#ue4-general
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Is there a string to switch gamemodes?
You can grab these in the GameMode (OptionsString) of the new map
Yeah that's ?game=GAMEMODESHORTCODE
While GAMEMODESHORTCODE needs to be setup in your ProjectSettings
Alrighty thanks for the information I'll give it a go.
Cheers
โค Love ya mate worked like a charm.
(: Nice
Any ideas why I cannot find or use SkySphere in my project?
It's just missing... and cannot find it anywhere
Cannot even seem to add one
When you create a new level, can you find it in that one?
In the left part of the editor
You should find BP to spawn
There is a section for all classes
Can you find it in there?
Nope
@regal mulch the only thing preventing me at this point is my lack of knowledge in UE4 to know how to implement it. Just pinging the community for any direction. Understand what you mean though, I am a try first, ask later kind of person, but I'm trying to put something together for a presentation in less than 4 hours
Well I don't even fully get what you mean.
You can easily just set a Mateiral or Material Interface to a StaticMesh
There are tons of ways on how to do that, totally depending on how you are interacting with the StaticMesh (or the Actor holding it)
@fading magnet if you right click the sky sphere in the level it is in you can "Browse to asset" and find it in the engine content folder.
If you still can't find it your install is borked
How do I do vaulting in third person character
Well, I got the skysphere to kind of work, but the stars do not work.
weird
had to copy it from another project into my content folder
Is anyone here familiar with Unreal Engine 2 ?
Do time handle struct's hold the float time value? or does it constantly feed from the time input for creationing the handle in bp
How do I transfer static meshes from world outliner to content browser? Cause I assigned a bunch of materials to the static meshes in my level and it took ages... : o :
You don't
StaticMeshes that are placed in the world are instances.
Each with their own Material Slots
If you change it in the World, it's only affecting that Instance
The original StaticMesh from teh Content Browser is usually used to setup the default materials
And is then dragged into the scene
The only thing I could imagine that you could try is turning the world static mesh into a Blueprint
@plush yew
@pallid compass Hm, not sure, why does it matter?
I was trying to use Function timers for some basic auto attacking for a lil 2d game im working on for fun
however it seams i cant change the timer's on them
You mean adjust it while it's looping?
Well you can just Set the Timer again
That usually overrides the last call
You can grab how far the timer has run by then from the handle
And then set the timer again with the same handle, effectively resetting it and overriding the previous call
i tried to change it during run but it does not seam to work
do i have to pause it first or clear the handle or?
Theres no set timer function
If they changed something, yes, otherwise just calling SetTimer with the same handle
BP or C++?
BP sorry forgot to specify
No, just use the function on the left again
Oh i think i get you
If you do this again
With a different time (or even with the same)
It will reset the current running one
Sure :D no biggie
Works great thank you ๐
is it possible to add reverb to a cue as function of distance from source?
thinking about gun shots in the woods
any idea why i only see my player controller in the outliner when i play the game in editor?
Because you don't have a player controller unless you're, y'know, playing. ๐
Ok, but the solution to an issue i'm having seems to be "i have to check my player controller has to accept input entries". The only place i see it is in the outliner while i play. Sorry, i'm lost and desperate.
You're trying to edit an instance, you need to edit the class... which is what gets instantiated.
Edit your blueprint for the player controller.
The default values.
by player controller, you mean the cam+gun i have since i started from a FPS template?
i edited those, like a thousant times today ๐ญ
No...
The player controller. The thing called player controller.
Not the thing that's not called player controller. You seem to be describing the pawn or character.
thanks for your help. The only place i see this item called exactly that way, is as i said in outliner in yellow when i play.
You need to go over this page
That page is the hub.
This is the quick reference: https://docs.unrealengine.com/en-US/Gameplay/Framework/QuickReference
anyone know if you can use complex as simple with simulated physics yet?
@livid haven thank you, i hope i find my answer there!
you can create a new player controller and change it in there then tell your game to use it or just allow the default player controller to accept input, I am assuming mouse clicks, at runtime as well.
Is there a link to the AR motorcycle they showed at GDC?
Yay
Even for non-scrubs, still good reference
Oh I can assume without a doubt
Glad to hear they help!
The WTF is series always make me chuckle when they show up in my suggested videos
Anyone here still using Windows 7 (with Unreal and generally)?
Fortbite BR making $100million a month in in-app purchases. Crazy.
Jesus that's a lot of money
That's $5m a month in royalties Epic has to pay Epic. Wonder how Epic feels about it, and how Epic feels about it too.
;) Except Epic probably doesn't get as much. Tencent must get quite a bit
Wait, does Tencent have any role in FBR?
Epic
Tencent owns quite a bit of Epic
They bailed them out from money issues a long time ago.
Right, but how does that work? It isn't like Tencent get's a little under half of all profits and Tim Sweeny/The other chap get's the rest right?
Wow, I don't really understand how investment works..
Yeah, no clue on the actual Dynamics of what % is owe to Tencent. But I can imagine it's quite a lot
Anything Epic makes money from
Tencent gets their piece.
Makes sense
Which is funny since Tencent is bringing Fortnite BR to China
Or has
And I think I read they get another piece from that deal
so as far as i know
making a game from unreal
like
i think u pay 5%
of off all the money u maek
make
soo u make a hundred dollars 5 of it goes to epic
i think?
It's more complicated than that, but yes, that's the worst case scenario.
yea i figured i wasnt 100% right
"Once you've begun collecting money for your product, you'll need to track gross revenue and pay a 5% royalty on that amount after the first $3000 per game per calendar quarter. "
So, if you made $100 between January, February, and March, you would pay no royalty.
mhm
after that you do
right
cuz those are the first 3 months
and on the fourth u pay?
