#ue4-general
1 messages · Page 193 of 1
I often feel that I could be a little young to go into this, but at the same time wanted to start as soon as possible
Wasn't sure what to say. I mean, make one? I haven't done one before, but I can sure as hell make one. Just start breaking it down and do it.
Nothing wrong with starting early. I was modding Tribes 2 at like 12.
First Principles people. Thats it
Just, y'know, don't develop that super arrogant attitude that you know the way to do stuff when you don't know jack.
The subject of that arrogant attitude a lot of younger, less experienced devs have has come up every day of this week, for me.
Yeah i find alot of people get quite narrow about an particular solution to an problem once they themselves have solved it
It maybe A way to solve it but probably not the best way
to be fair, anyone can make a mistake, i don't think even Tim knows every nook and cranny of the engine
Blasphemy 😛
I mean, you could answer that by looking for Git commits where there's a P4 changelist with Tim.Sweeney as the author.
But, AFAIK, Tim is not writing code for a living.
Do you interact with Tim at all?
He did write the framework no?
Nope. Too many layers away from me, nevermind geographic location.
Fair enough
Define "the framework"?
Wat? No.
or like, the start
The start isn't 4.0
rly? must be urban legend
The start is, y'know, Unreal.
The Engine is an iterative piece of software going way back
As in, back in 1998.
so he did not in fact work on his own on the infant ue4?
On his own? Fuck no. This is an organization with employees in the thousands.
theres an urban legend then
Urban Legend sounds about right, because that is a heinously naive thing to even begin to believe. :X
cuz everybody i read posting on the net were saying how he was the only one working on it before giving it to the ue3 team
Its like saying John Carmack alone wrote and developed Doom
he did write a lot of the rendering code tho
A multimillion dollar organization with thousands of employees, hundreds of which are engineers - to think that one single guy wrote even 1% of it is insane.
i dunno mane there are some amazing coders out there
Yes but you cannot attribute the entire project to an single man
i wouldn't be surprised if theres someone who could do that
theres a chinese dude who made a dmc clone on his own
and not garbage, it lookd crisp
so yeah
was all the rage on the forums i think 2 years back?
Perhaps. And they'd probably have severe health issues, both physical and mental, and spend years even approaching an iota of what an organization like Epic could do.
@livid haven Is definitely correct... UE4 is bigger than one man now days.
It's literally bigger than Tim now.
Which is good!
Its always been bigger than just Tim....
In all days. I mean, did people think Cliffy B and Tim Sweenie made Unreal, just the two of them or something?
NOW nobody knows everything, after so many community commits
It probably was developed by a small team in the original releases.
@livid haven Seems like it
And Gears of War 1 - 3?
whats GoW have to do with the engine?
...
... Epic Games.
yeah but its a game, whatever engine improvements they made couldnt have been monumental
...
unless im missing what we're talkin bout
They literally named several features after things in GoW because they were made expressly due to GoW's needs.
Lightmass being the biggest one.
ic, interesting bit of info
The gameplay ability system in UE4? Paragon + Fortnite needs.
consoles have good sides
yeah i know about those
but those are gameplay systems that can be made on ur own
Unreal Engine didn't start as a product to be sold, it was Unreal's engine, made more accessible and marketed.
Sure, they can be, but they're now part of the engine.
What better way to design an engine for games than to design it for the needs of your own games?
i still havent figured out how to properly use those btw
yeah but look at it now
u got architects
movie makers
motion capturers
even bmw is using it to simulate cars
and all sorts of rendering plugins and whatnot
engine is not only for games anymore
Yeah, and there are teams of people working with those business to make sure to understand what they need, since Epic doesn't do those things themselves in-house.
which is awesome btw
that annimated movie with ue4
and the robot in rogue one
i rly love the engine
honestly i hope it just keeps iterating and there wont be ue5
unless epic starts dabling with that Hologram Atomic Rendering
which is a hoax i think
but they do work so i guess it can be used
name might be wrong, top of my head
talking about this
Hahahaha no.
😄
That's pure snake oil.
ikr
I doubt there will be an UE5 anytime soon, unless the buisness landscape changes dramatically in the future
juiced up voxels
Aye, ditto. I don't expect a UE5, not when UE4 is already an iterative release.
Exactly
It'd be so nice to be able to nuke some things and start them over fresh, but there would need to be some really pressing need to force that.
dude thats my biggest worry
that UE4 will turn into Maya
cuz epic wont remove stuff that people gotten used to using
Like Niagara
will be better than Cascade
but wont replace it
so now u got 2 particle "editors"
It wont matter, as long as its open source people have the freedom to shape it to their needs.
afaik niagara is bp only
And with the entire engine becoming more modular
You can add/remove whatever you like
It will take time but they want to remove legacy features. There is a big push to get rid of Matinee for example.
