#ue4-general

1 messages Β· Page 180 of 1

obsidian nimbus
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you tell the server ur position, the server tells the rest

quasi lake
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In this case the server should be the computer of the host right?

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The room owner

obsidian nimbus
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yea

quasi lake
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Wow I think I can make a 3D fighting game easily with this

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In unity it would be complexed like ass

frank escarp
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lol

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3d fighting games are hard due to ping shanenigans

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for example the host would be OP

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becouse he has 0 ping and his word is LAW

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while the other player has lag delay and can get overriden

thorn forge
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Do you think I will face problems having a game server written in golang and use unreal as an interface to that server ?

quasi lake
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OH

frank escarp
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for a fighter you usually want a simmetrical P2P

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its quite hard in fact

quasi lake
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Eh isnt what you talked above P2P?

thorn forge
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unreal has support for both p2p and dedicated server out of the box

quasi lake
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I mean what you talked about multiplayer pattern

thorn forge
#

that wasnt me πŸ˜›

quasi lake
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What they talked

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Is that p2p?

obsidian nimbus
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i heared the new streetfighter on unreal had some ping problems

quasi lake
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Yeah I play sfv a bit

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I use necalli lol

thorn forge
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I think vlanco didnt emphasise on p2p

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but rather symmetrical

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you don't want either of players computer to be the master

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so it is fair

quasi lake
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I'm confused

thorn forge
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it'll work ok with the normal p2p with low latency

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but if there is lag the host will always win

quasi lake
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Yeah

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Is there any doc about how do we set a dedicated server with UE4?

thorn forge
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yeah

obsidian nimbus
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i thought about doin it in cloud functions, but its gunna cost too many reads for realtime movement

thorn forge
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but then that just more overhead and its a bit trickier to write your game for dedicated

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You'll be responsible for keeping servers up if you ever launch

quasi lake
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I have to

quasi lake
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I'm planning to make a weak interaction server

plush prairie
#

did i win a swag pack?

quasi lake
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For basic data saving like levels,properties,rank

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Thanks

obsidian nimbus
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yea a json plugin and a database would be good for that

quasi lake
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Is there any server framework recommended?

thorn forge
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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

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dont wanna go with unreal serverside for possible scaling problems

frank escarp
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@obsidian nimbus you know a ready database for that?

obsidian nimbus
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firebase

frank escarp
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becouse i wanted to do game data in json for my next game

obsidian nimbus
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or u could do google datastore directly

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but i like firebase cuz the api and u can read it directly as json and send json there

quasi lake
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Is that a cloud server?

obsidian nimbus
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its a cloud database

quasi lake
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Oh

obsidian nimbus
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there is also google compute and stuff, it has a free tier now too

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free forever

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u get like 0.2 core and 256 mb ram or something

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if u do host a dedicated there i believe u have free read/writes from dedi too the database and other google services

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cloud functions could make cheating soo much harder aswell

quasi lake
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I checked that page you sent me

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Seems it's still an unreal standalone exe

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What I thought a server should be a eclipse or .net project or something

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Sorry for my noobness

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I dont even quite know how to describe πŸ˜‚

obsidian nimbus
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you can ad number of players in editor, but you cant join some1 in the editor from an exe or another editor i think

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well that video serie show how to test MP in editor, pretty simple

quasi lake
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Eh I'm not talking about a multiplayer game

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I'm referring to setting a simple server that does simple data storage and data communication with client

obsidian nimbus
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well firebase would prolly do that really well

quasi lake
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This is the database

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Then how about the server project

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Where do I write my server logic

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Dont we need an individual server project ?

obsidian nimbus
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I dont think so

livid haven
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@quasi lake Depends on what kind of server you're talking about.

quasi lake
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Weak interaction ones

obsidian nimbus
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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

livid haven
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The game server that a client connects to is still UE4 - it's needs to run the game, after all.

obsidian nimbus
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so there was an editor map, you could place items / level end/ change light color and rotation

livid haven
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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.

quasi lake
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Yeah with persistent account info

obsidian nimbus
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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

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firebase has facebook/google token for auth

quasi lake
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I just wanna know apis in UE4 to communicate with these seprate server
@livid haven

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Like http request response interfaces

obsidian nimbus
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lol i could put that jam project on the forum, but its total spghetty mess πŸ˜›

quasi lake
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Is it with a seprate server project?

obsidian nimbus
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no, its the UE executable and firebase

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lemme open it up

quasi lake
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Then do you know where to find the doc of http APIs ?

obsidian nimbus
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you need the Varest plugin for this btw

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and a fresh firebase project

vocal nimbus
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giveaway? πŸ€”

raven wharf
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damn that's a lot of reacts lol

opal spindle
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Lol

quasi lake
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Fishes on the hook

maiden swift
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Can you guys see the giveaways channel?

wet grotto
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yes

topaz rapids
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yes

raven wharf
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yea

maiden swift
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Excellent! πŸ˜„

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Doing the first one in just a few minutes!

small basin
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I think it's the point we're not able to post in it

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So people can see the actual giveaway messages

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Instead of those getting burried under all the chatter

umbral trout
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Sequencer is the latest and greatest, I dont think Matinee is getting updates anymore and is deprecated

obsidian nimbus
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this is where i get all level names from the database

umbral trout
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I would go with Sequencer, it's more advanced and whatever you do in it will be supported going forward

obsidian nimbus
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this is where i send my data too firebase

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only store data together that you need at the same time

quasi lake
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Oh

obsidian nimbus
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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

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so if 1000 maps get uploaded you wont get loads of data at once

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it will start a blank map and drop the items in after that

dim steppe
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@maiden swift so do we whisper the bot or is the channel gonna open later, because its locked now GWfroggyBlobThonk

obsidian nimbus
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it doesnt save the map, just item locations

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light color /rotation

latent terrace
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@dim steppe can't you read?

quasi lake
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@obsidian nimbus What's the plugin you are using in these screenshots?

