#ue4-general

1 messages · Page 187 of 1

wary wave
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I think if I used just vert normal and input normal, I'd get surfaces next to where it has faded out that are not faded at all

paper kernel
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well it's a valid point tho, do they want it to draw on negative normal surfaces too?

wary wave
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because it all depends on face normals

paper kernel
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normal comparison wont draw on negative normal surfaces, pixel depth will

wary wave
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negative normals as in 'backfaces', you mean?

paper kernel
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yea

wary wave
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true enough

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I'd want to eliminate those myself if possible, designer hasn't mentioned it

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I might be able to use both techniques in conjunction perhaps

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use either the min or the max of both tests

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probably min

paper kernel
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but if you're doing like literal spray paint, you wouldn't want those backface prints

wary wave
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yeah, I don't want them

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it annoys me that decals project in both directions down the axis tbh

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I shouldn't be having to fix that in the material!

fierce tulip
paper kernel
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runaway value I would think

fierce tulip
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¯_(ツ)_/¯

paper kernel
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meanwhile I'm struggling with trace normals being biased towards trace start

fierce tulip
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hmm seems to work in 4.19

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¯_(ツ)_/¯

paper kernel
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nothing makes sense ¯_(ツ)_/¯

fierce tulip
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made my eye twitch

wary wave
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@paper kernel - looks like vertex normal doesn't work for decals

paper kernel
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hmm

wary wave
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neither does pixel normal

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pixel normal gives values, however that value is the same for the every pixel

frank escarp
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@wary wave what about transparent decal and reading scene normals from gbuffeR?

wary wave
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I have DBuffer Translucent Color, Normal, Roughness

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hmm, a cursory google indicates I may be able to get pixel normals using scene texture

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testing indicates otherwise -_-

fierce tulip
paper kernel
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those were called rat maps in CS

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iirc

fierce tulip
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actually a good name for it

paper kernel
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some of the electrical wiring was flagged as ladder, you could swim in the sink etc

wary wave
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they're usually called rat maps, yeah

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I never liked them

fierce tulip
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same

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always exited the server when it was one of those maps

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besides a reskin of face, it was probably the biggest cliche

wary wave
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moreover the layouts are usually rubbish

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big empty floor spaces and wall-hugging blocks

fierce tulip
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yea, trying to put gameplay in a regular room is..

obsidian nimbus
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decals are a bit weird, might be more easy to just do it in the material

wary wave
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that's the problem, I can't seem to do it in the material

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can't access any kind of normals

obsidian nimbus
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vertex paint?

wary wave
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it's a decal

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(it won't stop being a decal)

grave nebula
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@wary wave You can't access any kind of normals in decal material. You can fade decal towards the edges by using distance between actor position and world position, or by measuring the distance along decal's projection vector. The second one tends to actually resolve most of the bleeding issues.

wary wave
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as far as I can tell, I cannot access any normal information when using a deferred decal

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PixelNormalWS and VertexNormalWS return duff values

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SceneTexture(Normal) isn't accessible at all (will not compile)

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so yeah, thanks for that info, it's a bit annoying since it's not bleeding issues I'm trying to solve

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ah well

obsidian nimbus
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its the weird lines u get when it goes around a corner?

wary wave
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that would be one reason for doing so, yeah

obsidian nimbus
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a gradient wouldnt really fix this on sharp corners either

wary wave
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I don't think there's much I can do with it at all

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I must say I'm really not a fan of decals in UE4

obsidian nimbus
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same 😛

grave nebula
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Fixing it involves having a normal pre-pass sadly

wary wave
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they're cheap, but they have so many issues you have to try and work around that it's a colossal pain in the ass

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I might go so far as to say they're simply not fit for purpose :/

fierce tulip
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even we vfx artists hate decals :p

obsidian nimbus
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its good for adding details to walls and stuff 😛

wary wave
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it's not that good for adding details to stuff though

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'cos it'll project on to anything that goes into the projection space so long as it can accept decals

plush yew
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@wary wave if you make the axis coming off the wall to be like 1cm then you won’t have that problem

wary wave
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sure you will

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you'll have problems with things like dynamic decals

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(and anything that passes within that 1cm gap)

plush yew
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What’s the difference between wall detail decals and dynamic decals?

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Anything passing within that 1cm gap will have a tiny bleed but it’s unnoticeable

wary wave
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dynamic decals are created at run time, so you have limited control over them

plush yew
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You could always do some tracing logic to find blocking objects etc

obsidian nimbus
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to do something like that picture i can only suggest things that dont involve decals
😛

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cuz way less work than messin with decals 😛

wary wave
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I'm just sending it back with a 'can't fix' on it

obsidian nimbus
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add the texture too the UV

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wanted to try fix something like black swan, decals sux for that 😛

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you might be able to fix it, but could make it a lot more expensive to use

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or have to set parameters everytime u place one

wary wave
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setting params isn't a big deal

eager robin
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yea, thanks

vast pine
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Anyone ever get fatal errors from mouse button 4?

grave nebula
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WorldNormal scene texture can be accessed by ordinary deferred decals. DBuffer decals would require normal pre-pass integration, which is almost never justified. But you still have LightVector material expression. Quite a few things a possible, like fading decal based on Z decal coordinate and using screen-space derivates to fade decals where surface has high gradient of LightVector.z @wary wave

wary wave
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I considered fading based on a single axis coordinate but came to the conclusion the results wouldn't be good

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I don't see how light vector is useful though

grave nebula
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LightVector is decal's coordinates.

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That, is coordinates of a pixel within the decal actor, with z component.

frank escarp
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Udemy caught literally stealing their tutorials from free channels

cloud cobalt
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More like teachers ripping content

plush yew
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friend challenged me to make a game in a week, going good, 2nd day, but i suck at art xd

opal coral
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uhm! I get lower Mouse X and Mouse Y input values the smaller my camera's FOV is. any ideas why?

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FOV 1: Slowly dragging mouse Y gives something like 0.003.
FOV 120: same action gives 3.0something

grim ore
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@plush yew grab some art from opengameart or use some of the free stuff from the learn tab or Epic stuff from the marketplace 😃

plush yew
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well im using an artstyle that theres nothing that i can use xd

soft garden
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hi there! there is a channel for ps4 or xbox one developer?

cloud cobalt
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No

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You can't publicly discuss that stuff

soft garden
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ok @cloud cobalt , thanks again!

frank escarp
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@soft garden there are a couple devs that can hear you tho. Ask in the private ps4/xbox forum

latent moth
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has anyone used can megascan in a FPS game?

plush yew
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How does Unreal Tournament not have any AI behavior trees or anything of that nature, but still have great functioning AI? Did they decide to code it all without visual representation of state?

frank escarp
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they did

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UT bots are quite complicated

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they are way beyond normal behavior tree stuff

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if you want behavior tree, look at Robo Recall

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all the bots there are BT

plush yew
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Thank you I will check them out!

