#ue4-general
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@cloud cobalt thx for help
I want a GDC session where Epic goes all "We've fixed all these things that technically are in the engine but don't really work"
Like I tried using FABRIK animation last week-end - great, it's already in the engine ! Aaaand it's a community feature that doesn't support physics constraints, so it's only useful for limited use in organic models
Like how particle lights technically work but actually are a worthless piece of shit
Or dynamic shadows of hell
@honest vale I thought it was only me that had this impression that recently Epic is talking about everything but games, hah.
yup
@lyric owl I was talking about Epic ๐
That's a bit hyperbole but Epic often appears to follow trends while forgetting day-to-day gamedev
Considering they have a lot of success with Fortnight it's all good
Epic follows trends because that's what the mob at large demands
yeah trends are good got to be on cutting edge
however their own day-to-day game dev seems to follow trends too, but way, way too late
Mobs don't make what Fortnite & PUBG make though
Fortnite being the obvious exception in that regard
it's not about money
it's always about money, it's business
UE4 is a really great engine that has some glaring issues for mid-level users - those who can't afford large engine changes, but are actually shipping games and need robust features
There's a consistent trend at Epic where they announce shiny great new GDC-style features, only to kind of forget about them once they've been released once
I don't remember how many times I used a feature only to discover it's only partially supported
@cloud cobalt not really
medium level users are gold with ue4
biggest issue with ue4 is the noobs
due to all the tools and C++ being C++
i know plenty of serious indies, and they never need to touch the engine code
at most, something llike what ive done
single line small tweaks
But then we're also stuck with stupid issues we can't fix ourselves, like shadowing, particle lights, etc
My biggest problem with Unreal so far is the lack of DRY.
To build a dedicated server... geez.
@cloud cobalt we technically can. It's open-source, though yes it requires certain knowledges and all..
Why is ue crashing when I initialize a Timer like this GetWorldTimerManager().SetTimer(TimerHandle, this, &AProjectile::Explode, MaxAliveSeconds); (at begin play on an actor)
oh, sorry ^^
@reef mortar It's not that simple imho. We went through every release from 4.1 to 4.19, for years, because it's a long term project and we need active support for Linux etc. Doing changes in rendering etc isn't possible because we'd need to maintain that all the time
Unless you get it high quality enough to submit for a PR
That's what I meant. I mean, regardless of the issue you can always open a PR.
I agree, not simple at all.
unless your rendering PR is few lines long and fixes some glaring performance issue
it's not going to be accepted
don't even bother
Basically what I dislike is that the engine feels a bit stretched to partially support some cutting edge features, without really stabilizing the thing for everyone
Agreed. ๐
Typical examples being lighting channels (or the FABRIK stuff I was talking about)
Am a newcomer to this Unreal world but I have this same sensation regarding various things. Lots of nice features, but a lack of polishment is always there.
Kite Demo is my favorite
done once
barerly working
and all the tools used to make it
are now barerly working
Now the engine is great as it is imho, compared to the competition. It's been a great enabler for me.
Even comparing to Unity?
Yeah
I'm mostly a material / programmer person, Unity wasn't even a consideration before material graph
And C++ is great for me
It's just annoying to see the heavy push for VR stuff or CAD stuff while fairly old features are all but forgotten
It's all about money, right? Haha.
unreal 5% is bigger than unity
i pay now more money to unreal than if i just bought unity pro
Unity is obviously cheaper for all but failed free-to-play games really
@frank escarp what do you mean by unreal 5% is bigger than unity?
specifically unreal 5%?
unreal cost is 5% of GROSS sales
oh ok gotcha
means that if you game costs 20 dollars in the store, you need to give unreal 1 dollar
before the store 30% cut
before taxes
before bank fees
geez stop! lol
I'm Brazilian. Have all that plus exchanging taxes. ๐
the only reason it's done this way, isto prevent creative booking
Though it's gross sales minus refunds and taxes
For a 20 dollar game, it's more like 5% of 18 dollars
you can at least try to account it into cost for taxing
But yeah for you, it's more like 10%
just commenting on DWVR cost
but if you think you are going to make lots of money you should get custom license
30% from Sony/Steam, plus tax, plus bank fees (fucking bank)
To be fair, Steam is 30 fucking percent, 6 times more than UE4, and even state taxes are more than UE4
and then i have to pay around 0.7 dollars per sale at 15 dollars
Even my bank is close to one percent total I think
the problem is the stacking Stranger
lol. an 30% cut is already an catastrophy from an ecomonic pov
Everything is more than UE4. ๐
most music royalty cuts are about 50 - 80% so 5% is completely fine imo in comparison
UE4 is the biggest help for me, and one of the cheapest. I'm very much fine with it myself
Steam is 30%? damn.. i mean they do host download services, matchmaking (so you can find others to play), achievements & more
well, i have actualprofit from my games, so im happy
sadly my games are not big enough to be worth a custom license
i mean DWVR has sold around 35.000 or so. Im paying Epic a 5% of that
that is fine though as their engine literally powers the game right?
Better 70% of something than 100% of nothing right?
Basically there isn't a scenario where you would be rich with Unity and not with UE4. You're looking at 5-10% of your revenue, and obviously you need to take into account the difference in productivity (Unity might be better, UE might be).
depends on the game
If you're better with Unity or close, go for it
Unity seems way better for multi-world survival games
UE4 is better for 3D or multiplayer, Unity for mobile and VR
in general
I'm into a topdown project and at the beginning I had the sensation UE lacks a few features it could improve the productivity for people working on these kind of games.
topdown/rts/moba-y.
what kind of features?
@everyone I have a problem when i import my mesh.....its uvs are triangulated as if i triangulated the mesh but i never triangulated it....and i think that trangulation of those uvs create the error of uv overlaping....i have a small section of lightmap in my uvs so the eror is 9.2-9.4% overlapping.......can someone help me??
btw, @ here doesn't work
@plush yew A simple example: movement. To understand that my character had to be controlled by an AI that only receives the input from my controller to move towards a given direction... geez, that was painful. I am not 100% exactly how this could be improved, but I'm certain that it's possible.