No
like
every quarter of the year
or is it that u start paying
after
the first 3 months
u dont have to explain it like 100% to me im just wondering like the basics of it
Looking at a couple new laptops, one has a i5 7300HQ and a Nvidia 1050, the other has an i5 8250u and a MX150. Which would be better?
nvidia i think
it wouldnt be my main development machine, but for work when im away
both are Nvidia
Royalty payments are due 45 days after the close of each calendar quarter. Along with the payment, you must send a royalty report on a per-product basis. For more information, see here.```
From the FAQ
The example is a bit odd. The app store example is trying to illustrate a different aspect of the royalty deal - gross revenue - rather than the $3000 threshold
eh i kinda understand
i mean
i havent even tried making a game yet
cuz i've been working on a problem
the launch error
(0x0000007) one i think
i got a game dev thats in this discord to come and help me
we started trying to fix it yesterday
gonna continue today
once he gets back
No, you only need to report royalties when you are making more than $3,000 per quarter from your product. If your game no longer is being sold, or no longer makes that amount of money, no royalty reports are due.```
The 1050 is much stronger than the mx150, same with the cpu
The 7300hq being stronger than the 8250u?
thats what i was wondering
I wasn't too sure on the whole turbo vs base clock thing
ik for fact 1050 is stronger than the mx one
Yes, the u series is not meant for heavy sustained loads
So, if you don't make more than $3000 in a quarter, you pay nothing for that quarter. If you make $3100.00 in Q1, you'll pay 5% of $100. If you make $2999.99 in Q2, you'll pay $0.
ok thx sion sheevok
Compare the base clocks for both. That is what you will be hitting most of the time under load. That's where the u series falls short on dev work.
That's my understanding of it, anyways. Someone else can chime in.
I'm not saying the newer cpu with the mx150 won't work but pound for pound the hq cpu and the 1050 is a better dev machine.
that 3k limit is per "product" meaning per game?
Found a refurb nitro 5 for 530$
dont take it
that price is almost too good i would say
You have to watch out for the smaller 1050 machines, their cooling systems blow.
Nah I paid 600 for my 7700hq/1050 Lenovo so 530 seems right for the 7300hq
damn where did you score that?
Craigslist. I'm actually on the hunt right now on dells outlet for a cheap 1060 machine.
i mean
I almost had one earlier for 650 shipped.
if i were u i wouldnt trust craigslist 100%
ik tons of people that got scammed from it
you only get scammed if you arent used to making deals tbh
^^^ (cough cough in game purchases for fortnite vbucks)
jk lmao
i dont even play fortnite anymore
๐ฆ
i might get it later tho
@reef spire i was just messing around and i noticed u have been playing F1 studio 12 for about 16 hours
not so sure if thats healthy
:>
:v
@livid haven Is fortnite uses UMG Widgets?
Absolutely.
Liar, big kids use raw slate
But I am arriving at my bar.
Slate? Pfffffffffffffft. Crutch!
I kinda figured they just used the HUD class and raw textures because AAA and all ๐
I did use Slate extensively for the item cards.
Otherwise, no. UMG iteration times and performance is just fine for 99% of things.
but that 1%... oh that 1% is like 99% of the UI
Stop lying to the kids Sion, we all know AAA productions just carve the UI out of granite
So that it can be solid
So i'm thinking guys
i might want to release any games I make under creative commons license i'm not sure if its a good idea
I'm just thinking, I'm too poor for a lawsuit, this game will never be popular enough to be worth going to court or chasing people
i might as well leave its assets free for people to use and innovate as long as they don't resell my stuff whole sale
If you provide the stuff such that it could be reconstructed and sole wholecloth - it will be.
If you're not going to be able to enforce a license, have you considered that one where it just absolves you of responsibility?
Something like this basically - https://tldrlegal.com/license/unlicense#summary
@grim ore Item cards are a big deal, but they have much less complexity and man hours than a fuckton of the frontend.
Everything about stats and squads and skill tree is the huge 99%, in my mind, of complexity.
@grim ore What's your middle initial?
Sion: I'm going to unwind at this bar, have a brew, and be social
Other Sion: SLACKERS NEEDS MY HELP
@worn granite agreed
thats what i feel tbh
its not worth stopping theft
if it ever happens to me I might as well capitalize on it
rather than fighting and chasing thieves
but i would still like to do creative commons
in case i do make enough money or my thieves make enough money that it becomes reasonable to chase
i know the chance is unlikely but i would like to leave a door open to it and not assume too much, I might get lucky and be like that guy who managed to sue google for 2 billion
@plush yew @.synktra i was just messing around and i noticed u have been playing F1 studio 12 for about 16 hours not so sure if thats healthy
I leave my PC on over night
ooohhh
makes a bit more sense
lol spies everywhere
When I have a Capturecomponent 2D camera I see options "Primitive Render Mode" to "Use Show Only List" , but when I chose any actors to fill up the array elements list it's like it just doesn't register, does anybody know if this is perhaps future capability that hasn't been fully implemented yet?
yeah andy its a bug
you could try set it during the construction script
@crisp fable & @paper kernel thanks...I'm able to set elements in runtime, but seems like I can only set one array ...will have to make do for now
issue most likely is, the component ceases to exist in jump from editor to play
Guys how do you add graity to a character?
Guys, why the hell did they move the console when playing in standalone and in VR preview in version 4.19? I can't see it at all! I tried using "stat fps" and even though it worked, the text is displayed so far in the above-left region that I can't even see it!
Is there a way to move it?