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What makes the UT bots beyond normal BT?

cedar snow
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when creating a spawn point for bullets in unity3d (e.g. on a weapon prefab), i'd just create an unnamed GameObject, position it in front of the muzzle and assign it e.g. to a variable in the weapons component of the gun
what's the ue4 equivalent of this? do i have to create an actor component for this?

plush yew
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You can use sockets for this @cedar snow

frank escarp
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@plush yew they created the bots slightly based on what the UT 3 bots did

plush yew
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when i didnt know about sockets i used a sphere collision thing or an arrow to makt that xd

frank escarp
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the thing is that the bots are much fuzzier

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its not just direct states

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UT bots are quite random, and jump around, do dodges randomly, and will try to flee when low hp, but its not a direct cutoff

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essentially, they are beyond a "simple" state machine

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wich is what behavior tree ends up being

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BT is great for things like do this then this then this, or choose beetween 3 actions

plush yew
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Got it! Thanks for explaining

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Definitely seems like they do a lot more

cedar snow
frank escarp
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i did 4 different AIs when working for Heavy Gear Assault

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for high end multiplayer bots

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the first of them was behavior tree

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this one did combat well

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but it was a bit too rigid

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so i created a "dual state machine" C++ bot

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the states did more complex stuff, and there was a "legs" machine, and a "weapons" machine

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weapons part selected targets, aimed, rotated, etc. Legs ran around and did dodges

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this wasnt enough, becouse then they told me to make them work on teams, for complicated gamemodes like capture the flag

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so i created a behavior tree-ish thing in C++. Much more complicated and dynamic than normal blueprint behavior trees

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but then they told me to make the bots respond to your orders

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so i scrapped it completely, and created a fully dinamic self-assembling task tree

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think about it as a self-assembling behavior tree

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that adds/removes full branches, or reorders based on priority

plush yew
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Nice! I find doing simple randomised branches can help in tasks too, like theres a 25 % chance the bot will go from a defensive playstyle to an aggressive one, while also having chances to use abilities etc, while always having a gamemode objective task being worked towards, so they would only break out of that if in direct combat or need to heal.

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Your solution definitley seems more complex though

frank escarp
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yup, i love randomness in the AIs

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im now testing behavior trees, but with more high level tasks

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for example i literallly have a "melee combat" task

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that in itself, moves randomly, choses when to attack, tries to block, etc

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current skeleton king boss behavior tree

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looks like this

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eventually im going to write a "selector", but rng

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just selects a random branch to run

plush yew
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nice that looks really great!

frank escarp
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do not falll into the trap of overengineering an AI to the extreme

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unless its a supremely complicated AI

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just do the absolute simplest that works

plush yew
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once i made a very intellectual bot (that takes cover, doesnt go too close, remembers last position of player, has ammo and reloads only at cover, takes pistol if no cover and no ammo, runs in circle left to right (stutter stepping) and shooting at player) with only BP without any trees, i couldnt beat 5 of them at once 😦 they are too good

frank escarp
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im doing a squad system now

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there is a invisible bot that will be the commander, and he roams the map

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until he gets close to you, and then he spawns the actual npcs, and then tells them to attack you

plush yew
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how i imagine squad : 1 leader, others attach to him and follow in a formation (just randomly moving around in radius xd)

frank escarp
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i want it to be more hivemind-y

plush yew
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then you can make an actor that is a target where they all go

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instead of invis npc

frank escarp
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yes, but i dont want a leader npc for now

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also, simplest implementation

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i just have a invisible npc and the actual combat npcs follow it

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through the map

plush yew
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and adding points of interest where they will go

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like they would not want to go around 1 field

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but it would be fun to watch

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ok gonna play sum fortnite cuz y not ¯_(ツ)_/¯

frank escarp
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the invisible npc commander idea is working flawless

plush yew
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ok nice

tall rain
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Hello ! I have good knowledge in C++ and now I decide to learn Game Development with UE4. Can you give some tutorial where I can learn? Thanks.

faint cedar
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So

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I just run into a bug that could never have worked in the first place

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it should've been broken from day 1

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I got this piece of graph:

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Which is all fine and dandy, except that the ResourceBar had a brush binding on it the whole time which was this:

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Which means that Dynamic Material Instance I create would've been replaced that same frame.

vagrant thistle
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UE forum is offline?

faint cedar
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Not for me

digital anchor
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when creating collision for enemies, but no collision for allies, should i create multiple collision channels like Team1, Team2, Team3.. and so on?

plush yew
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moo?

teal tulip
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beee

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The launcher before had an update and done rare things

wary stream
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i clean installed the launcher, the engine, ut and verified both countless times

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also updated my drivers and whatnot

elfin jacinth
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Mine takes a few minutes to start - are you letting it be for a bit?

timber slate
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Hey how do I use height map generated by substance on ue4 without tesselating the object?

cloud cobalt
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Can't, really

timber slate
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if i tesselate the object for vr is too expensive?

cloud cobalt
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Height maps aren't practical to use

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Normal mappings are much more usual

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You can use tesselation + height mapping for some specific objects like terrain, where it's not possible to design a detailed low poly

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Dunno if Substance can generate geometry

timber slate
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Ok, thanks !

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another unrelated question. lightmass portals has a side which it should be pointing to? Im using for a window but after using it the whole place got dark

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And if you may, is there a way to make the reflection capture sphere/box to affect only meshes that I want? I'm building an apartment, and using a box reflection for the bathroom (which has a mirror) and the other reflections to affect the rest. If I use a bunch of box capture to affect only where I want I can see seams where the boundaries are.

grim sinew
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I think the icon for lightmass portals are directional, not sure if it has any impact on how it works though. You can try just turning it around and finding out. Also no, there is no way to use reflection captures for specific objects. You would need to do a manual cubemap in the material instead.

fierce tulip
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"only"

plush yew
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anyone have EXP shipping mobile games

celest creek
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@fierce tulip lol. No biggie. Although - it might be 100 instances of the same effect, hard to tell. Or maybe 100 pieces refers to 100 particles?

grave nebula
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It is quite cozy to measure all work in pieces

celest creek
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Having a brain fart here - what option in Maya's fbx exporter is that allows materials to get saved out with it?

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Maya 2018's Game exporter works with materials for some reason, I'm struggling with its fbx exporter and need to figure that out for older Maya versions...

spare steeple
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is there a way to make Input Key Selectors detect the mouse wheel as input?

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i set them up to display the default mappings in project settings and itll read mouse wheel that way but i cant manually set it

simple pebble
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anyone know why theres a really odd light bug on my level?

plush yew
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hey guys

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what the freak is this

ocean ridge
frosty bloom
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@plush yew how is that UE4 related?

elfin jacinth
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@wary stream Did you get your problem solved?

hushed ivy
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Is there a cloud provider that doesnt take ur money and then make u wait for ur account to be reviewed before u can use it? Linode is ridiculous....

simple pebble
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nope

hushed ivy
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liiiiessss, GCG didnt require any account review, i have a VM now 😛

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ocean did require a review too tho

plush yew
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sorry roan chat @frosty bloom

simple pebble
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please help me with a lighting issue? i am reasonabley new to unreal but i have removed all light sources, re-enabled them. im just not sure why its heppening

hushed ivy
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have you built the lighting?

simple pebble
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i have rebuild the lighting but if i have no light its lighten up if i add light it makes no difference

hushed ivy
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ah, just asking because your picture shows its stale and needs rebuilding

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the red text

simple pebble
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yeah im not sure what i means by that, i removed all light sources and it didnt fix the giant light square, then i added a light source and it said i needed to rebuild it again

hushed ivy
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did you click the build button

simple pebble
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theres a build button

hushed ivy
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yes, it will rebuild several things including lighting

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its to the left of the Play button

simple pebble
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thank you sorry about that im new to the mechanics

hushed ivy
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no worries, there is a shit ton of stuff to learn in the editor

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it can be daunting

simple pebble
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iv noticed, i know the basics, making paint textures, animations, landscapes, but this light thing i couldnt figure out

hushed ivy
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good luck 😃

simple pebble
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thanks, i started yesturday

hushed ivy
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nice

proven aurora
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Any idea why, when I transfer one large folder into another, the folder stays behind in its old location but its contents still get moved? Tried fixing up redirectors, restarting UE4, deleting the old folders.. it won't go away.

