thing is true, do a thing
Or you can just use your delay loop thing I mean its your BP
Honestly, for it to look right and be responsive, you really do want it to update every frame.
A delay of 0.001 is trying to do it 1/1000th of a second later
Which, unless you are getting more than 1000 frame per second, means it's going to happen on the next frame anyways.
So you're not even throttling your updates.
You're simply guaranteeing that the first update will happen 1 frame late.
Yeah. This looks like something that warrants a tick. Avoiding tick here is just avoiding tick for the sake of avoiding it.
β
okok I just didn't know I could make custom events
It's not a custom event.
You want to implement the Tick event.
You won't be able to make a new event and name it Tick.
yeah duplicate the tick event I mean
Strictly speaking if he makes an event that takes a float and calls it from Tick he can "clone" Tick
But copypasting the node won't work
So use a sequence node to do multiple things from Tick.
Why on earth would it be spaghetti?
Cause its BP 
(True, but still)
Blueprints don't have to be spaghetti. π€¦
There are plenty of tools available for avoiding it, save for a few edge cases.
Reroute nodes are your friend, as are sequence nodes.
so I can't teleport nodes
Functions, macros, reroutes and sequences are enough to make just about any blueprint downright gorgeous and efficient.
I don't get why I can use sequences for a TickEvent but can't just place several TickEvents
tbh you can dress up a really terrible case of spaghetti but you should stop playing with your food and get to work.
@flat pilot Because Tick is an event, that is, something that already exists and you are writing scripts to respond to it.
What would it mean to have multiple tick events?
You're not creating the Tick event; you're responding to it.
Which one would execute first?
Look
Make a new event
have it take a float
call that event from tick, passing dt
It doesn't make any sense to have multiple of the same event in a single graph.
Heck, there may even be an event you an override on the widget.
Sure, that works.
And if you didn't want to make a custom event for each of these, you could have done a sequence node.
thanks guys
π
The 5th giveaway has commenced! If you would like to enter to win 1 of the 6 remaining Unreal Engine Swag Packs all you need to do is react in the #410886541267959808 channel! Good luck!
Was this a typo? "Target proemtatopm relative to the body reference frame." - > "proemtatopm "
A reference for all the properties available on Physics Constraints in Unreal Editor.
hey does anyone know if EQS is coming out of its experimental stage anytime soon?
oh that's weird, that misspelling is in more than one place on the internet
covfefe
someone must have just typed it by hand, letters are just off by one on the keyboard, and never spell checked it lol
anyone know how this works ?
just started looking into UE4. as someone who is comfortable with c++, what's the recommended way to start learning how to use the engine?
Introductory information for developers starting out creating games with Unreal Engine.
also go to the Learn tab on the launcher and randomly click on the stuff at the top for something that might interest you.
i see. thanks!
how long does it take to get to a point where you are more or less comfortable with creating your own games?
i believe it took me around 6-7 months to get to that point in Unity
not sure how UE4 compares there
@flat pilot it's super simple. It basically mimics the title bar when your game is in windowed mode and lets you drag the window. You can use it if you run in windowed mode without the title bar and want to emulate an area you can use to allow the player to drag from
@pastel elbow probably quicker since you know unity already. Once you learn the basics of a game you just need to learn how the tool works at that point.
good to hear π
the more engines/languages you use the easier you will probably find it all getting over time. You can only "tick/update/main loop" so many ways
haha very true
@grim ore oohhh ok I thought it was to move the widget in-game
thanks
in my game i require a hand to be able to move each individual fingers in order to grab objects, similar to surgeon simulator
how would I setup the collision of the skeletal mesh since the mesh will constantly be moving due to the movement of the fingers?
Attach capsules to the finger bones?
@plush yew you can but you'll have to delete it if you host it on your servers ( like a community maps list ) when copyright holders ask for it
Sorry guys, the bot isnt automated to go 10 rounds, we have to manually do each round π Its only 20 minutes late haha
π
Bot was having a nap, better now π
Kind of torn between deciding to stream some dev tonight or just get some house stuff done and play Stardew Valley... hmmm...
@livid haven Id choose Stardew Valley over all that haha. Have they added Coop yet?
It's in dev now. I think I may have seen a video? Maybe just a screenshot.