Sounds like you just need to learn more about the engine
Also, Fog Of War. It requires HLSL. Have no idea.
@harsh thistle just don't have long polygones
@plush yew well, that time has passed. And yes, I realised it was a lack of knowledge of the engine. But I feel that a few things could be more intuitive. At that time I could name these things, but not anymore because I just can't remember exactly. =/
There are certainly some things that could be improved but a lot of the time it is too specific like fog of war, or needs futher understanding like the relationship between classes
Controllers controlling pawns makes sense really I think
It totally makes!
@lyric owl can u elaborate in sence of my model??
I honestly just don't remember what were my thoughts back then, otherwise I could elaborate better.
@gui#2750 got it! hopefully it all becomes clearer in the future, it's a huge engine with a lot of features, can often feel overwhelming and too complex when learning
but actually use sure that you don't have overlaping uv's ?
no then you unwrap your model
its just fine in blender
you should check for overlapping uv's
how can i check that....
show you seams
For sure! @plush yew
Unreal is a game changer to me. Really happy with it, because even though sometimes something seems hard to achieve, when I do, the reward is just great!
Exactly! I've never had so much fun with something
You can truly bring your ideas to life
YES, EXACTLY!
Having fun all day, everyday. That's exactly my feeling these days that I'm working 100% with it. ๐
Doesn't even feel like work ๐
@lyric owl these are my seams
Not at all. Geez. Comparing the routine I'm having today versus the old job...
Don't even like to remember.
bake this bevels to normal map and use simple box for door could be better
@lyric owl I am truly a newby i started learning blender long ago....tried to make a model for dota 2 then stuck on uv maping and texturing.....then i thought i should take a basic model first so i took ther door and then stuck on same topic
and if i want to make a complex model that has perfect collusions and all that stuff...
i mean i want it to be a realistic model
even i was able to do this without any problem
turn your wood 90 degrees
i mean i want a good teacher who could teach me in detail
it's usually like this on the doors
ooh u mean perpendicular texture
best advise I can give go and find yourself some intern job
Hallo
use reference
@lyric owl Dude iwant to do engineering first then game development school
I recommend just practicing even over an internship
There are tons of videos online
And lots of great reference
yeah but this is slower
Just takes time to practice and train yourself
I don't know about sitting with someone in a studio would be faster
Doing tutorials paid or free and lots of practice usually has a good result
you need someone with better visual library then you
If you watch someone doing something, it's very rarely transferred
someone with experience
If you watch them in a tutorial and do it right after, you retain a lot more
but i prefer doing what @plush yew says as my parent wont be sure for a ob in this field till i complete my study till engineering
if you don't have visual library you not going to tell what is good
even finding good tutorials is hard
It's an important skill to build up your own reference library
You won't get a good eye from just sitting near an experienced person
You have to find it yourself
@harsh thistle regarding that door
your wood-size is wrong
it's like a zoomed in picture of a plank stretched over a whole door
look at a picture of an actual door
you will do that faster with experienced person
in uni this experienced person attention goes on more people so it's have less effect
basically it's better to have mentor
Also, are most doors vertical grain or horizontal?
Vertical?
@wide lark there's no such thing as a 'game design job'
then long lines go with the shape
@plush yew What would be a better description of a job helping design a game?
also, you could just use image search and look for a wooden door
that depends on what you think 'design a game' means
does it involve art
or code
or just 'ideas'
Creating the systems. Enemy AI, triggering events, character concepts, story concepts, mechanics...
okay there's kind of what i'm getting at, those are all kind of seperate jobs.
and that seems to be a very recurring theme amongst young folks coming into the gamedev scene
Well, I'm making my own game right now so I don't know limits @.@
in the current sense of what a 'game designer' does, it's really mostly just spreadsheeting in excel
and drawing up diagrams and flowcharts
To design the mechanics or story? Or what? Budget?
Mechanics
A game designer comes up with how a game should, in theory, work and play
Everyone else then comes in to realize that vision
well, unless you're thinking in terms of a one-man team, or a small group of maybe 3 or 4 people
a lot of these jobs will end up being just one person doign a thing
writer will do the writing
Absolutely
artist will do art, sometimes both concept and ingame
usually not though
coder will do the code in cooperation with a designer
I'm a two-man team, so we both wear tons of hats
there's almost never a case where you'll be doing everything, and even if you're a one-man-team, you'll likely end up seeking outside help
something as simple as comissioning an artist for a few pieces of concept art
But ya know, the definition of game designer ;3
So... I really like designing mechanics.
It's easier to be good at five things that to be good at ten things
if you enjoy designing game mechanics, it's probably a good idea to just prototype stuff
lucky for you, you can do that all with just nodes now
Define designing mechanics
COming up with them or programming them?
Game feel would be atmosphere, the way you intend for the player to feel while playing, that sort of thing
And just how the game feels to play
An abruptly-moving camera feels different from a smoothly-moving camera
That sort of thing
So like.. you ever play MOBAs?
sure
Who would design the skills for the characters?
Like who would design them and make sure they feel good to use
Or feel right
I'll be the ideas guy 
^
๐
generally, there'll be an idea, what sort of character, what sort of identifying elements will it have, what sort of 'style' then concept comes in, define the looks etc, a designer will come up with come abilities, will ti eb AOE, or a direct one hit, with a following DOT, tht stuff
then an FX person will make the effects for it, and an audio guy will do the audio
I mean yes, I would love to share my ideas, because I love risk reward balancing. The reason is I play at diamond/masters level in MOBAs because I understand skills at a base level and the thought of designing things like that sounds fun to me
all those things have to work together to make it 'feel' right
it's not a single thing
In a 100-man project like DotA you'd find at least a few people to work on pure game design, but for most people here, that person is going to be the one doing the implementation too
And "coming up with ideas" will be the entire group
I'll be the ideas guy for $5/minute
What Stranger said
i'm currently just a 2-man team, so i'm working on all environment, particle effects, all the visual technical stuff, and my buddy is doing characters and code, i'll have to outsource a lot of the audio probably, since we're just not competent at thet.
but at my job i'm just a guy doing tech art
i dont touch even remotely the amount of stuff i have to handle on my own project
It's part of the game design role
Which could be a dedicated job (for a large project) or not
The short version is that for any team smaller than say, 20, no one will only do "ideas" and "design", or even only writing
Except if it's like a really writing-oriented game
Right
i mean shit, i work in a 500 people team, and half the time nobody knows what the plan is for anything, until somehow 'theres a plan'
because someones job was making that plan
in THAT case, that's a full time job, and it'd liekly be a designer.