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Haven't tried deleting them externally yet but I tried that in a previous project and broke everything 🤔

upper flame
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does anyone know how I can run an event on server AND client? I have a function in my client that does a cool material effect, but it is only seen on either the client or everyone else, but I want everyone to see it

hushed ivy
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for changing material i had to use multicast

upper flame
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but that can only be called from the server right?

hushed ivy
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yes, server calls it

coral sphinx
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Hey guys, anyone here had a problem with demorec on 4.18? 🤔

languid shard
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Hey boys and girls, I have a weird behaviour in UE4 since I imported my world aligned master material

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I keep getting a warning saying "Adjacency information not built for static mesh with a material that requires it. Using default material instead."

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When trying to override the default material of a mesh with an instance of my master material

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now apparently you have to check something while importing your model in the FBX settings

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but I'm using a custom importer that doesn't allow it 😐

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hmm interesting, this is actually a requirement for materials using Tesselation

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guess I'll just make a variant master without it and call it a day then

cursive dirge
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oh

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new GameWorks branch from nvidia

tall pendant
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hmm shadowplay highlights ...

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they stream highlight moments from user shadowplay users now?

floral heart
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"ShadowPlay Highlights in Lawbreakers" Ha

tall pendant
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Ahhh aye.

cursive dirge
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yeah, it's basically allowing devs to make sure right moments were captured during the game and then you can save hightlights reel automatically

floral heart
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There's something mercenary about having a game that tells your computer when to take screenshots for your social media feed. Edit: Wording these words.

vale osprey
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It’s weird indeed

paper kernel
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I could see that being abused

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welp, as long as there's the game Logo on the highlight reel it's all free marketing

floral heart
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brb making a hudwidget that flashes "BROUGHT TO YOU BY soft_drink_name" whenever it takes a shadowplay screenshot

paper kernel
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^

vale osprey
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Can you add your own watermarks into shadow play? Would be hilarious for trolling

floral heart
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It's the usual shadowplay, so it likely records what the player sees (or whatever gets as far as the final framebuffer). The GDC presentation doesn't suggest anything more fancy than a 'save highlight' API call.

frank escarp
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thats its the whole idea

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easy way to record gifs and share is literally free marketing

weary void
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Hey everyone,
I'm having a weird bug which is making me crazy

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I hate 2 skeletal meshes and 1 skeleton, both skeletals are linked to the skeleton

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I want to attach an item to a socket, but depending on which skeletal my mesh is, the item doesn't go to the right place

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This is the wrong one

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This is the correct one

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Any idea why this happens ?

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Same skeleton, 2 skeletals (the only difference between them are the boots)

crisp fable
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man, i really want to use voxel farm but it really is just too buggy

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very leaky, random crashes... 😦

frank escarp
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@crisp fable have you seen @silver crown voxel thing plugin?

crisp fable
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yeah its too course for my purposes

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i should investigate it further, but i need like 15cm spacing

rustic sandal
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Hey everybody!
Not sure where I could ask this question.
How can I grab an object in world outliner to drag it along surface?
Like... I can do this when grabbing actor from content browser

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But I can't grab it back once it's placed

fierce tulip
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not perfect but afaik only thing that does

rustic sandal
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Thanks, buddy!

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disabling "rotate to surface normal" along with surface snapping does exactly what I needed.

latent moth
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good morning everyone, I hope I can get some kind sould to help me out with this, as I googled and spent some time with this but can't get an answer.

I'm simply trying to reduce the capsule component half size to a custom size (not using crouch), however the character goes under the ground when I do so. I am trying then to move the mesh in relation to the capsule but I am unsure how to do that and even if that's the proper way to go...

latent moth
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There's no "Set Crouch Half Size" function unfortunately, otherwise it would have been perfect

fierce tulip
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those uv's though

honest vale
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dat magic

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headus UV layout tool was great too

cursive dirge
honest vale
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hmm though it seems that the islands have quite a bit of stretching

cursive dirge
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in that video, they have 3 options for stretching

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wonder what kind of price point they are aiming at

latent moth
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ok thanks anyway. will post if i find a solution (eventually, hopefully) 😃

cursive dirge
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I don't really have issues with manual unwrapping but would be nice to automate every step

fierce tulip
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yea, the stretching and weird uv-distortion is highly unwanted, but I'd guess they are currently focussing on the packing first?

zinc nymph
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can you guys look in animation chat at my issue and maybe tell me if you know a fix

frank escarp
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@fierce tulip Houdini has some automatic UV tools

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they have a few presets with different configurations allowed

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the downside is that it can actually fail and cause overlapped uvs some times

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the packer works great tho

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i used that on a testing i did of just importing a bunch of .obj high res stone sculpts, and automatically uv them all into a single sheet (around 8 rocks) and then bake them

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went perfect, now i have a mass autobaker tool

upbeat dune
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Hello all, i'm having some trouble with backface culling, i know it can be useful, but at this present moment in time it's quite annoying, does anyone know how to turn it off?

honest vale
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in the material check "double sided"

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iirc

fierce tulip
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or add actual polygons to that side.

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helps much better with baking lighting

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though looking at the images it looks like they have planes, just flipped normals on those sides

latent moth
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i am unable to solve the prone position capsule issue that I read everywhere about. Can really no-one give me a pointer on this...? Seems such a common issue

tall pendant
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afaik you should always use geometry with thickness for light baking purposes etc

upper heart
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Looks like we still have a bit of waiting for 4.19

tall pendant
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which isn't a bad thing imho. Gives them some extra time for polish (i hope)

devout gulch
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polish is overstated word in case of engine development

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it is just service

paper kernel
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inb4 4.20 jokes

devout gulch
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it is eternally in development

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verision number is just for features and compatibility

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anyway

tall pendant
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with polish i obv mean to get the basics right 😛

devout gulch
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SpeedTree supposed to be released this week

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I assumed it's because also 4.19 would be this week

obsidian nimbus
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@upbeat dune turn on backface culling in ur model program, so u can see when normals are flipped

silver crown
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@crisp fable 15cm is totally achievable

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At least CPU wise

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And if needed I could add a mesh simplification

cloud cobalt
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Well, fuck, I planned on updating to 4.19

devout gulch
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I just use master branch

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it's rarely broken beyond unsuable, since they started not merging every commit

latent moth
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is there a way to set the crouched half heigh of the CharacterMovement component? I can only see a way to retrieve it, not to set it dynamically

kindred viper
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I think its worked out automatically

obsidian nimbus
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@silver crown where is this voxel thing, might take a look at it later

unique ocean
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Does anyone know how to make it so characters can be jumped on like platforms?