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Varest?

obsidian nimbus
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yea

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but it gets saved on firebase online

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and u load it back up on map start

maiden swift
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@dim steppe You will be notified if you win. All you need to do to enter is react to the post in #410886541267959808.

dim steppe
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ah wait.... I dont have reactions enabled. my bad lul

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forgot that was a thing

obsidian nimbus
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it allways open the same level, but populate it as the player did in the editor (ownreal editor) not unreal editor πŸ˜›

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load lvl is for streaming?

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I have it on my itch page, its kinda buggy due to made in 2 days tho πŸ˜›

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level streaming, im not really an expert on that πŸ˜›

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in content examples

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i think its mostly for performance, but like i said . i dont know much about level streaming

umbral trout
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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

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and when you get to the bedroom you unload the kitchen

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If you just want to teleport from town to forest, use open level

cinder iron
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another good example about level streaming is a door hiding something under it

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for example dark souls

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when you reach to a new area, or you use an elevator

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you are unloading one level and loading the next one

cursive dirge
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you'd make a transition part

cinder iron
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is up to you load and unload things whenever you want

cursive dirge
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simplest example is a s-shape level

short onyx
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What can we win in the Giveaways?

cursive dirge
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swag

umbral trout
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Eternal glory

short onyx
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πŸ€”

cursive dirge
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@light lintel it's not mandatory, it's just classic example

cinder iron
gleaming shore
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Anyone have any idea why my mesh disapears in my aim offset ?

cinder iron
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a little help for your explanation @cursive dirge

cursive dirge
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yeah

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in side scroller, you could just stream it on the fly

obsidian nimbus
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sidescrollers mostly open level

cursive dirge
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you can only see the limited view of the map anyway

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if you need to stream at all that is

cinder iron
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If your game requieres high end assets and very high quality

cursive dirge
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it's not very common that platformers are seamless

umbral trout
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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

cinder iron
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you should stream

gleaming shore
cinder iron
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the level is built with sublevels

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by doing that you can go like

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Section A, Section B or Section C

obsidian nimbus
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@gleaming shore did u make anims in blender?

cinder iron
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usually you don't want to unload and load a lot of sections at the same time

gleaming shore
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I bought a "professional" mocap pack from market place

obsidian nimbus
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what if u drag the mesh in the level

gleaming shore
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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

obsidian nimbus
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and do use anim asset

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pick the anim

cinder iron
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okay Mario 64

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the paintings

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thats no level streaming (it is open level)

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Mario 64 same example

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castle doors

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that could be level streaming

obsidian nimbus
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will the skeleton disappear?

cinder iron
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thats to me? or..

gleaming shore
obsidian nimbus
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nah, @DBKK

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after u play in editor

cinder iron
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no, you have to manage the loading and unloading of each zone by yourself

quasi lake
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@obsidian nimbus

mortal gale
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How possible is it to port Epic Citadel to UE4?

quasi lake
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Bro I installed varest in my 4.17

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But it tells me my engine version is incompatible

obsidian nimbus
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did u install it from marketplace?

gleaming shore
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@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

quasi lake
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github zip

gleaming shore
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I can view them alone and they're fine, it's just when theyre inside the aim offset they vanish

quasi lake
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It should be the same

obsidian nimbus
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its on the marketplace, install it like that

quasi lake
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OK

obsidian nimbus
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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

short onyx
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I haven't won 😦

paper kernel
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neat

kind terrace
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gz^^^^

short onyx
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ggwp @paper kernel

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Tell us what you gonna win when you know :p @paper kernel

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Well, just a platform with the mesh you want xD

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Or if it's 2D, you can use the texture and create a Hitbox on it and just place it where you want

obsidian nimbus
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get velocity,. if bigger than 0 set collision

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if z is bigger than

short onyx
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Oh my bad, i just re read the message xD

quasi lake
obsidian nimbus
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only block dynamic(enemies) if bigger than 0

quasi lake
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Is this a pure online project?

obsidian nimbus
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yup

quasi lake
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Where do I write my server logic code

obsidian nimbus
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what kind of logic?

quasi lake
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Like,login Validation

obsidian nimbus
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rules

livid haven
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Hmmmm... I feel like entering the giveaway for Epic swag would just be unfair when I can just bug someone to send me stuff. πŸ˜›

obsidian nimbus
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yea but velocity is x y and z

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if z > 0

short onyx
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Z is the Height

obsidian nimbus
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2d sidescrollers also have x y and z, even if its allways 0

short onyx
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Unless you do it in top view

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Use a debug string and show the XYZ value and jump, watch witch value move

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And do what owninator said with the velocity

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In logique, if you jump, Z move more than 0 and if you fall, it's gonna be less than 0

