#ue4-general

1 messages ยท Page 203 of 1

grim sinew
#

Look, it's 7 AM, I haven't slept, and I have deadlines. TOMORROW. Either you listen or you don't, I'm not going in circles on this.

turbid knoll
#

perhaps if it weren't called a post process it wouldn't be as confusing

grim sinew
#

Just trying to point you in the right direction, not doing a step by step thing here

grim sinew
#

Yes, that's an example map with a ton of those

pallid compass
#

andross

#

read the wiki on PP

#

PP is named correctly

#

its processing after post render i guess u can say

#

so its effects after everything else

turbid knoll
#

right yes

pallid compass
#

call it an overlayer if u will

turbid knoll
#

exactly

pallid compass
#

Zero go get some sleep man lmao

#

il take over if ur shattered

#

"is it possible to produce an unreal engine game that forces a low resolution that then upscales?"

#

So you want to upscale right?

grim sinew
#

@pallid compass I've gotten 4 nights of sleep, total, the last two weeks. I have one day left. I can't stop now, too close to finishing.

pallid compass
#

dam son

grim sinew
#

This NEEDS to be done before GDC

pallid compass
#

If u want to upscale andross

#

oh fuck really

#

GO BOY GO

#

Screen space percentage in the bottom of a PP volume setting

#

Try that first

turbid knoll
#

yes, i want the engine internally to be low resolution if that makes sense?

#

and the game just upscales to the target monitor

pallid compass
#

Upscaling is more expensive than going to target res

#

may i ask why u are trying to do this

turbid knoll
#

it doesnt have to be some fancy upscaling algo, i just mean the game can run at the target res

#

im looking to make a retro 'low res' game that's light on resource usage, considering which engine would be best

pallid compass
#

Oh i see what ur doing

#

You are doing it the wrong way around

#

So try this

#

Build the game for say 1080 or w/e u want

turbid knoll
#

what i dont want to do is have the game run at full res and then "fake" it being retro with a filter on top

pallid compass
#

then do a slice on PP Screen space percentage to like 50%

#

let me show u

#

Normal

#

PP

#

Still the same resolution

#

also this way

turbid knoll
#

right, but doesnt that mean the game is still running at 1080p, just with a filter on top?

pallid compass
#

u can make a formula

#

yeah thats 1080p

#

so u would want to make a formula

#

to make it consistant

#

no matter what res it went on

turbid knoll
#

yeah but the point is

#

wouldn't it still be just as heavy in terms of resource usage?

pallid compass
#

obviously if ur 1080p 50% decrease is enough, but if they got a 4k screen u would go 75% maybe

#

no where near

#

if anythinhg

#

ur saving

#

golden rule of the thumb i guess is

#

always build high then go low

#

easier to go high to low, than low to high i guess

#

This prob applies here?

turbid knoll
#

basically id want to be able to run the game fine on low end systems

vale osprey
#

I would mod rendering pipeline to do this. Force buffer to a resolution of necessary size, then upscale as last step

#

ahhh

#

well, not going to work

#

resolution is just part of the performance

pallid compass
#

Im going off assuming low knowledge of the engine

vale osprey
#

yeah, I understand that

pallid compass
#

I assume this way would be simple and not interfere with anything else

turbid knoll
#

i have almost no knowledge of UE4, im still considering which engine to use

pallid compass
#

UI scaling

#

etc

#

for now then i would just use PP downscale, so u dont run in to any extra issues

vale osprey
#

to target low end systems you need something different imho

turbid knoll
#

but basically id like the engines internal calculations/rendering etc.. to be 'as if' it were at a low res, to save on resource usage, if that makes sense?

#

@vale osprey i see, any recommendations?

vale osprey
#

it won't make much difference

#

Source

pallid compass
#

well if ur going for that sort of thing

#

i guess ugh

vale osprey
#

Quake and etc

pallid compass
#

u would just have to build everything

#

low as fuck

turbid knoll
#

goldsource?

pallid compass
#

then make final adjustment with PP i guess

turbid knoll
#

what do they call it these days lol

pallid compass
#

for people with high res monitors

turbid knoll
#

yeah that would be the plan @pallid compass

vale osprey
#

you could make it run well by doing minila forward rendering

#

then resolution won't matter much

pallid compass
#

there is prob better ways like ^ that

#

but if ur new to engine, i would go for the cleanest path

vale osprey
#

minimum texture, all static light and etc

pallid compass
#

until u know wtf ur doin

#

sort of thing

#

DO UR WORK ZERO

turbid knoll
#

still, i think for this particular project perhaps UE4 isnt the best option

grim sinew
#

@pallid compass Just to clarify, it's running at the same external resolution but a lower internal resolution and upscaling. You'll see a linear performance increase the lower it goes.

#

I AM! It's baking ;-;

pallid compass
#

ohh ๐Ÿ˜ฎ nice

#

and nice nice

#

iv got a developer block rn

grim sinew
#

If you run at 50% screen percentage, it's running at half resolution and upscaling.

pallid compass
#

struggling to see "vision" of where i need to go

turbid knoll
#

alright

pallid compass
#

talking about baking i keep staring at a 18 core i9 lmao

turbid knoll
#

ill try this screen percentage thing

pallid compass
#

for these reasons

grim sinew
#

Oh I just gave up on single machines

#

I built a workstation solely for lightmass

pallid compass
#

lmfao

#

amazing

grim sinew
#

Networked builds between that and my desktop

pallid compass
#

yeah i use 4 rigs for lightmass

#

all hail the swarm

vale osprey
#

@grim sinew does it work for >100% too?

turbid knoll
#

is there a console command to show the framerate?

grim sinew
#

Yes, over 100% supersamples and downscales

pallid compass
#

stat unit

#

stat fps

grim sinew
#

Or if you want to be fancy on top of that, stat unitgraph

pallid compass
#

that too

turbid knoll
#

hmm

#

how do i force the standalone game (when i click launch) to be properly full screen?

grim sinew
#

alt enter

turbid knoll
#

that seems to make it "windowed fullscreen"

#

if that makes sense?

grim sinew
#

Same thing, won't be any performance difference really. If you want to properly profile you have to have the editor closed entirely and run it as a standalone thing

turbid knoll
#

well it's just windowed full screen will still force windows tripple buffered vsync or whatever right?