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I have a block all surface and it just makes the character bounce off

bitter meadow
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Hey guys, i am trying to make a cave with the visibility landscape tool but when i create a hole, the player gets stuck in the exact entrance of it and cant move anymore. Any ideas why ?

obsidian nimbus
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cool tnx 😃

normal whale
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hello can some one help me?

sinful mesa
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is it only me, or its general PAIN IN THE ASS to import heightmap of rthe terrain into UE4 ?

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Z scale is waaaaaaaaaaaaaaaay off

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the general scale of the terrain is fucked.

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Also the math max elevation / 512 * 100 doesnt work

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and when u scale the terrain the precision is lost.

vale osprey
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Where are you importing it from?

sinful mesa
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World Creator

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its also WM too

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checked the forums

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😉

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I imported the same terrain to Unity, Cryengine and Lumberyard

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everything off the box works

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with proper scale.

vale osprey
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For WM you need to place a limit in WM itself

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Well, the Epic’s pipeline that was explained in old stream about kite demo is to make a mock-up of terrain in UE4 first and then export it for adding details in WM

sinful mesa
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well

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lets say i want to make 2km high mountains

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but i cant

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😉

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because all is off the scale and lower by like 70% than in the origin program

vale osprey
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There should be enough precision for 2km high mountains, are you using 16bit heightmaps?

sinful mesa
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ofc

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but i read that the UE4 is limited -512;512 m

#

on scale or sht

#

sth

#

I am trying to figure out now the formula to how the hell should i set the heightmap to reassemble the stuff in WC2

#

its boggling me, because the same terrain looks proper in Unity, Cry and Lumber after i import the terrain (well with setting max height in Lumber or Cry :D)

sinful mesa
#

i did

#

but i do not use WM , but WC 😄

#

well

#

will try to maybe somehow apply the WM concept

tawdry narwhal
#

derp... sorry about that

#

world machine has an automatic tile generation feature (pro version only I believe)

#

works really well w/ UE4

obsidian nimbus
#

we should have something that completes those few letter shorts when u hoover over em

tawdry narwhal
#

true dat

timid shoal
#

Hello iam messing with bluetooth controler for my VR mobile game and cant find apropriet buttons in Unreal can anyone point me some direction ? 😃

frank escarp
#

just enough space for a few ue4 versions

kindred viper
#

hah so true

normal whale
#

hey i want to make a forest game with animals and i don't know how to make animals run away from sound and if u come closer, can someone help me

silver crown
#

Each of the white holes is a mesh component

#

Any idea of why it does that?

frank escarp
#

HBZ

#

its just how it works

#

if you disable culling its gone

#

but you probably dont want to do that

silver crown
#

🤔

#

It's not done at every frame?

frank escarp
#

it is

#

but it has a few frames of lag

#

HBZ works by trying to render a depth only bounding box

#

if the box actually renders, then the object is visible

#

if no pixel gets rendered due to depth testing, then the object is not visible

#

the issue

#

is that you cant take the result the same frame

#

due to pipeline

#

when you are calculating the frame 2, the gpu is still busy rendering frame 1

#

so you need to "read" the values later, like at frame 3 or most commonly, 4-5

#

thats why it is a hole for a couple frames

silver crown
#

I see

teal tulip
#

@silver crown Did you checked the visiable area of each components ?

#

well what him said I think+

silver crown
#

I guess it's given by GetViewRelevance?

#

I'll make the mesh bigger with more sections, thanks @frank escarp

#

Actually doesn't solve it, as the bounds are per section

#

I guess I'll increase those bounds

#

¯_(ツ)_/¯

opal ocean
#

is there a reliable method for getting blender models/animations imported into UE4 on the ue4 skeleton yet?

#

before I spend a bunch of time googling, looking into starting character design...

granite vortex
#

Total beginner here: I have an unpacked project of an existing game from steam, is it possible to somehow load the whole map?

restive eagle
#

how did you get that project? 🤔

cloud cobalt
#

Just open the level ?

granite vortex
#

I bought the game and just extracted the .pak file, i just want to look at the map and fly around, nothing more

#

cant seem to just open the level, something something assets could not be loaded

cloud cobalt
#

Yeah, packed assets are not editable

latent moth
#

how can you animate a gun magazine during reload? i have a reload animation but to have the magazine actually in the hands of the player do i need to have a separate BP for the mag and attach it to the hand socket?

cinder iron
#

no

#

you would need to have your weapon as a skeletal mesh

#

and play an animation on the weapon at the same time you play it on the character

winter birch
#

hi, are combat systems with decapitations on last blows hard to implement?

#

head, both arms, both legs and half in the body center - so 6 points to decapitate, depending on where the blade is closest on the last blow

cinder iron
#

checkout roborecall @winter birch

winter birch
#

ok, how is it relevant?

#

there are decapitations in there?

#

I can see its a shooter though, and its a game. I dont think that will explain how difficult it would be to implement such a system for a beginner :D

cinder iron
#

yes they have a decapitation system based on component limb

#

well it's not something very easy to begin with hehe

latent moth
#

@cinder iron and how can the two “match”?

cinder iron
#

they will match if you play the animations at the same time

#

and they are preapred to match

#

usually you would use anim montages for these things

latent moth
#

i don’t get it though

cinder iron
#

how not hehe

latent moth
#

so the mag is part of the gun animation?

cinder iron
#

yeah

latent moth
#

ah

cinder iron
#

the mag and all the movable parts of the gun

#

so if you want to move another part of the gun in your reload, to fill the chamber for example

#

you can do

#

you just have to animate it

latent moth
#

and how do you align the character animation with the other

#

i mean

cinder iron
#

pretty much in maya

#

or blender

latent moth
#

if the main animation does for instance first fit the mag then double tap it

cinder iron
#

just be sure that the root is where it's meant to be

latent moth
#

the root of...?

cinder iron
#

both the weapon and the first person arms

latent moth
#

are there any tutorials anywere on this

#

i have been on it for 3 days and i’m still at square 0

cinder iron
#

mh... I don't know if there is one, but generic shooter has this system

latent moth
#

ok

cinder iron
#

so you can look around if there is any documentation

#

or example video

latent moth
#

i have a non animated gun which makes it even worse

cinder iron
#

you need to make a skeleton for it then

#

and make the mag moveable

latent moth
#

yeah the model has all separated parts

cinder iron
#

then a little bit of maya/blender work

#

and you'll get it done

latent moth
#

maybe in a couple of years

cinder iron
#

hahaha

#

hey! don't be that pesimistic we all went through this!

latent moth
#

still though

#

the mag is not going to be in the char hands

#

isn’t that weird?

cinder iron
#

yes it will if both animations play at the same time

latent moth
#

hu?

#

by what kind of magic

#

how do you link the mag to the hand

cinder iron
#

AM_PawnReloadRifle - AM_RifleReload

#

you don't link anything

#

the animation... just plays

#

hehe

latent moth
#

but...