For small teams, especially <5, everyone on the team needs to be super technical, and you don't need guidance on ideas or balance because you kind of make it up as you go
Because you simply don't have enough time anyway
The most important part of indie game design is finding a game idea that your small team can pull off with quality
I'm just trying to find out what I want to do with myself lol
Is it possible to add a source-built UE4 to the epic games launcher so i can download marketplace assets? (Without downloading non-source UE4)
@wide lark Well, do you enjoy writing code ? Creating art ? Composing music ?
I enjoy creating >>
I don't know how to do music or art very well but I like writing code.
I like making changes and seeing immediate results
You're probably looking for a gameplay programmer role, then.
I use to design and code races in a CS Warcraft mod.. now I'm designing my own thing and coming up with the world concepts is fun but also implementing them is fun too because I get to see the results of my work and tweak it to feel right
Like designing a dash that works how I want it to and to make it feel good.
Also, is there a blueprint that let's you ignore actor collision but not world?
Like if you wanted to be able to dash through an enemy
@wide lark Yeah, play with collision channels
I was trying to find that but I couldn't find collision channel in my searching under blueprints
I only searched for like 30 minutes then had to head to bed
@everyone can someone map my uvs for my door .....see those pics above...so i can get exactly where i missed....
hey ninja, what you like, ios the dopamine that you get from seeing an immediate result of your actions
it's the 'i love it when a plan comes together' feeling
find the medium that lets you do that the best
wether it's art, or code, or blueprint
or heck, even modding, there's modders that make custom characters or buildings or whatever
and they make THOUSANDS on patreon
it's a legitimate career choice
Yeah, pretty much. I feel like I'm not skilled enough yet. I taught myself how to mod the CS Warcraft mod by reading the code and modifying it xD
i taught myself to model by ripping models from games and studying them
and now i have the luxyrt of being able to work wherever i want
but that includes 10 years of experience
it's a totally legitimate way of learning
I don't feel like modeling or art design is for me, honestly. As much as I love creating things... It doesn't feel like a strength to me
nobody starts out with anything as a strength
When it comes to coding, my brain is like: Oh, logic stuff. I got this.
you have to try a bunch of stuff, see what you enjoy and what come snatural
then just do it more
youll never get great at something you dont enjoy doing
do do what you enjoy, and getting good at it becomes literally inevitable
That's why I'm playing in Unreal Engine
It combines my two favorite things.
Gaming and creating
I feel like if I have a little time and someone who I can ask questions, I'll be able to do a ton in 6 months
Or if I had like someone else to work with who knows what they are doing lol
Once I know how to do something, I typically don't forget.. it's just knowing what I need to know
Any takers? Lol
if you've got any art-questions, you can always ask me, i'm happy to assist
better do it in private messages though, wouldnt want to get banned for giving suggestions
No one will ever ban you for suggesting anything in a professional manner, obviously
@wide lark Basically many people want to get into game dev, few succeed, even fewer do it for a living, so be sure to have your life priorities sorted
No matter what you want to do, you'll get support here
That's why I haven't quit my day job xD
Same for me here
most people make some dumb shit, think they did a good job, and then realise that reality doesnt want their shitty maze95 clone that they sold their house for to finance
but that's nothing to do with gamedev, that's just people being dumb and making bad choices in life
Most people who make games for a living never owned a house in the first place :p
lower salaries + expensive locations + job instability = renting for life
most people who make games for a living aren't even very good at it...... believe it or not.. it's just that someone with SOME clue is better to have than someone with NO clue.
It's all about life choices, i'll definitely not quit a day job until A) my game sells like PUBG or B) I have a house and my children are safe from need
Well, selling like 1% of PUBG would be fine too
You get the idea
1% ๐คฃ
i think .1% would still be fine tbh
the guy who sits next to me did all the vehicles for pubg
even if they made $15/sale (for 30 mill sales) when they sell for like $25 a sale
they would make 450 mill
found his thingy
damn ๐
These are great
ye not everyone here is a fresh face to gamedev.
Yeah, some of us have been here for quite some time
Does anyone know where the Microphone Capture Component is at in 4.19?
Welp
Idk where the hell that thing is in any versions @grim ore
well it was added in 4.19 I just can't find it. I think it's in a plugin that I don't have enabled, the rest of the new audio stuff is like that, but for the life of me I can't find it. That or the preview 6 just doesn;t have it
hello guys! Stupid question. Asked about a bug on the forums and got an answer that I should apply a changlelist some number to make it work. I have no clue what that is or where to find it. Google turns out nothing. Does anyone know what I'm suposed to do?
@hazy lynx link?
It's on a closed part of the forum. Nintendo switch related
"I believe changelist (some number) will solve your problem."
If you look at the github commits (like https://github.com/EpicGames/UnrealEngine/commit/c42f71fa1723bf003daba1b13a4b02fc9727c802 for instance), there's CL (some number)
What's the changelist number?
@silver crown perforce
Ah ok
is there a way to declare a component in C++ but define it in BP, maybe with a subclass?
like in C++ I can do Super(ObjectInitializer.SetDefaultSubobjectClass<UMyCharacterMovementComponent>(CharacterMovementComponentName)) in MyCharacter class constructor
I want to do something similar but with the ability to select my component class in BP
I just recently built UE4 from source, Am i supposed to have a UE4Editor executable in Engine\Binaries\Win64\
Is there someone from Epic staff who's responsible for user support?