Yeah last i heard there were working on it and there was an new Island as well to explore when Coop releases π
Hadn't paid enough attention to hear about that. That'll be neat.
I do want to take advantage of the unexpected hutzpah I have to actually do some productive work, though.
Maybe more Perforce tidying?
Or even just updating the engine all around.
Yeah. Thinking about it.
Kind of feeling self-conscious about streaming - with the SO out of town and no social obligations until tomorrow, I am indeed neck-bearding hard.
'course, the camera isn't really necessary.
I shaved mine yesterday, was way to painful to keep around lol
I wish i had the bandwidth to Stream π¦
I totally would
Though i hardly get time to work on side projects so i probs wouldnt be allowed to show the code anyways hahah
Ah well
Australia = no bandwidth
That is, unfortunately, painfully true.
I get 25/5 i mean i could stream, but it would suck
SO asked me if I'd ever live in Australian - I explained the internet speeds and game censorship issues and she understood pretty quickly what my answer was. π
Yeeeep
If the internet was good here, id be pretty damn happy.
Wish Google would come here and drop their fiber in the ground and get some better damn infrastructure going, but stupid Gov would probs block them saying it would block competition or some BS
That is the impression I've generally been given. π¦
I think I'm going to spend some time updating the engine and seeing how that works with the setup I've got for Perforce.
I have one stream for dev and one stream just for integrations from Epic.
So I can do a quick upgrade of stuff, in place, in the "staging" stream, submit it, then test it and spot fix before integrating that to my dev stream.
Is there any getting started guides for using ue4 with vs code?
Or is support experimental for now?
I misunderstood him at first, too.
no worries, it was named confusingly!
Yeah, VS Code, not coding with VS.
Yes lol
Hey guys
Hello
can you use a different in-game payment system than steam's one on a steam game ?
Warframe does it.
At least, I think so? I don't think I ever had to pay through Steam except for the stuff that was only through the Steam marketplace.
okok
Does UE have to recompile shaders whenever I download a preview?
you can play while it compiles
I'm running it on a potato chip.
from what I've seen, the things compiling aren't purely cosmetics so if you don't compile, you don't see the good stuff
what are the best practices for aiming down the sights? i saw developers creating a second camera, but how can you ensure a transition then?
(i.e. not popping from one camera to another)
my question is kinda hard to describe, but if you've played garry's mod, you'll understand, although i'll start by asking is it possible to make garry's mod, including the fact that it can use assets from other games in it? i heard using an fbx loader would allow it, but would that also carry over scripts? i have a lot of reasons but it all goes into this idea of basically (to use unreal terms for a sec) using my player "pawn" in my game, where you gain skill for digging thru digging holes, and then go play with a friend in their game. Then, i would just use the player pawn of which i've built my stats of already and be able to dig as if i had built the stat within the friend's game. (and if i had a favored shovel, the ability to also bring that along in my inventory)
sorry to interrupt
@latent moth - https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/APlayerController/SetViewTargetWithBlend/ might help
Set the view target blending with variable control
@tribal sapphire If you want to use assets that are not in the game itself, this is best done through modding / Steam workshop support
Importing FBX into the game would be a huge chunk of work, possibly tied to licensing issues
@waxen viper ah so it is 2 cameras, then just about blending them
thanks for the suggestion
not on c++ though, iβll see if i can do that with BP. thank you!
@latent moth I mean it's one approach, I think you could also move your camera but this I've seen work decently (not nessisarily for ADS)
totally can do it on BP no worries
there is an equivalant node π
π thanks for helping a noob in unreal. So weird to get back to square zero (well, almost)
eheh π
All start somewhere π have fun!
@tribal sapphire what you're talking about involves support on both ends, each game would have to know how to interact with the other. At least, if I understand what you're going for.
you do, and i hav a friend that might be willing to support on his end, depending on the difficulty
That question reminds me a lot of this ethos game
anyway, yeah it'd be possible to transfer data between games
just having one export and the other import
similar systems will have to exist and they'll have to use the data in the same way.
or it'll be meaningless.
BP projects?
i was hoping to make a first/third person game with a crafting system, similar to my friend's, but with potentially more abilities/perks, such as magic where he doesnt use magic, and maybe more weapons, but i dont mind if some of my stuff becomes meaningless in his game
if you're developing alongside each other you might even use the exact same code
The more you want to transfer the harder it will be though.