#

no i don’t get it

cinder iron
#

just think that you have two animations

honest rune
#

Any of you guys have experience using Fuse CC/Mixamo for character models and animations?

cinder iron
#

one for the rifle

#

and another one for the character

latent moth
#

yes and the mag is in the rifle one

cinder iron
#

exactly

#

when you reload

latent moth
#

ok

cinder iron
#

the rifle animation will play

#

and that will move the mag position

#

so in the maya blender animation

latent moth
#

yes but the mag will fly in the air

cinder iron
#

yes, in that animation yes!

#

it will

#

but if you play the character animation

#

at the same time

#

the character will reload the mag

#

and the mag will be in the dcharacter's hand

#

hold on let me show you some gifs hehe

latent moth
#

and how... that’s what i don’t get

#

thanks

cinder iron
#

no problem :) I like your interest

obsidian nimbus
latent moth
#

ok that’s awesome, but not really helpful 😃

honest rune
#

Having a weird issue with Characters created in Fuse CC and animated in Mixamo:
https://imgur.com/a/4c72q
No problems at all importing everything and setting it up in UE4 but the deforms at certain joints are really screwed up. Is it always this way from Fuse/Mixamo? Do I need to adjust the vertex groups or weightings?

cinder iron
#

that was owninator, not me xD

#

im on my way

#

pretty finny anyways though

#

haha

obsidian nimbus
#

im known for my awwsome, not for my helpfull 😛

cinder iron
#

agreed

#

hahahha

obsidian nimbus
#

he does have some blender reload tutorial i think

latent moth
#

i’m trying to find it

cinder iron
#

okay I'm here @latent moth

#

sooooo

#

as I said, two animations

#

this is the rifle animation

#

and this is the first person arms animation

#

if you play them together, this happens

latent moth
#

wtf

cinder iron
#

yeah the weapon is animated as the pawn reload animation

#

so when you play both together one follows the trajectory of the other

#

so nothing flies even though you can see the mag flying on the first animation

#

you have to tweak the animations manually for them to fit perfectly when played together

latent moth
#

i have no clue on how to do that

#

i mean

#

i am buying courses

#

paying considerable money

#

i just don’t know where to find all that.

#

it’s not in any course i have.

cinder iron
#

this is not something super hard, it is just playing 2 animations at the same time. That's all

latent moth
#

got that

cinder iron
#

so its more about

#

animators work

#

rather than programmer work

latent moth
#

i have bought animations for my character

#

from kubold

cinder iron
#

but they are not giving you weapon animations

latent moth
#

indeed

#

oh well

cinder iron
#

you should be the one creating those (or pay an animator for him to tweak em for you)

#

so yeah, it's not something you should worry to much, but, do you understand how it works at least?

latent moth
#

i wish i could copy a rig and animation from one uasset to a static mesh

#

kinda

#

i still don’t get how the mag ends up attached to the hand socket

cinder iron
#

nothing gets attached

#

the animation makes the trick

#

it seems like the character has something in his hand

#

but it is "casuality"

#

well... forced casuality

#

because the animator worked hard for that to happen

#

haha

latent moth
#

k

#

well i give up for now

#

i’ve been fulltime on this for 3 weeks and my head is exploding.

#

stupid things such as proper prone collision are science

cinder iron
#

if you want to see this system implemented just consider on purchasing the generic shooter

latent moth
#

ok i will

cinder iron
#

and one more thing

#

about prone now that you said it

#

it's all about knowing if the player can move or not to not allow weird prone positions

#

so some traces or sphere trace would help

#

just dont make the character use physics

latent moth
#

that’s ok i will try later on to have sone body ik of some sort

#

but the collision capsule

#

there’s no damn way to have it proper

cinder iron
#

the collision capsule heigh size would need to be reduced consideribly

#

thats all

#

don't relly on that to check collisions for prone

latent moth
#

if you reduce it then the character goes underground

#

set half size on crouch is NOT accessible dinamically

cinder iron
#

you can change that variable on the cmc

latent moth
#

?

#

cmc code?

cinder iron
#

character movement component

#

sorry

latent moth
#

nah

cinder iron
#

I'm pretty sure you can

#

100% sure actually

#

as I'm doing it

#

var is named CrouchedHalfHeight

#

anyways gotta go o/

cinder iron
#

you can set it

latent moth
#

not there...

cinder iron
#

on the character movement component in your character

#

not there obv

#

since its a read only in runtime

latent moth
#

of course

cinder iron
#

for bp's

latent moth
#

but i also do have a crouch...

#

so i have to choose: crouch or prone

#

anyways...

cinder iron
#

ayee

latent moth
#

thanks

cinder iron
#

np! :)

proven aurora
#

So I closed UE4, opened up my project this morning, and now it crashes immediately. Here's the crash report: https://pastebin.com/BdUWEVU9 Any idea what's wrong? I made a more detailed post on reddit. https://www.reddit.com/r/unrealengine/comments/7yzncx/closed_ue4_last_night_opened_up_my_project_again/

cloud cobalt
#

There isn't a crash in there

#

You might want to paste the output from the crash reporter

spare steeple
#

is there a way to select an editable UMG text box through blueprints?

#

instead of clicking on it

tepid widget
#

Hello.

#

I have a question about landscape painting.

#

After reading documentation I gathered the following:
Landscapes are painted by one main material which can have several submaterials that can be switched (painted). Is that correct? And if so, how many materials can a man material hold?

paper rampart
#

can anyone send me the invite link?

#

to this.

#

i need it haha.

#

nvm i was dumb.

maiden swift
#

@paper rampart You can also find a direct invite in the #more-resources. 🙂

#

Towards the top.

paper rampart
#

yeah i figurd that out

#

i was just dumb

#

haha.

#

thanks anyways!

proven aurora
#

My bad @cloud cobalt didn't realize

#

Updating the link in a second

#

Updated it

somber siren
#

hey guys how do i use unreal bott?

#

to post a looking for talent?

glossy flame
#

The instructions are pinned in the channel 😃

spare blade
#

What would be a good poly count for my characters. Imagine a haunted house environment with characters placed in different areas. Can anyone advise what would be a good poly count range for these kind of characters . Also I would imagine the lower the better and then use a normal map to build in definition ?

obsidian nimbus
#

depends on how many you want on screen at the same time

#

is it VR, mobile stuff like that

#

from a few k for low poly too 60k, can do 300k for rendered animations

#

or more

spare blade
#

@obsidian nimbus its a VR experience. The characters as concept art have a lot of detail.

obsidian nimbus
#

the big robots in roborecall are about 40k

spare blade
#

Ok thanks

obsidian nimbus
#

with LOD offc

ancient dragon
#

So small question figured general chat was a good place- ant suggestions for managing derivedcachedata? It grows to like 30gbs in a day. Or is that just how it is and I just had e to be mindful when to reset it

fierce tulip
#

delete it whenever

#

its where shaders are cached after they finish calculating/instructing

#

does mean you'll need to recalculate all shaders in your project

ancient dragon
#

That's what I figured. Just wasn't sure if there were any tweaks to minimize it a bit. All good, thanks!

lunar scaffold
#

Hey Anyone know how to make a HighScore System?

livid haven
#

@lunar scaffold Kind of a vague question.