I have an account bruteforce lockdown here that hasn't been lifted after 2 hours. (Support emails auto reply they not being monitored, and the only way to get help is to login at help.epicgames.com...
I would want to be able to login into my account or enable 2 factor auth. How can I solve my problem?
Thanks
@wicked tiger @fallow cliff @elfin jacinth @blissful reef @finite flame @hot carbon @torn valley
Sorry but that's an emergency situation for me :)
And help@ and account@ emails do not work (which they should)
dude why would you tag the entire epic staff team lol ๐
perhaps the <@&213101288538374145> can help you ๐
didnt realize mods had access to epic accounts
They don't
neither of accounts@unrealengine.com help@epicgames.com emails work (they only sent autoreply of not being monitored)
and help.epicgames.com required to login before getting help about epic account...
So that's brilliant...
wait, they actually say that nobody is monitoring them? why do they even exist then lol ๐
yeah
Thank you for your email. This email address is not monitored. For support, please visit http://help.epicgames.com.
whats a bruteforce lockdown?
they fucked up big time ๐ฎ I could lose my account possibly
Probably had too much spam with fortnite
bruteforce lockdown == alert that someone tried way to many wrong login attempts and it has been locked for 120 minutes
but the problem is 2 hours passed about 3 hours ago and account didn't unlock T_T
you can still launch the engine tho
Maybe you're still being bruteforced
And yeah, epic account isn't vital
yeah I hope it's just a database update lag
but who guarantees the attacker won't try bruteforcing again before I could login?
do u really think ppl just stop developing when the login queue gives u 2 hr wait time lol ๐
account isn't vital that's ok, but if it's cracked by attacker then my personal info leaks + I don't remember if I linked a bank card to my account or not
unless epic didn't implement 2 factor auth till february 2018 ๐
u need thousands of bumps just to even have a remote chance of bruteforcing a bad password
I'd had 2 factor auth enabled right from the account creation but well yeah...
you aren't seeing the whole picture
if anything somebody is probably trolling u ๐
What's strange is account lockdown, should just ban the IP
attacker can constantly lock my account out and I have no means to get into contact with epic to resolve the issue
help.epicgame.com requires LOGIN to get help about epic account
why not create a new acc and access the help?
Else you can DM their twitter account I think
okay thank you for suggestions! I'll try that
but that's a horrible user experince T_T
any way to change manually the path of the referenced assets on a .umap
i deleted the redirectors by mistake
it's only needed for new engine versions. I don't see why you're so worried @tawdry birch
Hey there @tawdry birch, go ahead and PM me, I'll see what I can do (This is day 2 for me, so I don't promise the world)
and there's your salvation ๐
Also after that you may want to link your google account
I changed my name, so don't freak ๐
hey any way i can get a link to that? wouldnt mind linking my stuff
plz just dont give me lmgtfy links ๐
Just log out and log in with the google button
Will ask you to link your account
Web too
I use 2FA for everything
na, web only has twitch psn and xbox
No ๐
i find 2fa super annoying
you get used to it
id rather just have a beast password
beast password doesn't help when someone stores it in plaintext and it's then leaked
@silver crown yeah thanks another advice I'll follow asap! ๐
I mean the service provider
the thing you log into
they store your password in some form
yeah so they get hacked i lose 1 acc, big deal
and they all probably hashed anyway
my email address and other account details have been leaked in 8 separate occasions ๐
mine 13
Just UE for me ๐
but thats just the email
after the leakedin leak I started using different passwords for each service I use
oh wow twice ๐ฎ someone is really hating epic and ue out there in anonymous O_O
nah, just old forums software
the old database injection trick hah
Epic forgot to update
yea, I was lazy before
have a crap password for garbage services
my EA account got "hacked" because someone called EA customer support and talked them into changing my password
I noticed when my email address changed to some .ru domain one
as long ur mail is intact any account is recovarable
it wasn't
except by calling EA support
they changed the email, password, security question, everything
then EA is weird, i'm not aware of any service that can change email on acc
i mean they can, but generally shouldnt unless in some extreme case
but anyway, now I have hundreds of entries in my keepass vault
ive had my hotmail email since hotmail launched, had like 20 different attacks on it
ha, minecraft accounts were breached, xplains why i got spammed by password reset requests
pasted 80 times, damn ๐
xamarin dropped teh ball
last few days my material editor is so laggy
its almost unusable
and ue4 then uses 90+ % in task manager
has anyone had any problems with ue4 not compiling c++ projects
i had installed VS2017 but cant seem to fix this, so im installing VS2015 now to see if it changes that
what version of UE r u running
im running 4.17.2 right now
@tawdry birch next time dont @ all devs though, we have a rather strict kick policy on that
wait, i think its starting to build now that i changed the VS version to 2015 in the project settings
@fierce tulip I'm sorry bu that was a critical situation. Also would be nice to fix the confusing "email not monitored" message (that as we learned still creates a ticket but doesn't notify user of it), and also support site require to login in order to get support on account.
What the user would do then? Horrible user experience.
Oh just noticed you're not epic staff
sorry ๐
i see u have that @everyone mention turned off, lol that one is a lot of fun
yea thank Zeus thats off.
the most dreaded mention in the hands of all members!
Thanks for the feedback on that @tawdry birch. We're always looking to improve!
https://i.gyazo.com/1cbd237b054273571f58fccccec95f43.png
<_< seriously people
Reading some of the reviewer spam right now
"Also soon on the site will be added clothes with my logo."
... Okay, that's really interesting
"I want make video with your game"
Reading these with a thick Russian accent is really great
@cloud cobalt avoid everything that smells even slightly like russian/ukranian
every one of them is a scammer
well, probably more like 95%, but can you spot that 5%?