#

im trying to compare frame rate with different r.screenpercentage

#

but atm its just stuck at 60 presumably because of vsync

grim sinew
#

No that's a limiter in the project settings

turbid knoll
#

ah right

#

"smooth frame rate" heh

pallid compass
#

big tip

#

make game basics first

#

then start looking at pefomance

#

if u spend all ur time trying to profile while u work

turbid knoll
#

but i need to determine if UE4 is suitable first

pallid compass
#

u will get no where

#

honestly u wont get any proper results

#

until u pack and ship the game

#

and try it on a rig

#

take the editor frame details with a pinch of salt

turbid knoll
#

i dont need any precise testing, just want to verify quickly if r.screenpercentage improves performance

grim sinew
#

Yes.

pallid compass
#

it does but heres the thing

#

u need to load the scene with things

#

and actually see what is the limit for your hardware target

#

otherwise ur working blind

turbid knoll
#

what limit are you referring to?

pallid compass
#

well u need to pick a hardware target first

turbid knoll
#

target is low end systems

pallid compass
#

figure out how much vram u want to hit

#

cpu peformance

#

draw calls

#

blah blah

#

tri count

#

etc

#

define low end systems

#

do u have one to test on?

turbid knoll
#

cheap laptop

#

but i think im getting ahead of myself here

pallid compass
#

okay good

#

yeah u are

turbid knoll
#

i want to ascertain if what im doing is even feasible on UE4

#

before i bother

pallid compass
#

m8 u can pretty much do anything with ue4

#

i wouldnt stress too much

#

if epic can get fortnite to run on mobile at 30fps and it looks good

#

i think u will be alright

#

most performance hit comes from dynamic lighting and stuff anyway

#

just another note, im not a PP / visual / profiler guy

#

i mainly do framework stuff, hardsurface & mad tips and tricks for peformance

turbid knoll
#

i didnt even know fortnite existed on mobile

pallid compass
#

so take what i say with a pinch of salt

#

yeah epic go nuts

#

worst part is it looks good and runs good

#

lmao

merry gazelle
#

Does anyone know a good method of selecting all physics assets in a level so that I can interact with them through level BP?.

turbid knoll
#

still, mobile development is a whole other ballpark right?

pallid compass
#

define physics assets

#

yes

#

Massively

#

developing on console is bad enough

turbid knoll
#

so even if something can be optimized for mobile, doesnt mean it can be optimized for cheap computers

pallid compass
#

u gotta be a wizard for mobile

#

cheap comps is way easier than mobiles

merry gazelle
#

for example a static mesh set as a physics actor

pallid compass
#

just off the top of my head

plush yew
#

If you can optimize for mobile, you can optimize for cheap PCs

turbid knoll
#

in theory yeah, but UE4 might just assume nobody running UE4 games will be using a cheap computer

pallid compass
#

have u tried get all of class static mesh

turbid knoll
#

and not provide any straightforward apis

pallid compass
#

check if physics is true

#

if thats even a thing

plush yew
#

@turbid knoll What kind of game are you making?

pallid compass
#

api's for a cheap pc and super

#

stay the same

#

tommy my boii

#

u can prob answer this better than me

turbid knoll
#

@plush yew think n64 graphics ๐Ÿ˜ƒ

plush yew
#

It's ya boi Tommy

turbid knoll
#

or maybe quake

pallid compass
#

also andross here is a huge thing i can say that gets said to alot of people new ish in here

#

"your trying to run before you walk"

turbid knoll
#

@pallid compass thing is i dont want to waste hundreds of hours on UE4 if the most important aspect for me cant be achieved

merry gazelle
#

I was looking at casting to physicsactor but I'm not sure that will work if the mesh isnt a BP. I will give it a try

plush yew
#

I would start by taking a look at UE4 games and checking their minimum requirements

pallid compass
#

try thousands fam

#

fuck

#

what was that game

#

made in ue4

#

that ran in intergrated intel chips

#

lmao

#

There u go

#

now thats fucking insane work

#

they got 60 fps on a intel HD Graphics 4600 GPU at 720p

#

also u can prob easy build what u want in ue4

#

but here is the thing

turbid knoll
#

also, if theres another engine that exists already well optimized/suited for low end systems - that might be preferable to spending however many hours being a wizard like these disc jam guys

plush yew
#

With N64 graphics, you might not even need lighting and can fake it through textures

pallid compass
#

This is all technique and skills

turbid knoll
#

@plush yew the important thing for me is, i want the game to run at a low resolution

#

(that can be upscaled for target monitors)

pallid compass
#

its way more towards the your personal implementation than the engines limits

sleek spear
#

how can i enable dynamic resolution in not supported GPUs?

pallid compass
#

random guess for u iraisynn

#

Logic system that reads the current fps against target and adjusts PP res scale

#

i guess

plush yew
#

@turbid knoll Pretty sure you can already do that

turbid knoll
#

@pallid compass looks like these guys used the mobile renderer

plush yew
#

What these other guys have already said: resolution scale

turbid knoll
#

yes

#

im testing the screenSpace thing

#

but i want to disable vsync

pallid compass
#

its in project settings

turbid knoll
#

is it that "smooth fps" thing?

plush yew
#

Are you talking about the 60fps cap?

turbid knoll
#

yeah

plush yew
#

It's t.MaxFps 120 into console

turbid knoll
#

can i set it to unlimited

plush yew
#

I'm not sure. I don't think so

#

At least the FPS counter doesn't go above 120

turbid knoll
#

wait

#

seems like it was smooth frame rate

#

i disabled that and it looks to be unlimited now

#

the main reason i DO want to run UE4 is because im a C++ developer

#

but it seems everything is done through this blueprint stuff haha

pallid compass
#

no its not

#

can quote again, ur trying to run before u can walk

grim sinew
#

You don't need to do a single thing with BP if you don't want to. You can even do UI in C++

pallid compass
#

would advise you spend a month at least in a few dif engines

#

prob longer, t get a feeling for it

turbid knoll
#

im sure you dont need to do anything with BP

#

was just joking

#

but it all the example projects seem to use BP

grim sinew
#

ShooterGame doesn't

#

A lot of it does though because yeah, people new to the engine probably want to start out in BP and work their way to C++ when they're ready

#

Oh no wonder my lightmap build is taking so long, the drive died yesterday and I forgot to turn swarm back on

#

Whoops

pallid compass
#

lmao omg

grim sinew
#

Just my luck, right? It was the drive with like 3 years of work on it no less. Thank god for RAID1 and backups

pallid compass
#

pray for raid and cloud backup

grim sinew
#

But yeah, you'll be fine Andross. You don't need to worry about it

sudden agate
#

I realized that this setting clamps your Delta Time Time.
This is useful if you want to ensure a minium FPS. Phyiscs don't break anymore on slow FPS

pallid compass
#

wth, any idea why i can only get a copy of an array? what the causes can be

#

its inside a func

#

trying to set a image in a custom UMG array (slots)

turbid knoll
#

maybe the array was declared const? ๐Ÿ˜›

pallid compass
#

this is my punishment for doing it in bp's

plush yew
#

Hello, what's some good beginner projects I could do to get comfortable with UE before I inevitably brainstorm for a week straight to come up with a shitty game idea? (Really not a good idea guy...)

grim sinew
#

Make a game where you pick up a few cubes and put them on pressure plates to open a door.

plush yew
#

That would work, thanks alot @grim sinew!

floral lion
#

@sudden agate there is a setting for , instead of . float notation ?

sudden agate
#

@floral lion what do you mean?

floral lion
#

20,0 "," instead of "."

sudden agate
#

it is . by default

#

maybe you have a different Editor Localization?

sleek spear
#

i have made a dynamic resolution system with blueprints that reads delta seconds and adjust ScreenPercentage accordingly. but 4.19 has dynamic resolution implemented and i wanted to compare performance

floral lion
#

Yeah I meant like there is an actual setting for that or is it by localization :x