I'm trying to get all actors from class player start after I open a level, but the count returns 0. Do I need for the level to be fully loaded somehow?
@latent moth if that is the case a simple 0.2sec delay before gathering class should work I guess
I put a 5 seconds and still nothing
does the gamemode reset in between levels?
when you do a servertravel?
Ok apparently it does reset.
anyone got a tip on how to do something like Playflipbook then DO X after it finishes playing
anyone ever seen this error? Warning: Can't find file '/Script/EditorModule'
is it possible to declare a BP function as virtual? so I can have it on all subclasses of my main BP, and then from my main BP justt call that function when needed?
@regal mulch the reason i'm a little confused is because i thought that GameState was were all the players should be stored, but that gets reset when you travel
It is where the playerarray is, yes
And yes on travels this resets.not sure if server transfers it on seamless travel
@glass imp You can override all functions by default
I have to use seamless to my understanding anyways, since I use steam
Correct
and there's this bug that disconnects clients
OK so where do I store my connected clients for them to be persistent?
GameInstance?
Maybe we talk about two different things. Clients persist on seamless travel
The classes they use are another story
PlayerState has the function OnCopyProperties
To copy from old to new state
GameMode has OnSwapPlayerControllers to handle the controller change
ah
ok, will dig more, thank you so much for your help
I'm doing a player slotting mechanism, and depending on the slot they choose, they get a different character
And I'm having a little difficulty with that, since when players join, the level starts
You can save the slot id in the server versions of each players playercontroller
yes that's what I'm doing
And make sure it persists by using OnSwapPlayerControllers
will check this because I simply do not understand what it is
I'm using seamless so my understanding is that it'd be persisted
will drown in this! ๐
I do have one last question though: where do you usually put the logic of creating / joining / leaving sessions?
on the game instance on pretty much every example
For my next trick, il crash my engine with out any help from the audience.
@frank escarp unfortunately I've seen a lot of these happen in many different places, that clears it for me thank you ๐
anything that should persist trough map changes
should be on game instance on other object added to root set
GameInstance is just engine provided singleton
Hi, I been having the problem i hope someone can help me with?
I have a qeustion I'm going to try to mine bitcoin/eth for a day, will it ruin my gpu?
for one day, probably not, but you'll also not get anything out of it
using your gpu ruins your gpu so might as well just speed it along to it's death ๐
You'll just lose money because ether or bitcoins aren't worth it anymore vs electricity price
?
@small fern - if you don't tell anyone what the problem is, nobody can help you ๐
@wary wave @Sylent I don't think you deal with these situations but um. I tried launching/ creating a project and well, it crashes.
lol
any error messages pop up?
That's probably not going to be much help in the end. You should be able to find the actual crash logs and that might help more.
For the call stack to make sense, you need to install the editor debug symbols from the launcher.
That's in the launcher, in options ?
it's in there somewhere, yeah
I'll see if it works. By the way, it is possible for me to add you guys or.. no strangers allow?
you could, but tbh you're better off just posting in here anyway
if someone is available and can answer, they'll answer
where is this fix supposed to be? https://issues.unrealengine.com/issue/UE-54135
i updated my project to 4.19 and it still starts on my second monitor
Target Fix 4.20
that is what it says
anyone can help me set svn on a ubuntu server and use it with ue4 ๐ญ ?
@grim ore Where can I find the crash logs?
Is it normal that the event BeginPlay is called on every level, even if not opened? I was hoping for a OnLevelOpened event, is there such a thing?
Not sure if theres already an event for it but you could make a custom event that gets called instead
BeginPlay is it apparently... Thank you.
anyone can help me set svn on a ubuntu server and use it with ue4?
wth does dpi scaling not work with custom res in UMG?
@grim ore hey so i am spawning a block and I just want to know if I want to avoid placing it inside other objects. So should i use a box overlap or should i just use collision handling override option that the spawn actor node has built in?
@plush yew Have you tried using Google ?
Does anyone know how to tell a packaged build to run on a specific GPU on systems that have 3 or more GPU's ? Not talking about laptops and discrete vs dedicated but multiple gpu's in a non-sli setup running on a single motherboard. I can specify it in the editor with r.GraphicsAdapter but that has no effect in packaged builds. Thanks!
@hexed dagger i dont understand nothing from google
like incomplete videos or shit
๐ฆ
@plush yew ask on the epic games forums here, getting help is difficult ! most of the time your question will be swarmed in a discussion about a subject & you won't get help. so the epic forums are more responsive.
so this is odd, 1440p screen on mobile, but game appears to be starting in 1080p with 1440p ui scaling o_o
does anyone know off the top of there head what sets the resolution for mobile games?
Hmm.... does anybody know how to make textures with no backgrounds not checkered in materials?
Ah, done it!
Just saw the opacity reciever when I switched to two sided foliage
๐
:P Stop arguing with me. No #lounge talk, that includes "checking in." Gonna clean up the chat a bit now.
Just post your UE4 related question here
dam the scroll box for mobile does not scross very well
Hello, Is it true that you need 32GB RAM to make a large open-world map?
Anyone from epic here that might lead me to a damn support email contact?
im getting crazy over that loopy dumbly made website
They might tho.
I have 8GB RAM on an old laptop (going to go desktop soon). How far can I go with map sizes?
So um I'm extremely new to this
Depends on the amount of stuff in the map not size
Oh..
and how u handle it
I want to make a maps like metal gear solid v the phantom pain.
huge maps
i'll have 16gb ddr4 2400mhz ram on my pc
@north sphinx you could try help@epicgames.com
your basically asking how big of a box do i need for a piece of string
if you use level streaming you can probably get away with working on larger maps piece by piece with 8gb ram
Knowledge of UE4 across its features and systems
What does this entail?
it cant really be answered, it depends on alot
I just started my first project ever on Unreal Engine 4. I'm a beginner in programming, and COMPLETELY new to game development and Unreal Engine 4.