Honestly it feels more like 100%
@fierce tulip why does he want an VFX artist to teach him multiplayer systems design LUL
I'd say developing for VR in general is "harder" than non-VR - you need to optimize more, from the start, to deliver 90 FPS.
very few things in UE4 are "easy" for a beginner - making stuff for VR is pretty on par with making, say an RTS I'd say.
in terms of the custom stuff you're gonna do
Then, yeah, there's that 90fps target
i do vr becouse tech is what i do best, and it balances my shit design/art skills
Well, maybe not "don't bother", but don't start game dev OR UE4 with a VR project.
but vr is serious business, it comes with very serious limitations + perf
If you decide to start there, hope you don't get sim sickness
I think everyone can get a bit sick with low performance, which is obviously going to happen from time to time (at least) when developing, but especially if you don't already have the experience to know what kind of budgets to set from day one to keep that 90 FPS.
I feel like if you're starting with UE4 that VR isn't that much of an extra step - yeah you're not going to be doing it optimally but what are you gonna do optimally?
Just don't expect your first project to be stellar @shut jay
oh my projects will be simple, won't be making a complete game or anything
just more to learn
That's a good attitude to take for it, I think
ofc if you run into a brick wall you can ask around here for help
well I'll ask the big question
compared to unity when it comes to vr, is ue more "community friendly"?
its best to start with something like a shooter, or a platformer
as they are barely any edits from the base templates
well for my first vr learning project, i'll probably make a burger flipping simulator lol
and expand from there ๐
is it just me or did a new unreal version just pop up
Just you.
Last release was 4.18.3, like 2 months ago.
(I can numbers, ignore the typos)
this tweet is kinda ironic https://twitter.com/FortniteGame/status/971450932746735616
PSA:
Visiting websites or clicking links claiming โfreeโ Vbucks or in-game items are unsafe. The official Fortnite website is https://t.co/2e5rxQV3Uo.
Guard your account information and DO NOT trust third-party websites with your account...
2737
13314
"the official website is INSERT SOME SHORTENED URL HERE THAT REDIRECTS TO WHO KNOWS WHERE"
not sure what preview 6 means. i guess its a test version or something?
Yup.
Are CFG vars saved on termination?
or is there a way to save them manually?
or do i really need to make a save file for a damn volume setting?
UPROPERTY(Config) types?
you just have to call Save
ah, I never worked with those in bp
@honest vale That was exactly what I pointed out in an internal e-mail. ^^()
there is nothing about it in docs so I presume you have to call SaveConfig() from code
aye, can't find either. Seems weird there's no way to do it in bp
A) Twitter shortens the URL and B) the website really isn't fortnite.com, though fortnite.com will get you there.
unless it's saved on exit by default, but since i havent packaged i wouldnt know
heh
Mind you, the actual tweet displays fortnite.com, not the Twitter shortened URL.
maybe i should package and just go watch a movie or smthin
I'd just make a bp callable function that calls save @urban gyro
I'm limited to BP only for the project
so i guess a save file itll have to be -.-
tx anywya
by the way, does anyone know perhaps, what changelists are? I have found a comment to an issue I'm having that suggests a changelist some number should be applied.
maybe itll work in packaged
@hazy lynx It's a perforce thing
ah...
UE4 is versioned in P4?
I guess you have access to the UE's perforce?
always thought it was SVN
yes
Well never used perforce, but I guess you can do some kind of checkout
Should ask in #source-control
I'm not very familiar, but thanx a lot for pointing me in the right direction
get trouble finding free highlight material for my horror game anyone can send me
highlight material?
yes when you close in object the object will highlight
Like when it's selected in UE?
like this sir
Email: tesladev2323@gmail.com A quick and easy way to get a basic outline for an object, ready for interaction.
@hazy lynx @urban gyro @silver crown Epic uses Perforce internally. Changelists are the Perforce equivalent to Git Commits.
Wonder whos changelist is bigger. Epic's or Nvidia's
Nvidia's probably using git
What do you mean by bigger?
Like, total number of changelists?
Epic's current Perforce is up to nearly 4 million right now.
@grim cargo http://www.michalorzelek.com/blog/tutorial-creating-outline-effect-around-objects/ first YT suggestion after your vid ๐คฆ
By no means is that 4 million hand made changelists. Plenty of automation and merging and such involved too.
@livid haven
Could you prehaps point me to a way to add a specific changelist to my workspace?
I do
Are you an employee of a company with a negotiated licensing agreement with Epic?
yes
Do you have the Perforce client set up already and connected to their server?
yep
In the client, Ctrl + G, type the changelist number in to there.
@urban gyro who?
thanx a lot Sion!
Nvidia
ah
Indeed @urban gyro
Alternatively, @hazy lynx, "Get Revision...", "Specify Revision Using Changelist", "Only Get Revisions For Files Listed In Changelist"
Development Environmentย at a Glance
Company name:ย NVIDIAย Corporation
Headquarters:ย Santa Clara, Calif.
Industry:ย PC Graphics
Number of users:ย 1,700
Total storage: more than 400 TB
Background
A global leader in advanced graphics pr...
I think they removed ctrl + g shortcut
but I found get revision window
but like can't interpolate the changelist count
i guess they're hosting their marketing videos in there ๐ ๐
Ctrl +G = "Search -> Go to"
@nvidia
but it would be reasonable to assume they got way more than epic
This is going to be a pain to debug
ah, indeed. it didn't work for some reason. Keyboard layout issues perhaps
๐ญ
so is that a flipped normal or is there actually missing geo there ๐
It's from my voxel plugin
Some holes in some tricky places
Missing geo
Between chunks
Live edit
If you want to try it: https://drive.google.com/open?id=1uZ5ud83fjUl1jApYjY-O9nr2g5Of4Dy- Server: need to click Play, then enter his local ip (often 192.168....
well, it's at an incline, so u prolly fucked up some trigo or smthin, no clue at all, not a fan of generators
Sadly it's a lot more complex ๐
oh nice. reminds me of astroneer with that low poly look
probably, a lotta math
But I'll stop complaining and actually get to work ๐
Thanks @cedar snow ๐
It's also free (kinda)
does that include the source?