So the more stuff they have in common the easier it'll be. I'd draw the line at bringing a mesh in - taking systems from one game into another would be beyond that point.
i understand, i wouldnt intend on trying to use my magic in his game wen his doesnt use it for instance; i would just want to bring in, say, the weapons/items my character currently has in inventory, and the ones that cant be used due to being magic based would hopefully either just disappear/not be useable/droppable
i'm glad u understand
Yeah so if you both have a sword, the same sword, and your inventory contains the sword and you join, its possible to have your inventory in his game contain his version of the sword.
invalid things would be cleared, and it'd just be a normal sword he has.
Like if your inventory is just { "ElfHeavySword", "PotionOfHealing", "MageArmor" } or something simple like that, it'd be easy.
if you've got complex properties it'd be harder because his game would have to be able to handle a partial load.
something like JSON would help there.
so just as a thought, say i had set my version of the sword to do 10 dmg, and he set it to 5, would it carry over, or due to the disagreement in code would it just be a regular sword?
If you don't export/import that setting and rely on name lookup, in his game it'd do 5 dmg
and in yours it'd do 10
but it wouldn't get lost even if you moved it around.
IDK why you guys don't directly colaborate though
this splitting of effort while tying yourself together is weird.
we are, i just hav a more bigger idea for the future
i'm sorry if i gave the wrong impression
like I'd have it both be one game, you're just making a DLC
i getcha, we just hav different paths we're taking, but with some similarities...but i also kinda would hope for the ability for it to kinda be a bigger partnership (not literally, but still...) it would start with our 2 games, but if a third dev wanted to join in, maybe using steam workshop support as a way to pool assets or something, be able to hav players to then be able to carry their stats from our games to his/hers...thank you for your input
is there a bp of something similar to the sharing method you've mentioned?
true....thank you for your help/suggestions
Just fully read what you wrote
That's an interesting idea but there's so many ways you could set that up wrong.
I don't really have the time to go into a lot of detail but you might wanna see if you can find a dev who can sit down with you on this.
i just might, but i do gotta say, once this is made, the bp system could be a good tool to ensure that future devs that join it do it right
word of advice: look into doing this with C++
(in fact you probably can't do what you want at a minimum with BP)
thank you...as a place to start working for now, do u know of a good first/third person bp that is inexpensive?
oh
Might be one in learn content or something
@polar hawk's Generic Shooter is a popular choice
also nice custom tag
thank you...as a final question, is there a dev in particular that i should reach out to?
also, on a side note, hav u read the book/intend to watch the movie "ready player one"?
put up a thing in #looking-for-talent (it can be unpaid)
Everyone I know is busy with stuff
And likely people I know of.
gotcha...how could i describe this in a short way to post in #looking-for-talent ?
you ever just ask yourself "How would unreal do this?"
yeah, but then i remember, "their skill level is so good, it's unreal!"
Don't buy Generic Shooter unless you want to work really hard
Like, really hard
Its not for beginners
But you'll be forced to advance.
take it as you will
(sry if this causes a support nightmare for you Allar)
placeholdername, sorry about the question i asked after i said final question...
yeah? wuts up?
sigh so cool that the giveaways were when I was sleeping ;s
Hey does anyone know why a project after a while of use the DLL won't build so I can open it
Is there a way for widget component to take into consideration its widgets visibility parameters ?
a blank box with "hit test invisible" blocks everything and I can't disable collisions without disabling collisions for the whole component ( including the buttons )
Anyone else having crashes in 4.19 P4 when opening the console and trying to type something in it?
Hi everyone!
hi how u doin?
I have a problem with spawning and possessing pawns.
I have implemented a logic, which decides what type of pawn should the game mode spawn for a logged in player
I have ovverriden postlogin event, figure out the pawn class
spawn the class and provide it with the player controller reference
then tell the controller to possess the pawn
i put a simple debug print string to the pawn begin play
and it turned out it only runs on the server
but actually I can control the pawn on client, but everything i put to begin play only runs on the server, which is not the desired thing...
do you have any idea what am I doing wrong?
that guy who created unreal engine clothing tools should get nobel price and instant pay rise, its like heaven in earth after so many years fighting with shitty apex tool, send him/her my deepest graditude.