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The target is the player for the string if it's what you want

obsidian nimbus
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set collision to block all dynamic

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so u still hit enemies or moving windmills

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sawblades and stuff like that

short onyx
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Nop cause it's gonna fall and the Z value gonna be less than 0 so, collision

obsidian nimbus
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as soon as velocity is less than 0(falling collision goes back on

short onyx
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πŸ‘Œ

obsidian nimbus
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its a special kind of thinkin u will get the hang of it

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make thick walls

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put a killz in there

short onyx
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Oh so the camera stop at a certain point

obsidian nimbus
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you should prolly make a camera actor

grim ore
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lot's of ways to do it basically, pick one that feels right πŸ˜ƒ

obsidian nimbus
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the bigger the problem the more possible solutions πŸ˜›

tawdry narwhal
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you could also just put some volumes above the holes that trigger a function which deattaches the camera from your character

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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

obsidian nimbus
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several

tawdry narwhal
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well, staggering them out to several levels is probably the way to go

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that way you can set up streaming volumes

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so that you don't have to load everyting in a single go

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also, you should stream "old" levels out

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so as to save memory / etc

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you shouldn't have to

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cause you're always in one persistent level

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and you're just swapping the sub-levels in and out

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lookup level streaming

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*look up

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LoadStreamLevel and UnloadStreamLevel are your friends

gleaming shore
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What's the best way to attach the barrel of a gun to the left hand?

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the weapon is already attached to a socket in the right hand

tawdry narwhal
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open level takes you to another level, streaming just loads them into a persistent "container" level

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@gleaming shore create a socket on the left hand and attach the gun there

obsidian nimbus
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I should do this on answerhub and get my 1st karma πŸ˜›

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42

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that would turn into a big mess

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just change the text

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bunch of bools, switch on int, whatever works for u i guess

silver crown
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It's a custom graph

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Which looks like ai state machine

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But isn't at all

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Custom graph are really hard to make

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Long hours of C++, looking in source, which is the only doc you have 😐

frosty bloom
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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)
}```
silver crown
#

@frosty bloom Why not #cpp πŸ€”

frosty bloom
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I did ask there earlier, did get a few replies but nothing that lead me anywhere. Figured I'd ask once here too πŸ˜„

silver crown
#

What are you trying to do exactly?

frosty bloom
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Trying to Rearrange the Indexes of Items in container from 22 & forward. 0-21 being Reserved slots that should not be filtered by anything

silver crown
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Shouldn't you have 2 arrays?

frosty bloom
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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)

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I did try using 2 arrays from the start, didn't work out the way I wanted it to though

tawdry narwhal
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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?

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(this boolean would be "false" for elements 22- onwards)

silver crown
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@frosty bloom I got a dirty solution

frosty bloom
#

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

silver crown
#

Sort(Array.GetData() + 21, Array.Num() - 21)

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Raw c arrays power!

tawdry narwhal
#

hehe

silver crown
#

Only possible issue: if not done well, it will sort random memory

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Which can lead to funny results

tawdry narwhal
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"funny" is a feature.

silver crown
#

What's even more funny is that UE is using so much ram

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That you might not even run into a segfault

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This is where the fun starts

frosty bloom
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lol, got 128gb ram. Let the fun begin

silver crown
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Not a memory leak, so doesn't matter how much ram you got πŸ˜‰

tawdry narwhal
#

@frosty bloom so what's wrong w/ the boolean approach?

silver crown
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It should work indeed

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Kinda prefer my method though

frosty bloom
#

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 alex

tawdry narwhal
#

@frosty bloom I'd think that checking for simple booleans would not impede your performance too much, if at all.

silver crown
#
void Sort( T** First, const int32 Num, const PREDICATE_CLASS& Predicate )```
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Sort(Array.GetData() + Offset, Array.Num() - Offset, Predicate) will work

tawdry narwhal
#

true dat

silver crown
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And no memory issue possible as long as Offset >= 0

frosty bloom
#

I can Kinda understand how that would be typed out.
There is def a knowledge gap here though πŸ˜…

silver crown
#
TArrayRange<T*> ArrayRange( First, Num );
Algo::Sort( ArrayRange, TDereferenceWrapper<T*, PREDICATE_CLASS>( Predicate ) );```
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If you prefer

frosty bloom
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I got something to go on though, i can work it out with those params πŸ˜ƒ

latent moth
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i’m trying to understand whether certain assets are usable in games or not

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especially forests

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how can i know?

lethal star
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?

latent moth
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well optimization-wise

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many assets do not have multiple LODs

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i come from engines where those are mandatory

lethal star
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do you have the assets as 3d file to edit yourself?

latent moth
#

does unreal have a β€œauto-lod” feature?

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i plan on buying some of those forests in the marketplace

lethal star
#

well UE has an auto-lod feature, but i think you mean something more like auto decimate(deacrease tri count)

latent moth
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where i come from i needed to build at least 4/5 lods

tawdry narwhal
#

unreal can build LODs for you actually

latent moth
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here i see assets with only 1 hence i am wandering

lethal star
#

but yea UE4 also has an auto decimate

latent moth
#

oh

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thank you

tawdry narwhal
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but if you want more control then you should probably lug them in say blender or maya & generate the lods by yourself

lethal star
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yea, but for trees and stuff, it should be fine i guess

tawdry narwhal
#

yeah, there's even a Foliage LOD group

latent moth
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do you know if marketplace items have lods already right for games?

