#ue4-general

1 messages ยท Page 209 of 1

regal mulch
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You have a String field for Options

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?key=value?key2=value2 etc. can be used to define keys and their value

serene shale
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Is there a string to switch gamemodes?

regal mulch
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You can grab these in the GameMode (OptionsString) of the new map

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Yeah that's ?game=GAMEMODESHORTCODE

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While GAMEMODESHORTCODE needs to be setup in your ProjectSettings

serene shale
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Alrighty thanks for the information I'll give it a go.

regal mulch
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Cheers

serene shale
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โค Love ya mate worked like a charm.

regal mulch
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(: Nice

fading magnet
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Any ideas why I cannot find or use SkySphere in my project?

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It's just missing... and cannot find it anywhere

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Cannot even seem to add one

regal mulch
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When you create a new level, can you find it in that one?

fading magnet
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Yes...

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but i cannot import or copy and paste it to my current one i am working on

regal mulch
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In the left part of the editor

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You should find BP to spawn

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There is a section for all classes

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Can you find it in there?

fading magnet
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Nope

serene nest
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@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

regal mulch
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Well I don't even fully get what you mean.

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You can easily just set a Mateiral or Material Interface to a StaticMesh

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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)

grim ore
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@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.

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If you still can't find it your install is borked

hot ledge
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How do I do vaulting in third person character

regal mulch
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Usually via Root Motion

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So Animation driven

fading magnet
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Well, I got the skysphere to kind of work, but the stars do not work.

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weird

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had to copy it from another project into my content folder

hexed dagger
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Is anyone here familiar with Unreal Engine 2 ?

pallid compass
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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

plush yew
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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 :

regal mulch
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You don't

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StaticMeshes that are placed in the world are instances.

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Each with their own Material Slots

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If you change it in the World, it's only affecting that Instance

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The original StaticMesh from teh Content Browser is usually used to setup the default materials

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And is then dragged into the scene

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The only thing I could imagine that you could try is turning the world static mesh into a Blueprint

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@plush yew

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@pallid compass Hm, not sure, why does it matter?

pallid compass
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I was trying to use Function timers for some basic auto attacking for a lil 2d game im working on for fun

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however it seams i cant change the timer's on them

regal mulch
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You mean adjust it while it's looping?

pallid compass
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Yeah, i guess thats abit stupid

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i need to stop it first right?

regal mulch
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Well you can just Set the Timer again

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That usually overrides the last call

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You can grab how far the timer has run by then from the handle

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And then set the timer again with the same handle, effectively resetting it and overriding the previous call

pallid compass
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i tried to change it during run but it does not seam to work

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do i have to pause it first or clear the handle or?

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Theres no set timer function

regal mulch
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If they changed something, yes, otherwise just calling SetTimer with the same handle

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BP or C++?

pallid compass
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BP sorry forgot to specify

regal mulch
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That has "SetTimerByFunctionName"

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And "SetTimerByEvent"

pallid compass
regal mulch
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No, just use the function on the left again

pallid compass
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Oh i think i get you

regal mulch
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If you do this again

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With a different time (or even with the same)

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It will reset the current running one

pallid compass
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Oh right gotcha! awesome thank u il give it ago

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ago*

regal mulch
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Sure :D no biggie

pallid compass
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Works great thank you ๐Ÿ˜ƒ

latent moth
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is it possible to add reverb to a cue as function of distance from source?

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thinking about gun shots in the woods

plush yew
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any idea why i only see my player controller in the outliner when i play the game in editor?

livid haven
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Because you don't have a player controller unless you're, y'know, playing. ๐Ÿ˜‰

plush yew
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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.

livid haven
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You're trying to edit an instance, you need to edit the class... which is what gets instantiated.

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Edit your blueprint for the player controller.

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The default values.

plush yew
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by player controller, you mean the cam+gun i have since i started from a FPS template?

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i edited those, like a thousant times today ๐Ÿ˜ญ

livid haven
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No...

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The player controller. The thing called player controller.

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Not the thing that's not called player controller. You seem to be describing the pawn or character.

plush yew
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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.

livid haven
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You need to go over this page

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That page is the hub.

plush yew
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anyone know if you can use complex as simple with simulated physics yet?

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@livid haven thank you, i hope i find my answer there!

grim ore
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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.

thorn topaz
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Is there a link to the AR motorcycle they showed at GDC?

granite steppe
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Yay my UE4 is acting properly now.