well, it was a pleasure chattin with u dudez, but imma bounce out cuz im reading the audio docs and have gone over 5 sentences in the last hour
Yeah get some work done @urban gyro lol
like when anything is changed the first person camera stops working, and all I have to do is change one setting and it works again
obviously gonna be a problem in game though
There is probably no way anyone could even guess at what is causing that. Does it do it in a new project for you? Make a new project, FP template, and does it do it? if not then atleast you can narrow it down to being something in your project.
yeah its weird, if I try it in a new project I'll have to set up a first person camera again, shouldn't be too hard though
just a generic first person camera? you can use the first person template to just mimic that if you want.
i've seen euclideon in action
its just a point cloud renderer
and its all rendered on the CPU
Can u copy and paste from ue4 to ue4, from PC to pc
with the magic or source control
theres no "multiplayer editor" if thats what you're asking
Ik that
it depends what you're doing. if you're dealing with different assets or a different map its not a problem
No like what if my friend makes a house I want to add into my project how would I do that?
Ok
K
I don't suppose there's a way to open ben and ed in ue?
say 1 for terrain, 1 for lighting, 1 for decals/meshes
like its bought off of steam
you stream them all in a master level
when you work on lights, you check out the lights, when you update and submit, whoever has those in will get the updated version immediately
you can swap objects between levels
and u can see updates in real time
and its great for versioning
win.win.win
K thanks
👍
I'll try that
oh bye ten minutes ago
@azure shore No, you can't open shipped UE4 projects in any way.
That would be a huge security and legal risk.
yeah I was gonna say
I really wanna mod the game lol
just spend all day messing around with it
UE4 games can be modded via the game's own modding API, if there is one, or if they opt to make tools to edit the game and create mods, like Ark.
...akk week
yeah it won't have an API, idk what that is really but pretty certain it won't
API means Application Programming/Programmer's Interface
That doesn't mean anything, but you can be confident they don't have one.
if it isn't clear if they've got a modding interface, they don't
always have some fun with it
More broadly, it's the set of things you can interact with to do something with an application, programmatically.
yeah
There may be like a community guide to hacking it, but if they had an official method you'd be able to find it
yeah they don't
Nobody really cares enough to want to hack it
to be honest I'm probably like the biggest fan of the game
the second game, blood party, has the brokenish map editor that I mentioned, and I've always wanted to make ben and ed maps
I was wondering, if the devs were able to, would it be a bad idea to somehow make it available to make maps in ue itself (with a limited range of allowed assets) then upload to the steam workshop?
@livid haven are u going to be goinng to gdc?
Nein
This is part of 4.19 now and man it's not kidding, it's a large difference starting it up now. Reduce editor startup times by ~15s on Windows.
Hello
Someone said something about this https://github.com/EpicGames/UnrealEngine/pull/1773 PR a while back and GitHub finally emailed me back letting me know you can now view it. (It used to not load since it was a huge PR.)
can someone tell me how to paint in ue4?
i dont know how too. step by step would be great
If anyone has worked with vehicles in ue4 hoe do I make it so that only back wheels move the car not all 4
I have a rig that matches UE4 skeleton except for hands. My rig has 1 joint in between the connections from wrist to fingers... would this cause problems with retargeting? I know there cant be any joints in between the core joint spaces that make up the heirarchy. Would this qualify as a complication for that? Anyone?
Are there any changes to unreal that I could make to address memory usage
When a game reaches a certain stage of development, it becomes critical to figure out what exactly it’s loading into memory and why. As new assets are built, games tend to become larger and larger until load times slow to a crawl and the game starts to run out of memory. Luckily, UE4 has some useful tools built in to track down what’s in memory and why. Here are some tools and techniques that I use here at Epic to optimize Fortnite’s memory use and load times.
ooooh!
im sorry if im bothering you guys
but can someone teach me how to do aim-down-sights with a rifle
ive been able to learn a million different things easily and i can easily do ADS in the unity engine
but this in unreal for some reason really has me thrown-off
Hey guys, this is my first time using UE4. Made my first "environment", but I need to learn so so much more. Any suggestions on good books or online tutor/videos that will help me learn more? Or should I just stick to Youtube?lol
@river idol https://youtu.be/5nNGq6fS6vI check this out
Today we take a look at how we can setup a basic iron sights system, going over how we can get the engine to switch to a different camera when they're holdin...
well the problem with that system or ADS is that its EXTREMELY primitive
that was my last resort
haha yeah I skipped ahead and it looked eh at best
but wasn't sure where you're getting hung up
if no one can help me, i will turn to those "use 2 cameras" videos
(im stupidly new to this)
idk how to move the arms AND gun in the UE4 FPS template, to a different position when i hold right-click, and specifically moving to a position where the sights of the gun ends up being aligned with my camera, AND moving my camera up and down does not make the ironsights lose alignment with the camera
im sorry if that sounded too complex fam
nah I follow
I haven't don't anything fps yet, shoot, I'm still doing my first tutorial haha
which is like a third person rpg type thing
sorry I can't help more :/
Trying to set up a material with some variable emissivness using a blueprint, any idea what channel i can go to for help?
