#ue4-general

1 messages ยท Page 191 of 1

cinder iron
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as soon as you don't pay

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why not

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xD

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as a trial ofc

polar token
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Hi, am I supposed to use Matinee or Sequencer? Aren't they doing the same thing?

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Also, I have morph targets imported in Unreal, but how can I use them?

cloud cobalt
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@plush yew You need your netcode to handle lag cleanly, lag is just a fact of life

plush yew
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@cloud cobalt ya but h ow lel

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how do u know whats bad or good net code

cloud cobalt
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That's easy, set up lag simulation in UE4 to have 100 lag and 100 variance, plus some packet loss, and see if it's smooth locally

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If it's not, then you need to work on the netcode ๐Ÿ˜ƒ

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As to "how", that's harder and depends on which UE4 classes you use

carmine lion
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@fierce tulip was looking for the Dynamic Paramter but I am using GPU particles so this is unavailable ๐Ÿ˜ฆ

cinder iron
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aye I support somehow till 150

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@plush yew @cloud cobalt

plush yew
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?

cinder iron
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in my situation above that thresold I stop looking

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Net pktLag=150

plush yew
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oh

cinder iron
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you can even force the machine even more to the 2 hundreds

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but yes, you will notice some obvious delays

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as always

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you have lags aswell in the editor itself

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just calculate the time a variable takes to replicate

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it's never instant

fierce tulip
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@carmine lion in that case you can use "particleRandom" which only works for gpu

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(in the material) it outputs a random 0-1 value. though i think its limited to 32 different values between 0-1

cinder iron
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Sorry that I come again with the same question, did someone here used ULocalMessage for something?

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Context:

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ClientReceiveLocalizedMessage(TSubclassOf<ULocalMessage> Message, int32 Switch, APlayerState* RelatedPlayerState_1, APlayerState* RelatedPlayerState_2, UObject* OptionalObject)
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BroadcastLocalized( AActor* Sender, TSubclassOf<ULocalMessage> Message, int32 Switch, APlayerState* RelatedPlayerState_1, APlayerState* RelatedPlayerState_2, UObject* OptionalObject)
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Those two functions are located in the Controller and the in GameMode and they are an important part of the "main messaging" system of Unreal Engine aka ULocalMessage

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What I cannot understand is why they somehow limit it to only two PlayerStates; instead of allowing to have an array of PlayerStates and let the user decide how to manage those.

restive eagle
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renaming actor component crashes the editor, any ideas?

weary basalt
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Dont rename it?

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Try fixing up redirectors first

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Or removing the component from all Actors

restive eagle
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this component for no reason started to crash editor on compile for that bp, but even if i remove it, editor still crashes

cedar snow
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maybe you're still referencing it somewhere?

restive eagle
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no redirectors though, oh right im casting it from other places, but thats seems like a lot of unnecessary work

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if i make a duplicate of that component its fine, but i already tried changing with duplicate everywhere and even more problems appear ๐Ÿ˜„

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trying few older back up versions, might find smth

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hmm it still works normally on the old version, but i shouldnt be too suprised when smth like this happen from nowhere

sleek spear
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i have a "loading" level stat streams my main level and "add and make visible"

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when streaming is completed. but then i get a flash of my main level before the fade in animation starts playing

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how can i solve this?

grim ore
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have you tried fading in to black in your main loading level before you load in the main level?

gloomy helm
sleek spear
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@grim ore right, i can try that

fading magnet
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Anyone have any tips on Network settings to check when setting up a Swarm? I have both machines recognized, but the Remote Agent doesn't seem to do any of the work although it shows up as Available in the Coordinator.

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Why won't it pulls its own load? Any ideas would be greatly appreciated

sleek spear
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@grim ore nah it doesnt work. any other ideas anyone?

plush yew
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ShooterGame's GameInstance is very confusing. They have lots of TSharedPtrs to slate widgets and seem to do lots of direct calls on those widgets to add / remove from viewport and directly pass in text values. Would a more modern approach be to store all functions relating to any widgets in a HUD class and have the GameInstance just have a reference to the HUD that it can call these kind of events on?

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For example check(!WelcomeMenuUI.IsValid()); WelcomeMenuUI = MakeShareable(new FShooterWelcomeMenu); WelcomeMenuUI->Construct( this ); WelcomeMenuUI->AddToGameViewport();

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Should I be putting a direct reference to a UUserWidget WelcomeMenuUI class in the GameInstance, and not the HUD?

livid haven
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Yeah, I'd say so.

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The HUD thing I mean.

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Would have the HUD keep the UMG widget pointers and have game instance communicate with the player's HUD.

plush yew
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Ok perfect thank you very much @livid haven

livid haven
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Though, I'd probably invert that as much as possible - have the UMG widgets talk to the game instance, not the other around.

plush yew
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I'm trying to figure out how much the widget itself should handle, e.g. in this case the GI is calling direct functions on the widgets

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Well in this case the GI is responding to an event, so it has to tell the widget to add itself or remove itself etc

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Not sure how I could invert that as the widget doesn't know the current state

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Would love some docs on the ShooterGame GI, it's doing so much and I barely understand it

livid haven
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GI can have multicast delegates.

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HUD can get at the GI and bind to those delegates in order to respond to them.

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GI can broadcast those delegates when whatever it is happens.

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GI knows nothing about any HUD at all - not the class, not an instance, nothing. HUD knows about the GI subclass and the delegate.

plush yew
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Great idea, so then if the widget isn't there, the GI doesn't care, the widget handles itself

livid haven
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Yep.

plush yew
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I'll definitly try to implement that if I can understand the GI overall

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It has tons of stuff for splitscreen and consoles and it all kind of blends together

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And classes like ShooterGameViewportClient

livid haven
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This is the general pattern for practically every single case of communication from gameplay to UI - delegate on the gameplay stuff, bind from UI stuff. UI stuff just directly calls things on gameplay stuff, generally.

plush yew
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Got it, thanks a lot! For things like an update to a kill counter UI text element, I had for example the character that died call an event on the controller that killed it, which called an event on that player's HUD, which called an event on his UI widget which updates the text variable that is bound to the kill counter

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Not sure if that is an ideal way of doing it

livid haven
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I'd probably have had the character broadcast a delegate, which the controller has bound, then have the controller broadcast its own delegate, which the game mode has bound, which in turn calls a multi-cast function on the game instance, which has its own delegate it broadcasts, which the UI would have bound.

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UI binds to game instance's delegate, which is triggered by a multi-cast function called on the server by the game mode in response to a controller reporting death via broadcasting its delegate, which it triggered in response to its possessed pawn's death delegate being broadcast.

plush yew
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Is there a reason to go through the gamemode and gameinstance in this case instead of directly going from controller to hud to widget? Sorry I just don't understand the reasoning behind the delegates other than them being nicely non dependant / specific

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I had previously run all my UI logic directly from the controller, but have since moved it to the HUD, but now it seems the game instance gets involved, so not sure where to call things

livid haven
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It's 100% for the purposes of limiting the coupling/dependencies.

plush yew
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Ok got it. If I had a limited scope with my project and didn't mind the direct calls, is my first method still ok?

livid haven
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The particular route of it all has more to do with what information you need and the flow of RPCs.

plush yew
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I just want to update it in an event based way instead of the horrible cast bindings I see which casts to the controller on tick essentially from the UI

livid haven
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Not sure what you're referring to there.

plush yew
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As in many tutorials for something like a kill counter may cast directly to the controller, get the playerstate and get the kills and bind that

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So if's bound, it's essentially casting frequently, right?

livid haven
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Doing what I described is also trivial in terms of complexity - you're not really saving anything by sticking with A calling methods of B than you are by having A call Broadcast on a delegate and having B bind to A's delegate.