#

nvm just checking now

sleek spear
#

but when i try to enable it. it says its not supported

#

and the docs about it say "By default, the Engine does not allow you to use non-whitelisted platforms. "

#

so i was wondering how i can change that default behavior

floral lion
#

DynamicResolution is XBox One and PS4 only

frank escarp
#

and oculus

#

becouse they have accurate GPU timing info

sleek spear
#

yes i read the docs i linked

#

but the phrasing of that sentence implies to me at least that you can change that default behavior

floral lion
#

"Currently, the Xbox One, PlayStation 4 (excluding PSVR) and Oculus VR support Dynamic Resolution. Additional platform support is planned for future Engine versions." is pretty clear.

sleek spear
#

"By default, the Engine does not allow you to use non-whitelisted platforms. "

pallid compass
#

i think iv gone full potato, how do u set a canvas position again ๐Ÿ˜‚

vale osprey
#

@sudden agate with those settings everything should appear to be slower at low FPS

#

Just think about it from math point of view. If you set it to let's say 0.2.
Then for some reason the game is running really bad at 10 fps

#

but you still get 0.2 delta time per frame, so in 10 frames a second you will advace to 2.0

pallid compass
#

alright iv gone full potato i cant figure out how to set any widget positions D:<

frosty bloom
#

Then you'll have to start from scratch with the Beginner tutorials ๐Ÿ˜‰

pallid compass
#

im going to have to at this rate

#

my braincells appear to be falling out more than usual

sudden agate
#

@vale osprey Bad Physics at 10fps vs. Slow Game at 10fps

frosty bloom
#

Coffee is salvation

sudden agate
#

I mean, of course it's not great to run even slower. But it ensures your game logic is predictable, even at low FPS

#

the default value is 0.4 and even there, Objects already clip through walls

#

(not to mention that if your game runs lower than 30fps, you are simply not fulfilling the Requirements)

vale osprey
#

well, not really

#

physics brakes not because of low FPS per se but a difference in delta time between frames

#

so having a very small delta time is beneficial overal, the braking starts when that delta time changes

#

that setting fixes only part of the issue

#

if game is jumping between 10 and 20 fps - physics will brake

#

this is why you need sub-stepping as it gives you semi-regular physics delta time

#

it still helps to use it, for some critical cases where some part of the level is loading so badly for someone that it goes into 10 fps

#

and if they interact with some physics object, like driving a car, even with sub-stepping they can be in trouble as only limited amount of sub-steps is created per frame

#

so setting Max Undilated Frame Time could help there, assuming it does work with sub-stepping

#

with game logic I do agree, just need to be careful if you are doing MP

#

as time will have a different flow for someone who reaches that limit

sudden agate
#

It just needs a lot of Trial&Error I guess

vale osprey
#

this is somehow not too well covered area in UE4 overal

#

like we have a sub-stepping but things will still brake at high FPS ๐Ÿ˜„

#

so you have to say something like - I'll support highest possible FPS at 144hz and lock it down to not be higher

sudden agate
#

Solution:
Everyone needs unlimited CPU and GPU Power

#

๐Ÿ˜„

vale osprey
#

๐Ÿ˜„

pallid compass
#

omg still cant get a widget to move D:<

plush yew
pallid compass
#

well set position i viewport appears to do nothing

next badger
#

@plush yew yeah, i wonder how does it rendering WPF in ue4 viewport

plush yew
#

it doesnt render WPF, as far as I understood, but you can use the same syntax as for WPF

#

and it supports almost everything that WPF does

fierce tulip
#

wtf was that about

plush yew
#

what?

honest rune
#

To implement interchangeable clothing for characters, is attaching the skinned clothing to the character's skeletal mesh component and setting the clothing's master pose component to the skeletal mesh component pretty much the right way to go?

#

I'm assuming clever use of materials with good normal mapping can be used to achieve most clothing-related items but for things that need to have additional meshes attached like dresses or pants leg cuffs is that the way to go?

urban gyro
#

Can anyone explain to me, how a GameMode reference that is saved on BeginPlay, and returns Valid, can return NULL when I try calling a function on it later in a BP?

#

the weird part is that i can get values from vars, and the function is public

sudden agate
#

are you on a Client? Because GameMode is Null on Clients

#

if you have two clients connected, only the server has a valid reference and if your test calls said function on a client, it won't work

worn granite
#

If you're simply printing a string off IsValid you might get the idea that its valid because the string is printed - note that you won't see it printed for each connected client.

urban gyro
#

i simply had a function that created a new player on the game mode

#

now that i have just a bool, it works fine

#

or maybe it was cuz i restarted, i have no idea, but this happens very often :/

sudden agate
#

Filling the Bug Submission Form with a huge picture as an attachment to show what you did and thinking "I hope someone read that shit"

vale osprey
#

hmm, how to enable animation state machine preview?

#

the stuff is working but I don't see states being highlited and etc

paper kernel
#

they should be on by default ๐Ÿค”

#

no wait, set one animation on play loop, then jump to animbp

#

and if the preview window is playing, the graph should show the state

vale osprey
#

nope

#

weird

plush yew
#

hey guys

#

according to the release notes of 4.19 it says there should be mayaLiveLink plugin files in here: Engine\Extras\MayaLiveLink\LiveLinkMaya.zip

#

but they arent

#

can anyone hook me up with that data or tell me where it actually is?

manic pawn
#

I have that file in my custom build

#

maybe they forgot to package it for the launcher

plush yew
#

could you send it to me? pvetty pls?

rose bison
#

HAAALP, how to change the decimal separator in ue4 4.19?

#

it just changed

#

I can't even

#

who is responsible for this?

#

drag em out

#

just in case you are wondering what I am rambling about: I am german and we usually use commas as decimal seperator, not the '.'

#

I can't even fathom this change... I don't want to live in a world where I have to use '.' in c++ and ',' in BP

worn granite
#

1.000,00 or 1,000.00

rose bison
#

ya

#

both now

#

thats the issue

#

one of those in BP, the other in C++

#

since C++ uses the english standard

#

oh thank god, it's not hardcoded

plush yew
#

thanks @manic pawn

manic pawn
#

@rose bison how do you disable it?

rose bison
#

I was soooo close...

#

almost switched to Unity ๐Ÿ˜ƒ

twilit quest
#

OKay so does anyone know how the camera tracking and alarm system works within the Blueprints project from epic games?

worn granite
#

... you can.... look at how.... it... works...

twilit quest
#

Yeah i've been doing that xD

#

lol i was just wondering if someone has done this before and if so, would they know what breaks when you migrate it

#

Because im migrating the blueprints to a project of mine for now, but it seems that the camera isnt communitcating with the alarms.

urban gyro
#

What's the procedure for getting Create Player to work without spawning the pawn?

#

This returns Null when spawn is unticked.