Thank you
Any modelers in the house? Need an estimate for some work on a house kit.
https://youtu.be/5sWTD6vmH_U?t=2209 how would I go about creating notes like that
That Dragon, Cancer is a powerful game that tells the true story of Joel. I've been wanting to play this for a while but I had to be in the right mindset to ...
@Dr.Issue#0626 Probs just TextRender component they fade in as the book is opened
what is th best way to have a decal that ‘blends in’ the material it is applied over? i’m also looking for smooth edges, i am creating one for blood wounds through clothes to give you an idea
What about the animation? How would I make the note go to the camera?
incredible materials: https://www.artstation.com/seehr
Guys, got a simple question, if I'm using unreal engine 4.18, should I go with visual studio 2015 update 3 or with visual studio 2017 ?
VS 2017
There are people still using VS 15 over here but I made the swap and I dont regret it
thx... will do that
I used vs 15 update 1 and installed vs 17... they both couldn't compile my 4.18 project... saying that I need 15 update 3... so now I have removed them both
and will start a fresh install of 17
hope it works
Ok I'm back with Sphere Masks... My understanding is that they are attached to a material. However, if multiple objects have the same material, when you apply a sphere mask it will be applied to all object that have this same material.
Hence, if you are to use Sphere Masks to generate a hit effect (like a hole), how can it be effectively used? I keep on going back to Tom's experiment (http://www.tomlooman.com/rendering-wounds-on-characters/) and I don't get how he can use these masks (which are MATERIAL based) to various characters independently?! Two days on this.
Earlier this week I tweeted about hit-masking characters to show dynamic blood and wounds. Today I’d like to talk a little about the effect and how it came to be. I’ll talk a little bit about the technical details and some alternatives. The effect is a proof of concept to try and find a cheaper …
HAAAAALP
😃
how would I go about a door only opening at a certain date?
Dr.Issue what did you even try.
can somebody tell me the max polycount a building should have to be implemented in ue4?
@latent moth is the way I did it correct?
Hi, so I deleted the simple collision on a static mesh, and now it has no collision at all
How do I fix that?
Anyone knows how to UE_LOG chinese characters?
Hello everyone,
I am trying to apply blood wound effects to a character. I was able to apply blood decals, that are also animated, as can be seen here:
https://gyazo.com/a0ea51a2b4f9be19ebdd67eb53d6cee2
However, the issue I have is that decals are not 2D applied to a mesh, hence if I get close with another character, they will also see the blood on their skin:
https://gyazo.com/8afbe4c2fd274dc5539e267fe9ce8693
What options do I have?
Anyone here using world machine?
I'm trying to get different montages to play on a sequence node, but it only plays one animation. does anyone know how to fix this?
not sure i understand but if i do, you need to wait for every animation to finish before issuing a new one
yes, I have that
but I'm trying to get specific animations to play under specific conditions
these conditions are the character's "feelings"
it's connected to an array with data which I also did with my morph targets, the morph targets work but once I try it with montages it skips all my other montages for only one anim montage
my setup is basically like this, but instead of using morph targets I want to use anim montages
"skips all my other montages for only one anim montage" what's the only one montage? The first one that's called?
If so, I think only one montage can be called at a time, and they can't be queued. So if you go ahead and call a second montage while the first montage is still playing, it's just gonna skip it. I think there's a montage is playing node and you can control the flow to the next montage to make sure they all play
Montage Is Playing
it's the last one that always plays even after it's done
I'll try this out and see if it works 😃
I'm messing around with the physics ball template and when i respawn the ball it goes where i need it to go. the problem i'm having though is when the ball goes to the respawn location its still moving. so if i go forward and then respawn it will respawn but it will instantly shoot off again instead respawning and not moving. does anyone know how i can respawn the ball but with it not moving?
Yeah that used to happen with falling for my character, if it's ok for you to reset the map on respawn just use the open map node
Here's how my viewport look like. The grid is barely visible , while the guy who's tutorial I'm following, you can still see the red and green grid lines. Anyone know what's wrong with mine?
Maybe you've pressed "G" ?
@floral lion I toggled the button, it makes the whole viewpoint blank? Presses it again and the grid's still the same
@azure shore i fixed by complete accident haha but it works perfectly now
Oh ok nice
https://gyazo.com/01cdd1e5a5acc7fec456aa5cf1236fc0 thats how i done if your interested. i just turned the collsion off while the ball is telelporting to check point location and then when i re enabled collision once the ball is at the location the ball didnt move no more.
i done it because when the ball was telelporting back to location it was dead glitchy and was hitting walls etc
hello people
i am new in this group
i also interested in unreal engine and i want to create my own game
but i need free assets and materials
do you know
if you know can you give me links?
https://gyazo.com/5e040de49f7bacb3b993b384e3eea81b and thats how it looks
i had the same issue about a hour ago
this is already exist
you can rename it
and i didnt have a second mesh with the same name
k problem solved
i made a model in maya and tried to reimport when i got this issue so i just deleted it in ue4 and imported it as new mesh
whai is teleporter in unreal engine??