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Er, you're mixing terminology with that.

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Binding a delegate has nothing to do with binding a property.

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Binding a property is the stuff that ends up getting executed every frame.

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Binding a delegate is doing things in an event-driven manner.

plush yew
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Sorry if I was confusing, basically what I meant was that you can update a single bound UI property in a once off, event based way such as from a character that was killed, either directly through the controller, or as you described with a delegate OR it is possible to bind directly to a controller / playerstate cast which does not work in an event based way

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I see a lot of tutorials doing it the second way, but it definitely feels much more efficient to do it the first way

livid haven
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bind directly to a controller / playerstate cast - this statement doesn't make any sense to me at all. :X

plush yew
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As in you bind the text value in the UI widget

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So instead of binding a single property "int kills" you'd bind to a big cast function

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I had though that the event based approach would simply update that kills property

livid haven
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That would be binding a property to a call a getter function, sure.

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That's generally undesirable.

plush yew
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Ok got it, thanks a lot

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I'll do my best to understand delegates more to make use of what you told me

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Definitely seems nice and generic with no dependencies

livid haven
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It can be fine if the getter function you give it is simple and the value is likely to change often. Often enough that you're not really saving much by trying to make it be event-driven.

plush yew
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Well if you have to cast, I assume that's a no- no?

livid haven
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Eh, sort of. I mean, you could always try to cache whatever you casted.

plush yew
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Yeah if you made a reference to your playerstate when the widget is constructed, and simply bound the kill text to "PlayerStateRef->GetKills" would that be more efficient than constant casting?

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The upside of getting the value FROM the UI is that you don't even have to think about the UI when writing the character death function for example. If the UI can cheaply update from the playerstate, then no need to update in an event based way

sleek spear
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can a level sequence send an event to a pause menu widget?

grim juniper
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Anybody know if this is in the dev-geometry branch on github? https://trello.com/c/enJK2Tc7

We're adding rich Blueprint and C++ APIs that allow you to construct and modify meshes both at runtime and in the editor. It's easy to perform complex operations on meshes such as splits, extrudes, and insets using new functions. You can contro...

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burnt charm
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Can anyone point me in the direction of some good c++ tutorials for unreal? Just about everyone in finding is blue print specific

obtuse path
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Anyone know how long it takes for answerhub questions to get approval from a moderator?

wary wave
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usually less than 24 hours

obtuse path
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Cheers, fingers crossed it won't be too much longer then, still another 8 hours until 24 hours

soft garden
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hi, someone know ho to increase performance for skeletal mesh clothing?

tall pendant
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hmm perhaps reducing the vert and joint count. Not sure.

floral lion
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Someone knows why FoliageLOD in LODGroups is just one LOD Level ?

fierce tulip
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<< when you get your gear all set up for a client so you can make their elemental character look awesome and they forget to upload the maxfile <<

floral lion
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Is there a better way than going over every static mesh to check their LOD Group ๐Ÿ˜Š ? Like a unified editor window / asset window ?

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( I mean iam almost done with it anyway and will just slap the artists hands - but just to feel stupid now i've done them all :x )

crisp fable
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you know the best part of using world composition?

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4096 individual levels take about an hour to save

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its the greatest

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and building grass maps takes about 3 hours

grim sinew
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You don't want to see what it's like building LODs for all those.

honest vale
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you have too many maps

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๐Ÿ˜„

crisp fable
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16km split into 256m chunks is reasonable

devout gulch
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does unreal RHI support sparse 3d textures/tiled 3d volumes ?

frank escarp
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@devout gulch i think distance fields are 3d textures

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so you can start there

devout gulch
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ok thanks (;

crisp fable
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yeah check out how they store the global distance field

honest vale
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@ornate rock dpends on the resolution of the landscape I suppose

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wtf discord

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this tagging system sucks

ornate rock
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Hello yes, I am George Lucas.

honest vale
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I meant @crisp fable

devout gulch
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ok

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it seems unreal RHI doesn't support sparse 3d textures ;/

vale osprey
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you need 11.2 DX for their support

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id adoption is not high or not supported on consoles then that would explain

devout gulch
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all consoles support it

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I mean

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Ps4 and XBox

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I guess it's typical "we don't need it, so we don't add it"

honest vale
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yeah

brittle tapir
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You know...I would love a feature on unreal docs to mark a page as outdated, or provide direct feedback on it. I see no such option ๐Ÿ˜ฆ

honest vale
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I'd settle for a working breadcrumb nav bar (okay, that would be great too ๐Ÿ˜› )

brittle tapir
oak linden
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How would I go on about making procedurally generated landscapes?

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I understand this is a massive beast

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but is there a tried-and-true way to handle it in UE?

honest vale
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use procedural meshes

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actually

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I'd just use the various voxel based solutions

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they cost few tens of dollars

cloud cobalt
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There have been a few implementations of procedural landscape in UE4 yeah

oak linden
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I'll take a look at those, then

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Thanks

wary wave
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IIRC, there's a half decent free voxel plugin on the forums

oak linden
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Aha

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I'll check it out

cloud cobalt
wary wave
oak linden
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Excellent

plush yew
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Hey guys !
I'm looking for a little assistance. I'm looking to resize a bunch of textures in my project. They were imported as 4K and are now jamming my viewport when I load the world in editor. The textures are authored in a build as 2K and 1K and all is well there, but in the editor they're giving me hell.
I have about 700 maps that I'd like to reimport into my project, and on the import I was hoping to find a way to author them only as max 2K (even if the source is 4K or 8K).
Fiddling with the LOD bias on the maps obviously doesn't do the trick since those settings are only valid in a build.

any suggestions before I blow my brains out resizing all my source files?

wary wave
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might be able to select all textures and edit their property matrices

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but they're probably still going to be stored as 4k until cooking

plush yew
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The textures are already being scaled down for cooking, as you said. But the source still remains way too big

wary wave
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time to batch resize source files then, I guess

plush yew
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that seems to be the only logical solution here yeah

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thx!

grim ore
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Oooh.. Niagara is going to be officially useable soon according to the GDC stuff. Finally!

wary wave
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oooooo

upper heart
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Is Niagara going to be an experimental feature at first?

cloud cobalt
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Well, it's been that way for three years now hasn't it ?

upper heart
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ahh idk I haven't paid much attention. I'm not really looking forward to learning another system since I've been using the current one for so long ๐Ÿ˜›

cloud cobalt
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Niagara has been a WIP for almost four years now

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Kind of skeptical about that "soon" qualifer ๐Ÿ˜›

grim ore
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Premiere of the all-new 2018 Student Sizzle Reel
...
Reveal of Unreal Engine Niagara visual effects tool```
fierce tulip
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hnng

zenith flax
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Hey Matthew, where did you get this information? Can we get the rest of whats being shown? ๐Ÿ˜ƒ

maiden swift
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Looks like it's from their 2018 GDC Education Summit.

frank escarp
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get fuckinh HYPED

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also becouse niagara is like houdini VOPs

zenith flax
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Wow thats awesome news!

frank escarp
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wich means, fully "scriptable" particles

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@fierce tulip RIP you, gotta learn trig and linear algebra for the coolest effects

maiden swift
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I wish I could attend GDC, or even this education summit.