Does anyone follow a specific unreal style guide, trying to re arrange a project to be more productive?
i dont use a particular guide, but i find this window arrangement helpful/efficient
Hey, when rotating a SpringArm component along the X it seems to only rotate the child components using point 2 as the pivot. How would I make it so it rotates using point 1 as the pivot?
would it be possible to have independent times on render and game threads?
I mean, you can do work that is not tied to game thread
I've just learned that procedural meshes exist and I think my life is changed forever.
Whereβs the 10th giveaway?
In an hour
Okay
any tip to be the winner of Unreal grants?
Stand out
*WHO ARE WE LOOKING FOR?
Anyone making cool things with UE4
We like games, of course, but we also want to see animated features, architectural visualizations, Marketplace content, mods - anything that makes us say "whoa." Projects at the working prototype stage and beyond are best. If you're at the design doc or scriptwriting stage, keep going.
Students and educators
We'd love to see class projects, engine extensions, curricula, tutorials, or any other creative or innovative work related to UE4 and education.
Crowdsourcing Fundraisers
If you're using crowdsourcing sites like Kickstarter or Indiegogo, don't worry, you can still apply for an Unreal Dev Grant. When both work out, you'll be that much further along.*
Found this under the grant page
prolly best to spam their social media with all kinds of stuff
pictures of the coffe ur drinking all that stuff π
Since I started gamedev my social media pages has been stone cold dead tbh
I put out an instagram picture of something random each 9 months or so to show people I'm still alive haha
they rather give a grant to a project with a fanbase than w/o π
Yeah that would be the most logical, since the higher chance of success π
Morninβ all
is it possible to get decals to project only from one direction?
I'm having real problems with decals being projected onto thin surfaces like fences
killing floor had a 2nd UV for blood spatters and stuff
yeah, that's one option, but the cost (time/money and performance) is somewhat high
yea, lot of decals is expensive too tho
dunno if doin something like black swan is possible with decals
decals seem pretty cheap to me
I painted a house with thousands of decals this morning with no observable loss in performance
I have deleted 10 minute of work >__>
Is there a way to open older version of the project?
@wary wave You may be able to use textured spotlights, might be too expensive though, and may not give the exact result you want since it isn't meant to be used for this
its the amount of pixels they cover, large decals more expensive
nah, they seem cheap, almost free
prolly not as expensive if it doesnt have an alpha
might be more down to blend mode etc
even with alpha, I was spawning several thousands of them for tank tracks and fps didn't changed
if u use em for splatter and its alpha over alpha over alpha it can get really heavy
hmm, I've used masked actually, no blending
can anyone recommend a good animation set for FPS? I've looked at mocap ones but they do not have any prone animations.
Hi!
Is there any reason for spawning a pawn on gamemode and possessing it with the postlogin provided controller and the pawn does not have owner?
HI! anybody , ever did or knows how to do a good model viewer (almost like sketchfab) ?
lol
@latent moth Have youo checked out Mixamo?
you can also download fbx reviewer from windows store, itβs not as beautiful as mix reality viewer but it can open .fbx faster
is there something for Unreal as i really need to post them in HTML5 on Newgrounds?
so i can't use Sketchfab
nor an external program :/
mhh
i got an idea
i could export HTML5 to Newgrounds , so i had been testing with the 3D viewer, but the Most Important thing i need , i can't figure it out , Having MULTIPLE cameras, so you can move between cameras that are all rotating around the model's center
does anyone know how to do the Camera thing ,as i can add multiple cameras , but can't switch between them after doing 1 cycle (so no going to previous cameras)
Look for set view target with blend and just go thru your array of cameras or use umg buttons for each
does the first method work like : Press Right ( Next camera) Press Right (Next Camera 2 ) .... ? and then Press Left (Previous Camera )
it should. You have an array of cameras holding your cameras. You keep track of which index you are at (which camera you are using) then you +1 or -1 to the index and set that as the new camera
you are awesome! i will do this after i'll get home later! also i subbed to everything you got π
awesome
@honest rune yes i did, the other animations seem way better but... no prone
Can someone explain me why when i select grayscale in UE4 on texture it adds alpha channel ?