if there is a human that wants to create a game?i want and i need a help
it's my blueprint
i need free assets and materials-do you know from where i can donload it free?
xD
@plush yew if you have a idea just try to make that idea with the basics in unreal like the cubes and spheres etc and worry about making it look good at a later stage
okay
okay
but i want this game will be strategy and the general idea will be building thinking batteling but I think is this game will be multiplayer or not?
do you know free assets and materials to download because i need
for UE
try to make tetris or pacman first
i am very interesting UE
yeah^
okay
start extremely simple
if you try to make witcher 3 as your first game, you will fail miserably
i want to make games with blueprint no coding-Xd
you can make games without coding
thats fine
#seemslegit
BP is code though, visual scripting sure but it still requires the same way of thinking as code
but if you tried to make a multiplayer strat game as your first ever game you will give up within a week
but can i make cool game without coding only with blueprint(as example i said this)
YES
okay @harsh tiger
so what game I will try to make?
I also have a yotube channel and i will make video about UE 4- can you subbed for me???please
are you serious haha
sigh
@plush yew Start with following Epics beginner tutorials, try grasp some engine features & start small. Set a goal that is reachable and go from there
I don't want to stomp this guy, I'm moving to blueprints channel 😄
i think he might be trolling tbh
шгьхн щдк
thank you
I will send link to my channel???do you want?
in google first is a forum no information-XD
I don't trolling
yes i am serious-please don't laughing me-i want to learn this program
watch youtube videos, read a book and do some research. you cant download UE and make a multiplayer strategy game with no experience
yes that\s right
i watch yt videos and tutorials and copy what they do i do the same and I make experience
I am from Bulgaria and I found these books for Unreakl Engine but i found them only on the website amazon-are there the same books free?
@latent terrace what is laughing?
what is love?
@frosty bloom yes i followed them and I more and more am interesting in that
you in which version work??because the people said to me tht i must use unrealengine 4.15 for materials and other
they lied
who lie and what about?
hobbits
hobbits?
no offense but I can't see you making any games in unreal engine till you drastically improve your english lol
Just download the latest version (4.18) and start using it. You can make anything you want with blueprints, it's just a matter of time investment. Now go have fun.
okay i use it and i download 4.15
he literally just told you to download 4.18
XD
was it good?
yes
how good was it compared to a sweet roll?
???i dpn't understand
the song of my people
what song?
From the forthcoming album "Palo", out on Spinefarm Records on April 6th. Stream & download: http://spinefarm.lnk.to/Kalmah-TheEvilKin Pre-order "Palo": http...
that's cool
@latent terrace Yo, stop trolling other users. Doesn't matter how they seem to you and if they can't speak English as good as you.
xD
You shouldn't laugh about warnings :P
What do you call something when you have to hold it down for an effect to occur? (opposite of toggle)
Can some kind soul please, please help... I have everything working in MultiPlayer, but this only works if the Server is NOT dedicated.
Video for clarity:
what am i missing...?
weird
So in my free time i'm helping @visionary_games with some character art, they just teased a WIP character i'm making! go check it out! @polycount
@EightyLevel #UnrealEngine #indiedev
#gamedev #characterart https://t.co/R5f5tlT6C7
Weird indeed... Could this be a UE4 bug? I have read of 2016 forum posts with issues on skeletal mesh and socket position before...
if it only works when the server is not dedicated than that means you are applying it to the player locally probably.
as a listen server it will work if you call something on the local player and make it look like it worked on the server
Thank you Mathew, what is it that I am applying to local player?
It is working in MP though, even if I set 3 players, just not for a dedicated one
on a dedicated server?
no, listening server but even with 3 players (so one that is definitely not local)
when running with 3 players, did you test it on the non server player?
lemme quickly confirm
so the 3rd player, non server, does the firing and the other 2 see it fine
yes
When I have no Pawns in my world and start the preview, I can navigate with WASD and the mouse. When I add my custom Pawn class and let it possess Player0 and receive Player0 input, I can't navigate with WASD and the mouse. How can I make it navigate?
yes I confirm, everything works even for 3 players, the others 2 see everything
ah then I don't have much of an idea. I could see if it was not working you are setting the values for replication on the local player and due to the listen server being player and server it would replicate it for you. If its replicating correctly from a client that is not a server then it stands it should work on a dedicated setup as well =/
how are you setting the variable that is replicated from the client to the server?
yeah I would assume the one you are using for the aiming part
i send it to run on server, and then the server multicasts it
ah hold on
is this wrong?
is any of that set to run on server?
It's the event tick. I can confirm that I see the appropriate pitch
im assuming the pitch and yaw is driving the animation blueprint so making sure those are correct on all versions of the characters must be the issue
you can see that on the client tho right?