What should I do first?
youtube is enough
Ah okay, thanks.
The courses cost money I already looked into it
Yeah I know that. That's why I'm asking.
Also, on the UE4 wiki it says so much info about UE4 and 3DS Max and Maya.
Does that mean it has the best support between the two?
No
all of this is just wasting time not learning. install the launcher, click on the learn tab, and start gong thru all the stuff in there.
Your thinking of it wrong
you can worry about all of that later
3ds max and maya are just 3d modelling / animation / rendering applications
I know that, I need to create characters. Do I need a program for that?
@grim ore I already made my character using MakeHuman, then importing it into blender while Unreal Engine 4 was crashing and verifying all the time. It suddenly worked out of nowhere. That's why I'm talking about this.
Creating Characters is probably one of the hardest tasks
Is Blender a good free choice?
ok you should still literally do what I said
your asking how you run a 6 second quarter mile without knowing how to drive
your asking how to land on the sea without knowing how to fly
lol I'm just getting started.
Trying to get the right tools.
I'm going to make the game on the PC I'm getting soon, so basically I'm just going to play around in UE4. Meanwhile, I need to learn how to make characters so they'll be ready as soon as I get the PC.
well to make char's
takes about 6 months to learn
to make kinda crappy not too bad / passable
Creating characters is easy if your standards are low enough.
But it's still one of the hardest tasks, because animation workflow is diabolical
Creating char's is really not easy, even with rock bottom standards
you really need to know wtf you are doing
I won't make realistic characters, I'll make them like fortnite but with somewhat realistic hair and face and stuff..
prob looking at 8 months of training then
Fortnite is what I would consider very high standards
bare minimum
I already made a character in MakeHuman and imported it to blender.
I wouldn't say 8 months
I just need to know if there are other programs like MakeHuman.
like, stick figure made out of boxes, do some basic walk animations. 3 weeks of tutorials?
I know a bit of design and stuff.
Topology, anatomy, animation, texturing etc
make it move
boxes?
im not going AAA, he said what he wanted and im being realistic
yup, a moving character made out of boxes
wait, can't I just use this robot from UE4?
that's a realistic goal for new guy
You can.
Can I customize it?
nope
rip
see, you gotta start from the bottom
Always lovely to see someone thinking learning all what it takes to make a game is done fast
oh, we've been here for what... 4 years now?
Learning to model for a start takes ages lmao
I used gamemaker before. didn't use it much tho.
There is a reason people are Character Modelers for a living
nvm making char's
Centipede was done in months.
Theres just so much to it, to do it decently
(It had no characters.)
I can tell you ,most things you are coming across in GameDev take you 6-12 months to even scratch the surface
No matter what you do
I don't want to get those Autodesk programs, I need something cheap or free. Is there any modelling software available?
Blender
Blender but there is issues with things with FBX
I have it open. I just don't know if it's possible to make the hair move like real hair.
Issues you can workaround
Buddy, you won't be able to make real hair in the next 4 weeks
If you don't export model into UE4, then import it back into Blender
12 month to be an decent character artist is realistic. To be good it takes longer.
So basically I won't be able to finish a story game in 2 years from now?
No
In RPG Maker you could
thats doesn't incl. other tasks such as rigging and animation tho. Just character art.
Iv been doing this for 3 years, like everything
and i have only just got to the point where my mobile game is half finished
Even I, with 3 years of experience in UE4 programming, would have trouble finishing a game in 2 years without paying 3D and 2D Artists as well as sound devs
and i study 15 hours aday every day aweek
im really god dam dedicated and it does not come fast honestly.
thats no joke btw
The difference between doing it for a hobby and doing it commercially is immense
I study really god dam hard every day
Got it. I must keep learning to get better, right?
I already scaled down the scope of my game hehe. And i worked at multiple studios hehe
@regal mulch cries in no-artist
#assetflips
Yes, there are no shortcuts
We started doing our thing commercially ~2 years ago and still building up the productivity and moving from "making mods" to "making standalone products"
Its fucking hard to make a game on your own.
i have many, many prototypes that could be sold if they were slightly pretty
The only way you'd manage to get it done in 2 years is sitting down, working on it 10+ hours every day, learning how to program.
And using Sounds and Assets from Marketplace or for free, or at least only creating REALLY basic shaped meshes (like block and low poly flat shaded stuff)
but no art, so....
Okay thanks.
A normal Artist would probably already need a month for modeling, sculpting, texturing and animating one character
If not more
And you basically don't have the skills that this person has
more ๐
So you'll have to learn that first.
You cant run before u can walk you know
I told some people that I want to make a game in 2 years. I'll tell them it'll be 4 years lol.
We started from the bottom now were here
That's more realistic
Start with small things, participate in GameJams
it's an overwhelming journey of plowing through huge piles of information
Find some other people that want to learn and create games
I have some really big story I written, is making cutscenes easy in UE4?
Make a crap pick3 game with doodle art. Done in two months.
Or pay people if you have money from your normal job
@teal glen it's fairly straightforward if you know how to animate haha
everything in ue4 is kinda easy? u just gotta know wtf ur doin
I'd suggest trying to make a movie first
So it's about animating..?
Given you have all Models, Meshes, Animations, Sounds, yes it's easy. YOu can use the Sequencer
Use blender or something?
So basically I have to start by making a shit game right?