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I enjoy teaching my clients about Unreal.

grim ore
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they sprung the education summit on us at the last minute, I can't make it as I'm not booked in till the next day ๐Ÿ˜ฆ

zenith flax
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Thanks for the link pfist - I wish I lived nearby so I could attend ๐Ÿ˜ฆ

frank escarp
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meanwhile in europe

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no GDC anymore ๐Ÿ˜ฆ

fierce tulip
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@frank escarp i doubt it, since its mainly node based I am sure I can get what I want without understanding advanced math

astral trout
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Knowing epic and their tools it will probs just make him more OP (after a few bug fix releases haha)

frank escarp
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@fierce tulip but the kind of things you would do in such a thing are mostly trig/algebra

fierce tulip
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doubt it

frank escarp
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what i would love, is if you can easily "plug" variables from blueprints into the node graphs of niagara

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it would allow me to do tons of cool stuff

fierce tulip
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i rather have it contained, the less you need to control things from the outside, the better

wary wave
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I'm all for heavy paramaterisation

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the current system isn't great in that regard

fierce tulip
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oh I dont mind that, but if possible I want to control it all within niagara without the need to make blueprints for it

bitter iris
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Friday the 13th you walk through foresty areas

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I guess

plush yew
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another game please. is there a horror game where you walk trough a forest? i know THE FOREST. friday the 13th.

devout gulch
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@fierce tulip I disagree

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I want ti controll as much as from gameplay as possible

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self contained effects are good for one offs

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and if you budget to afford creating specific effects for specific situations

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but if you can moprh effect at runetime to fit situation it's win

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or nevermind

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you were talking about something else ;d

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anyway I called it

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:if they don't show Niagara on this year GDC, it is scam" ;d

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anyway

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I'm trying to imagine this year feature trailer

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half of it will about features from past year

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40% about about support for 100 player multiplayer

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and 10% about Niagara;s

latent moth
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Hello everyone, I have a server event that gets called on the server only (event restricted by authority), from that event I issue a multicast to all clients but only the server receives that event... Have you ever seen this behavior?

azure shore
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ugh, why in the material editor some options are just disabled

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like opacity

latent moth
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The ServerMulticastImpact event

azure shore
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I can link them to nodes but they're gray and don't work

restive eagle
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so yesterday on compiling a blueprint would crash my project without giving any indicators why it occurred, i tried rebuilding everything from a backup and it solved my issue temporarily. Today i figured out if i kept my old project name it would always crash, but once i change the name of my project name it stopped crashing. Any insights why this occurred in the first place?

azure shore
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so uh

restive eagle
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DJ just change your material blend mode

azure shore
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um ok

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but where is that?

restive eagle
azure shore
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oh yeah found it, but what to?

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translucent might work

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ah

restive eagle
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either masked or translucent

azure shore
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maybe not quite

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translucent works with the actual surface but the texture is massive

restive eagle
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i dont have any experience with materials so cant help you more

azure shore
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actually maybe its nice like this, thanks anyway

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it is water so doesnt need a texture actually I guess

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wow I was literally just playing with this in the play window and then all of a sudden out of nowhere an old glitch bugger comes back wtf I have NO idea how to fix that

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for some reason when Im in water and not moving if I move up or down it faces one direction all the time

harsh tiger
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Question about Maya LT. I'm currently using the educational version of Maya and was wondering. If I was to buy the LT version of maya for a month and make a bunch of models for that month and then released the game a few months later. Would I still be able to make money from that game even though I only have the license for a month? I've tried looking online but not finding much useful information on autodesk and was hoping someone here knows the answers. Thanks

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Note: I know if I do buy the LT version I couldn't use any models I made with the student license.

azure shore
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what? thats ridiculous

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could you not save them as fbx then edit them?

harsh tiger
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which, the models I made from student license?

azure shore
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yeah

harsh tiger
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i dont think so, from what I read the models made in the student license are tagged and autodesk can see what license you was using at the time.

could probably get away with it if you put the models into blender and then re export, thats something i've heard a few people do. but dont want to risk it

azure shore
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maybe, make a copy? thats really stupid that they do that though

harsh tiger
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im sure someone has found a loop hole. but i dont wanna try and cheat the system and play it safe haha

latent moth
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No, it's not a stupid thing to do, licenses are there because programmers pay their rent with this. Unless you are using unreal just for fun, you'll want to sell your game and you'll probably not be ok with a version of it cracked.

azure shore
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dont you hate it when something thats worked fine for ages suddenly stops working for no apparent reason?

harsh tiger
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@latent moth do you have the answer to my question?

latent moth
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No, I would have written it to you. ๐Ÿ˜ƒ I do not use Maya.

wide kayak
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@latent moth cBlobWave

latent moth
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hu? ๐Ÿ˜ƒ

wide kayak
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A3 Discord, you primarly posted in model makers channel. We spoke few words

latent moth
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oh damn! that midnight ๐Ÿ˜ƒ

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this trend of arma modders getting to unreal lol

wide kayak
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Lol. Yeah, it's interesting. Although i've been using ue4 ever since it first launched.

latent moth
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oh nice

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yeah i primarily posted in terrains... that was my stronger suit ๐Ÿ˜ƒ I suck @ models

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this is what i love with unreal

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terrains are awesome

wide kayak
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Oh thats right, yes very easy to use.

plush yew
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@harsh tiger fairly sure anything you make and save out during your LT licence period can be used indefinitely into the future without an active license

harsh tiger
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@plush yew thanks! I looking to release on Steam. Has anyone here released on Steam? And if so the $100 fee you have to pay for Steamworks, does that last for a year or for life?

plush yew
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FFS I forgot to save my project, OH MY GOD

shy heath
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rip

plush yew
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30 minutes of work for fucking norhing aaggggggg

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oh well

shy heath
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does enyone know how to change a gmod player modle to a ue4 rig i converted it with blender and it still wont work

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and watchd like 500 vids

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eny one here

plush yew
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@harsh tiger also pretty sure that is for life per title (100 per title)

harsh tiger
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@plush yew Thanks again!

azure shore
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aw moon I feel your pain

azure shore
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very proud of myself for making crouching all myself, no online help

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then like you guys are making, idk, planet generation or something

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mate I also somehow accidentally made crouch jumping!

plush yew
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lol

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@shy heath try converting the models and making it a single object, then rig it, then export in FBX or DXF or DAE and then send it to Unreal

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if you are using FBX, make sure your textures are in FBM

shy heath
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thank you

plush yew
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Np, hope that fixes your problem! :)

plush yew
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Anyone know how to really lower the amount of memory on a dedicated server

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my game is literally costing me $40 a month or more per server with digital ocean just because of memory usage

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lmao

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It's actually detrimental to my income Lel

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Just wondering if there is anything I can change in my code to do this

cinder iron
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ayee, use the profiler as the main point. A secondary point is look for your networking structure, you might be able to reduce the amount of calls intruducing some roling checks and LocalControlled checks

plush yew
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well the memory goes up when loading tiles

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of my map

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like this stuff

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from world composition

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every time it loaded a tile it used like +200mb of ram

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and there is like 10 tiles

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or 20

cinder iron
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Uf world composition performance

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I'm out, I can't really help there too much. I would need to dive a bit more in there.

plush yew
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xD

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yeah i mean

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its not like $40 per server is too much

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but it seems like 5 gb of memorry to boot a server with 0 players

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is just ridiculoous

cinder iron
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Realisticly speaking what I would do is trying to know data. As much as posible. Because maybe what you see is just normal on average for that kind of setup

plush yew
cinder iron
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I can't really tell myself, I have not much of experience in that field. But if you can contact with someone making a similar game as yours and compare numbers

plush yew
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i mean

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i could probably boot up like

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a rust server

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or maybe a conan exiles server

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and just see lol

cinder iron
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You need one made in unreal and with WC on

plush yew
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I think ARK uses world composition

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and so does conan

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both made in unreal

cinder iron
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I never played those games, but for ark you have the mod editor maybe you can explore better if they do have it or not.

plush yew
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oh

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the mod editor is absolute trash

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runs on 4.8 lel

cinder iron
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๐Ÿคท

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Thats the engine version they use

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So...