@leaden wave channeling
like I can see the tick event, it grabs the local values for that character, and then how does the server know the new values?
if its set to replicate the server needs the new values to then tell the other clients the new values. but the server has to have the new values to set them so they replicate out.
which is your run on server, multicast, etc. event
this is a client running agains the dedicated server
you can see that pitch is close to 0
well the client will always see whatever is valid for the client no?
the server is the only one setting those values...
(that's why there's the authority switch)
so when you move the mouse the server is calculating the new values and setting them?
yes
but from what I can see are you not getting the pitch and yaw from the local character?
when you run has authority on a local actor that the client has control over the authority is that client
isn't that what remote is for?
ok let me remove the check
(BTW thank you so much for helping... i feel lost right now)
The various aspects of multiplayer applied to Blueprints.
this has a decent breakdown and so does cedrics docs
Multiplayer with client/server is a giant pain in the butt to get your head wrapped around
yes I am familiar with it
ok removing the check just makes all very unstable but the issue remain the same
you need a custom event that is set to run on server
and you pass in those variables that you want to set. that event will then run on the server version of that character, set the variables (which I am assuming are set to replicate), and since the server set them all clients the server controls will get updated with those values
There are 2 versions of every character for the most part. The version of the character on the server, and the version on your local client.
Server: 0.285645 means that the pitch on the server already has the correct values
it's not Client_1: 0.285645
I gotcha. I am just saying if at any point you don't have the server set the actual variables then they will not be replicated out to the other clients
so
the variables are replicated already
the server is setting them so then they go to all other clients
that's where I am getting lost personally. How does the server know the new values to set them to replicate out?
how is it getting from say Client 5 to the server so the server can then set it's local version of that character to the new values and then tell everyone else the new values.
get control rotation / get actor rotation
yep that gets the values on the local version
the BP character has replicated movement
so movement replicates -> server gets those -> multicasts to clients
(this is, at least, my understanding)=
BTW I don't see why it would then work in a listening server with 3 players...
😦
That's the part I am confused about as well so I guess maybe it's some bug or something weird we are both missing.
I have 4 different levels under a streaming main level, somehow I have my terrain showing up in two different levels but I don't want it to be present in one of them. Is there a way to move it out the level without deleting it as if I do a delete when in that level it delete it form the second level also.
@grim ore WORKING!!
In case someone encounters this issue: ensure that in your Character BP, your mesh has the "Mesh Component Update Flag" set to "Always Tick Pose and Refresh Bones".
woah
what a ride
thank you again for listening and helping
i added a thread on the UE forums for others to enjoy 😃
Thanks _SCAR :)
@grim ore i have watched all your lessons about BP nodes in two weeks and i'm not english speaking. Great job! Thank you!
yay! glad they could help 😃
Your channel is one of the only ones I recommend to check out when someone preffers youtube to learn stuff
awesome!
Pretty great videos, very educational, and straight away to the theory with a little example.
Does anyone have a solution to Epic Games Launcher / UE4 completely choking internet connections?
I have an issue where any internet connections on my PC intermittently get slowed to an absolute crawl when EGL is open in the background.
Im trying to do a networked multiplayer project and cant test anything at all, or even view tutorials and documentation when i have the editor open...
Ive seen the odd thread about it but no responses which seem to help
Isn't 4.19 still in preview?
If it is, then issues are kinda expected and it should not be used for actual production
@latent moth if ur makin multiplayer read the holy networking bible
ha, speak of the devil
:P Don't make it sound like it's holy
Gnah
but for other reasons, not ue
then all u need to know is on that pdf
i’m pretty sure though that i can still learn a lot fron what you posted so thanks 😃
and thanks cedric 😃
Yes, but I just don't know how big these issues are @regal mulch
Well then read the forum threads
Epic always provides one with the Previews
Listing known and fixed issues
Do you think it would be a good or terrible idea to make a new project and have two at once, one of them being less ambitious, and just pick which one I feel like working on?
At the time
no
no
having multiple outlets so you don't get burnt out is great.
well, when he says project, i assume something that is a game
if you cant complete one project, why would you be able to complete 2 at the same time?
Time
Projects don't have to be the same size/amount of work
Having a second project focus around something far different from your original one can help
You learn more, you don't burn out on the first one, etc.
I once tried making 2 games at once, 3 months later i had to decypher the entire second project even though i commented it
i dunno, for me its not worth it, but hey, its an opinion only
Just see the second one as non-serious fun project
this sounds like my testing project, which looks like a roman graveyard
figuratevly
😛
i said no because one is enough in most cases. So many things to do, you can just have different outlets within the same project.
it is so common that projects don’t get finished because of lack of focus
my $0.02
you have to look at it from another perspective too
2 projects
twice the GUIIIII
dunno bout you but making menus sucks the life outta me
its just soo boring
Well, GUI isn't that needed in a fun project
Really depends on what you do
My side projects are usually plugins
Extending the Editor
Making some funny systems
that is how i understood it, but maybe he meant something different
yo speaking of plugins, you aware of the status of advanced sessions?