You can animate rigged meshes with Blender, yes.
hey, you dont really got a choice tbh
man i have even motion capture suit and shiz in my studio, and its still a pain to animate lmao
Well you'll def start by making games that you throw away
@pallid compass dont forget the make AAA game button thats hidden...you can unlock that button tho..with ALT+F4 ๐
Okay thanks everyone. This was very helpful. :D
My first game is in a zipped folder, never to see the light of day
omg
Before going full into animation and making cutscenes, I'd suggest doing movies with real people first (and same for animation)
How would that help?
Or you could draw storyboards and do it the proper way, but that's less accessible to someone who's just starting
Rather than extending your deadline, I'd shrink the game. Learning to cut content to meet a deadline is essential.
Don#t get us wrong, we don't want to scare you away, but doing a game in 2 years with code, meshes, sounds, textures, ui, etc. while having to learn it by yourself is truely not doable.
Don't go tell people you need double the time, just make 1/8th the game
Most people specialize in one of the many things (I'm only coding) and form a team to create the game
And they still take 2 years
@teal glen You need to learn how to pick good angles, how to make use of characters etc
That's for cutscenes
Pro tip though. Start with a ball game, usually a pretty feasible thing to do as beginner
I have the dream to make a really good UE4 game lol.
so does everyone in this chat
Well, then sit down and learn programming first
Do I need to learn programming or can I do an entire game with blueprints?
Every other asset can be bought or just used from the free collections
Depends on scope of game and target hardware
Blueprints is programming
ah okay
You can already forget to skip that part
You should learn proper programming even though you can make the game in blueprints
blueprint still operates under same rules as any other programming language
Even if you won't write C++ code, you need to learn the logic to programming
Don't wait around for the opportunity to make the best game before jumping in
yeah programming is all logic and engineering really
Is unity any better for beginners than this? I just saw the word "blueprints" and immediately got UE4.
I would say no
No, it wants the same knowledge.
I feel like ue4 is kinda easy mode for starting
You have to learn c# programming
At your stage it doesn't matter what you pick
Blueprint has a way of being more forgiving when it comes to rough edges, but overall you have to think the way a programmer does either way.
And still create all the assets
@south ridge I know how code works tho.
Just dive in
:D Just start learning how to create very very simple games in UE4 with Blueprints, using only free sounds and meshes.
@worn granite Well, I think you're right lol.
That's all I do for my game. Using Capsules and Boxes
And later paying someone to replace these
Yeah just dive in and don't even start with the game you want to make by 2 years
Crazy, right?
yeah u start with that in like a year lmao
How to stop being lazy?
then start on that in 6 months from now - realize that you're not ready - and then get back to it a bit later.
I need a cure for indecisiveness
So basically should I learn programming using the UE4 language (I forgot what is it)?
just do blueprints
I still haven't made my "dream" game
@sudden osprey it's easy, you just hire people to do work for you
Not even joking ๐
you'll never make your dream game, so it's best to have awful dreams
You won't regret getting moving right away so if you're still staring at discord - begone
Hey, let new people create DarkSoul 4 and the next Zelda, i think it sounds amazeBallz (jk jk)
I had one dream game and I gave up on it ๐
My dream game at the time was basically second life
lmfao
eww
At the time SL was garbage and ActiveWorlds was outdated
So it was good time to make something user content based. But I didn't have a dev team ๐
SL?
Is #work-in-progress a place for people to rate your stuff that you just made?
also
@south ridge where can i find money for that? :)
SecondLife
was
Ah okay.
@sudden osprey do you have charisma? There are a ton of investors around who you can convince into funding you ๐
@teal glen #more-resources
@worn granite I gave up on the idea when it became obvious that I didn't have access to any good game engines and anything else would be too work, afterwards the good time passed and today a SL clone isn't gonna do anything
My second dream game was an open source version of GTA2
Wait, can you make an open-source game in UE4?
yes
Sure
but u better have big c++ knowledge
But it will never be truly open source
Oh okay.
The code and assets you make can be released under any license, but you will still be tied to proprietary UE4
@south ridge nope
And also, how does exporting to consoles work?
@sudden osprey nope?
I think you are only allowed to open source your project if people download it through the launcher?
That's why all the mod kits are in there
@south ridge charisma, tons of investors :)
Oh
that sounds odd
Find a business partner, come up with a business plan, submit it to bank and get a loan etc
tho I haven't looked into it
They want you to sign into an Epic Launcher Account cause of agreements and stuff
It's too hard for me :)
oh right, that makes sense
You can still distribute source code and assets separately, just not any engine or editor components
If you distribute the mod stuff outside, you are giving people access to the launcher without epic having their agreements in tact
True
Mods are different though
Mods inherently rely on licensed content so it'd make sense they'd have extra restrictions
Your code can be open sourced, i guess just sharing the project works fine?
it not "just mods", it's piece of source code, which requires you to sign paperwork
@regal mulch there's nothing they could do about distributing source code you wrote and assets you created
sure you can share anything you've created, but not the engine bits
Not the engine bits, yes
You can include engine headers, but not distribute content of engine headers
I'm curious how you could make source code that works with the engine without it touching the engine
need icons for mobile game
sick of them never matching
lose my poop and buy 1300 icons
ez
The sets on the marketplace for icons are quite awesome
But well, mega pack is like 100+โฌ
Where?
gamedevmarket have good deals every now and again
they are only 16x16 tho
wait no
1700+
not 3k wtf lmao
idk where i got 3k from there
prob the "30$"
Screenshotting the weapons in blueprint with grid toggled off has been my Placeholder Icons rofl
Yeah that's also a way :D
I actually made a scenecapture class just to generate Icons on runtime ๐
Better than having Text on a grey box representing the items tbh ๐
wait
i think i own that
LOL
lemi check
oh no
its the sci fi skills icon pack i own from rexard
well, it's an untapped market
Unfortunately there is no 2D asset without the cartoony look
This is how I keep the loading screen
https://youtu.be/5qErW-XE3Pc
Testing Minions Advenure Find Trujillo Peru 2018 03 28 15 18 01
god dam this icon pack has no legs D:<
ehh
custom resolution might kill the laptop
I'll try portrait.
it worked!