@cedar snow Yep MIT
its a generator, would be very convincing to thhe chievment hunters
But there's a pro version coming soon with more features
nice, might check it out. curious to see that implemented
for the multiplayer part: is the geometry data under the server's authority and players just send their input?
If you're interested there's also a YT playlist (https://www.youtube.com/playlist?list=PLjYKpKPK8E-_lxP5EuRxizhNuNBDYnT15)
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
@cedar snow Players send their inputs, and the server sends the voxel data to the clients through a custom TCP socket
streaming voxels ๐
yeah, everything else would break it
@silver crown how do you handle LODs?
last time I tinkered with marching cubes, that is what got me big time
the ones with the toilet issue?
oh ya, I stumpled upon that
but decided that writing the lookup tables for that was impossible for my brain to process
Well they're given by the author
Just need to read those 95 pages
To understand how it works
Hello hello! Me and some friends are working with an exhibition where we are going to use a mocap-suit and have different effects on it for an exhibition. Any tips for effects or general tips for what we could be making in one week? We are using the rokoko-suit and there is no real tutorials on it except for changing the mesh of the character in unreal!
Thanks in advance for anyone who could lend a hand/tip โค
If you have any tutorials or whatever that you think could suit us id love if you could PM it to me ๐ (we are quite new in the software)
Yay, fixed the holes ๐
@digital tapir Maybe #animation would be appropriate too?
Thanks phyronnaz yeah I will try there aswell
For some reason I can't see the actual sphere on a triggersphere. Have I accidentally switched it off somehow?
Alt+C
Thanks.
Hi boys, how are you today?
welp just had to format my hdd
had a system error
How you know your addicted to level design: Chrome > Epic Launcher > UE4 4.18 are the first things i install lol
i usually install drivers first
omg its the @silver crown - your plugin is fantastic
well i played around with the first one you shared on /r/unrealengine and seeing it progress has been inspiring ๐
Here I am @livid haven
Sure, will continue here.
Where would you like to continue at
For context for anyone else who wasn't in #engine-source, I was talking about needing to gain experience as a dev to refine your skills, but also about gritting through the rough first experiences, not setting yourself up for failure with unrealistic expectations.
And I have explained that in video game development all the resources you would require are online and accessible
Therefor any questions you have can be answered through research and "FEELING" is not required
A lot of knowledge is, but there are still things you have to develop a feel for. The term "feel" here is kind of abstract because, well, it's describing abstract things.
At the end of the day, it even comes down to the way neural pathways develop from doing a thing over and over.
I would like a few, not all, examples of abstract things in video game development that cant be researched
Like any mental skill, practicing it literally optimizes your brain, physically, to do that kind of thing.
Are you talking about ALL VGD or only the programming side of it?
programming
I'm speaking broadly, but it also applies to programming in specific for sure.
I have someone else running the artistic side of it
doing a thing over and over very true, related video about habit forming benefits https://vimeo.com/257717109
Animation is the process of making small, repetitive, consistent actions, over and over, until you suddenly find you have created something you are proud of. Simonโฆ
programming is an art itself
Yes but its an art that can be researched
If you needed a specific code to run a specific task. That can be reseached
Just about anything can be researched and sure, it's easier to prime yourself to do something like programming with less hands-on experience compared to something very physical and/or creative, but it is still an element.
The artistic side is all about feelz, experience is key for good art.
Programming requires quite a lot of experience before you can do stuff in a usable manner (My opinion).
I'd say at that point you aren't learning to program, but rather learning to copy.
The problem is that some lessons can't be learned just be reading something - you need to really grok it, understand it intuitively.
thats why i stopped following tutorials
I dont agree with tutorials at all. Takes to long to understand someone elses point of view
I look at the code
how often do you find some code that works exactly the way you want it to
i always have to massage it even when copy/pasting
If I tell you you should prefer composition over inheritance and give you a few examples, you might kind of get it, but not necessarily really see the value in it. Same thing with global state and singletons and why they should generally be avoided.
There are so, so, so many interacting bits of knowledge that no one can give you a giant rulebook you memorize on how to be a "good" programmer like them - they can give you some of it, but most of it is all interconnected and not entirely conscious.
Sion you just taught me something
which is my point
People can learn things through others experiences, I dont need to experience it myself.
I'm not saying you can't learn anything from observation and communication. I'm saying you can't learn everything from it.
Yeah, those who paints by colors is not exactly an artist until they learn how to tie those colors together for themselfs how they want them to be represented, as a practitioner of many martial weapons, you can watch videos about how to do the different moves but they way you tie them together is up to you to interpret, no one is going to say, do these ten combos like this and you win for sure. Like nunchucks, when I started out I went about learning the moves, but then I had to spend a year just learning how to use them all efficiantly and with great power at the right moments, sure, maybe a teach could have told me how to do it, but I doubt the results would have been the same as the ones I came up with myself.
Sion are you saying, in programming, that I cant learn everything there is to learn about the code through research?
there are learning styles/preferences, some have to be hands on and experience it themselves
preferences are irrelevant we are not talking about optimization.
Practically, yes. You can learn everything about C++ as a language, but that won't make you a perfect C++ software engineer.
Okay. It won't make you a good C++ software engineer either.
It looks like your satisfied being mediocre, that's cool.
Thats ok. Just trying to build a succesfull video game. Thats what this is all about
mediocre is an opinion sir.
I say, build a video game, then another, then another, and inch closer towards success.
But don't assume your first, inexperienced project can be this grandiose affair that'll reach success.
Why cant my first game be as succesfull as I want it? Thats my question
Because it's just not likely and that's okay.
But its possible
Because video games are extremely complex.
but researchable
Not entirely, no.
Yeah, everything is perspective, your reality is different from mine, pfft. This is a universe built one on and off, when somethings on, its on, when its off, its off, nothing to interpret there.
Yes it is. I can learn from others mistakes and triumphs.
If it were, then multi-million dollar businesses trying to maximize profits wouldn't ever fuck up if it was just a matter of researching and getting the right answers.