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i would think there’s a validation process by epic that ensures these meshes are correctly built...

grim ore
#

you would think there is correct

tawdry narwhal
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look for this in their description: "LODs: None "

grim ore
#

but you might not be correct

tawdry narwhal
#

if you see that, there ain't none

latent moth
#

and if there are none is that an issue? i mean they still can be generated if i understood correctly

tawdry narwhal
#

sure they can

grim ore
#

If you have the model you have many options to make LODs if you need

tawdry narwhal
#

you can also always export it out as FBX so you can load it into a 3D app

lethal star
#

@latent moth you can leave out any LODs if you want, as long as you stay on budget for your scene πŸ˜›

latent moth
#

i’m a total noob in unreal

lethal star
#

so no, not really an issue, else auto generate with the tools

latent moth
#

so i am trying to understand how to stay or even compute such a budget

lethal star
#

eh budgets are mostly guestimates

grim ore
#

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.

latent moth
#

lol

lethal star
#

just check around on forums what would be an acceptable scene budget for your target system

latent moth
#

it’s so weird coming back to basics in an engine

grim ore
#

look for an artist breakdown of any newer game, maybe on polycount, and you can get some ideas.

tawdry narwhal
#

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?

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(I have UpdateSpline checked)

maiden swift
#

Next giveaway is starting in a few minutes! Sorry for being late.

coarse cradle
#

kk

maiden swift
#

New giveaway is up! Gogogo!

tawdry narwhal
#

πŸŽ‰

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do we do this here?

maiden swift
tawdry narwhal
#

can't send messages there, no permission (and I'm a discord noob)

inland crystal
#

can anyone help me this problem has probably been asked a million times im trying to make my player move

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but he's stuck in the idle animation

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while moving

maiden swift
#

You need to click the little emoji under the giveaway post @tawdry narwhal

tawdry narwhal
#

um... nothing happens? I've tried messaging the bot

maiden swift
#

Is the πŸŽ‰ highlighted with a purple tint?

inland crystal
maiden swift
#

You just click it once to enter. The winner is selected randomly when the giveaway ends.

tawdry narwhal
inland crystal
maiden swift
#

@tawdry narwhal You don’t have the emoji it looks like?

tawdry narwhal
#

huh weird

grim ore
#

there is an option in your settings to disable/enable them

tawdry narwhal
#

ok got it, turns out I'd disabled emojis in discord

#

thanks

maiden swift
#

Ah ok! Sorry I forgot people could do that client side.

short onyx
inland crystal
#

nvm

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i finally made my game

sturdy walrus
#

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

grim ore
#

what do you want to learn next? learn that πŸ˜ƒ

sturdy walrus
#

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

paper kernel
#

hmm πŸ€”

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I guess best place to start is simple game

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or pick a long tutorial series from youtube

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like a horde mode fps

sturdy walrus
#

seems intresting i want to be able to recreate a game from the ps2 days as i am learning

paper kernel
#

which game

#

I can give an rough estimate on difficulty

sturdy walrus
#

Hack GU

paper kernel
#

realtime jrpg?

sturdy walrus
#

yes

paper kernel
#

aight, should be simple enough if you start with combat

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3rd person tutorial should have the information how to set up animations

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you probably need to do a custom camera system for your liking

sturdy walrus
paper kernel
#

yup

rapid mural
#

.6% chance that giveaway...not bad.

sturdy walrus
#

i will do that after i finish with that i think i should head toward level design to be able to create citys

rapid mural
#

I might just win this thing 😎

#

Really cool of them to be doing such a thing :)

sturdy walrus
#

or rather ramake them

paper kernel
#

Don't stress on the levels, get the combat. damage and movement going first

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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
sturdy walrus
#

ok i will start with that then

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leaving complex stuff for later

#

thanks

latent moth
#

can the open world demo collection be used in a game or it is just for rendering HQ purposes?

grim ore
#

it can be if you use it well. populating an entire world with it densely would be a bad idea.

latent moth
#

yeah I am building a 1.5km x 1.5km dense forest area. will probably use the european forest pack then.

gleaming shore
grim ore
#

crap 4.19 preview 4 out

tawdry narwhal
#

well tickle my nipple!

obsidian nimbus
#

@latent moth pubg uses them πŸ˜›

queen arch
#

When solving a bug after hours of work and it turns out you just set collision to ignore

kindred viper
#

cmon @static torrent prizetime !

queen arch
#

The back of my neck is hurting from working too much

#

But I'm 8 days behind on my personal deadlines

royal smelt
#

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?

livid haven
#

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.

royal smelt
#

Alright.

lethal star
#

sounds like fine to me

queen arch
#

If someone takes the time to create a video tutorial

lethal star
#

tutorials are always good

queen arch
#

they deserve to self promote

royal smelt
weary basalt
#

@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.

queen arch
#

I mean it isn't something that happens everyday

royal smelt
#

Okay, thanks guys

queen arch
#

custom interactive crosshair?