How do I fly slowly? tried shift and ctrl..
Curious question, if u make a custom UMG button and image, if and if expose say Two images var's, if u attach them ones with a bind, does it update them once? or ever tick performance wise
The bind in the umg system is generally considered per frame
Is there a way to manually reparent a child blueprint? I moved some assets around and one (hopefully only one) of my blueprints broke.
Yeah go to class settings and change the Parent Class
Yeah, that one is weird, it doesn't show me all the classes, by far.
That's odd, It shows me all 206 that I have.
I udnerstand that it doesn't know which class it originally was, but it's showing me things like tutorial blueprints, but it won't show an Actor for example.
Did you try deleting intermediate folder and relaunching the project?
It might detect it that way.
I'll try that.
Hm, no difference. Still shows only 182 classes, no custom blueprint classes at all.
is there away to grab a variables name in bp? ๐
Keeping classes well organized, commented & with a solid structure is truly the only way I haven't gone insane yet. The classes just keeps breeding in my project
Trying to organize my assets has nearly driven me insane.
HAHAAA! A victory! It seemed like UE mixed up folders when I moved the blueprint - the parent class was listed as being in a folder where it never was. So I made that folder, copied the parent there and it worked.
You can right click Content folder and select "Fix up redirectors in Folders" when you move stuff around
it fixes all redirector issues
I know, it didn't work.
Also I'm experiencing issues with moving maps (the umap files), UE sometimes just seems to leave them behind. Fixing redirectors doesn't help, folders cannot be deleted. But this is not such a tragedy, because it doesn't break anything.
That is very strange. I can't say anything about umap, since I never change folder for them. But regarding Assets & blueprints, worst case scenario I've had to delete an empty folder left behind after redirecting but nothing more than that
Don't mean to interrupt but could someone help me figure out why the parent bone gets anchored in place when I export an animation? (Or if it's a duplicate/extra I have no idea) Everything moves like it's supposed to so to speak. But the anchored bone makes it hobble. Not sure which chat to put this in, animation? Or if someone could DM
should i use 3ds max or maya for Unreal engine? (im creating level)
it does this in unreal
@idle mantle yes
yes for what? Maya or 3ds max?
either one works. If you don't know either of them download the trials and see how they each work.
i know well 3ds max but i want the maya live link ahahha
Max dont have that only Maya ๐ฆ
Maya is more powerful
Hello everyone. who knows about these issues - inventory system - store system and automatic storage system. type check point. if someone can write me to the inbox
any recommended templates for an open world GDD?
game design document. I'm also new to this
We're not entirely sure what this does or how to recreate this
this is what it looks like (what we want ours to look like)
It's looks like it might be a normal map or a packed normal plus possible roughness
It probably has normal X, normal Y in R, G channels and roughness in B channel
@sage hinge Any chance you could stop spamming the server?
alright I'll take note of that and see what I get, thank you!
@teal glen Pro tip: you can also control the camera speed by scrolling while holding right click.
much faster than faffing with some hidden slider. ๐
Has anyone seen Live++? https://molecular-matters.com/products_livepp.html
Live code C and C++ applications.
LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/Game/FMOD/Buses/Drone's' is not a standard unreal filename or a long path name. Reason: Name may not contain the following characters: '''
Can't find the existence of this folder anywhere, anyone had something like this?
could be a hidden folder. ๐ค
does anyone have any advice on how i can take the data captured through the new 'audio capture' plugin and using it to change my vr pawns camera's post-processing fx?
any suggestions on learning c++? Taking Ben Tristems course on Udemy... section 1 at least the first half is something I'm familiar with. I guess I just need to get used to things.... It doesn't seem so helpful if I'm being honest. I'm a hands on type of guy, I like doing projects and messing with things to understand concepts and such.
Get handsy with it, and be prepared to have lots of days where you'll be banging your head on the desk. :3
Already broke one desk thanks to java
Better get a thick one, then. ๐
Good suggestion. Never thought of it.
Was thinking of a metal desk, but I'd just injure myself.
lmao, a big spongy pillow strategically placed may benefit you :p
Why does my brain never suggest these wonderful ideas......
you've face-desked too often? :p
LUL
X3
Hi everyone, I installed UE4 (4.19) on an old-ish (2012) computer and it's having trouble running. I get this error:
"A feature level 5 video card is required to run the editor.
AvailableFeatureLevel = SM4
ShaderPlatform = PCD3D_SM4"
Don't really know what these mean, I haven't been good at Googling either. I don't know which version I should install for this computer. ๐ฎ
Just throwing an educated guess out here: your GPU isn't capable of running it
Seems like your computer doesn't seem to meet the minimum requirements to run the engine. Have you checked whether you meet them or not?
oh, I havent, will do that... is there an earlier version I can download that runs better, or am I pretty much donezo
Hmmm... I'm not really sure as I am unaware of the specs of your PC. Could you post the following:
CPU:
GPU:
OS:
Example:
CPU: i7-8700k
GPU: Nvidia GTX 980 Ti
OS: Windows 10
is there any way to control gamemode class execution order other than delay nodes?