But I dont need to build the best game. Just a succesfull one
100 games are released every week on Steam, basically 15 per day. How's yours different and unique ? How many journalists are going to cover it ? How many millions of people are you reaching on social media ?
To build a successful game you have to be good at what you do, in all aspects obviously
this guy just needs to be left alone to try to walk the path he think exists
But what is successful? Most would say that means either a) being well received critically and/or b) making a profit.
@cloud cobalt exactly. All of that is obtained by learning from how the people view the game.
@languid mica You don't need to choose the right bet, you just need to get lucky.
talk is cheap
Neither of those are likely to happen when you don't know enough.
@languid mica Mostly all of this is reached by spending hundreds of millions
Simple truth here
That's what I'm saying too Sion. games like flappy bird are 1 in 100.000
@livid haven Now you are understanding. What is successful? thats the question.
But thats not what this is about
no skills, just lucky hit. so to speak.
Its about the ability to learn what people see in a video game
which can be done
Look at steam. Look at the top rated games. See why people like them. And code from that
Sales on Steam correlate to player views on Steam, and views on Steam are basically a function of your marketing budget. Look at big editors to see how they do it
just an example
Best selling games on Steam are just best advertised
And not too shitty
Quality, uniqueness etc are just a multiplier
I plan on making a bunch of flops before I stick a landing, that is a healthy attitude. Thinking you are going to strike it big the first time with mediocre knowledge and NO EXPERIENCE, that is what we call delusional.
I want to make it clear, I'm not trying to discourage anyone from getting in to game development or trying to make their first game, I'm saying don't expect your first game to be a successful magnum opus - it's going to be shit and that's okay. Your next one will be better. If you try to take on something way too big, you'll slow down the learning and iterating process.
Im not trying to make the BEST GAME EVER. Im just trying to make a game that I can call my own and have it do well. But Sion thinks that CANNOT happen
^
when did this become about whether your first game will be successful?
I didn't say can't, it's just really unlikely, which is fine. Just have reasonable expectations.
Also if your first game takes off please let us all know, that'll be close to a first
@worn granite back in the other chat lol
@worn granite It's relevant to my saying that you need to learn and refine from experience. It's implied by what I stated - if you need to learn and refine through experience, then the first thing you do is going to be mediocre, at least relatively speaking.
unlikely, sure, but how dare YOU tell someone else that there game will be shit.
Shows how closely I'm following then, I thought it was about whether you can become a proficient software engineer by reading alone
Ahh ya we were having a conversation in the engine-source channel
I mean, I dare because I have a lot of experience and I'm far from an isolated advocate of this view.
Hah, your game will be shit with that dellusional attitude you got towards experience and that is ok man, we all suffer the same human condition.
Thats why you would fail then.
@languid mica Your first game will be shit because you have no idea what you're doing and how
Because I know my limitations?
I mean I can work around my shortcomings
And maybe it won't be shit, you know, maybe it will just be average, and average games sell a few hundred copies
If the game acknowledges it'll be shit then it can at least play off itself
Do it man, that would be wonderful but dont go around saying its going to be a hit, counting your chickens before they have even been laid as eggs.
Im not saying its going to be a hit
im saying its NOT going to be shit
HUGE difference
that is success man.
Sure, but it's also going to be shit
From my perspective I see
Hey be realistic, lots of people have had your attitude and they got hit hard by reality
How dare you!!one1!
if it aint a hit, it isn't successful.
@languid mica You strike me as the type who believes in being "hyper-rational". Back up for a second and consider then, what is the likelihood that most people with experience in the game industry who have achieved success share the same conclusions on this subject?
well he'd be successful at publishing his first game. thats success on its own
many people always say they are going to make a game, a few percent of them start a game, but a minimum even finishes em
id call that a success no matter what
You can put a javascript "game" on a web page and call it published.
The point of this discussion if I understand it correctly is : Don't expect to much from the first game, if you go in with high expectations and it fails miserably you might back out from game dev for reasons that could have been under your control.
@fierce tulip For sure, that's where defining your bar for personal success is necessary. But the project will still likely be mediocre because... well... how can it be anything but when you've got so much better to get at things?
I'm on my second game myself, it's shipped, it's been years in the making, and I work at a large game company ; I'm really really comfortable saying everyone's first game sucks ass, including mine. Hell, my current game sucks too, looking closely.
The point is, plan it small and nice and easy
Because it's going to suck regardless
@livid haven and thats why van gogh prolly had so much issues :p
@cloud cobalt what game
@fierce tulip Also why I opted to become an engineer instead of an artist. Artists always know that their work is shit, until the day they die. Engineers spend their life not knowing how shit they are, perpetually only realizing how shit they were once they become better at it, at which point they're relatively not-shit. ๐
@livid haven People who are in the INDUSTRY have different points of views
Of course, but this is a pretty common one among industry peers.
I'm not suggesting fallacy.
I'm suggesting a correlation.
What about people who have succeeded outside the industry
no. A game developer who wasnt funded by someone part of the system
Don't most people outside of the industry also state that early work is crap and it takes them more than one try to get something good?
If you're making games, you're in the game industry.
@languid mica Look closely and find a successful game developer who succeeded on his first title
Being indie or amateur doesn't make you not a part of the industry, you just might not feel like you are because you don't have much to show for it.
Hell I'm on the fringe of this "industry" as you describe and I lean towards a person's early work being shit in comparison to anything else they go on to do
Not counting early game history, obviously
you just get sooo much better at things over time
Why not Stranger?
Astroid, biggest hit
The only rational thing you seem to be good at is rationalizing how your right and everyone is wrong xD
heck, ive been in this industry for quite a while, but I'd expect my first game to be rather shit as well, regardless iof my previous work and game jam wins
@tranquil rose Try not to make it personal.
Cause when games literally were just becoming a thing, all products on the market were their creators first attempt
Hah, your right, sorry.