#

where were you 5 days ago!?

royal smelt
#

I was...here

#

:x

queen arch
#

damn if it is what i think it is, you are a life saver

royal smelt
#

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

queen arch
#

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.

royal smelt
#

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

queen arch
#

Well, complainers are always gonna complain

royal smelt
#

I got 4 up atm

queen arch
#

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"."

floral heart
#

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.

royal smelt
#

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

queen arch
#

Yes, I get that. It was the attitude that I was quoting

royal smelt
#

It's more akin to teaching than it is tutorials

queen arch
#

@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.

royal smelt
#

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

loud phoenix
#

Has anyone here tried BP nativization yet?

queen arch
#

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

loud phoenix
#

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

queen arch
#

I think it's just for the package

loud phoenix
#

And it can be reverted, yeah?

queen arch
#

You can continue working on your project after you package it, so yeah

#

you will have to repackage after you make your changes though

glossy flame
#

Yeah, it does nothing to the project in-place, it just affects the packaged output

loud phoenix
#

Awesome, thanks

loud phoenix
#

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?

kindred viper
#

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 πŸ˜ƒ

languid lava
#

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

short dagger
#

no better motivation than playing a game that functions like shit

floral heart
#

If your goal is to make the next PUBG killer... let's say that it's too bad games can't cooperate.

flat pilot
livid haven
#

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?

flat pilot
#

how do I fix this ? I don't get it

floral heart
#

Nodes are not executed per frame. Your whileloop runs in the current frame forever because event onrelease will never happen until the next frame.

flat pilot
#

so I have to do it async or something ?

livid haven
#

Correct

#

Which would be doing it every frame, on tick, most likely.

floral heart
#

Timers or timelines

flat pilot
#

when should you use EventTick instead of a sequence gate loop ?

gleaming shore
#

I just nativized and built my project, but it seemed to... easy? Is that drop box in packaging settings all it takes?

livid haven
#

Any kind of loop, whatsoever, is going to execute during a frame.

flat pilot
#

with a 0.01 sec delay I mean

livid haven
#

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.

flat pilot
#

even for cosmetics ?

livid haven
#

?

queen arch
#

push, you need to call the stop of the loop from inside the loop

flat pilot
#

yes I already solved that

livid haven
#

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.

flat pilot
#

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 ?

livid haven
#

How exactly did you write your loop and delay?

flat pilot
livid haven
#

That is... uh... that's something.

flat pilot
#

haha

livid haven
#

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.

worn granite
#

and IMO you didn't even do it right

livid haven
#

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

flat pilot
worn granite
#

I vote Tick 2018

livid haven
#

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.

worn granite
#

And if you insist on not using tick, doa timer thing

flat pilot
#

that makes sense to me

maiden swift
#

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. πŸ™‚

worn granite
#

but I don't want to use timers you already are you just don't realize

flat pilot
#

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

livid haven
#

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.

maiden swift
#

You can even enable/disable tick on demand.

worn granite
#

Or you can even do a timer

floral heart
#

I like this enable/disable tick thing.

worn granite
#

Main point is that if you're using a delay node in a loop you're doing something weird

flat pilot
#

what do I put in then

maiden swift
#

Delay nodes don't even really work in loops.

#

The loop will not wait for the delay before iterating again.

livid haven
#

Tick -> Is Condition True? -> Do the thing - I repeat

#

This is insanely straight forward with ticking.

maiden swift
#

Yeah, that works fine too. And it's easy to read.

#

Which your future self will thank you for.

flat pilot
#

yes but I have to use it several times in the same bp

#

I can't put in multiple tick events

maiden swift
#

What are you trying to accomplish exactly?

livid haven
#

... but you already know what a sequence node is.

worn granite
livid haven
#

So... Tick -> sequence -> (each of your things you want to do per frame)

worn granite
#

^ 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

flat pilot
#

nice I'll read that @worn granite

livid haven
#

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.

maiden swift
#

Yeah. This looks like something that warrants a tick. Avoiding tick here is just avoiding tick for the sake of avoiding it.

livid haven
#

☝

flat pilot
#

okok I just didn't know I could make custom events

livid haven
#

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.

flat pilot
#

yeah duplicate the tick event I mean

livid haven
#

No.

#

You can't duplicate the Tick event.

#

You've already used sequence nodes.

worn granite
#

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

livid haven
#

So use a sequence node to do multiple things from Tick.

flat pilot
#

yes but I don't want spaghetti

#

in my bp

livid haven
#

Why on earth would it be spaghetti?

worn granite
#

Cause its BP kappa

livid haven
#

(True, but still)

maiden swift
#

Blueprints don't have to be spaghetti. 🀦

#

There are plenty of tools available for avoiding it, save for a few edge cases.

livid haven
#

Reroute nodes are your friend, as are sequence nodes.

flat pilot
#

so I can't teleport nodes

livid haven
#

Between those two things, 99% of stuff should be so pretty

#

?

maiden swift
#

Functions, macros, reroutes and sequences are enough to make just about any blueprint downright gorgeous and efficient.

flat pilot
#

I don't get why I can use sequences for a TickEvent but can't just place several TickEvents

worn granite
#

tbh you can dress up a really terrible case of spaghetti but you should stop playing with your food and get to work.

maiden swift
#

@flat pilot Because Tick is an event, that is, something that already exists and you are writing scripts to respond to it.

livid haven
#

What would it mean to have multiple tick events?

maiden swift
#

You're not creating the Tick event; you're responding to it.

livid haven
#

Which one would execute first?

worn granite
#

Look

#

Make a new event

#

have it take a float

#

call that event from tick, passing dt

livid haven
#

It doesn't make any sense to have multiple of the same event in a single graph.

worn granite
#

If you insist

#

IDK call it WindowResizeTick

#

Feel like we're just going in circles

maiden swift
#

Heck, there may even be an event you an override on the widget.

flat pilot
livid haven
#

Sure, that works.

flat pilot
#

and so on ?