@latent moth Mixamo has TONS of prone. I think you must mean the fdree asset pack on the UE4 market place. I'm talking about the entire free mixamo library! :D
https://www.mixamo.com
definitely has all forms of prone you could want.
as a bonus, if you suck really bad at character creation (like I do) you can use their Fuse CC tool to create characters really easily as well
yes indeed, I am saying that the great animations from mocap miss the prone animations.
so I am actually using mixamo
ooh nice. was just gonna link:
https://www.mixamo.com/#/?page=1&query=prone&type=Motion%2CMotionPack
Lol
lol
but this set has its own problems, for instance firing
animations are way too long and inadequate for automatic rifles
I actually posted a fix on the Adobe Fuse CC forums last week as well for that stupid crap where Fuse CC wouldn't load.
2 years and Adobe did nothing. Less than an hour and I figured it out and fixed it...
lol
ooh I see what you're saying though. Did you try shortening the animations before downloading? You can adjust the start, end, and playback speed before downloading
yeah that's what I'm trying
unfortunately the free animations from epic have bad issues when running strafed
for instance forward + left is just nuts
Personally, I wouldn't even bother with the ones from Epic if you're going to use mixamo animations. I would just get the animations directly from the mixamo website. The Mixamo pack on UE4 Marketplace is really limited. Only the tip of the iceberg
If you go that route though, be sure to look up on how to add root bone (using blender or another tool) before adding animations if you want to have root motion enabled
doesnt it add a root bone on import?
blender does yeah
ahh, wasnt sure if it was unreal or blender π
UE4 Game Jam stream. Step #1, get UE4 lol π
@silver crown , thanks for the help yesterday with the lambda/array filtering issue I had. I just finished it & your guidance gained me a lot of new knowledge. Kudos to you Sir π―
@frosty bloom π
Game Jam is pretty much right now. In about 30m they release the theme
nah he is showing off the new game jam toolkit
gamejam toolkit looks rad
https://youtu.be/JnHxI6uA_4k
Make a remake about that game and I'll insta-buy it
Heres a Gameplay of Mario Smash Football . Im playing on pc with an emulator and a Xbox 360 Controller , but dont worry , i have the original CD. My PC : AMD...
is dual quaternion worth using?
Theme is On Thin Ice!
i am getting rekt, first time playing with actual guns and i cant get the first person weapon to snap right on the third person π
so decals that I've used are not masked actually but traslucent:
https://cdn.discordapp.com/attachments/411263028521074688/411268533587279885/unknown.png
Quick question my boys
Anyone got a tip for using FABIK to snap hand to weapon slot or bone?
kinda hard to do when its seperate object
socket can help
pass in BP as variable into AnimBP
i was thinking that but was wondering if it be heavy to do
it have ot update on tick all the time
I don't know if you could pass a reference to your weapon instance and then just GetWorldTransform with socket option, in AnimBP itself
has anyone here had issues with 4.18 complaining a material failed to compile and it not telling you why?
when I package a bunch of materials fail with no output as to why but when i open the material up and apply/compile/whatever that works just as intended
oh god dam FABRIK cant use a socket as target location for bone tip D:< and i dont have a bone mid parm
rip
i swaped to two ik bone
fabrik not playing well
iv got the length and the vector rotation of the grip
i just need to offset it towards the other socket
time for 25 mins of math and crying
Heyy guys, i'm new to this server
i must be doing this wrong
im taking wrong path
i need to offset the socket location closer to another socket
Hey @pallid compass i know you're busy, but would you help me with a super simple issue i'm having?
I have an object moving towards the camera when i don't want it to
Could I share my screen with you and show you what the problem is?
Heya - anyone know of a way to get the owner actor blueprint from a 3d widget?
I have 20 BPs of the same type containing a widget and a mesh, I want my widget to call events on its parent to pipe that into material changes on the mesh.. but can't find a good way to just get the owner BP... :/
like who created the widget?
ya
well, right now I've attached the widget component by just manually adding it, so it's not added in code. I can do that though...
are you thinking I should pipe in a reference of the owner into the widget component at creation time?
that's normally what I do
that would probs work yes
you can expose the variable on spawn in the widget and set it when you create it
or just set it afterwards
no other way? I mean, no other half-elegant way?