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Its heavily modified and with a ShooterGame base as I've been told

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But still

plush yew
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it is

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bro

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the game literally says

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ShooterGame.exe

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LOL

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when u look at it

cinder iron
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Hahahah, really? XD

plush yew
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yeah see?

cinder iron
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Well, starting with ShooterGame as a base is not bad

plush yew
cinder iron
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Why reinventing the wheel if it already exists lol hehehe

plush yew
#

yeah i guess

#

though a lot of stuff in shootergame

#

in my opinion

#

is poorly made

fierce tulip
cinder iron
#

They do have a RPC called w/o ownership that leads to a warning when you swap weapons, but in general ShooterGame code is what it describes, a ShooterGame

#

Just go ahead @fierce tulip <3

fierce tulip
#

i got a maxfile with an npc, skinned and animated.
I add uv-channel, everything messes up.
I add vertexcolors, everything messes up.
I dont do stuff and export it, bones dont work.
while the author of the npc can do all that just fine and get it working

frank escarp
#

@plush yew shootergame can pass the TRCs of every single platform

plush yew
#

yeah?

frank escarp
#

it can pass Nintendo tech review, Xbox tech review, PS4 tech review, and it supports friend lists/leaderboards on all

plush yew
#

i know

#

at least thats what they say on the page

frank escarp
#

ive used shootergame quite a lot of times as an example

plush yew
#

im not saying its bad

#

im just saying some of it is questionable lol

frank escarp
#

shootergame is designed to be an example

#

its kind of overengineered

#

what ark did, of using it as a base

#

is utterly retarded

plush yew
#

mhm

frank escarp
#

how the fuck can they be so lazy holy shit

#

shootergame is not designed to be extensible, it will get in the way

#

the idea of it is to act as an example, and allow people to use its code when they need stuff like achievements

#

but not to use as base XD

plush yew
#

i mean

#

did u see the screenshots i pomsted?

#

posted*

#

LOL

#

i didnt make that shit up man

frank escarp
#

yeah, you talking about shootergame in ARK

plush yew
#

yep

#

they literally took shootergame example

#

as the base of the entire game

#

even the .exe file is called "ShooterGame.exe"

frank escarp
#

they ended up rewriting all of it. wich is the fun part

#

becouse nothing ark has comes from shootergame

#

the fun part, is that they gave so few fucks

#

that they didnt even try to change the name

plush yew
#

mhm

#

its kind of funny tbh

#

imagine if someone exposed this shit

cinder iron
#

Blanco you are being a bit radical there

#

XD

frank escarp
#

@plush yew it is known

#

its on the steam forums

#

it was also ShooterGame.exe before

#

now they changed it to Ark.exe

plush yew
#

no

#

its still ShooterGame.exe

frank escarp
#

it also was shootergame.exe when you played the game windowed

#

didnt they fix that?

plush yew
#

i just checked lol

#

i dont think so

cinder iron
#

I'm kinda rewriting shootergame in a more component system approach and it is reliable and feasible

#

And I hope it still passes the tech things

latent moth
#

I keep having a clipping issue in my TPS that my gun is clipped to the end close to the camera. However the camera is attached to the head and definitely does not intersect the gun. What can I do?

plush yew
#

@cinder iron i googled it btw

#

evidently ark takes 6 - 16 gb of ram to run a server

#

so i geuiss mine is actually in the middle

#

a bit less

#

its more like 5 gb

#

still surprising though

#

it just seems like a lot to me

#

the client only takes 2gb loll

cinder iron
#

๐Ÿคท

azure shore
#

I'm finally gonna post a video on the latest progress on my project tomorrow

cinder iron
#

Thats fine. I mean about what vblanco said is pretty much it. But if you take ShooterGame and restructure a bit its purpose, you can get a feasible piece of software, still there are some heavy coupled parts of it that you might want to get rid of on your Game. But choosing it as a base depends on what you want to do, in the case of ark... Its extrange as it is not a shooter or anything similar xD tbh

plush yew
#

yeah

#

well renaming all that shit

#

would be a lot of work too

#

everything has the word "Shooter" in it

#

lel

cinder iron
#

Aye xD

plush yew
#

ShooterGameInstance

#

like god

#

please epic

#

_<

cinder iron
#

I would do SGInstance

#

Or smt like that

#

Prefixes are important always

#

But ShooterGame is way too long imho

livid haven
#

Aye, abbreviations/acronyms as a prefix are a must. Longer names are a bit of a pain in the ass.

plush yew
#

=P

#

still though according to this reddit post someone made on ARK reddit

#

the server uses 6 to 16 gb of ram

#

thats insane

cinder iron
#

@plush yew when is that from?

#

Ark went through an optimisation pass recently

plush yew
#

I would love to actually see if World Composition could be modified on the server side to only load and unload the tiles if a player is nearby (a net connection / playercontroller). This is already done on the client side, but the server seems to just keep all tiles loaded

#

Uhm

#

let me check

#

it says 1 year ago lol

#

it makes complete sense though

#

but its completely because of world composition

#

it loads ALL tiles

#

persistantly

cinder iron
#

Buf I cannot tell if by then they did already, I dont remember, but it might make sense

plush yew
#

yeah

#

not sure either

#

its possible they modded the world composition s ystem

#

im pretty sure they use it

#

lol

cinder iron
#

If its a big part of their game why they wouldn't, they have the budget (?) <- [speaking without having a clue]

#

I mean, it's long terms saving

#

So would make sense from a company perspective

plush yew
#

yeah i mean

#

idk what their budget is anymore

#

but according to wikipedia

#

they sold 30 m copies on EA release

#

though i dont think they have any big success since

#

so its kind of like living off of that cash cow

#

but definitely, I think the world composition system would be like 80% better

#

if it loaded tiles on the server only when players needed them

#

it would legitimately save u a lot of memory

#

and money

#

and i cant imagine it being too hard to implement... then again i havent actually looked at the code.

livid haven
#

Wildcard was printing money

#

Then they got hammered with that lawsuit really, really badly.

plush yew
#

Yeah

#

I think they have had multiple lawsuits against them?

livid haven
#

It's a clear factor in them having felt the need to release DLC while still in Early Access, which didn't go over well, but it still sold.

plush yew
#

Yeah

#

Well my biggest issue with some of the DLC's is with the scorched earth DLC.

#

Everything that was in SE DLC ended up becoming FREE with the ragnarok map

#

So... why even buy SE?

#

Like the whole dragons and rock golems they made in Scorched Earth ended up being added to a FREE MAP... A year later

narrow pasture
#

Has anyone had problems with UE-51650?

#

im constantly crashing on my laptop and im trying to find a fix

shy heath
#

whenever i put my modle in unreal it says its missing bones

plush yew
#

no idea man @narrow pasture

#

guys, i can't find any tutorials how to create night time

#

first 30 videos on youtube are anything, but not night scenes

shy heath
#

it looks good

plush yew
#

it's bright as as the moon can be on a full moon

cinder iron
#

Thats s night scene lol

plush yew
#

that ais a damn bright night scene...

#

not a dark night scene....