#

ok ok

livid haven
#

And if you didn't want to make a custom event for each of these, you could have done a sequence node.

flat pilot
#

thanks guys

livid haven
#

πŸ‘

weary basalt
#

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!

mint raptor
#

Was this a typo? "Target proemtatopm relative to the body reference frame." - > "proemtatopm "

tawdry narwhal
#

hey does anyone know if EQS is coming out of its experimental stage anytime soon?

grim ore
#

oh that's weird, that misspelling is in more than one place on the internet

tawdry narwhal
#

covfefe

grim ore
#

someone must have just typed it by hand, letters are just off by one on the keyboard, and never spell checked it lol

flat pilot
pastel elbow
#

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?

grim ore
#

also go to the Learn tab on the launcher and randomly click on the stuff at the top for something that might interest you.

pastel elbow
#

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

grim ore
#

@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.

pastel elbow
#

good to hear πŸ˜„

grim ore
#

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

pastel elbow
#

haha very true

flat pilot
#

@grim ore oohhh ok I thought it was to move the widget in-game
thanks

coarse cradle
#

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?

livid haven
#

Attach capsules to the finger bones?

coarse cradle
#

the hand looks awfully sad because I didnt set rotation limits

flat pilot
#

@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

weary basalt
#

Sorry guys, the bot isnt automated to go 10 rounds, we have to manually do each round πŸ˜ƒ Its only 20 minutes late haha

#

πŸ˜ƒ

waxen viper
#

Bot was having a nap, better now πŸ˜‰

livid haven
#

Kind of torn between deciding to stream some dev tonight or just get some house stuff done and play Stardew Valley... hmmm...

weary basalt
#

@livid haven Id choose Stardew Valley over all that haha. Have they added Coop yet?

livid haven
#

It's in dev now. I think I may have seen a video? Maybe just a screenshot.

weary basalt
#

Yeah last i heard there were working on it and there was an new Island as well to explore when Coop releases πŸ˜ƒ

livid haven
#

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.

weary basalt
#

Or maybe do some Tutorials?

#

πŸ˜ƒ

livid haven
#

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.

weary basalt
#

I shaved mine yesterday, was way to painful to keep around lol

#

I wish i had the bandwidth to Stream 😦

#

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

livid haven
#

Major metropolitan area + not Comcast = having bandwidth

#

Among other things

weary basalt
#

Australia = no bandwidth

livid haven
#

That is, unfortunately, painfully true.

weary basalt
#

I get 25/5 i mean i could stream, but it would suck

livid haven
#

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. πŸ˜›

weary basalt
#

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

livid haven
#

That is the impression I've generally been given. 😦

#

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.

plush yew
#

Is there any getting started guides for using ue4 with vs code?

#

Or is support experimental for now?

weary basalt
#

Oh sorry

livid haven
#

I misunderstood him at first, too.

plush yew
#

no worries, it was named confusingly!

livid haven
#

Yeah, VS Code, not coding with VS.

weary basalt
#

Yes lol

cerulean kernel
#

Hey guys

weary basalt
#

Hello

flat pilot
#

can you use a different in-game payment system than steam's one on a steam game ?

livid haven
#

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.

flat pilot
#

okok

floral heart
#

Does UE have to recompile shaders whenever I download a preview?

flat pilot
#

you can play while it compiles

floral heart
#

I'm running it on a potato chip.

flat pilot
#

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

latent moth
#

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)

tribal sapphire
#

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

waxen viper
cloud cobalt
#

@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

latent moth
#

@waxen viper ah so it is 2 cameras, then just about blending them

tribal sapphire
#

thanks for the suggestion

latent moth
#

not on c++ though, i’ll see if i can do that with BP. thank you!

waxen viper
#

@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 πŸ˜ƒ

latent moth
#

πŸ˜‰ thanks for helping a noob in unreal. So weird to get back to square zero (well, almost)

waxen viper
latent moth
#

eheh πŸ‘

waxen viper
#

All start somewhere πŸ˜ƒ have fun!

worn granite
#

@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.

tribal sapphire
#

you do, and i hav a friend that might be willing to support on his end, depending on the difficulty

worn granite
#

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?

tribal sapphire
#

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

worn granite
#

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.

tribal sapphire
#

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

worn granite
#

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.

tribal sapphire
#

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?

worn granite
#

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.

tribal sapphire
#

we are, i just hav a more bigger idea for the future

#

i'm sorry if i gave the wrong impression

worn granite
#

like I'd have it both be one game, you're just making a DLC

tribal sapphire
#

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?

worn granite
#

no

#

I highly doubt it, that's not something you can easily cover.

tribal sapphire
#

true....thank you for your help/suggestions

worn granite
#

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.

tribal sapphire
#

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

worn granite
#

word of advice: look into doing this with C++

#

(in fact you probably can't do what you want at a minimum with BP)

tribal sapphire
#

thank you...as a place to start working for now, do u know of a good first/third person bp that is inexpensive?