Widgets don't have any real ownership unless something keeps a reference to them
the player owns them but that doesn't really help in your case
nah nothing wrong with it, just expose on spawn the variable in the widget and it will show up on the Create Widget node
Not a problem, this will wrk.
yup, I'm aware of how that works yes.. thanks! Didn't think of this at all.
10cent: is paragon battle royale compatible? design team: hell no.. 10cent: scrap it π
lol.. and also π¦
I liked the idea of Paragon... just never understood it really
I think I liked the prettiness of it all mainly to be honest. Gameplay.... hmm...
from what I understood, the game got too complex
They went in completely the wrong direction from the very beginning.
not BR direction? π
I never played it myself, but apparently the attacks were range limited by fiat.
sparrow looked super cool in the stream π
Imagine playing that in BR.
I dunno, maybe it would have been pretty cool to have skill based BR game π€
Minions to middle is the barest smear of a game.
Someone's going to make a more RPG-like BR-like game, if they aren't already. No doubt.
I mean, why not mash up all the most popular fad genres (where possible)?
tho, people seem to oppose perma-death rpg games
Brutal Doom BR
I'm down with any-brutal-doom variant
Do they? I mean, roguelike games have resurged in recent years, without question.
Why perma-death rpg? Keep all your stuff. The beauty of BR is that you die, then you immediately restart in a new game.
And sandbox/survival games all tend to have permadeath options.
There's no "alas I've lost all my progress" because really, most players don't make any progress.
that contradicts the rpg-part, which is all about making progress
You have progress towards winning and you have progress towards becoming stronger.
You can lose the former and keep the latter.
I guess it works in Diablo HC mode, but that's purely PvE so if you mess up it's all on you
That's a kind of odd perspective...
@grim ore Is this the right way to add the widget component?
@sick berry And UE4 is not. I don't know that I'd ever recommend Python as a beginner's language for programming.
Especially not as a precursor to learn C++.
I mean, they're not even slightly related.
... riiight.
For reals though, are you just someone hopping on to the server to advertise for your Discord server? Or have you actually been involved in Unreal whatsoever?
I have exposed on spawn my 'Owner' variable in the widget but I can't seem to find how to get it... create widget component doesn't seem to work the same way as create widget of class?
it does not correct, your not going to be able to set it that way if your using a component and not just adding a widget to the viewport
huh... ok.. maybe interfaces will work then instead?
Fair enough. Got to say, your pitch sounded awfully like a drive-by advertisement from someone randomly spamming the server. Even if that wasn't your intention, it just comes off that way, which makes people (at least me) skeptical and be somewhat sketched out.
@celest creek Add Widget Component will likely just create the component, but you need to tell the component what actually widget to present/have/show/whatever.
if this is a component on blueprint, is the mesh you want access to on the same blueprint?
@livid haven Yes, my question was I want my widget component to have a reference to its owner somehow, for the sake of calling stuff on the owner (passing data from sliders etc)
I saw where I can pick class for it yes. Took a few seconds as it's different from the normal widget creation way
Widget component isn't special in that regard, though.
You should be able to just get the owner of the component, like any other, and pass that to your widget that you're putting in it.
There isn't any kind of API built-in to widgets to communicate with widget component. They're not strictly related.
@sick berry It's not about my knowledge or experience level, I'm not remarking about my interest, I'm remarking about advertising with a sketchy vibe. π€·
@livid haven know anything about persona/sockets/animtrails?
Not recently, but you can always ask.
for a client we need to change the sockets an animtrail (part of the character) depending on the weapon character is holding. doesnt seem to be anything out of the box for it
does anyone else get the cringe to clean up blueprints when stuck at programming? xD
Can u not just have multi sockets, and turn 1 anim off and turn another on?
or move the location of the emitter?
@celest creek this does work btw I just can't guarantee order of operations and that the widget would be created before the owning BP would try and set it's reference in the widget component. https://i.imgur.com/o9H4X9g.png
there are hundreds of different shaped weapons, each needing a change of sockets.
@flat trail Try to use sequence nodes and reroute nodes while you work, so they don't become a mess you have to untangle later - my advice.