#

Plz tell me im a dumbass and did something wrong, i really don't want this to be some weird 1/1000000 bug

twilit quest
#

i wish i knew bud. But thats above me.

urban gyro
#

Today is a shitty day ๐Ÿ˜„ All i get is weird stuff I can't explain or debug.

twilit quest
#

Same m8

#

But this is when we learn

urban gyro
#

Even UE4 live training Wes just sidesteps it by creating an empty default pawn, cuz he knows this don't work without it ๐Ÿ˜„

#

Right, I figured it out, if anyone every has the same problem, the solution is to have your DefaultPawn class in the game mode to be NONE.

twilit quest
#

xD

plush yew
#

small question: when I select a character in the level (which has a camera attached) the editor will pop up a small preview window of that camera on the bottom right of the main viewport

#

how can I turn that off

#

its sucking on my performance and I dont need it

golden spoke
#

Does anyone know if theres a better documentation of the Data Curves and the EvaluateCurveTableRow node? According to this forum post: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/8767-driving-gameplay-with-data-from-excel#post8767 you can evaluate any column so the column numbering doesnt need to be sequential. It just doesnt say how you would do that. I can pull a specific column from the table but if I try to get any column "in between" like a column between 15 and 20 it will return the closest actually in the table existing value instead of an calculated value

restive eagle
#

its from editor preferences

plush yew
#

dope, thanks ma dude

restive eagle
#

anytime ๐Ÿ˜„

ruby ravine
#

How does the Post Processing Component work in a BP actor? My first though would be that if it's assigned as a child of an element, it would inherit it's volume size (not the case).

#

Can't find much documentation on this online

ruby ravine
#

Both the box and the post process component have these transform values

#

Global post processing settings work, but anything that's based on the volume itself doesn't actually trigger when the camera enters the box

safe rose
#

I usually just use a volume anyway

#

You sure that didn't help you?

#

Having the box collision as the parent?

#

Sadly don't have editor open right now, going to dinner or would test

#

But Answerhub/Documents/Google work wonders

#

Good luck!

ruby ravine
#

Collision box worked, thanks! ๐Ÿ‘

brisk osprey
grim sinew
#

Happens sometimes, AVs aren't happy with Unreal occasionally

#

I once had Norton nuke an entire Unreal build

#

Hundreds of files just gone, had to redownload and build it from scratch

brisk osprey
#

Ahh so its a friendly Trojan ? Cause I was deleting it but aswell noticing UE4.19 Would not verify the install

grim sinew
#

Just a false positive

brisk osprey
#

Ah cool this solves my problem haha ๐Ÿ˜„

knotty depot
cinder iron
#

An object is not an actor. An object doesnt have a visua representation in the world while an actor does, an actor is an object but an object isnt necesarily an actor.

obtuse sable
#

uhm whats happened to my viewport_

#

i cant move hte camera?

restive eagle
#

have you tried turning it off an on?

obtuse sable
#

i just started it tho xD

#

ill try

restive eagle
#

i think you get that view when you are trying to reorganize location of all tabs. but it shouldnt be permanent

obtuse sable
#

it worked

#

good old on and off

restive eagle
#

sweet ๐Ÿ˜„

twilit quest
#

So i have my pause menu, it opens and pauses the game, but i cant see the mouse, and i want to the player to be able to see it. How do i set the mouse to visible? And also how do i also remove the widget with a key instead of a button? So it can unpause and the player can continue on with the game lol

restive eagle
#

have you tried googling how to display mouse cursor?

twilit quest
#

Nope, just thought the best and fastest way was to ask one of you guys directly xD

#

But ill just google now xD

restive eagle
#

show mouse cursor from player controller...

#

if you want to remove the widget just assign an input action event that would remove it, if you are adding it by pressing a key you should be able to figure how to remove

twilit quest
#

Ye

restive eagle
#

either do a flip flop or add a boolean and set it to true when menu is open

twilit quest
#

Oh didnt think about that. Thnks m8

restive eagle
#

no worries just at the start add a branch. default bool should be false. if false add menu. if true remove

twilit quest
#

Okay so it doesnt seem to be working...

#

I tried the flipflop, multigate, and the branch

#

Idk, i think im over thinking this

#

okay so i know how to remove it within the widget blueprints using a button, but i want to unpause using tab

restive eagle
#

show an image where you are adding the widget

twilit quest
#

I need to set game to pause

restive eagle
#

is it mp?

twilit quest
#

Not multiplayer. I plan on making this as a single player, then making a different mode as a Co-op

restive eagle
#

i have never used used add to player screen

twilit quest
#

For now, not multiplayer

restive eagle
#

there is add to viewport

twilit quest
#

Welp

restive eagle
#

but thats not the issue

#

but still i think use add to viewport

#

why set game paused is false?

#

didnt you want to pause it?

twilit quest
#

yeah i know, i unpaused it to check something, but its already set to true

#

lol in the pic its set to false

restive eagle
#

okay

#

so on return value right click and promote to variable

#

connect that new value after create

#

hmm maybe will be faster to make it myself

#

sec

twilit quest
#

Like dis?

restive eagle
#

ahh forgot to connect after set game paused

#

almost 6am, should go to sleep... tell me if it works and im of to bed

twilit quest
#

Ight one sec

restive eagle
#

oh it wont work, instead of set input mode ui change to ui and game

#

otherwise you would need to bind an event, but lets not talk about that now ๐Ÿ˜„

twilit quest
#

Ight let me see then

restive eagle
#

just make an exact copy and it will work

twilit quest
#

This is what i have

restive eagle
#

try not to use "remove all widgets"

twilit quest
#

K

restive eagle
#

y should work

twilit quest
#

idk...

#

Like the tab activates the mouse

#

but no widget pops up

restive eagle
#

try without set game paused

#

dont remember if it can cause problems. but it shouldnt

twilit quest
#

Still

restive eagle
#

also you messed up

twilit quest
#

where?

restive eagle
#

is valid with is not valid

#

and showw mouse cursor

#

at the bottom

#

is checked

twilit quest
#

So set what to valid?

#

Oh i see

restive eagle
twilit quest
#

I see

restive eagle
#

leave game paused as it was, that wasnt the problem ๐Ÿ˜„

#

now you should be good

twilit quest
#

But it doesnt unpause with tab xD

restive eagle
#

ok let me see

#

ye you right, inputs cant be received when paused

#

so for now remove game is paused until i test smth

twilit quest
#

0_0

restive eagle
#

to see that remove/add part works

twilit quest
#

Mkay lol

restive eagle
#

check this

#

and u should be gud

twilit quest
#

Where do i add this?

restive eagle
#

click on tab

#

and on your right top

twilit quest
#

On i see lol

restive eagle
#

there should be an option

twilit quest
#

Im being an idoit xD

#

It works!