Not really
as in, do you know if Epic are planning on merging it to main? They did that with the Perforce plugin.
ic
aight
yeah i seen lots of issues iwth it
but it has to be said that the bp networking options are limiting when it comes to steam
4.19 has an interesting change, substance is becoming part of the engine on the add menu but it's still a plugin that you have to download to use it lol
i mean the thing you download off of valves website
Well that thing yeah
But even withou that
You can't do much with sessions in BP only
What about the Substance Live plugin from the marketplace? That thing gonna get deprecated?
No settings, no updates, not even a ServerName option got exposed
yeah, which is weird.
It's easy to do in c++, but yeah
that was the problem with BP, Epic wanted to make it simple, but is the only script language tbh, idk if is a good idea keep it simple
but yeah as cedric said
printing a string in C++ is as simple as in BP. Can't see why making bp better could be a disadvantage
i mean you can always just say "just expose em urself"
but a lotta ppl would appreciate the extra bps
Yeah but as long as you have Plugins and People doing work for free
im unaware if low entry has anything on the networking front
why would Epic add it themselves
thats why i was askin bout advanced session
Yeah
that I aside, I really hope Epic and Allegorithmic sort out the plugin so that it works with Designer too. Altho its all probably in Allegorithmics court.
@regal mulch do you mind telling why is c++ needed for mp?
Only list you have is PlayerArray in GameState, containing PlayerStates
@latent moth Cause a lot of the Multiplayer functions and variables aren't exposed to blueprints
PlayerControllers aren't on other clients
damn and there i was thinking i’d be ok with BP 😃
Only on Server and Local Client
I already said, make it yourself
PostLogin and Logout on GameMode gives you the Controllers
Add and Remove them from an array
@grim ore Someone Spotted the other day something that says "Unreal Studio" so probably Epic will release other version with plugins or something
i’ll investigate to understand why c++ is needed
UWorks doens't use the Subsystem Interface afaik
I don't know how far they are in merging that
So if you only use Steam, it's okay
If you want to also use other Subsystems, PS4 etc.
Then it's not the best
nono
oh yeah its steam only afaik
only standalone or steam
i think itsd worth 100$
I know it's ONLY Steam
but then again i dont think doing it in C++ would be that much of a challeng
you are talking about the steam plugin or ?
Yes
well its either that, advanced session or vs
but the c++, is it for gameplay or for sessions/steam etc?
what do u mean
well
Both
i’m almost done writing all movements/projectiles/damage/ricochet etc
It really depends on what you do
There is now even a Steam inventory system
only bp
correct me if im wrong, but if you want to go C++ you have to convert your whole project, which will nativise all your BPs'?
up intil now everything was there
You'll have to just keep coding until you notice that something is not exposed to BPs
can you SET the half size of crouch capsule in c++?
cuz a guy told me if you have a BP project and then you convert to C++, lots of stuff can get crapped up
oh rama just released a plugin to edit things 🤔
You compile your code
And resume working with blueprints
@latent moth Maybe? Not sure. Can't you do that in BPs?
so converting to C++ midproject is not unhealthy in any way
Not that I know
Did it multiple times for clients
Just add a new C++ class through the editor
And compile
@regal mulch no you can’t 😃
You don't have to touch Visual Studio again unless you change the c++ code
maybe that’s my first edge
So basically, Code, Compile, Close VS, never touch it again until needed
Unless you constantly work in C++, then of course keep recompiling :D
protected:
/**
* Half-height, from center of capsule to the end of top or bottom hemisphere.
* This cannot be less than CapsuleRadius.
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, export, Category=Shape, meta=(ClampMin="0", UIMin="0"))
float CapsuleHalfHeight;
eh ill try not to do it, since after upgrading to 2017 it fucked up my registry. I sorted out the compiler pathing so that the engine can package games, but i can't find where it looks for vs exe
not that one, the crouch one 😃
There is a difference?
yep
example
i use crouch both for crouch and prone
i’d love to change the half size for crouch too
because it keeps the proper position on ground
but there in the source code where crouch is
So on what do you want to change what?
Only thing I have at hands is CapsuleComponent and HalfHeight
him wants to crouch and prone without colapse the capsule in the two sides
i want to change the crouched capsule half size dinamically from bp
keep the ground level permanent I think ?
yes correct
So just setting the halfheight of the root capsule isn't what you want?
you can only GET (from BP) the crouched half size
so to accomodate stand, crouch & prone
why do need to do that?
no cause the whole capsule system uses the middle of the capsule
i need a “prone” capsule
him want the bottom of the capsule as reference
YES hevedy gets it 😃
well, cant you make a new capsule, and only use it for collision when prone?