#

it's almost bright as the sun

#

you can evn see the forest 200 meters in the back... holy shit...

paper kernel
#

moonlight is pretty bright

plush yew
#

not in real life.

paper kernel
#

it is

#

just not in cities

#

because light pollution

plush yew
#

i live in a village...

#

it's not often that bright

cinder iron
#

Look at the 51Daedalus video series if you want to learn about lighting

plush yew
#

i don#t see any night stuff

#

oh you mean the new 3 videos

paper kernel
#

"in a village" it also takes into account location on the globe

cinder iron
#

You dont need specific night stuff, you need to know the elements and then how to use them. Obscurity is the absence of light

paper kernel
#

it's much much brighter near equator, and/or depending season

plush yew
#

night isn't light

#

i skipped trough the 3 light videos, nothing about night scenes.

cinder iron
#

Again xD

#

Learn the theory

shy heath
#

so eny one know how to fix that error i said

plush yew
#

.. what theory

livid haven
#

Not really sure what you're looking for - how to make a scene be impossible to see?

#

Like, what do you expect a visually appealing night scene to look like?

plush yew
#

i know that light comes from a source... that's all about light you must know

livid haven
#

The hell it is.

cinder iron
#

No lol.

livid haven
#

You may as well have just said that rocket physics is just knowing that fuel explodes and up is the direction you should go in.

cinder iron
#

I mean yes, it comes from a source but thats not all about it.

plush yew
livid haven
#

So is everything else that was mentioned. ๐Ÿคท Again, what are you really asking about?

plush yew
#

i don't want glowing mushrooms ... or glowing stones with a red light touch on the surface

#

that is what composing is . i am just pissed off of tutorials XD XD sorry...

#

one guy tells in the tutorial you shouldn't use a flat terrain for a forest scene, because it's unrealistic...

#

๐Ÿคฆ

#

and boring it is...

#

i am talking about virtus learning hub.. this guy...

cinder iron
#

That's his opinion based on his experience. You can get it or not. But I would actually try to teach myself all the ABC before attempting anything

vernal tulip
#

Is there anywhere to ask questions with issues compiling the engine?

cinder iron
livid haven
#

Bit of that and #cpp.

cinder iron
#

Aye

plush yew
#

@cinder iron there is no opinion... 99% of forest are flatland

#

or forest on mountains.

#

but there ain't artificial small hills 1 meter high everywhere which make a path...

cinder iron
#

Not where I live.

#

I mean generalising will be always bad in this case

#

He is just giving his thoughs of what he thinks that looks nice on a scene

#

He is not forcing you to do it that way

#

Lol

plush yew
#

that is a naรฏve and amateur praising thinking

cinder iron
#

No, trying to follow a tutorial in a literal way is not ideal.

livid haven
#

It's really not.

vernal tulip
#

@cinder iron Thanks

livid haven
#

There's this particular personality trait that tends to pop up, I swear it's more common with the gaming community and even more so with younger and less experienced developers, that everyone else is stupid and they're the one who really gets it and knows whats up.

plush yew
#

everywhere higher plateus to make it more real lOLO

livid haven
#

Leads to a lot of "ZOMG, this thing is so stupid, I'd do it better, why does everyone suck"

cinder iron
#

Even though, for tutorials I would first take care and know who is the person behind it, the lighting tutorials I recommended you are very great start point for you to know what are your posibilities and what would be a good lighting workflow in unreal. The person behind that series of videos is a well experienced former developer with several industry experience.

plush yew
#

virtus is experienced designer?

cinder iron
#

I don't know him. So I cannot tell.

plush yew
#

you said that the person behind the series is .....

cinder iron
#

The lighting

#

Tutorials I recommended you

plush yew
#

oh ok^^

cinder iron
#

51Daedalus

plush yew
#

heck. how can i know what do you mean

#

yaya ^^

cinder iron
#

I said it

#

Just read again the message

plush yew
#

it's a long sentence.... i did overfly it... it's in english too

cinder iron
#

Heh english, yeah, I'm Spanish so that doesn't mean much for me xD

#

Anyways gtg o/

plush yew
#

xD have fun

floral pagoda
celest creek
#

Should it be possible to have a staticMesh NOT being the root of a pawn and still having working collisions?

plush yew
#

@cinder iron I realized btw

#

that the dedi server i had in texas is over 1,500 miles away

#

u think that might have something to do with the lag?

#

:^)

#

average ping was like 80 to 150

livid haven
#

@celest creek You can have working collisions with any Primitive Component

#

But

#

If you're talking about movement components, they generally try to move the root component and use it for collision.

#

I believe you can also override that behavior so it tries to move a particular component, rather than the root one.

worn granite
#

Yeah you can

celest creek
#

@livid haven Ok, 'they generally try to move the root' = Unreal generally uses the root only, or at least by default, correct?

worn granite
#

Yeah by default move comps will move the root

celest creek
#

I'm not sure where the overrides are though, or what I'll need to change from default

livid haven
#

Not "Unreal", movement components very specifically.

worn granite
#

Call SetUpdatedComponent (i think)

celest creek
#

yes, I'm moving my root but if my root is NOT the mesh (=it's the scene component instead), my collisions won't work

worn granite
#

what collisions?

#

Like you're moving it and the mesh itself gets pushed through stuff without colliding?

celest creek
#

I'm using 'hit' right now

worn granite
#

Oh events?

#

Just bind to the root then

#

Or the actor itself

celest creek
#

I'm moving my pawn with 'setActorLocation' Sweep=On, and 'hit' collision works if my mesh is the root, not if the root is a sceneComponent and my mesh is a child

#

child inside the BP that is, not setting the child at run-time or anything

#

I've had this problem before, I'm clearly missing something very simple if it's possible to have collisions working from any mesh inside a BP component hierarchy

worn granite
#

Ok so that'll sweep the root and it tells you so.

celest creek
#

oh, so 'hit' on my child mesh will get sent to the root's 'hit' call?

worn granite
#

It won't trigger any collision on anything that isn't the root, that's what sweep means

#

(partly)

celest creek
#

Right. So that means I do need my mesh to be the root in my case?

worn granite
#

Depends, but its unlikely you need a mesh root

celest creek
#

Can you elaborate on the depends please?

worn granite
#

Can you elaborate on your setup?

celest creek
#

I am struggling to rotate my mesh around its own axis, if my mesh is a child then it'll be much simpler...

#

sure

#

That's my mesh. It's the root

#

That's how it moves, inside 'event tick'

worn granite
#

mhmm

#

Your hit event?

celest creek
#

not sure if that helps... it fires though, which is all I need. ๐Ÿ˜ƒ

worn granite
#

Well alright then

celest creek
#

And again, if I just put a sceneComponent above my mesh, it won't fire

worn granite
#

FWIW, you can replace that OnComponentHit event with a OnComponentHit(RootComponent) instead.

celest creek
#

above = as parent

worn granite
#

Or

#

OnActorHit

celest creek
#

hmmms... intriguing

worn granite
#

Now it will only fire when the root hits something

#

right

#

so if the mesh hits something but the root misses it, it won't fire.

#

So what you can do is trace between where the mesh was and where it is now (or will be)

#

But that can be kinda expensive if you try to be too accurate.

#

But I'm not sure how accurate you need to be

#

Just swapping out the events might be good enough.

#

How new are you to UE4?

celest creek
#

I'm actually not that new no haha

#

Been at it for 2-3 years, but I'm usually working around this as I thought it wasn't working and docs didn't say much

#

hard to find that info at least...

#

ok, going to try this

#

So onComponentHit is not available for the scene component as a root?