Delegates
CPU: Yes, GPU: Maybe, OS: PC ๐
๐ค ^ PC does not equate to an Operating system.
Agreed....
biggest personal pet peve right there. x_x
CPU: Yes was the most trollish of the three.
ahahaha
Make an post with the job-bot in #looking-for-talent
Ok thanks
Can I force delete a file in UE4?
I have the mindf*ck of all dev
can't cook my game because I have a file with ' and can't remove this file, because it's from fmod plugin
lel
you know I have never truly understood what fmod does
I have no idea how the files it generates interact with the engine
where they exist, and when I add perforce to the mess it's getting crazy
UATHelper: Packaging (Windows (64-bit)): Cook: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: '/Game/FMOD/Buses/Drone's' is not a standard unreal filename or a long path name. Reason: Name may not contain the following characters: '''
The file doesn't exist on the local disc only in the engine, can't cook can't do anything... sad
@weary basalt I dont exactly know how to make a post in #looking-for-talent
Check the #more-resources channel for direction.
my god lighting is so hard
Uh @weary basalt Sorry for my questions but one of the questions is about a role
What role?
2D artist, Programmer, Animator, 3D artist .etc
^^^
it's for the role you're looking for
Im searching for people who knows about all of UE
Ok thanks
is a person who has basic knowledge in all fields, but unlikely mastered any of them,
Thanks ^.^
anyone else using blue man vehicles and experiencing unstable physics in 4.19?
Morning everyone. I was wondering if I could talk to a programmer real quick jist havw a few questions
@dusk mantle What kind of questions?
@gusty widget can I dm you?
@dusk mantle Yeah sure, I don't have tons of time but I can always see if I can help you out ๐
I hate my phone.....
Anyone knows the download size of 4.19?
6GB
Would anyone recommend / not recommend the usage of Root Motion for a multiplayer game?
Thanks
@wary stream I believe some accounts have been hacked lately, seems like they tried to hack yours too ๐ค
that's funny
i have absolutely nothing on it
no payment info, no address, no fortnite items
nothing at al llmao
Yeah me too, but I think they are trying to get fortnite stuff or something
funny how some losers will do anything to get a virtual item in a fad game
Haha yeah I don't understand he value either ๐ But seems like some losers do
For everyone who plays paragon I am apart of a team that plans on re releasing paragon a month after close we have a full dev team but, were missing a programmer, we even have a network programmer just not a lead programmer its currently a free project but we plan on isong paragon to get our foot in the door as a gaming company. Would anybody like to join our team? We could use any help offered in the programming field even if it's just do this kinda stiff
If interested please feel free to DM me. Tha ms guys amd have a good day
Thanks*
Hey guys, does anyone know if terrain editing on runtime is already possible. I read years ago that this is not possible yet but might be added in the future. But I can't find much about it and never heard about it I think. ๐ค
I didn't need it back then but I would like to use it in a project soon.
I guess everyone who needed it went with voxel approach ๐ค
@paper kernel Hmm too bad, would want to have it without voxels.
If I have some time I will look into the possibility of adding it to the engine. It looks like it is only possible when altering engine source
Hello
Hello all, I have a bit of question in regards to Nintendo Switch development.
Does anybody know anything about how it handles things?
Like what would cause it to lag (look at games like Rime)
RiME was originally developed for consoles with a bit more meat, and used level streaming. The level chunks got to be too large and had to be downgraded, but that still caused some hitching
I worked on RiME. ๐
There was a patch right before I left that resolved many of the hiccups that the original release saw. Being on the Community side of RiME, I can't get into the technical changes to the project itself though.
Hello! Also Tim thanks so much for chatting with me.
Could either of you give some insight on technical limitations?
well, the hardware is not specially powerful
I cannot. Sorry
I understand ๐
you get 3 cores, 1000 MHZ each
so you'll have a few nervous breakdowns before you manage to optimize everything enough
you'll regret every instance where you thought "bah' let it just tick every frame"
but it's doable ๐
The most that I understand about technology (despite having worked for a computer company) is how much it can handle when it comes to, say...a type of shader and tons of polygons on screen at a time.
Are you working on a 3D game? That would help me with insight.
yes
Heya, I'm new. Is there a specific place to ask general structural questions?
structural questions?
locked?
Anyone happen to know if DFAO support on landscape grass will ever be a thing?
Or is there some kind of technical limitation keeping it from affecting distance fields?
Effecting or receiving?
Effecting
In order to cast DFAO they need to effect the global distance field, so it's the same in this case
It might be in works but they tend to update DF sporadically - only when needed and grass has a very fast changing culling
True, but in my opinion AO matters massively to the depth of grass, and I'm not having both SSAO and DFAO
In which case my preference definitely goes to DFAO, except that doesn't work on landscape grass due to grass not contributing to the global distance field
Left is without AO, right is manually painted to have DFAO
It looks better, while it doesn't even have a green ground texture
Compositing grass like it is into global distance field will have rendering budget of pretty decent realtime GI
Afaik the grass isn't recomputed in the global distance field unless it moves
Grass doesn't move
So it's only recomputed for the new bits
@keen birch I like the grass
Thanks
So having DFAO on a pretty large amount of grass is costing me ~.5ms on a GTX1060
In case anyone wanted that metric
@hazy lynx - Best practices etc.
4k visible instances affecting distance field lighting is 0.5ms
@robust agate don't think so. Ask here ๐
OK!
Lets say I'm doing a project with fire propagation (things can burn, burning things can catch other things on fire).
Is it better to have each type of object (tree, tire, children etc.) implement a 'flammable' interface, or is it better to have a 'flammable' component?