but no idea if you can do that
no
my main problem for that is
not with character
Wait what
when you need to lerp the camera
If you scale the capsule
you can set the character capsule to ignore
you need to use pawn then
:D Guess I never faced that issue
My main problem was cause you need to lerp the camera
if you do scale the capsule it will flicker, on the contrary the crouched capsule allows you to have a perfect match
If you know the base of the capsule you can do the lersp etc easier
not enough
if you use the default system you don't know the real location to lerp
you’ll still have an issue with the animations
well
for instance stand2crouch
I think Half Life 2 do it in this way with the middel point
So that is not how it works? :D
@regal mulch him want the red dot in the bottom
so you have always the same reference point
yes that’s how it works if you use the crouch functionality
but if you also have prone
you can’t modify the crouch capsule
Half life uses your feet as the reference point
So your position doesn't change when you crouch
i still dont c why u cant just use a separate capsule for prone
how do then the jump and crouch ? @south ridge
While Pawn would allow to use the capsule different
yes
The CharacterMovementComp needs it
I mean in half life if you crouch and jump in the air you collision in the legs change
yeah u just set the char capsule to ignor all xcept ground
but pawn requires reimplementing a gazillion things 😃
and set the new capsule to collide with rest
Yeah, so you'd basically need to replcae the missing collision?
yeah
probablem is the pawn don't allow or have the movement and replication system of the charcter
just for custom things like tree branches or whatever else
ive used different channels for extra collision on weird things like snakes and worms when lazy to pawn them
I am spawning about 50-100 simple bug skeletal meshes that are playing a looping animation and are moving toward a point (using the ai controller and character class) This really tanks my FPS, on the CPU I'm assuming, are there any ways to cheapen skeletal mesh animations when spawning many instances? Will try moving to a simpler navmovement component but I think the cost is mainly in the animations
ai and navmeshing is the expensive stuff
@regal mulch yeah basically i’d love to have an additional prone that works exactly like crouch
@urban gyro it's not that much faster without ai
https://www.youtube.com/watch?v=tY3XExJlTOE well this guy do prone
Thank you to everyone who purchased the system! I have been getting a lot of great feedback, please let me know what you think I would love to hear from you....
don’t know how to implement that
@teal tulip “stamina system”
he has prone
i tried but i never succeeded (not this stamina thing)
mmm
is this fps or tps?
fps but multiplayer
my only actual problem just even using crouch in UE4
so u only need hands
is the camera lerps
no it’s mp
you dont actually need to prone with all the bells n whisltles
full body
you need a full body to render to other players
but thats the player doesnt see his body, just the hands right?
nah also for self
so u stuck the camera in the characters head?
and ur fps animations for hands dont look weird?
which method? 😃
like if just had the hands
you only need the body for collision detection and all
the body itself wouldnt need a char controller
just the hands
so you can do whatever u want to the third person body
since it will only render for other players
and movement be handled by ur hands
yes thats whhat im saying, if you did it with the hands for player, body for others, you could cheat around the prone
ive done different collision with the char controller before in bp only, but it means you have to play around with the char capsule collision matrix
at runtime
actially wait
i only started with ue only 4 weeks ago after all
u have a capsule that you must be editing collision channels on
since you want bullets to hit the body and not the capsule
so there u go, u have ur logic set already
just a few custom collision channels and enable/disable them when you go prone
tho i have no idea if that will have network impact
i already have that
a bullet channel for the mesh
the only issue i have with prone is not being able to go under tables and such 😃
make ur char capsule only work on terrain
mark everything else with another channel
create ur own collision for everything else like walls
doors
etc
this is the plan if i can’t get a capsule “hack”
i find the char capsule very limiting most of the times, so i just make it work on the ground for position and gravity
will try 😃
you mean hevedy?
i couldnt follow the chat i dunno what hevedy said, something about lerping, saw cedric showing code for the capsule half height
oh yyeah u said u tried it
better do that first then 😄
😃
i just read what hevedy said
if you know the half height of the capsule, you can get the bottom of it by creating a new transform and subtracting the local z from the half height, no?
i think that would give you a ref at the feet.
not sure how to do that
when i tried it was quite abrupt
because you can’t set the half size crouch 😃
(back to square 1)
404
extra V
oops , you have to multiplly half height by 2
before subtracting
cuz its half height.
and swap the subtraction 😄
hahah
this is a tragedy
there
i gotz to go so i cant check it out further
but give it a shot
cya
😃
Would anyone be able to point me in the direction of being able to make functional things like abilities?
@teal tulip aye the camera snaps using the built in crouch
Anyone familiar with this issue when in Lit Mode?
Everything was fine the day before, there is lighting.
that looks like dying GFX card
Only happens in one level. Doesn't affect other projects.
@abstract laurel Really? Oh damn
do bisection thingy
?
if you can do backup remove half of project, see if it still happens
then you know which half has bug
so remove half of half of that bugged part
until you find elephant in africa
No one else is experiencing this issue. I believe it's localized to me (I am only dev using a Mac).
or if you have source control (and you dont|) roll back until there is no bug
I do actually
Thx lol
I'm working on a project and suddenly cannot see in any lighting mode. I have a lot of work to get done and BAM!
try deleting all lights then adding default ones
maybe you exceeded some hidden limit for lights
No. Like I said, no one else is getting this issue. Just me.