#

OnComponentHit(RootComponent)?

#

OnActorHit does not fire with this hierarchy...

worn granite
#

At any point?

#

Oh that's not a primitive

livid haven
#

Probably, your best bet is to actually look at when that delegate is actually triggered in the engine code.

celest creek
#

Nope.. I changed it back to my mesh being the root to double check and it's back to working

livid haven
#

Should give you an idea of what would or wouldn't make it fire off.

worn granite
#

Having a root with collision would help

celest creek
#

hmm ya might be good

worn granite
#

I'd pick like a capsule or sphere

#

You can do a box but its not a great idea

#

Could use another mesh even

celest creek
#

That would work I'm sure.. so you mean just a small capsule but actually using the mesh for collisions still?

worn granite
#

So

celest creek
#

I did try the same mesh as a parent btw, I should try again just to be sure

worn granite
#

Sweeps and MoveComps will use the root ONLY

#

But if other things are moving they can hit the mesh or any other comp

#

You're doing this for rotational simplicity, right?

celest creek
#

Doing it to keep it more simple rather than using physics, if that's what you mean

#

I mean, in my case it is simpler..

worn granite
#

Yeah just wanna add relative rotation or something?

celest creek
#

ya, and translation

#

and also bank around its own axis, which I'm also struggling with

plush yew
#

What is the purpose of the "Reference Viewer?" I understand t hat it shows informationo about how some of the assets reference each other (for an example, a map may reference different foliage types...etc). However, how could this knowledge be used to optimize for performance? Or is that not the intended use of the feature? If it is not, what is the intended use?

worn granite
#

Yeah so you could probably do all that within local space and then it shouldn't need to swap roots or not be the root itself

celest creek
#

I figured so.... soooo then I'll need to solve this.. how to get something to rotate around its own Z axis?

#

let me show you what I'm trying

livid haven
#

@plush yew It's pretty straight forward. Just lets you know what other assets reference this asset.

#

So, for example, if you want to delete an asset, you'll break all these other assets.

#

Or, if you load this asset, you'll load all these other assets too.

#

It's not for any one particular purpose, you can use this information for various purposes.

plush yew
#

Oh. I was wondering because I saw a AnswerHub thread from a staff member who said to use it for performance purposes for "optimizing your assets." So I wasn't sure how this could be used to do that.

celest creek
worn granite
#

I imagine minimizing things that have to be loaded but not sure

#

You can get the component's up/right/forward vectors

#

and its transform @celest creek

#

or rotation

celest creek
#

So this is how I'm trying to rotate my actor. It works if my actor is pointing straight up. If angled a bit, it spins around some other vector...

plush yew
#

@livid haven thanks

worn granite
#

Doing that on the root is basically getting the actor up/right/forward tho

livid haven
#

๐Ÿ‘

dull pebble
#

hey guys, new to all this, I can download this from epic games unreal engine correct?

livid haven
#

As I mentioned, it can help you diagnose what all would be loaded when you load an asset, so that's the first thing I can think of as far as optimization uses of the tool - finding problem assets that have too many hard references to heavy assets.

surreal viper
#

no offense but if you have to ask how to dowload the engine you will have a hard time using it

livid haven
#

@dull pebble Not sure what "this" means, but you can either download the Epic Games Launcher which will let you download the Unreal Engine or you can get the source code for the Unreal Engine from Epic Game's GitHub repo.

celest creek
#

@worn granite I am rotating my actor with AddActorWorldRotation, and printing the vectors I am using in that pic seem to work.. at least it's changing

dull pebble
#

Gotta start somewhere right? Thanks guys.

celest creek
#

hmm... maybe I should save this project out as a small thing and share it.

worn granite
#

That's uh.

#

I encourage you to explore rot/vector/transform functions

plush yew
#

Hey @livid haven I was curious, are you guys managing the large number of fn servers using some sort of tool? I have been thinking about developing a "console" of some sort where all my servers on the cloud will connect into and then i can just shutthem down, reboot, change any config via a web interfface of some sort.

worn granite
#

But there's enough there for you to play with I think

#

Also

#

Look at DrawDebugLine

#

DrawDebug_______ is a lot of good stuff

plush yew
#

If you aren't allowed to say that's fine lol I was just curious.

worn granite
#

Better than printing vectors

livid haven
#

@plush yew For sure. But I have absolutely no visibility on any of that.

celest creek
#

but it sounds like I'm at least not doing anything completely off judging from that pic right? My actor is moving on the YZ plane

plush yew
#

Alright, just thought I would ask :P

worn granite
#

Nah nothing completely off I don't think. I mean.

plush yew
#

I definitely think I'm going to develop a tool like this though.

worn granite
#

Not entirely sure what you're doing here cause I haven't sat down to think about it

plush yew
#

I might use ruby on rails to do it for the web interface.

#

I think it would be really fun.

worn granite
#

But there's like 5 ways to do this

#

or something lol

celest creek
#

Ya I got that.. but at least it's some help to know I should keep fiddling with it

#

I bet ๐Ÿ˜ƒ

celest creek
#

Sounds like it's not just me bumping into this... and this dude/dudette came to the same conclusion. Not sure if we both missed something but thought I'd share it.

#

It sounds like they got not root mesh components to fire a 'hit' against other pawns only which is just about as useful as not at all

worn granite
#

ยฏ_(ใƒ„)_/ยฏ

#

Feel like I explained what's going on but maybe I'm missing what's going on.

gloomy pollen
#

finally broke down and submitted to the GPU price gouging ๐Ÿ˜

celest creek
#

@worn granite Oh ok, so you still think it's possible to have multiple meshes inside the same BP, or at least one that's not on the root level, and still fire onHit events properly? Sorry to harp on about this, it's just been a long issue for me and if I see a glimmer of hope that it's possible and I've missed it, I will keep trying...

#

Thanks for all the help by the way

#

Seems like there's a way to get it to work if you dig into the engine and tweak things

worn granite
#

If you move the actor or the root component

#

only the root component will do collision updates

#

If something else is being moved

#

it can hit any component which blocks properly

#

Simple as that.

#

The only way you could get all components to update is if you made sweeping a component also sweep all of its children

celest creek
#

'else' as in something else inside the BP is being moved, and directly on its own, as opposed to just following the root component?

worn granite
#

Another actor

celest creek
#

right, which is not possible on child items if I'm not mistaken... so would be another actor sweeping away per tick or something, following along

worn granite
#

...

#

Sure

#

There's nothing that's going to be just a plug in solution here

celest creek
#

ok, sorry I'm being super slow today I think

worn granite
#

You're going to have to either sweep all child components (engine mod) or you're going to have to do manual checking based off cached transforms

#

If you just attach another actor to a component which is not swept, that other actor will also never get swept

celest creek
#

ok, that's all clear now I think. Very helpful!

#

A bummer tho

worn granite
#

Another option is to do your math such that your mesh can be the root

#

which is possible.

#

Or, if its a static mesh

#

you can duplicate the meshes and use one for collision and the other for math

#

And then update the root to the math one

#

IDK

celest creek
#

Ya I think I'm going to try to solve my other problems while having my pawn as the root.. and if I can't then I'll go for some hacky stuff

bleak elk
#

is it possible to make a decal ignore the underlying normal map and only use its own normals?

south ridge
#

@bleak elk yes

#

But then it will also ignore roughness/metallicity underneath

bleak elk
#

Thatโ€™s fine

#

But my normals are combining

south ridge
#

They shouldn't combine if your opacity is set to 1

#

And the blending mode is "normal"

#

Or whatever is the default one

#

That replaces values instead of blending them

past relic
#

oh yeah

blazing zenith
floral heart
#

Turkey could've been the American national bird.

maiden swift
#

@blazing zenith Keep stuff like that to #lounge please.

blazing zenith
#

alright

dim arch
#

hey guys, I want to make a sine wave pattern modulate the position of my particles like this video

#

is it possible in cascade or do you need to use blueprint?

regal mulch
latent moth
#

Does it make sense to replicate bullets in a MP game, or is it better to have the server compute the impact and then display visual effects on clients?