#

Thnks m8

restive eagle
#

no worries

#

now i can go to sleep ๐Ÿ˜„

twilit quest
#

Ight but im gonna need help with something tomorrow if you can

#

But sleep well m8

restive eagle
#

try DMing me, when i will be on my pc will take a look

twilit quest
#

Ight

#

Ill go ahead and send then you can just hit me up when you're not busy tomorrow

restive eagle
#

sure, just try to describe your problem and show an image of what you have. i will be on my laptop in bed for a while but i dont have ue there. if its not too complicated will answer

twilit quest
#

k

plush yew
#

Hi guys, I'm new to UE4 so I barely grasp the best practices.. I want to ask about components to use on making my 2D game. I think there are many ways I can choose to move my character, but I'm not sure where I should start with. The game only needs a 2D character to run around on a flat bridge, no obstacles other than anything coming from the enemy/boss (falling stones that the Player can jump over to move to the next stone, dropping bombs, etc.).
For example, like making my own pawn possessed by default controller, then use input directly to move the character (without using any movement components, just changing locations), but i'm not sure how this affects the collision. Then there is this character class that has built-in features, but mostly not used in my case (my character don't jump, for example). Should I use it anyway? Then there's this CharacterMovementComponent and PawnMovementComponent. As for camera, do I have to use spring arm? I mean there's nothing behind it, etc. I'm so confused. ๐Ÿ˜‚ Note that I'm fine with C++ for Unreal if anyone wanna throw in those terms.

That's all, cheers! ๐Ÿ˜ƒ

twilit quest
#

Lol

#

Well Ue4 have a template for 2D games, have you checked it out? And i can help with your 2D game, i've done some with 2D in the past lol

plush yew
#

oh good timing ๐Ÿ˜„

twilit quest
#

Well you use flipbooks to handle animations and there you set movements just like 3D but only 2 ways

plush yew
#

Oh right the template for 2D games. Oh silly me, I can start from there.

twilit quest
#

Well there are 2 to check out

#

one with the luanch and choose template and one on the store for free

plush yew
#

okay I'll check it out

twilit quest
#

And if you need help with anything else, you can DM and i can help as much as i can :3

plush yew
#

anyway I had this problem with my previous game engine before, I think it's related to what RootMotion solves (the previous game engine doesn't have this). Do you think this applies the same to 2D too?

#

Oh thanks, I will do that. ๐Ÿ˜ƒ

twilit quest
#

lol i dont think so

#

Because 2D uses flipbooks, at least in Ue4

#

lol

plush yew
#

flipbook only animate the sprites right, it doesn't move the character? any suggestion of how I should deal with it (where to look for)? I have some animations that involves moving the character in the game.

#

Like attacking, it should move forward a bit, or uppercut to the air.

twilit quest
#

Lol yeah, you sync up the flipbook as you move

#

So let me see what ive done in the past

plush yew
#

ok

twilit quest
#

Okay found em

plush yew
#

how's it ๐Ÿ‘€

twilit quest
#

Dms

fading magnet
grim sinew
#

Make tighter cards and billboards

stuck anchor
#

anyone have a good playlist of videos that gives a good lesson on everything to do with UE4

fading magnet
#

tighter cards and billboards?

grim sinew
#

Yes. Make your cards and billboards tighter to your material so there's less overdraw.

fading magnet
#

How does one do this?

#

I am using assets from the LowPolyForest pack

#

I have disabled shadow casting on pretty much all foiliage

honest vale
#

you use a modeling software

sudden agate
#

Looks like you are using a lot of Translucent materials. Switch to Masked

floral lion
pallid compass
#

What they mean atmastudios is there is alot of room on the planes used for the sections of the models where it would be transparent, this means lots of layers of transparancy are overlapping each other, they need to be tighter, if u dont really understand this then u wont be able to fix it, even more so if its a pack ur just using

lofty cove
#

dead?

heady bridge
#

Hey, is the Shooter game okay to be used as a template, or is it more like a reference project? I wanted to give C++ a whirl

frank escarp
#

reference

grim sinew
#

It's old. Very old. UE4 beta old. It's good reference, but don't take anything in there as gospel

frank escarp
#

not template

#

can confirm, i learned how to ue4c++ with it, before ue4 was even released

heady bridge
#

Okay, so I could just use it to retype what I need in my C++ project?

#

well retype makes it sound lazy lol, but learn from I should say

#

Thanks for the response

cinder iron
#

if you have enough knowledge you could adapt it to serve as a template, but you'll end up rewriting way to much than anything

#

actually one of my side projects is making SG more template like

frank escarp
#

some parts of shootergame are egregiously old

#

like all the HUD

heady bridge
#

Basically all I wanted the Shooter game for was shooting, picking up weapons / switching and ammo, and having a rig already set up

#

I had most of it set up in a blueprints project, but wanted to give C++ a shot in UE

cinder iron
#

in SG you don't have weapon pick-ups, the fire code is okay I would say

heady bridge
#

Oh, I haven't played with Shooter game in a long time, I forgot if it had that or not lol

#

Maybe I'll try and find tutorials first

plush yew
#

It's still fun lol

plush yew
#

how do I flip something but keep it's location, or better, give it a +10 z location but only z

#

Hello

#

I need help

#

The fire is way to big, how can I make it smaller?

twilit quest
#

Change its size

plush yew
#

How?

twilit quest
#

How are you spawing it in

#

?

plush yew
#

drag and drop from starter content xd

twilit quest
#

xD

#

lol well go to details and change the scale

#

or click R and resize

heady bridge
#

In your image, the resize tool is there, just click and hold on the white block and move the mouse

plush yew
#

I's ugly

#

It's deformed

heady bridge
#

it's deformed if you only scale on side

twilit quest
#

click and hold the middle cube and it should resize the whole particle system

heady bridge
#

the white cube is the uniform scale

plush yew
#

Ik

#

I did that

#

I rescale

#

But it's horrible

#

The fire is like deformed

heady bridge
#

I just tested it on mine, works fine here

#

here's another alternative

twilit quest
#

Ight sweet

heady bridge
#

click on it, and on the right panel, in transform, change values

#

@plush yew another way to change inside the particle effect istelf, double click particle effect, on initial size and size by life, change values under Size > Distribution > then there is min and max on both, but make a copy first, don't wanna mess it up permanantly lol

plucky radish
#

hey guys. is there a section here for materials ?

plush yew
#

Ok thx

heady bridge
#

Np Marco

#

#graphics says it's for Materials, meshes, lighting, etc, so that might be your place @plucky radish

south crane
urban gyro
sage hinge
#

Hello friends. someone available to help me in my video game (payment in between) if you have enough knowledge in programming

urban gyro
#

probably better for the jobs channel. But, if you're looking for an expert in making Paint3D boxes, im ur man.

marble storm
#

i managed to open Talk console in shipped game, any idea why i cannot type in it?

dusty cypress
#

Every time I go into play mode or launch UE4, Oculus stuff pops up and is really halting the speed of development. How can I fix this?

unreal halo
#

@dusty cypress

#

SteamVR has a Developer tab with 'Start SteamVR when an application starts'.

#

should be in your settings

#

try to search for VR, or steamvr in the settings

dusty cypress
#

A developer tab on Steam or UE4?

unreal halo
#

in steamvr settings it seems

#

never used it, but there was plenty of threads about it online ๐Ÿ˜ƒ

wheat sandal
polar hawk
#

@drowsy lynx @fierce tulip @somebody can I get in on that gdc channel?