#

What have you tried? What problems are you facing in trying to design a high score system?

lunar scaffold
#

i am trying to make a Endless Runner Game i am trying to add the score in Game Over Menu and add it as a high score

livid haven
#

Okay, but what are you having trouble with?

#

You know what a high score system is, so... break it down and start writing the parts of it that you need.

obsidian nimbus
#

EPICLEADERBOARD PLUGIN

#

oops caps

#

for online scores

#

thats prolly most easy way

hushed ivy
#

Do you guys favor faster cores or more cores for your UE4 dev PCs?

#

I got a Xeon 2600v4 proc and 64GB RAM from a friend, wondering if im going to regret building around it rather than getting something with faster cores that is consumer grade.

grim ore
#

Both work on different parts. Light mass and shader compiler can use multi cores. Th main editor and most importing is single.

hushed ivy
#

Yeah that's what i read, why im curious what people are favoring

#

if you built a new PC today, would you go for more slower cores or fewer fast cores

#

actually VS compiling is whats taking a lot of my time lately, should probably look that up too

cursive dirge
#

UE4 favors in general more hw threads

#

this is why i7's dominate same speed i5's

hushed ivy
#

hw thread meaning physical cores? ive found some server applications work faster if u disable hyperthreading, is UE4 the same?

#

well, i guess i should just test that

cursive dirge
#

I mean hyperthreading by that

hushed ivy
#

oooh ok

#

thanks 😃

cursive dirge
#

if you want faster build times, you may want to look into octobuild

honest rune
#

what mobo you running?

hushed ivy
#

oh neat! you use octobuild?

#

i havent picked a mobo yet, my memory is ECC so probably supermicro board

cursive dirge
#

I tried it, it was tad faster on my use

honest rune
#

if you run something that can handle intel optane, a 16gb or 32gb optane on your m.2 and a decent size hdd can outperform a decent ssd for a fraction of the price

#

as far as your disk io goes anyway

hushed ivy
#

i have intel P3600

#

😃

honest rune
#

what kind of a dent did that put in your pocket?

hushed ivy
#

I got the proc the RAM and the p3600 for 300 bucks from a sysadmin friend

honest rune
#

wow nice

hushed ivy
#

mobo went bad, they upgrading to Purley system so parted this one out

honest rune
#

just the ram right now would be twice that almost lol

hushed ivy
#

indeed, RAM is pricey these days

#

trying to convince myself I'll be satisfied with the compile times and everything before buying the mobo and gpu

honest rune
#

oh yeah for sure, thats enterprise datacenter level stuff lol would make a hell of a build server

#

mobo I've got for the build I'm slowly piecing together is Maximum IX Hero. Got it for about $300 at the time, now the price shot up like crazy since the X version for 8th gen intel came out lol

#

prefer this one I think though. I was looking at the apex or code mobo but that armor shit (as cool as it looks) would just get in the way

hushed ivy
#

Nice, do you have a proc for it yet?

honest rune
#

been waiting to catch a good deal on i7 7700k. Should have grabbed it boxing day

hushed ivy
#

nice, you no proc, me no mobo 😁

#

cant wait to finish it, feels good man

plush yew
#

any news on 4.19?

floral heart
#

canceled

pure jolt
#

talent

wary stream
#

@elfin jacinth nope

plush yew
#

anyone know mobile reflections well?

crisp fable
#

uh

#

guys

#

UnrealEngine/Engine/Plugins/Compositing/LensDistortion/CameraCalibrationOpenCV.tps

#

is that a tps report?

livid haven
#

Third Party (Something, I forget)

#

Open it as if it's a text doc, betcha it's licensing stuff

#

Yep, XML.

floral heart
#

I was trying to figure out why I couldn't get InterpTo movement working. It was a staticmeshactor.

crisp fable
#

wow, im looking at shader stuff in UE4

#

it might be less flexible but far out is unity easier 😐

#

i just wanted to create a little compute shader to do some sorting and the scaffolding code needed is nuts

cloud cobalt
#

Yeah, custom shaders in UE4 is pretty much hell from what I've heard

#

Part of the cost of not having to write custom shaders for 95% of projects since the material editor is so good

#

But still

devout gulch
#

you can now have shaders in plugins so that's easy now

#

but

crisp fable
#

look at this hot garbage

devout gulch
#

you can't use them to extend renderer to add new material type or something

crisp fable
#

i have a simple compute shader with 2 buffers

#

i need ALL THAT

#

i think i do anyway

#

like at this point i need a nap

whole wasp
#

haha im with you on that i also need a nap

granite vortex
#

Hi guys, i just bought a game based on the UE4. I would like to somehow view the whole map in an areal view/noclip around it. (Not interested in hacks or so, its a singleplayer game so no use for it). I managed to unpack the .pak file and am left with a cooked project.

#

Is there any possibility to do this?

#

some kind of model viewer etc? cant seem to figure it out...

pastel perch
cloud cobalt
#

Cooked projects aren't meant to be read

pastel perch
#

on the forum

#

is this a me thing, or everybody thing? 😃

#

this happend the last time I tried to go into the forums as well

granite vortex
#

@cloud cobalt i am aware of that. nevertheless, is there any possibility of accessing ghost/noclip without console (cant seem to bind the console to a key ingame)

cloud cobalt
#

Console isn't available in shipping builds, so no

#

Not to mention there isn't a noclip command in the first place, that I know of

sudden agate
#

A dream of mine shattered, when I realized UE-44904 is a "Non-Issue" 😦

latent moth
#

good morning, i have used a preview to set up a weapon in a socket of the sketeton. I spawn it in game with spawn actor from class and attach it to the socket. Why is my gun larger than the preview?

sudden agate
#

Make sure the Socket has an absolute (World) Scale and not a relative

latent moth
#

in the blueprint or in the socket properties?

#

(i mean, in the attachTo or somewhere else?)

sudden agate
#

in the Socket Properties

latent moth
#

ok thank uou raildex! will try that

hard ice
#

Hey guys, does the forum search work for anyone?

#

I get a Couldn't find controller file for Epicforum_Controller_Search

wary wave
#

currently broken

latent moth
#

Hi, I'm trying to understand how to properly set up a weapon in a socket. The instance I have is that the weapon needs to lay on the shoulder, but the hands are too far off (in the animation) hence I'd have to scale the weapon up (which doesn't make any sense).

What is the proper way to move the hands and keep the animations so that they fit the weapon?

wary wave
#

you don't

#

you have animations for hands that fit the weapon

#

you could try to adjust using IK, but mileage may vary and you might get funky results

latent moth
#

ouch

#

So, I have the Kubold ones, rifle-animset-pro.