#

I have no idea of what the impact of 10 people shooting 200 rounds is on the network

regal mulch
#

You can replicate them. UT actually does both. They shoot a local one directly and a replicated one. To fight the delay.

#

And later sync them back together

#

Shooting a lot of actors is usually a different issue and would be resolved via pooling

latent moth
#

yes i have pooling set up

#

thank you cedric, i was unsure if that would just overflood the network

#

*merci, i guess based on your name ๐Ÿ˜ƒ

latent moth
#

Another question: how can I avoid the clipping on my gun (see photo on the left)? my camera is exactly in the middle of the player's eyes, as you can see it does not enter inside of the gun: https://cldup.com/VpHNIowE9s.jpg

#

my near clip plane is set to 10, and even at 3 it doesn't change that much

#

oh scratch that apparently you need to reopen the project when you do that

#

However my decals now need to be closer to be seen, is this expected?

regal mulch
#

@latent moth I'm actually German :P

latent moth
#

oh.. then danke XD

plush yew
#

@regal mulch ich auch

#

but i werde you not stรถren mit questions ok

paper kernel
#

I think I messed up something

#

Importing 6 animation files takes +5minutes

#

then it crashed at 90% ๐Ÿ˜“

#

something is borked with these files for sure

#

even one file takes forever

paper kernel
#

it was an issue with FBX exported from UE ๐Ÿค”

#

the original file works fine

fierce tulip
#

me and an animator guy spend about 2 hours last night trying to figure out why max was borking the export, ended up being ue4 not importing properly. a reboot of ue4 was all we needed hehe

paper kernel
#

Yea I got some weird bone orientations when importing too

#

like file A was fine, file B had legs wiggling

#

same animation tho

#

aight well it's working now

#

next question, how does one use blendspace like anim montage

marsh loom
#

Is anyone good at moding games that already exist? (Not making hacks or anything that's used in game)

wary wave
#

'modding' games isn't generally different to making games

#

you're just artificially restricted by what it accessible to you

paper kernel
#

or, what is available

wary wave
#

same thing, hehe

paper kernel
#

๐Ÿ™ƒ

digital anchor
#

any way to change skeleton without losing the physics asset?

#

want to add a root bone so i can move the pelvis

upper heart
#

sweeeet

wary wave
#

but my startup time is already less than that

#

๐Ÿค”

upper heart
#

lol mine has always been slow

languid shard
#

mine's like 2 minutes on decently size projects

wary wave
#

I find it's only slow if you have a zillion plugins and default maps with large amounts of content

#

disable all the chaff and it's a lot faster

upper heart
#

Yeah I have no plugins. But I do have a large project.

languid shard
#

if they could improve asset saving times it'd be great bc_ok

wary wave
#

I'd rather they aggregated version control actions, hehe

#

nothing like saving a ton of files for it to check them all out individually, one by one xD

tough ridge
#

When i play on a new level UE4 just crashes. Any help?

cloud cobalt
#

What's the call stack in the crash reporter ?

tough ridge
#

IDK let me check

#

"You do not have any debugging symbols required to display the callstack for this crash."

cloud cobalt
#

Yeah, you're going to need to install these in the launcher

#

Hope you have lots of disk space ๐Ÿ˜ƒ

tough ridge
#

NOOOO

#

how do i go about doing that

languid shard
#

Maaan why are data table values not having this little handle to move them around, just like they added recently to arrays ๐Ÿ˜ฆ

#

pita to move a value slot by slot with clics

plush yew
#

Any news on 4.19

celest creek
#

@plush yew I hear it'd be for GDC.. so - 3 weeks?

tall pendant
#

yeah. its canceled.

celest creek
#

bummer

tall pendant
#

also Epic closed down.

cloud cobalt
#

@tough ridge You can try looking at logs too

celest creek
#

bummer * 2

#

UE was just a fad after all. Next!

plush yew
#

4.19 got canceled

#

epic went bankrupt

upper heart
#

They are still committing to it, so going to be a bit longer.

plush yew
#

are there going to be more features?

#

o3o

upper heart
#

No, they are fixing bugs

#

Latest commit was an hour ago

languid shard
#

@plush yew they haven't been paying their employees since november

#

and the leads are gonna be replaced by their brothers

plush yew
#

I recently tried to apply at Epic

#

for like a customer service job lol

#

tho considering what i have said on here

#

i dont think they would like me lel

languid shard
#

uh, maybe for enterprise ?

plush yew
#

kind of fucked myslef :D

languid shard
#

wp

fierce tulip
#

thats why sometimes its good to have two persona's on the interwbes that are totes not related to eachother

upper heart
#

or just you know be a nice person alex

fierce tulip
#

or that XD

cloud cobalt
#

or that

latent moth
#

for leaning left or right, would you use a simple FABRIK or other techniques?

#

I do not have a leaning animation that I could addict to

kindred viper
#

probably a blend space over a FABRIK system would be better

latent moth
#

But I do not have an animation

kindred viper
#

use a Pose

surreal charm
#

Uuhmmm...
I can't build after I reinstalled my system. UE lacks permission to create folders. Do I really have to run it as administrator for it to work?

kindred viper
#

I always run the Setup.bat with administrative priviledges. It causes issues if you don't.

#

im not sure you need them for regular building though

surreal charm
#

I do

kindred viper
#

unless you keep them in a folder that over-rides that, like ProgramFiles

surreal charm
#

I have it on a seperate disk

kindred viper
#

windows?

surreal charm
#

just a permission thing. It bugs me though

#

yeah

#

windows is getting worse

kindred viper
#

yeah you dont have to do anything special for that usually. You can set it on the folders though if needs be. Or make batch files / shortcuts / symb links that do it automatically

latent moth
#

ok thank you

#

another thing not really clear to me: I did a proper Left Hand IK retargeting with a FABRIK: what is the difference with the Hands IK Retargeting node? Any benefits using one over the other?

kindred viper
#

Not sure. Haven't used it

latent moth
#

FABRIK or Hands one?

kindred viper
#

hands

#

my hand IK was already setup with the project

latent moth
#

ok thank you Marc

#

How can you define a default value to SELF in a function? When I select other than basic types, the DEFAULT value disappears from the editor

simple pebble
#

Any really good tutorials on using enums?

wary wave
#

what's to tutorialise? Might make sense to just ask a question

rocky portal
#

Enums are basic types not sure what there is to know

surreal charm
#

It's easiest to think of them as a number. from 0 to however many you want... but instead of using numbers, they have a text that is unique

rocky portal
#

uint8

surreal charm
#

so you could have an enum with the values Zero, Fridge, Car...