#

@upper heart ?

#

Or does that no longer exist

#

Or am I banned forever

grim ore
#

It does exist still yep

polar hawk
#

Yo lets get it goooooing

grim ore
#

It's been quiet in there, just Jan getting stuck at the airport and coming in a day later ๐Ÿ˜ฆ

polar hawk
#

Its quiet because I'm not in it yet

grim ore
#

you should @ all the mods and epic staff just to annoy them ๐Ÿ˜›

polar hawk
#

I don't even know if Epic staff has the ability to add me to the gdc channel

#

But I do like having a semi justifyable reason for pinging @blissful reef

grim ore
#

hah I'm sure they can't but that seems to be new peoples answers to getting stuff fixed

vale osprey
#

@TechStudios#0001 disable oculus plugin in project settings

urban gyro
#

GDC when?

grim ore
#

tomorrow

urban gyro
#

heres hoping that Nvidia gonna crash the party like last time

#

i want dat Volta announcement

frank escarp
#

lets see that raytracing stuff

#

it does fit with gaming volta

#

nvidia adding AI accelerator cores to normal gaming cards

#

and offering stuff to do with those cores

south ridge
#

I am so excited about neural net based texturing tools

urban gyro
#

yeah, it will be Soonโ„ข

south ridge
#

And hardware that would handle the neural net texture stuff

frank escarp
#

@south ridge neural cores are just big matrix cores

#

instead of normal vector operations like normal gpus

#

you get matrix operations

urban gyro
#

dahell is neural net texturing

frank escarp
#

wich means they could theoretically be used for postprocessing

#

and well, all that AI goodness

#

like the neural net antialiasing

south ridge
#

@urban gyro a relatively new thing where neural net can fill out parts of your texture

#

Remember cloning stamp tool in photoshop? Imagine that, but you don't need to tell it where to clone from

frank escarp
#

also, style transfer

urban gyro
#

all i can find on google is some 2015 stuff

polar hawk
#

I was in the beta for that one company doing AI texturing

#

its neat

south ridge
#

It will automatically "imagine" the missing details and additional parts of texture you want

urban gyro
#

ha

south ridge
#

It can do 2x, 4x upscaling in high quality by hallucinating extra detail into your texture

urban gyro
#

this would be bette suited for Substance rather than unreal tho

south ridge
#

Which is immensely useful

frank escarp
#

@urban gyro thats what blackfox means

south ridge
#

@urban gyro the company @polar hawk is talking about is making a substance designer like tool

frank escarp
#

AI accelerated tools and filters

polar hawk
#

the fuck is their name

#

its like

#

aimogic or some shit

urban gyro
#

wait what, it can UPSCALE and just create pixels ?

south ridge
frank escarp
#

yes

polar hawk
#

artomatix, aye

frank escarp
#

it literally hallucinates extra detaill

south ridge
#

@urban gyro Yes, it can upscale and create new pixels out of nothing based on general look of the texture

#

That itself is immensely useful

frank escarp
#

for a common example, check Waifu2x

urban gyro
#

you mean if u make a 256x256 u can scale it up to 32k and it will still look good

frank escarp
#

its a neural net upscaler for anime drawings

#

it has some seriously good stuff

south ridge
#

@urban gyro it can reasonably upscale to 1024x1024 from 256x256 and look very good

#

But

frank escarp
#

to upscale anime drawings

urban gyro
#

holy cabonkers

south ridge
#

The actual detail you get in the upscale depend on what you taught neural net with

urban gyro
#

if u gotta teach it for each texture, defeats the purpose

south ridge
#

If you let it study hair photos, it will upscale your texture as if it was hair, leading to weird results

polar hawk
#

I tried to upscale a metal rust texture and I got eye balls

frank escarp
#

classic

urban gyro
#

hahaha

#

upscale eyeballs to get rust then

south ridge
#

@urban gyro Not really. They get trained for a bunch of generic cases and can be applied to many different photos

frank escarp
#

thats what they do here

#

they trained it with a hair texture most likely

south ridge
#

You can train it on generic painted surfaces and it will successfully upscale any metal, wooden, plastic painted surfaces

frank escarp
#

but this part

#

is extremelly hax

urban gyro
#

wow that aint just a sharpener

frank escarp
#

i wonder how does it work

polar hawk
#

Aye

#

imo fuck upscaling, I'm all for auto masking

#

that shit gets rough

frank escarp
urban gyro
#

well this one is just grabbing teh color and sampling the area to grab a pattern i think

frank escarp
#

this is style transfer

#

wich is probably its more hax feature

south ridge
#

@frank escarp the neural net fires for pixels that belong to texture A, but does not fire for pixels of texture B

#

That's the basic premise

frank escarp
#

it turns normal pictures into drawings

polar hawk
#

Style transfer is what Google was sort of accidentally doing a long time ago

urban gyro
#

ok that second one is brutal

frank escarp
#

tries to adapt picture A into the style and colors of picture B

south ridge
#

The mask alpha is literally just numeric output from a correctly set up neural net

polar hawk
#

Google trained a bunch of X and then put in Y and when woah, that looks like Y as X

#

And now we have automated tools for generating nightmare fuel

south ridge
#

It runs neural net for the pic and then clamps the result to 0..1 range, and you get a mask

frank escarp
#

look at this shit

#

and tell me it isnt awesome

urban gyro
#

yeaah but this sounds more like something they would announce it at some other conference

polar hawk
#

Look up the horror that is style transferred movie outputs

urban gyro
#

anything like that will be 2 years before gets incorporated

polar hawk
#

Some people spent the time and did really absurd shit by inputing movies

south ridge
#

These things are almost ready for professional use

#

Neural net upscaling is already becoming more and more common

#

We use neural net upscaling at our company to fix up non-game-related documentation and make it a little nicer

urban gyro
#

whats it work on atm? Teslas? or Volta?

frank escarp
#

@urban gyro everything

south ridge
#

Waifu2x works on CUDA

frank escarp
#

it just runs MUCH faster on volta

urban gyro
#

giggidy

#

what doesnt

south ridge
#

There is also a non-CUDA version that is too slow to even consider

frank escarp
#

becouse it has dedicated cores

urban gyro
#

is that nvidia tech?

frank escarp
urban gyro
#

i mean the altogrythm

frank escarp
#

style transfer is fucking AWESOME

#

i just love how it looks

#

i think doing a game like this can be incredible

#

make a game and run all the textures through vangoh drawings style transfer

south ridge
#

Imagine this in realtime yeah

urban gyro
#

i think it will need some getting used to though

#

some outputs seem cool but if ur aiming to get an exact thing

#

like how much tinkering would you need to get that brick wall

frank escarp
#

neural networks are essentially N-dimensional function approximators

south ridge
#

Neural nets are only tools for an artist

urban gyro
#

not to mention that for games u need patterns more so than drawings

south ridge
#

They don't replace anything, they just let you do some stuff easier

frank escarp
#

style transfer works by training a network so it tries to make a drawing that is similar to the A picture in the general shape, and to B picture on detail

urban gyro
#

dont get me wrong, im hyped for it, but i think its just another screwdriver, not a powertool

frank escarp
#

of course

urban gyro
#

still, i heard some bad stuff for this years hardware

#

AMD throwing in the towel, Nvidia doing that Ampere stuff

#

which ppl speculate is just a Pascal refresh, again.