#

How can I know if a weapon fits? Otherwise indeed I'm going to try IK

wary wave
#

I don't think you can know without actually testing it

latent moth
#

double-ouch, so I have to buy all of these assets 😦

wary wave
#

Kubold's anims would have been created with a particular mesh in mind

#

best bet though is to export and reimport with the necessary changes

latent moth
#

thank you ambershee, i'm sorry but as you probably have figured out i'm a noob (working hard though to get up to speed!). Export/ import what?

wary wave
#

the animations

#

though without experience editing animations, you're probably stuck at this point

grim juniper
#

There really needs to be a "run construction script" node for blutilities. Or something like that.

wary wave
#

I just put a custom event in the event graph

#

blutilities and construction script can just call that event 😉

latent moth
#

thank you 😃

grim juniper
#

Oh, wow. That actually works. Calling an event like that.

#

For some reason I didn't think anything in the event graph would run the construction script.

polar token
#

What's the adapted channel for asking more or less general questions? If I have a graphic related one for example, should I ask it in the "graphics" channel, or is there a questions channel that I missed?

grim juniper
#

I think you'd ask it in the #graphics channel.

polar token
#

I see. If it's a question directly related to something I'm working on (with screenshots), "work in progress" might be more adapted also?

leaden wave
#

Why do my builds in Visual Studio takes AGES even when I'm only editing a couple of lines

cloud cobalt
#

Depends on hardware, include practices

opal coral
#

can someone explain the SaveGame object to me? the docs say to make a new instance of it, write to it and call SaveGameToSlot - however, since it's a new instance, it doesn't contain any variables previously saved, right? isn't it more correct to always get the SaveGame object by calling LoadGameFromSlot? otherwise it will override any variables we don't set, with blank ones from a new instance?

wary wave
#

it won't contain anything previously saved, and this is the intention

#

you should override it with all the information you need each time

opal coral
#

but all the 'other' information must come from a LoadGameFromSlot then? isn't that just another SaveGame instance I could modify and save again?

wary wave
#

That other information presumably still exists somewhere, so why load it again? Otherwise, you would need to load it

#

and you could keep the original savegame instance around, nobody is stopping you doing that

opal coral
frosty copper
#

o: UE4 supporting glTF. does a happydance \o\

fierce tulip
#

"I am sorry but your rates are too high for me, I am just a small time indie without any funds"

  • Send from Iphone X
wary wave
#

hahaha

tall pendant
wary wave
#

it's right up there with people in the forums who complain about Steam Direct's $100 fee being too high

#

...and how much does your development hardware cost?

fierce tulip
#

we had the same people when ue4 still was 20/month

frank escarp
#

it was good to filter them out

obsidian nimbus
#

it was 20$ and 20$ a month if u wanted updates right?

wary wave
#

yeah

#

you could unsub if you didn't need updates

obsidian nimbus
#

@fierce tulip dont you have a sad sob story to send back?

fierce tulip
#

i should reply with "I can understand that"

  • send from nokia 3210
obsidian nimbus
#

lol

frosty copper
#

🤔 Doesn't take that long to save up enough for Steam.

cloud cobalt
#

If you're going to sell your game on Steam you might want to be real about it and incorporate, anyway

frosty copper
#

I'm still thankful they went as low as 100.

#

was anticipating at least a thousand.

wary wave
#

I'm still of the opinion the barrier to entry for Steam should be four digits

#

it would do a lot to keep the asset flips and trading card scams out

tall pendant
#

I'm still for 3.5k+

#

but hey..

fierce tulip
#

id be fine with that as well

obsidian nimbus
#

nah fuc dat, steam is greedy enough as it is

frosty copper
#

I'd be fine with it if I was in a financially better position. X)

wary wave
#

it's a recoupable fee, so greed doesn't come into it

fierce tulip
#

yea, but now steam is useless as it is unless you have a huge following, some giant youtuber picks it up, or you spend gazillions on marketing

wary wave
#

@frosty copper - if you have a product worth selling, raising $1000 shouldn't be that difficult

#

now if you want to make anything back you need to spend five digits on marketing 😉

frosty copper
#

shouldn't

frank escarp
#

ive said many times, the best number would be between 500 and 1000

frosty copper
#

🤔 and that sounds more favourable to studios that are between Indie & AAA.

frank escarp
#

that is the minimum you need to fuck the cardfarmers/flippers

wary wave
#

heck, if I thought you had a product worth selling I'd take the risk and loan the $1000

#

a lot of the cardfarm / asset flip games seem to make around $2000-3000 at the most, so yeah

#

the majority earn less, but go for quantity

frank escarp
#

flippers make a couple hundred dollars

frosty copper
#

shrug first game myself and my partner are making is just a small partygame that's... essentially Mario Kart & Gangbeats offspring. :p

wary wave
#

nah, I ran the numbers on a fair few of the titles - over a one year period the successful ones tend to make around $2000

plush yew
#

Morning guys

wary wave
#

you only need one or two successes to offset the cost of ten or twenty failures though

plush yew
#

😄

frosty copper
#

o/

surreal viper
#

it's not that easy of a question imo, because 1000$ maybe isn't much in usa but it is in other places

frosty copper
#

🤔 also depends on if they account for different currencies too

surreal viper
#

let's say I'm an indie dev and I'll fail cause i make an okeyish game but people are not interested

wary wave
#

$1000 is three months rent here, but I still think it's a reasonable number

surreal viper
#

loosing 100$ after years of development without full time work

fierce tulip
#

if you cant pay the 1000 dollar fee, sell the computer after you are done developing your game XD

wary wave
#

haha

surreal viper
#

sounds better than loosing 1000$

#

my computer does not worth 1000$

wary wave
#

it all comes down to confidence in the product and a sound business plan

#

if you're worried about losing $1000, why are you even releasing on Steam?

surreal viper
#

I'm not worried about losing 1000$, I loose 2-3 years of dev time anyway

#

but 1000$ is a month of dev cost

frank escarp
#

@surreal viper 90% of the scammers are russian

surreal viper
#

for my slave team

#

myself included

frank escarp
#

an employee in spain would cost me at around 1500 euros month

surreal viper
#

I think if valve would want to keep the scammers outside of steam they could

#

without higher steam direct cost

frosty copper
#

Didn't steam start quality checking games with Steam Direct anyway?

frank escarp
#

i think they just give zero fucks

frosty copper
#

or is it the complete opposite?

frank escarp
#

they want the store to be completely automated

#

google play style

tall pendant
#

QA on steam? lol

frosty copper
#

oh. Fun. x_x

#

🤔 is game reporting a thing?

wary wave
#

yeah, but it takes a LOT of reports for them to do anything

frank escarp
#

they only do so if you talk shit on reddit

#

and it becomes public

surreal viper
#

anyway if it would be 1000$ I would live with that but im not sure if it would be better or not

frank escarp
#

reports are worthless, put it on reddit going "why the fuck is this trash on steam"

#

then it will get deleted in no time

wary wave
#

@surreal vipera - you'd probably be better off

frosty copper
#

figures. also guess it's not that blatantly obvious either. DX

frank escarp
#

like that dev who got deleted becouse he told employees to write fake reviews

#

something EVERYONE DOES

wary wave
#

since the market would be less saturated with low quality throwaways, it would work to help your visibility

frank escarp
#

and a lot of russian scamdevs use bot farms or extremelly obvious bots

#

wich is extremelly obvious

#

like, 1 hour played, 1 game in the account. "pepe54323" account name, and "Nice Game!" review

wary wave
#

Steam's optimum number of new titles is probably no more than around 10-12 a day

frank escarp
#

should be that, a week

tall pendant
#

I think those games/devs who get taken off Steam, must also show a certain amount of actual fraudulence.