Everyone is on windows, I'm on mac
they usually assume "hmm, nobody needs more than 640kb of memory, more would be insane" and other such nonsense
Not the case here.
I def plan to when financially feasible lol
Reverting didn't work btw
I'm really at a loss here. Drivers are up to date. I cannot reproduce. Everything looks "fine" in project.
Have latest version, have restarted, reset PRAM...
you should find out if this happens in older unreal build or only newest
you know its fine under windows
so it may be ios thingy or ue4 for ios
Thanks for helping @abstract laurel ! Really appreciate your time.
Thanks!
anyone wanna playtest an ability based battle royale?
hi, so I tried giving an edge loop to a plane, exported as fbx, imported
do I have to rig the plane so I can fold it?
in doc section there was a page where instruction to create Binary build from github version was given. i cannot find it anymore.
can anybody give me the link?
or any key word to search with.
i have forget the term to create Binary build
is it possible to change the UI scale of the Editor windows?
It's nearly midnight. 😛
hi, so I'm trying to make animations for opening and closing a note, I've got the skeletal mesh done, aren't I supposed to be using an animation sequence?
I'm confused, why doesn't vertex snapping work everywhere you use the movement gizmo? I just want to be able to snap spline points and blueprint vector widget points to vertices...
@latent moth check the Tom Looman Survival tutorial have a crouch system and uses the default pawn
ok thanks! hopefully there are enough details 😃
Oh I think I've worked out my aim offset
Partly
I dunno why running and stuff work fine, but for the anims that don't I could make another with the aiming pose in hand
Anyone know how to enable temporal AA when rendering with sequencer?
Even rendering at 4K causes loads of noticeable dither
It should be already
Doesn't seem to be, tried with cinematic mode on/ off and still dithering
Strange because an older test I did seemed to have TAA but ever since I hit the cinematic scalability I've noticed the dithering
It is the same as when you take a high resolution screenshot and it removes the AA
I have a 4K screen though, so it should be able to still render the full screen with TAA. The difference in dithering each frame is extremely noticeable
what version youre ?
4.19
and the camera in gameplay looks different from viewport ?
Looks fine in viewport and playing in edtior
TAA as intended
When rendering with sequencer, I get this
probably is a bug then
Using the sequencer render options btw. Resolution doesn't affect anything or does image sequence
Epic changed the TAA system in the 4.19
probably they broke the render feature and TAA
go the forums and post about report that form or something
the 4.19 didn't released yet I think
Can be that a bug or some settings I missing but since they changed it probably added it and dind't tested every case
test in 4.18 if happen aswell
Will do
Thanks for the help
Managed to fix it by calling "sg.AntiAliasingQuality 5" on begin play in the level BP
Sequencer seems to either turn off or default to a lower quality
hello people
i want to invite my friend to thsi group-how can he join??
@latent moth the crouch system seems to be managed by the engine in that class
const ACharacter* DefaultChar = GetDefault<ACharacter>(GetClass());
if (Mesh && DefaultChar->Mesh)
{
Mesh->RelativeLocation.Z = DefaultChar->Mesh->RelativeLocation.Z;
BaseTranslationOffset.Z = Mesh->RelativeLocation.Z;
}
else
{
BaseTranslationOffset.Z = DefaultChar->BaseTranslationOffset.Z;
}
In the character and movement base engine classes
hey guys so i have a question i made a bridge in blender and used 3 bones to make it swing (so it seems scary and windy) but when i imported it in ue4 it works great but the problem is its colision is very simple (box) i dont know how to make its collision complex i know how to make that fot static mesh but this one is animated please help !
@plush yew the same way you join
There is some invite link in the guide channel I think
@CrazyHunter#6466 well is a skeletoh, don't think that is the best way you should use static meshes for the colisions
or use a complex way with skeleton but isn't the best way, you should simulate the movement effects with the shaders
thank you
@teal tulip how can i animate it without skeleton ?
as said with shaders with materials/shaders simulated movement in vertex
still won't collide in realtime, the collision is static
@teal tulip ok thanks alot bro
note you can use
complex as collision
in the models you should have the option
are more expensive than the hand made collisions
Zbrush and Blender for example
if you want something as you don't know model there are some tools by Adobe
Adobe??/What Adobe Which??
for generic looking characters you can use Fuse (Adobe) or MakeHuman
^
I heard that hints are being dropped that Unreal will have official lipsync support? that true?
Thank you for info-but in Blender first create model then programming and import in Unreal or??
You have to ensure that your lightmaps aren't overlapping anywhere
If you look at the UV channel 1 in the UE4 editor you'll see red shells indicating the ones that are overlapping
ooh .. let me see
Or actually that may just be ones that are out of range of the 0-1 space, regardless if you can visualize overlapping shells in your modeling program, chances are there are a few that sneaked in on top of another
aah i use blender
This error can also happen with improperly unfolded shells that have unfolded on top of themselves
So if a lenient layout doesn't solve it (with lots of pixel bleed per shell) then it's likely an unfold problem
i dont actually see any red shells
english please..
what??