#

oh

worn granite
#

Might be one in learn content or something

#

@polar hawk's Generic Shooter is a popular choice

#

also nice custom tag

tribal sapphire
#

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"?

worn granite
#

Everyone I know is busy with stuff

#

And likely people I know of.

tribal sapphire
unborn matrix
#

you ever just ask yourself "How would unreal do this?"

tribal sapphire
#

yeah, but then i remember, "their skill level is so good, it's unreal!"

polar hawk
#

Don't buy Generic Shooter unless you want to work really hard

#

Like, really hard

#

Its not for beginners

worn granite
#

But you'll be forced to advance.

#

take it as you will

#

(sry if this causes a support nightmare for you Allar)

tribal sapphire
#

placeholdername, sorry about the question i asked after i said final question...

unborn matrix
#

clap emojii cal

#

clap emojii

tribal sapphire
#

yeah? wuts up?

latent terrace
#

sigh so cool that the giveaways were when I was sleeping ;s

tribal sapphire
#

ikr?

#

oh...lol...shanowzer...just realized y u were clapping! lol...

north nova
#

Hey does anyone know why a project after a while of use the DLL won't build so I can open it

flat pilot
#

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 )

sudden agate
#

Anyone else having crashes in 4.19 P4 when opening the console and trying to type something in it?

noble flare
#

Hi everyone!

tribal sapphire
#

hi how u doin?

noble flare
#

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?

buoyant mesa
#

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.

tepid karma
#

Does anyone follow a specific unreal style guide, trying to re arrange a project to be more productive?

tribal sapphire
#

i dont use a particular guide, but i find this window arrangement helpful/efficient

small basin
#

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?

digital anchor
#

would it be possible to have independent times on render and game threads?

paper kernel
#

I mean, you can do work that is not tied to game thread

grim juniper
#

I've just learned that procedural meshes exist and I think my life is changed forever.

plush yew
#

Where’s the 10th giveaway?

grim juniper
#

In an hour

plush yew
#

Okay

long comet
#

any tip to be the winner of Unreal grants?

frosty bloom
#

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

obsidian nimbus
#

prolly best to spam their social media with all kinds of stuff

#

pictures of the coffe ur drinking all that stuff πŸ˜›

frosty bloom
#

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

obsidian nimbus
#

they rather give a grant to a project with a fanbase than w/o πŸ˜›

frosty bloom
#

Yeah that would be the most logical, since the higher chance of success πŸ˜ƒ

tight isle
#

Mornin’ all

wary wave
#

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

obsidian nimbus
#

killing floor had a 2nd UV for blood spatters and stuff

wary wave
#

yeah, that's one option, but the cost (time/money and performance) is somewhat high

obsidian nimbus
#

yea, lot of decals is expensive too tho

#

dunno if doin something like black swan is possible with decals

wary wave
#

decals seem pretty cheap to me

#

I painted a house with thousands of decals this morning with no observable loss in performance

fossil ore
#

I have deleted 10 minute of work >__>

#

Is there a way to open older version of the project?

small basin
#

@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

obsidian nimbus
#

its the amount of pixels they cover, large decals more expensive

wary wave
#

nah, they seem cheap, almost free

obsidian nimbus
#

prolly not as expensive if it doesnt have an alpha

wary wave
#

might be more down to blend mode etc

vale osprey
#

even with alpha, I was spawning several thousands of them for tank tracks and fps didn't changed

obsidian nimbus
#

if u use em for splatter and its alpha over alpha over alpha it can get really heavy

vale osprey
#

hmm, I've used masked actually, no blending

latent moth
#

can anyone recommend a good animation set for FPS? I've looked at mocap ones but they do not have any prone animations.

noble flare
#

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?

tribal pebble
#

HI! anybody , ever did or knows how to do a good model viewer (almost like sketchfab) ?

keen parcel
#

mixed reality viewer (win10)

tribal pebble
#

lol

honest rune
#

@latent moth Have youo checked out Mixamo?

opal mantle
#

you can also download fbx reviewer from windows store, it’s not as beautiful as mix reality viewer but it can open .fbx faster

tribal pebble
#

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 :/

honest rune
#

you can actually get an fbx viewer from autodesk as well.

#

free

tribal pebble
#

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)

grim ore
#

Look for set view target with blend and just go thru your array of cameras or use umg buttons for each

tribal pebble
#

does the first method work like : Press Right ( Next camera) Press Right (Next Camera 2 ) .... ? and then Press Left (Previous Camera )

grim ore
#

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

tribal pebble
#

you are awesome! i will do this after i'll get home later! also i subbed to everything you got πŸ˜›

grim ore
#

awesome

latent moth
#

@honest rune yes i did, the other animations seem way better but... no prone

keen parcel
#

try akeytsu?

#

fps anims are not the most complex

sinful mesa
#

Can someone explain me why when i select grayscale in UE4 on texture it adds alpha channel ?

honest rune
#

@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

latent moth
#

yes indeed, I am saying that the great animations from mocap miss the prone animations.