#

not that it matters much, ue4 runs on cpu mostly ๐Ÿ˜ฆ

frank escarp
#

we need AMD to get their shit together

#

or progress on gaming gpus will stagnate

urban gyro
#

yeah need competition

frank escarp
#

like it did with CPUs this last 5 years

#

AMD went to shit, intel was a monopoly

urban gyro
#

eh cpus gonna be replaced by gpus anyway

frank escarp
#

so intel just sit there doing nothing

#

no they wont

#

they are 2 different things enterely

urban gyro
#

gpus can run a lot more calculations

frank escarp
#

not really

urban gyro
#

cpus be fine just for OS and thats it

frank escarp
#

only in the case those calculations are literallly the same code running 1000 times

dusty cypress
#

@unreal halo Thanks for the help.

#

It worked.

frank escarp
#

gpus are essentially cpus with a ridiculous fuck ton of math parts

#

they do the math in parallel

urban gyro
#

orbital trajectories are pretty much that ๐Ÿ˜›

frank escarp
#

1 core (CUDA SM) has like 100 math cores

#

the math cores are not independent

#

they need to do the same math all together

#

you cant have every core running random core like you can on a CPU

frank escarp
#

plz no

urban gyro
#

nah

#

this looks meh

frank escarp
#

@urban gyro think about it this way

#

a CPU is a formula 1 car

#

a GPU is a Bus

#

if you want to go from A to B to C, the formula 1 would be faster

#

but if you need to carry 100 people from A to B

#

the bus will do it in 1-2 travels

urban gyro
#

i disagree

frank escarp
#

while formula 1 would need to go back and forth

urban gyro
#

GPU has much better interface between memory and cores

#

and faster memory too

frank escarp
#

no it doesnt

#

gpu memory is designed for bandwidth

#

bandwidth != speed

urban gyro
#

ddr4 feeding a cpu is gonna feed less stuff over a minute than a gpu

polar hawk
#

Doing 2+24 on a GPU is soooo much more complicated than 2+24 on a CPU

#

sooooooooo much more

frank escarp
#

mostly becouse you need to disable a ton of minicores

#

and then its only at like 1gz

#

gpus cant do 1 thing at a time

#

they LITERALLY cant

urban gyro
#

aye yeah

frank escarp
#

they do everything in batches of 32 (depends on architecture)

#

and those 32 minicores need to execute the same instruction all together

#

imagine you want to do AI calculations

#

and you have fairly complex AI, with a decision tree or whatever

#

trying to run that code on GPU would be unusably slow

#

becouse you are wasting 99% of its power

#

the AI code will start branching

#

if this then that

#

and that would "desync" the batches

#

in a cpu that doesnt happen, it just runs super fast, and every one of the cores is completely separate

#

they dont depend on each other

#

the minicores on a gpu do depend on each other

#

so at the end, the AI code will just execute in 1 minicore at a time

#

and that will be sloooooooow

urban gyro
#

so whats stopping people slapping a few cores on the back of a card

#

just for AI

frank escarp
#

the CPUs exist

#

game AI != neural net AIs

dusty cypress
#

Any tips on making awesome background mountains?

urban gyro
#

im talking about regular ass computation cores, like i3 or smthin

frank escarp
#

Intel patents

polar hawk
#

Thats what Tesla/Grid cards aim to be

#

HPC multi-purpose shit

#

But its way more complicated than that

frank escarp
#

but you do have the Xavier accelerators

urban gyro
#

lets hope that in 2030 there will still be CPUs lol

frank escarp
#

wich are a GPU + CPU + dedicated stuff

#

nvidia is doing them to act as Car AI systems

urban gyro
#

btw anyone know if NVlink will be hitting consumer market to replace SLI?

frank escarp
#

in the ssame chip you have a FUCK TON of bandwidth (to process camera feeds), plus GPU (CUDA), plus Tensor cores (neural net AI), plus some CPU cores (to manage everything)

#

and its all on the same chip

#

so communication beetween parts is faster

#

this is why PS4/Xbox punch above their weight

polar hawk
#

AMD just built a VEGA super computer, is neat

frank escarp
#

and why drawcalls are so cheap on console

#

the CPU and the GPU are literally milimiters within each other

#

so communication is super fast

#

in PCs CPU->GPU communication needs to go through motherboard

#

and copy the memory (consoles share cpu and gpu memory)

urban gyro
#

thats a different story

frank escarp
#

but thats more or less what you say about a single chip with gpu + cpu

polar hawk
#

Fun fact, you can put 3 meters of pci-e connection between a motherboard and high end gpu and get desired performance

#

Not that you should

urban gyro
#

well thats a waste of cable, unless u dip the whole card in liquid hydrogen and just oc till the end of times

#

at any rate, I do hope we see some Nvidia tomorrow, if not, theres always GTC

daring peak
#

How would I go about using CLion instead of VS?

#

Also, sorry if this is the wrong channel, couldn't find a better one

worn granite
#

#cpp might work better

I think there's a free MP plugin that will enable CLion support

dusty cypress
#

How do I select everything in my content folder?

#

I accidentally spilled tons of assets in one place and I need them deleted.

#

Because it was more of a test and yeah I am not going through 50 files and deleting them one by one. xD

white fulcrum
#

hey guys i have a big problem with my animation

#

im trying to put animation on my character and i get this

languid quarry
#

Anybody that worked with AWS and UE4? I.e. how do you access AWS Lambda services from UE4

white fulcrum
#

anyone?

pallid compass
#

mfw getting agry at mobile device not displaying shadows D:<

#

obviously ur skeleton is ether massively off, or u screwed up retargeting with names

floral heart
#

"the CPU and the GPU are literally milimiters within each other"
APUs should be damned good then, if you don't choke on memory bandwidth..

spare steeple
#

anyone here who has experience using RyroNZ's master server plugin who can answer a few questions?

plush yew
#

anyone ever done debugging need some urgent help

south ridge
#

@Dementiurge#1853 What is that CPU/GPU comment about?

near parcel
#

Hey can anyone do me a favor? I have a scene that my friend made and I want to convert it to fbx. Problem is that my friend is very busy with work and school and my computer for some reason can't open unreal which sucks until I get a new computer. Does anyone think they can convert it for me? Is that even possible? I know nothing about unreal

#

I have the link on Google drive

karmic pine
#

@white fulcrum I can't stop laughing

warm river
#

@white fulcrum LOL

cerulean nova
#

Can anyone point the direction for chaning clouds?

brave horizon
#

@plush yew you'd be requiring a MMO-like database at that level.

plush yew
#

@brave horizon Would you be able to nudge me in the right direction?

brave horizon
#

I'm not clued in on MMO-style stuff.

plush yew
#

Alright, thank you!

hallow radish
#

Sorry if off topic, I have no idea where to put this... How important is it to copyright/trademark things?

grim juniper
next badger
weary basalt
#

@grim juniper Damn man, you need to condense that into functions/macros

grim juniper
#

ยฏ_(ใƒ„)_/ยฏ

cerulean nova
#

how would you go onto making it look like the end of a planet? most of the planet with a landscape and models at the edge for the feeling or is there a better way ?

safe rose
#

@grim juniper If you can't read and understand it in 3 minutes, it's poop

#

๐Ÿ˜ƒ

#

So says bob anyway

grim juniper
#

Well, I'm still working on it, and I do have comments on individual nodes. I'm not too big a fan of the comment boxes. At least, not while in the middle of working on something.

ember nexus
#

do i have to remove the folder of the old steamworks sdk if I have installed a new version?