#

that made no sense

#

but it is right

#

have a quick look at google, it is not that complicated really

#

But then again. If I can't explain it simply enough, I don't understand it well enough

simple pebble
#

I saw a vid of them used to make inventory stuff. I'm trying to do similar.

surreal charm
#

well... an enum to store item types is not a good idea

#

your enum would end up having a shit ton of values

kindred viper
#

GameplayTags seem more useful these days but I still haven't used them

surreal charm
#

it is more useful for storing which races your character can be for example

rocky portal
#

here you go brother

simple pebble
#

Thank you.

kindred viper
#

I only noticed in 4.18 that they added Descriptions to Enums, which makes them 100% more useful in certain cases.

rocky portal
#

I use it on my inventory system for "EqupimentType" to define what type of equipment something is and therefore what slot it can equip to

#

like EQ_Backpack

#

EQ_Helmet

#

pretty standard probably

surreal charm
#

That's ok I guess

north nova
#

can anyone tell me why the engine would completely delete all of the files that where made and added t o it like models and blueprints, this happened straight after a crash

surreal charm
#

But if you had your enum for Backpack1, Backpack2, Backpack3... hat would be bad

rocky portal
#

only have BP_Backpack

#

but only have 1 backpack slot also

#

TMap<EEquipmentType, FEquipmentSlot> EquipmentSlots

simple pebble
#

Clever. Problem I'm having is my inventory is not... conventional. Ow sorry I have a 3rd person gamemode I cannot seem to click on an actor with left mouse button. Suggestions?

rocky portal
#

just a design decision

#

Also use for things like a ContextMenu with various Navigation modes: Mouse select and MouseWheelSelect

#

EContextMenuNavigationType or EContextMenuNavigationMode...whatever

#

if MouseWheelSelect, then widget listens to mouse wheel actions "NextSelection" and "PrevSelection"

#

etc...

#

@simple pebble What is non-conventional about your inventory system?

simple pebble
#

It doesn't use widgets

rocky portal
#

No inventory system should "use widgets" exactly...

#

the Inventory System works on its own....UMG is used to visualize it and interface with it

#

it should be a bolt on layer on top of the inventory system doesn't necessarily need to exist

#

Inventory System knows nothing about the UI

simple pebble
#

I don't use widgets at all, my inventory are physical items not pictures of them

rocky portal
#

what does that mean?

kindred viper
#

VR based?

simple pebble
rocky portal
#

like i said...it doesn't matter what your interface with the inventory system is

#

it is/should be separate from the actual inventory system

#

your user interface is what's non-conventional

simple pebble
#

I'm new to ue so alot of this is new,

rocky portal
#

and what you basically have here appears to be something like a Filter

#

or a grouping

#

where you tag certain items as "Weapon" or "Armor" in the inventory

#

and your user interface (what is in the image) uses this to Group them

simple pebble
#

You click on a category ascend it displays ask items of that category around you

rocky portal
#

"Weapon/Armor/etc..." can be an Enum

#

unless you have some deep inheritance hierarchy and are grouping by class type

#

ie "Sword IsA AWeapon"

#

"Helmet IsA AArmor"

#

or

#

SomeItem->ItemType == EItemType::Sword;

simple pebble
#

That's all Chinese to me art this moment. I'm gonna need to do some research.

rocky portal
#

(UItemComponent*)(SomeItem->GetComponentByClass(UItemComponent::StaticClass())) -> ItemType == EItemType::Sword; if designed around components

#

are you using cpp or bp

simple pebble
#

Bp

#

I'm better with visual learning

rocky portal
#

BP is a good place to start to learn basics of API

#

you at least then know what to look for in cpp

#

but things can get really messy really fast in BP

#

I would start with simple things in BP to learn UE

simple pebble
#

Can I friend you and hit you up with small issues etc

rocky portal
#

sure

simple pebble
#

Do you make games then?

rocky portal
#

nah im just a hobbyist...i just like to learn the engine

simple pebble
#

It certainly fun. Making a game has been a long dream of mine. It's not going to be the best ever but it's gonna be mine.

rocky portal
#

My primary interest is in design patterns and modular solutions

#

and also choosing challenging solutions over basic ones to force me to learn new things

#

but this is not a good focus if goal is to make an actual game as an indie

simple pebble
#

I got you, I wanted to make a guy ride a horse but I couldn't find a solid tutorial so I made my own way.

rocky portal
#

as a solo dev, it's important to limit scope as much as possible because 99.99% of people will not have the commitment and durability to make something like stardew valley

#

Stardew valley took one guy 5 years to make

frosty bloom
#

The best puzzle / Exploration games out there imo is indie developed games. It's like looking into a developers personal mind

simple pebble
#

I'm as stubborn as a cow, id never give up lol

rocky portal
#

it's not necessarily about just not giving up

#

making a large pixel art 2d game is one thing

#

making a AAA 3d game is like trying to do 10+ different jobs by yourself

#

jack of all trades master of none comes into play

#

that is not to say making a 3d game solo is impossible...it depends on scope

frosty bloom
#

Generalist

rocky portal
#

like making a bomberman clone is entirely different from making a 3d open world MMO lol

wary wave
#

sheer time comes into play more than anything else

#

100 people working a 40 hour week will put out 4000 man hours of work

#

4000 solid man hours, since they also have the benefit of more experience

rocky portal
#

yeah and those are 100 people that are experienced at those roles with seasoned engineers designing the solution and directing them

wary wave
#

it'd take you 6 months+ to replicate the same, hehe

rocky portal
#

it ends up taking like 1000000+ hours for a solo dev to do the same thing probably

simple pebble
#

What would you suggest to get others to join as a group?

wary wave
#

make something, and make it good

rocky portal
#

You either have to be willing to work on someone elses dream, or put time into making something small that other people will want to work on with you

simple pebble
#

I can't model for instance id need someone for that

wary wave
#

if you've already got solid work to show, your ability to track someone capable of supporting you with solid work dramatically increases

rocky portal
#

and you have to be willing to pay people

wary wave
#

money is a good substitute xD

rocky portal
#

most of the people I know who have formed small teams to gamedev, were friends from something else

#

and had a shared interest

#

and knew eachother for like 10 or more years

#

making things together just because they both enjoy it

#

like same reason you'd sit down and play a console game with your bros

simple pebble
#

I'm disabled I get 200 a month to feed myself and bills lol money ain't a solution. Iv got an amazing story plot though.

rocky portal
#

If you're just hopping into a forum/chat like "Hey I want to make the greatest zombie survival game ever who's with me" ... yeah that's not gonna happen

#

like the people who make games together either A) one or more people decided to work on someone elses dream bc they like it

#

or B) they come up with something original together

#

either way it requires networking and a relationship to exist outside of YOUR dream

azure shore
#

Hey Im not so sure I understand fully what body parts are affected by aim offset, like how to control that

simple pebble
#

I got you. Mutual interest

rocky portal
#

though I imagine that if you could make a really kickass tech demo that represents your idea

azure shore
#

If I just make a t pose but with the head moving as the aim offset would nothing else be affected or...?

rocky portal
#

then you could sell people on it...but then they will likely want to be paid

frosty bloom
#

DJ, the animation channel can most likely help you out

rocky portal
#

and you would have to invest your own money/time in the work up front

simple pebble
#

Work and time is easy. I got nothing else all day every day.

azure shore
#

oh yeah ok

frosty bloom
#

Making people jump on a project for Rev share does happen. Usually after a badass demo though.

simple pebble
#

Ok I'll have to see what I can do

#

Thanks for help and generally friendliness

rocky portal
#

w/e you do just don't become a Unity asset flipper ๐Ÿ˜„

simple pebble
#

Asset flipper?

paper kernel
#

buy assets, put them together in hastily manner and call it a game

urban gyro
#

Correction: Buy templates and sell them as games.

rocky portal
#

lol people do both

#

both are bad most of the time

paper kernel
#

right, I had a question

#

How do I use blendspace like montage

#

like play from start to finish

#

once

urban gyro
#

play the montage?