@livid haven thank you
@languid mica People weren't picky in early game history because anything was new and shiny
Doing a good game in 2018 isn't anywhere near as easy
depends on how you define "easy"
I was shocked to learn Wolfenstein 3D had an awful 2d predecessor.
writing a game in assembler with 2kram
@cloud cobalt I agree but People can be studied and then a game can be created with their interests in mind, correct?
@languid mica The larger point people are making isn't that you shouldn't do a video game, it's that you need to plan for getting better, and getting better will require doing shit games first
You can study all you want
Doing is different
You don't study paintings for 50 years and become a master
Im going to do a good game. NOT SHIT. and then my next game will be a ...gooder(lol) game.
better i know
just lightening the mood
well talk is cheap, go do it
First, get knowledge, second, impliment knowledge repeatedly, third, use knoweldge and experience together to make something successful.
Maybe you misunderstand what I mean by "shit". I'm not saying it will be completely unplayable, unfun garbage.
@livid haven give me an example of a shit game
just so i know where your head is at
just check ludum dare
I mean it'll probably be mediocre. It'll be fun because it means something to you, but any random stranger you give it to will get bored in a few minutes because it's just whatever.
you get a huge pile of ****
Here's my first game
Hah, randomly choose a game on steam, you'll probably hit paydirt.
If they even open the game
Roast me, etc
people trying to make their first games, it is easy to spot low quality games and judge how experienced people making them are
I think jim sterling has shown enough shitty games XD
@cloud cobalt Oh look, a playable art showcase.
@cloud cobalt too many vertical lines XD
(The bad gameplay, I mean)
You can expect your first game to be at best medicore with a shred of novelty - maybe it shows some promise, but you can't deliver on it well initially because most of your time and effort is spent learning from your mistakes.
And no amount of reading/watching and not doing it will change that, because, literally, human biology.
I think we just encountered a severe case of dunning kruger effect
This conversation could have been avoided had I(my fault) not assumed what your classification on SHIT meant
Im still waiting on your classification of shit
Shit means "no one will remember it as a real game"
i want to see examples of a shit game
Shit means you will cringe when you look back on it.
Apparently Gabe Newell has regrets about Half-Life... that makes it shit.
It was shit, in retrospect.
At the time it was cutting edge.
Thats the way things go.
Yeah, there were some shity parts. Xen. The tanks that couldn't drive. Etc.
Thats not the point guys....On release Shit
@languid mica Shit, mediocre, subpar, forgettable.
yeah and hindsight is 20/20
Hah, that damn tank!
(There was a C&C4?!)
Fucking dynasty warriors? It wasn't that bad xD
@cloud cobalt I promise you our game will be better than ALL of those.
Therefor NOT being shit
"drop that beat like an ugly baby" well now...
Doubt it
Being better than the BOTTOM ONE HUNDRED is not a high bar.
@languid mica Most games here have 1 out of 3 players who were happy with a paid purchase
๐คท๐พ
in this context
Godus on #17?! that list can't be correct.
Anyway, I'm off for today
what is a good terrain editor to make maps on?
Yeah, me too, Veach Bot, you sure learned us good. Happy Dev'ing.
@languid mica Words of advice from someone who didn't set out to become a game dev - I've worked on games for a decade now on my free time, etc. Start with a really simple singleplayer game that has a decent original idea, complete it entirely, including releasing it to people, fixing bugs, etc. After that you'll have much clearer ideas about games. Most people don't get that far.
Considering how Steam Direct has gone, Godus shouldn't even be on the bottom one thousand.
90% of people start with an open world multiplayer PUBG wannabe with survival zombies and give up a week after
Don't do that
Do something simple and try to do it entirely, even when you see it's shit ๐
mandatory https://ignantgamedev.tumblr.com
FPS are dying
PUBG isn't FPS.
One last thing. I have four really strong game concepts that I have been writing for a looong time, those wont see the light of day until after I have enough experience under my belt to not ruin them.
(And the award for nitpick of the year goes to... ME!)
ya pubg is a tps right?
Anyway, good luck
Stranger you said to roast you on your game. Where are your hands bro lol
He linked it earlier?
On your gurl!
Obviously Stranger can't aim, or he wouldn't have made the enemies glow in the dark. /roast
@fierce tulip how have you not renamed yourself to MemeMaistro yet?
To the point, Stranger's project looks to be well done, but it's still a forgettable generic FPS... ๐คท It's an accomplishment as a first game, not as a game on the market.
I'm sure he learned a metric fuckton from doing it though.
lol metric fuckton
Multiplayer is a huge one. Creating an account system with persistent statistics, also a lot to be learned from doing that.
I wouldn't even know what to post as my "first game".
well everything you have said is inline with what I have experienced thus far
I am proud to say that my first game was a pong clone - and it was utter shit
Maybe that project I did in the middle of college? It was for a class, but it was my own thing. Totally ripped assets from a flash game though.
I loaded a texture every frame and it killed my notebook
yes pong clone, me too
@livid haven What kind of computer did you use to create your first game. And then my 2nd question is what would you recommend?
Oh, sure, I mean, I did the obligatory pong/tic-tac-toe, but those were assignments, not my game. I wasn't writing them from scratch, I was filling in whatever assignment per instructions.
Ive noticed a lot of devs dont even have decent computers
So the bottleneck as we talked about earlier happens much faster
Uh... it was a school laptop, would have to look at what the specs were
But this was circa 2008, 2009.
My current rig is a monster I built so I could work on Fortnite, so it's not a good comparison point unless you're working on an a) multiplayer b) AAA title.
Nah, not that crazy. That's way more than necessary. 32 GB of RAM though.
GTX 980 Ti in this one, 1080 Ti in the other one.
Both have i7-6700Ks.
And 32 GBs of RAM in each.
What genre of game hasnt made much headway into the industry?
Or rather has fallen off
Ill include that
I don't really need more than 32 GB with my particular work, but I do approach 32 GB running 1 server and 2 clients (1 of which is a full editor session).
Point and Click Adventures.
@tall pendant like Diablo?
almost ๐