wary wave
#

once that number gets higher, discoverability starts to diminish

frank escarp
#

dude discoverability is already shit and its currently around 10 a day

frosty copper
#

grabs a popcorn equivilant 🤔

wary wave
#

it's more than 10 a day, haha

#

it was something like 40 a day post Steam Direct

surreal viper
#

it can't be that bad, someone said she found my game in steam, was looking for work as a voice actor 😄

#

so at least one person found my game, yeah

light bough
#

hello there

#

do you know of a template for split screens ?

wary wave
#

yeah, nearly 8000 games were released last year - the majority of which after June (Steam Direct)

surreal viper
#

this year and next will be even more meh I guess

#

marketing value of steam is like 0 😢

wary wave
#

this is kind of what I mean - with the barrier to entry so low, you have to compensate with a way larger marketing spend in order to attract any attention

cloud cobalt
#

Like @wary wave said I was really hoping for four digits myself

#

I strongly believe it would keep Steam better both for gamers and developers

#

That ship has sailed obviously, discoverability is already gone

#

Now the barrier of entry will be four digits in marketing

frank escarp
#

greenlight would work

#

if it was moderated

#

and russian/ukranian "free games" groups (used to get scam votes) get banned

#

jim sterling did a video about them

#

essentially they give free games to get tons and tons and tons of people following onf acebook

cloud cobalt
#

Greenlight was very easy to get through without cheating, really

frank escarp
#

and then they go "vote this game and get a free key of whatever"

#

they would be comically easy to ban

#

as they all follow a direct pattern and are extremelly obvious

#

ban the fuckers

#

let greenlight work as it should

reef mortar
#

well, no more Rock Simulators hopefully @frank escarp

cloud cobalt
#

The other route is what GOG does

#

Manual, human review with very high standards

frank escarp
#

the "money" barrier is PS4

#

to release in ps4 you need to buy a devkit

#

and buy PEGI (for europe, 1200 euros)

#

so beetween devkit, pegi, and a couple other misc costs, it goes to 4000€ easy

#

thats what i spent on DWVR for ps4

#

from hardware, devkit, pegi, and some people i hired to do a couple translations

#

i made 30.000€ NET profit from it

#

so been a sweet profit

#

sadly, PC indie market is 100% dead this days, thanks to steam

#

the best indie market right now is switch, by far

#

followed by consoles

#

but switch is hand reviewed, and it needs to meet nintendo standards and lineup

cloud cobalt
#

I wouldn't say the PC market is dead, it just has a lot of competition that makes it really hard for your game to get noticed

frank escarp
#

visibillity is a bitch

#

you better know how to market

#

becouse how good your game is means nothing now

#

at least in consoles, as very few games release every week (maybe 10 or so) it means that your game stays on the "new releases" for a month or similar

#

and people will download and check it

#

in steam you get buried by default

#

it doesnt matter how good your game is if no one knows it exists

vale osprey
#

It’s fun to spend 50k to make your game and then 100k on marketing 😄

#

Thanks Steam you are truly the defender of Indy devs

obsidian nimbus
#

@light bough there is a checkbox in project settings for splitscreen

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and its on by default

#

drag a 2nd player pawn in level, done, profit

vale osprey
#

don't forget about regular sales too

#

with 75% off on all kind of AAA games, your indie game for 15-20$ is more expensive than a AAA during sales

cloud cobalt
#

@frank escarp To be fair, Steam doesn't owe indie anything.

vale osprey
#

beside their existence in a first place

#

don't forget that indy is not only small teams projects

obsidian nimbus
#

valve used to be cool....

vale osprey
#

at point when Steam started to get traction you had large studios self-publishing on it

wary wave
#

there are indie studios with tens of employees, and indie studios with hundreds

#

and yeah, Steam gained a lot of traction because of the latter in that regard

obsidian nimbus
#

like counterstrike mod didnt help em? id say they owe a lot 😛

cloud cobalt
#

Well yeah, Steam got big, but they have no reason to care now. Just being real here.

vale osprey
#

that is yeah, agree

frank escarp
#

steam takes 30%, at least they should offer nice stuff

#

devs that do offline games dont use any of the steam things

wary wave
#

they offer access to the only PC marketplace that people will use

#

that's worth a lot

cloud cobalt
#

^

wary wave
#

the fact their service is shit is a result of consumer trends

frank escarp
#

at least they allow you to sell keys outside

#

and not give % to steam

cloud cobalt
#

What I wanted Steam to do (too late to do it now) was an expensive Direct, or some manual review of games

#

They would have made as much money

frank escarp
#

ive been talkinga bout the 500$ fee since direct was announced

#

and i think im still correct about it being a sweet spot

#

at least culls the mayority of the scammers

cloud cobalt
#

500 or 1000, yeah

frosty copper
#

having an easy "flag as spam" on the main page in blatant sight for a couple months and actually reviewing said flagged uploads would be a good start 🤔

obsidian nimbus
#

if u upload a project on steam that just opens ur itch page, ur a freakin boss 😛

vale osprey
#

too easy to abuse

frank escarp
#

tfw itch io does many, many things better than steam

#

and its actually a better store

#

and its 2 random guys

#

and they can take like sub 5% if you set it

cloud cobalt
#

And no one uses it

vale osprey
#

in case of greenlight there where already cases when people demanded ransom or they would "downvote" your sumbission

cloud cobalt
#

^ downvotes were ignored on Greenlight

frank escarp
#

precisely thanks to russian mafias

frosty copper
#

Plus it could easily be a system where, after it's been reviewed, and said "reports" were false, the button could be removed. 🤔

frank escarp
#

who would mass downvote you

vale osprey
frank escarp
#

amazin

#

but look at a couple things

#

itch io let the guy made the store page "themed"

#

to his game

#

with old DOS style fonts, and the green background

vale osprey
#

custom page exactly

wary wave
#

Steam used to do that

frank escarp
#

its not like its "too" custom

#

but its quite nice

wary wave
#

used to

frank escarp
#

why did they remove it? i would love to have it

#

makes the game pages more personal

wary wave
#

I guess that went out the window when they opened it up to any old shite

cloud cobalt
#

So how much money did this game make on Itch ?

frank escarp
#

beetween 0 and 10 dollars

#

probably

#

XD

wary wave
#

too hard to police it, I suspect

frank escarp
#

itch is really good, better than steam, but no one uses it

frosty copper
#

heh, MySpace all over again? 😏

frank escarp
#

@wary wave thats a good point

cloud cobalt
#

The reason I don't bother getting my game on itch is that I don't see better visibility there, or nearly as many users

frank escarp
#

remember valve onlly wants true automation#

frosty copper
#

And that's a similar case with anything I s'pose.

wary wave
#

itch won't gain traction unless they get killer apps

frank escarp
#

doing nothing while it just generates money automatically

vale osprey
#

@cloud cobalt it's in alpha, this is the developer that made Papers Please

wary wave
#

it's the same with any competition platform

frank escarp
#

zero employees and zero customer support or reviews