I think every flammable object needs a specific 'flammability' collision, for objects like potted trees where the pot isn't flammable, but the tree itself is. I'm not sure how to model that (components don't let you nest collision inside them) so possibly using the interface inputs?
Having a flammable interface seems more lightweight and manageable. flammable objects would probably implement something like Ignite() and PropagateFire()
It depends on how PropagateFire is implemented. For instance, I would probably have something like a bush do a check every 3-5 seconds and choose the closest object that also implements a flammable interface, and run Ignite() on that object
My thought was pretty much the same, but it would do a collision check for nearby objects that also implement 'flammable'.
So things far apart from each other wouldn't catch fire.
The question is how you do custom collisions per object.
That aren't the global collision (because sometimes, only part of an object is flammable)
Do you have separate meshes for different parts of objects that are flammable?
If it's all part of one cohesive object then it's kinda tricky to check what part of it gets hit by a spark (for instance)
Although in retrospect you could definitely have a separate collision that only checks a "fire spreader" channel
This is the first I'm hearing about channels.
Yes, you can specify custom collision channels, and there's nothing preventing you from having multiple colliding volumes on any one object, so perhaps that would solve your issue
Well, I don't have an issue, I have questions. : )
Are you trying to have a fire spread effect like in Far Cry?
Similar, but with more things theoretically able to burn.
(not actually building this, using this as an example to try to understand best practices)
I'd say just about everything burns in Far Cry lol. In any case if you were trying to replicate the burning landscape appearance I suspect that's handled by a material layer effect (see here https://wiki.unrealengine.com/Creating_Layered_Materials_(Tutorial))
I'm not really, though that's interesting. I'm more interested in how objects communicate things to each other and how you'd handle things like 'light objects near me that can burn on fire'.
One approach would to be to "getting all objects in range" and then choosing the closest one which is flammable, you could also create an invisible "fire propagation hitbox" which whenever it collides with something runs the ignite() function on it
That last one is the one I've been talking about.
But the question is where you get the hitbox from.
You can just spawn it as an actor that itself is nothing but a hitbox which only checks for collisions on the "flammable" collision channel
Right, but that doesn't seem reusable at all.
If I have a 'potted plant' object, I'd imagine that the best method would be to include all the information about how the plant burns within that object itself.
That's entirely possible, you would just attach the burning logic to the Ignite() implementation
You can handle trying to burn other objects with the PropagateFire() implementation
Right, so the 'flammable' interface has those two events. Cool.
But then would it make more sense to -also- create a, say, 'burnable' component.
And since it's just an interface the way one thing burns doesn't need to be the same as any other object, as an interface just requires a class to implement a function, not to have the same function
Which would, in theory, contain a collision object?
And that's true, but imagine I have dozens or hundreds of objects that I need to do this for. You'd want to package that up. Is a component the right place to package it?
Well, I would probably use a capsule component that only has collision on the flammable collision channel, and position it so that it only extends over the plant and not the pot it's in
In regards to having a ton of objects that need to implement a function, it's not a problem I've ever personally faced but I suppose you would have a reusable set of basic burning responses which you could run in the Ignite() implementation
Right, and that 'reusable set of basic burning responses' would be held in what?
A component?
(curiously, it looks like you can't derive blueprint classes from collision components, which means that I don't see a way to attach this to something that defines a collision volume)
I think ActorComponents would be the approach
@plush yew to the right of your Discord post click on the ... and select delete
I cant
Hrm, unfortunately it looks like there's no easy method to embed a collision component within a scene component.
As I understand, scene components only exist to provide some separate coordinate space
Create them separately and reference the collision within the other component
you can attach one scene component to another
I cant delete the post in #looking-for-talent
That's dann by a bot
You'll need to ping a mod for that
I went ahead and removed your posting
@regal mulch thanks man ^^
Hey people!
I'm kind of stuck with motion controlls. If anyone has ony experience there, or is good with math, I posted a full question at #legacy-physics
hey I may have finally worked out why my old project would get increasing laggier
its kind of silly
I think I had the display hud nodes connected to event tick
๐คฆ
gg
All, I travel to a level, and I try to retrieve all the player starts with a Get All Actors Of Class. Unfortunately this returns an empty array (yes, they are in the level). Do I need to wait for the level to be loaded somehow?
well its 5:30am and i havent worked this bollocks out im going home
Thanks @graceful grove . : )
hey, how can I make it so that the aim offset is still applied to the hands or arms even whilst ragdoll?
set the physics only below the proper bone
sorry what do you mean? where?
wait, I swear I have that
you need to set the bones right so that the hands are not ragdolled
Oh yeah, but what do I do with in bone name? just list the ones that I want it to affect?
no, you need to specify (as the name suggest) which bones will be affected by specifying the parent bone
If you go in your skeleton you'll see the parenting
it would be covering the area
oooohh right thanks
๐
wait but
if I do the upper arm, that would include the hand?
and I can't even think how to simply get the bone up
can you show me pls
Is having to a lot of multicasts bad for performance?
i figured it might be best to post the question here? but, somone i know is having a problem, he cant compile lightning because he is running 2 cards
he didnt say what those two cards were, but i could ask him again, would be pretty cool if there was a fix for this
sry man
All, GameState contains the list of the states of the connected players. However: how can the player controllers be retrieved from that?
@latent moth #multiplayer topic ๐ But, you can just grab the list
the list is states, not controllers
Aye
from a controller I can get a state
...what about the other way around?
yes, that is my question ๐
states -> controller
get controller
no such thing
Well
so
You can just get it on Post Login