#

the ones in "source\third party\steamworks" and "binaries\third party\steamworks"

dense quartz
#

Does anyone know how can I setup 4 way Material blend with height lerp?

flat scroll
#

is the LPV viable to be used in finished game?

floral heart
#

No

cursive dirge
#

if it works

floral heart
#

are games ever really finished?

leaden onyx
#

@white fulcrum you need to rotate arms of your character 45 degrees in the editor and save that pose for targeting

#

can anyone tell if UPROPERTY on FName is alright? Just want some quick sanity check

#

It will be edited in properties so I was wondering how will it work out memory wise

vast warren
#

good game ideas simple ones

#

thanks in advance

warm mountain
#

H

#

Hey guys, is there a possible risk in downloading a plug in that automates actions for you

#

lets say, if I have to pay company X royalties every month, so I buy an app that interfaces with my bank account or paypal etc

#

to regularly sent it to them when its due

#

its possible that the developer who made that app could interefere with it right?

cloud cobalt
#

I wouldn't want to automate something that important without an awful lot of checks every time that thing is touched

warm mountain
#

thats what i feel

#

i've been seeing some of these apps floating around

cloud cobalt
#

For the little amount of work that represents anway

warm mountain
#

they got ssl lock on their sites and what not but

#

it just doesn't feel safe lol

cloud cobalt
#

I don't know about your situation but royalties I work with are every 3 months, so I've got like 4-5 transfers to do every 3 months, not going to write a single line of code for that

warm mountain
#

ah gotcha

#

well I'm not in that situation yet, I just saw some people in another discord server

#

promoting some kind of app that manages your routine finances for you

#

like it interfaces with your money or whatever holds it to pay, bills, royalties, deposit dividends and so on

#

doesn't look safe

#

but some of them look really optimistic in joining it, its almost like its staged lol

cloud cobalt
#

I don't even know how it's built because I'm pretty sure my bank doesn't have an API

#

Anyway, I'm fine with very little money automation myself

warm mountain
#

gotcha

cloud cobalt
#

Ordering food from my phone has mandatory 2 factor auth for like, $20

#

I wouldn't have an app for money unless it's straight from my bank

warm mountain
#

agreed

#

right now i've been looking around to see and find ways to fund my game

#

I have 30% of the cost covered

#

i could churn out the prototype solo but completing it without hiring anyone would be impossible

#

I've been making a bit of extras putting some of my savings in EA stocks

cursive dirge
#

what makes it impossible without extra staff?

cloud cobalt
#

Think we've all got different strategies for that. We've been working on free-time with a friend for close to 4 years now, so that can be a viable strategy if you can handle the workload.

#

For my next project, I'm being careful to make sure I can do it alone in a year - helps with the scope

#

Hiring people is really a high-end option for me, I'd be looking at a really huge piece of money compared to what my game makes

cursive dirge
#

@cloud cobalt how's the sales been on Helium Rain?

warm mountain
#

I can do the art of the game, but programming is beyond my scope, so is music and special fx (I can still do it to a limited degree)
I'm working on the project part time

cloud cobalt
#

Something like 2,500 @cursive dirge , hopefully that'll climb a bit when we release.

cursive dirge
#

hmmm, that's not much, especially considering that you have very positive reviews

warm mountain
#

the biggest cost i have to deal with are voices

cursive dirge
#

what kind of game is it?

#

rpg?

warm mountain
#

i thought it was only expensive when you hired an experienced V.A

#

3rd person platformer

wary wave
#

VA prices can vary dramatically, but finding good people who are cheap is difficult

warm mountain
#

eeyups

devout gulch
#

just use Alexa ^^

warm mountain
#

haha

#

thankfully theres only 3 characters that ever speak

#

the rest are all monsters

cloud cobalt
#

@warm mountain It's important to have some numbers in your head if you're going to put money into it. Indies on Steam have average sales around a thousand units, so nothing near hiring unless you're just looking for concept art or maybe voice acting for a few lines.

warm mountain
#

eeyups

#

if I do without voice actors i could probably get it out for 30k usd

#

i have been working on the assets for quite sometime

#

although i need to find a way to optimize it

cloud cobalt
#

Whatever you do, be sure to be happy with a situation where you sell 100 units ๐Ÿ˜ƒ

warm mountain
#

ah definitely

#

I don't expect much haha

#

its a passion project to me, I'm totally fine not making anything but if I do thats great!

cloud cobalt
#

Not happy as in "great, I love that", more like "okay, this was likely and I didn't loose the house"

warm mountain
#

ah nah haha, I won't risk my house for it XD

#

its just something to do, to alleviate my boring life

frank escarp
#

wtf happened to lounge

cloud cobalt
#

I think we did a pretty decent game, not so great advertising, 4 yours of work with almost zero money invested - we're happy with modest sales, because we didn't care really

warm mountain
#

i'll pretty much be the same, its more for me and my friends

cloud cobalt
#

I would be very aggravated if I had 10k in there

warm mountain
#

turning our former school project to a full fledge game

cloud cobalt
#

I think I put something like ยฃ1500 total in the whole story, including setting up the company

frank escarp
#

in my case, Deathwave costed 1000$

#

made 1500

#

4 months dev time

#

but it was the first thing i released

warm mountain
#

nifty!

frank escarp
#

after it, DWVR costed 3k (pc version) and made 8k(pc), netting me a tidy 5k profit, wich i used to port it to PSVR

#

and made 30k

#

as long as i dont directly lose money im cool with it, due to experience

cloud cobalt
#

Yeah, these are great tbh

#

Our game isn't portable to consoles unfortunately, I'd love to do it for my next game

#

Any hint about the console access price ?

frank escarp
#

it costed me 5k to port

#

beetween devkit, PEGI, and some freelancing i had to hire for some extra things like better sound design, translation, and trailer

cloud cobalt
#

Just for PS4, right ?

devout gulch
#

btw, does anyone here is using Coherent ?

frank escarp
#

@cloud cobalt yes

#

you can google the devkit cost, Polygon article is accurate, more or less

cloud cobalt
#

Yeah I read that one some time ago ๐Ÿ˜ƒ

frank escarp
#

it was also devkit + a psvr

#

so more cost

#

at least that cost will be amortized