#

so I am actually using mixamo

honest rune
latent moth
#

lol

#

but this set has its own problems, for instance firing

#

animations are way too long and inadequate for automatic rifles

honest rune
#

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

latent moth
#

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

honest rune
#

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

obsidian nimbus
#

doesnt it add a root bone on import?

honest rune
#

blender does yeah

obsidian nimbus
#

ahh, wasnt sure if it was unreal or blender πŸ˜›

cursive dirge
#

#lounge tho if not UE4 talk πŸ˜ƒ

grim ore
#

UE4 Game Jam stream. Step #1, get UE4 lol πŸ˜‰

frosty bloom
#

@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 πŸ’―

silver crown
#

@frosty bloom πŸ˜ƒ

grim ore
#

Game Jam is pretty much right now. In about 30m they release the theme

#

nah he is showing off the new game jam toolkit

shell jetty
#

gamejam toolkit looks rad

wild glacier
restive eagle
#

is dual quaternion worth using?

void wagon
#

Theme is On Thin Ice!

honest rune
#

nobody's going the breaking bad route?

#

πŸ˜„

pallid compass
#

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 πŸ˜‚

vale osprey
pallid compass
#

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

vale osprey
#

socket can help

pallid compass
#

iv got a socket on the weapon

#

im not sure how to feed the data to the FABRIK

vale osprey
#

pass in BP as variable into AnimBP

pallid compass
#

i was thinking that but was wondering if it be heavy to do

#

it have ot update on tick all the time

vale osprey
#

I don't know if you could pass a reference to your weapon instance and then just GetWorldTransform with socket option, in AnimBP itself

pseudo parrot
#

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

pallid compass
#

oh god dam FABRIK cant use a socket as target location for bone tip D:< and i dont have a bone mid parm

#

rip

vale osprey
#

and transform is coming from BP

pallid compass
#

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

mighty timber
#

Heyy guys, i'm new to this server

pallid compass
#

i must be doing this wrong

#

im taking wrong path

#

i need to offset the socket location closer to another socket

mighty timber
#

Hey @pallid compass i know you're busy, but would you help me with a super simple issue i'm having?

pallid compass
#

so much hastle because no weapon bone on skel lmao

#

what issue?

mighty timber
#

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?

celest creek
#

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... :/

grim ore
#

like who created the widget?

celest creek
#

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?

grim ore
#

that's normally what I do

celest creek
#

that would probs work yes

grim ore
#

you can expose the variable on spawn in the widget and set it when you create it

#

or just set it afterwards

celest creek
#

no other way? I mean, no other half-elegant way?

grim ore
#

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

celest creek
#

ok sounds not to bad

#

so no 'get owner' thing then right?

grim ore
#

nah nothing wrong with it, just expose on spawn the variable in the widget and it will show up on the Create Widget node

celest creek
#

Not a problem, this will wrk.

#

yup, I'm aware of how that works yes.. thanks! Didn't think of this at all.

obsidian nimbus
#

10cent: is paragon battle royale compatible? design team: hell no.. 10cent: scrap it πŸ˜›

celest creek
#

lol.. and also 😦

#

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...

paper kernel
#

from what I understood, the game got too complex

floral heart
#

They went in completely the wrong direction from the very beginning.

obsidian nimbus
#

not BR direction? πŸ˜›

floral heart
#

I never played it myself, but apparently the attacks were range limited by fiat.

obsidian nimbus
#

sparrow looked super cool in the stream πŸ˜›

floral heart
#

Imagine playing that in BR.

paper kernel
#

I dunno, maybe it would have been pretty cool to have skill based BR game πŸ€”

obsidian nimbus
#

send minions to the middle of the circle

#

profit

paper kernel
#

threading uncharted territory there

#

could be a flop, could make millions

floral heart
#

Minions to middle is the barest smear of a game.

livid haven
#

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)?

paper kernel
#

tho, people seem to oppose perma-death rpg games

floral heart
#

Brutal Doom BR

paper kernel
#

I'm down with any-brutal-doom variant

livid haven
#

Do they? I mean, roguelike games have resurged in recent years, without question.

floral heart
#

Why perma-death rpg? Keep all your stuff. The beauty of BR is that you die, then you immediately restart in a new game.

livid haven
#

And sandbox/survival games all tend to have permadeath options.

paper kernel
#

true, Rust is permadeath

#

technically

floral heart
#

There's no "alas I've lost all my progress" because really, most players don't make any progress.

paper kernel
#

that contradicts the rpg-part, which is all about making progress

floral heart
#

You have progress towards winning and you have progress towards becoming stronger.
You can lose the former and keep the latter.

paper kernel
#

I guess it works in Diablo HC mode, but that's purely PvE so if you mess up it's all on you

livid haven
#

That's a kind of odd perspective...

celest creek
livid haven
#

@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?

celest creek
#

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?

grim ore
#

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

celest creek
#

huh... ok.. maybe interfaces will work then instead?

livid haven
#

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
#

I'll give that a shot I think.

#

not a master on those guys

livid haven
#

@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.

grim ore
#

if this is a component on blueprint, is the mesh you want access to on the same blueprint?

celest creek
#

@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

livid haven
#

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. 🀷

fierce tulip
#

@livid haven know anything about persona/sockets/animtrails?

livid haven
#

Not recently, but you can always ask.

fierce tulip
#

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

flat trail
#

does anyone else get the cringe to clean up blueprints when stuck at programming? xD

pallid compass
#

Can u not just have multi sockets, and turn 1 anim off and turn another on?

#

or move the location of the emitter?

grim ore
#

@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

fierce tulip
#

there are hundreds of different shaped weapons, each needing a change of sockets.

livid haven
#

@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.

flat trail
#

what XD

#

oyee

#

thats true