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4.19 is showing

grim ore
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Yay

granite steppe
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Oh yoo @grim ore

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Good videos m8. They're super informative for a scrub like me!

safe rose
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Even for non-scrubs, still good reference

granite steppe
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Oh I can assume without a doubt

grim ore
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Glad to hear they help!

slate dust
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The WTF is series always make me chuckle when they show up in my suggested videos

errant pewter
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Anyone here still using Windows 7 (with Unreal and generally)?

safe rose
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Fortbite BR making $100million a month in in-app purchases. Crazy.

errant pewter
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Jesus that's a lot of money

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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.

safe rose
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;) Except Epic probably doesn't get as much. Tencent must get quite a bit

errant pewter
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Wait, does Tencent have any role in FBR?

worn granite
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Epic

safe rose
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Tencent owns quite a bit of Epic

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They bailed them out from money issues a long time ago.

errant pewter
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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?

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Wow, I don't really understand how investment works..

safe rose
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Yeah, no clue on the actual Dynamics of what % is owe to Tencent. But I can imagine it's quite a lot

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Anything Epic makes money from

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Tencent gets their piece.

errant pewter
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Makes sense

safe rose
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Which is funny since Tencent is bringing Fortnite BR to China

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Or has

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And I think I read they get another piece from that deal

plush yew
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so as far as i know

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making a game from unreal

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like

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i think u pay 5%

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of off all the money u maek

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make

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soo u make a hundred dollars 5 of it goes to epic

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i think?

livid haven
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It's more complicated than that, but yes, that's the worst case scenario.

plush yew
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yea i figured i wasnt 100% right

livid haven
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"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. "

plush yew
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i just kinda like new a lil bit of it

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ohh

livid haven
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So, if you made $100 between January, February, and March, you would pay no royalty.

plush yew
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mhm

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after that you do

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right

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cuz those are the first 3 months

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and on the fourth u pay?

livid haven
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No

plush yew
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like

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every quarter of the year

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or is it that u start paying

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after

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the first 3 months

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u dont have to explain it like 100% to me im just wondering like the basics of it

buoyant compass
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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?

plush yew
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nvidia i think

buoyant compass
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it wouldnt be my main development machine, but for work when im away

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both are Nvidia

plush yew
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oh

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i mean

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the second one but

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ehhhh

livid haven
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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.```
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From the FAQ

plush yew
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oohhh

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slim im not too good with pc's

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but i would chose the first one

livid haven
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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

plush yew
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eh i kinda understand

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i mean

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i havent even tried making a game yet

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cuz i've been working on a problem

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the launch error

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(0x0000007) one i think

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i got a game dev thats in this discord to come and help me

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we started trying to fix it yesterday

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gonna continue today

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once he gets back

livid haven
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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.```
grim ore
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The 1050 is much stronger than the mx150, same with the cpu

buoyant compass
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The 7300hq being stronger than the 8250u?

plush yew
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thats what i was wondering

buoyant compass
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I wasn't too sure on the whole turbo vs base clock thing

plush yew
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ik for fact 1050 is stronger than the mx one

grim ore
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Yes, the u series is not meant for heavy sustained loads

plush yew
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eh

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im pretty sure 8250u is more powerful

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stronger*

livid haven
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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.

plush yew
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ok thx sion sheevok

grim ore
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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.

livid haven
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That's my understanding of it, anyways. Someone else can chime in.

buoyant compass
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Thanks mathew

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that helps the decision alot

grim ore
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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.

gloomy pollen
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that 3k limit is per "product" meaning per game?

buoyant compass
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Found a refurb nitro 5 for 530$

plush yew
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dont take it

buoyant compass
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and my 2010 mbp wont even run ue4

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lol

plush yew
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that price is almost too good i would say

grim ore
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You have to watch out for the smaller 1050 machines, their cooling systems blow.

buoyant compass
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its from best buy my man

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im fairly confident its ok

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lol

plush yew
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i mean

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if its on best buy

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somewhere trustable

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then hell yea

grim ore
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Nah I paid 600 for my 7700hq/1050 Lenovo so 530 seems right for the 7300hq

buoyant compass
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damn where did you score that?

plush yew
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honestly

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^^^^^

grim ore
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Craigslist. I'm actually on the hunt right now on dells outlet for a cheap 1060 machine.

plush yew
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i mean

grim ore
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I almost had one earlier for 650 shipped.

plush yew
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if i were u i wouldnt trust craigslist 100%

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ik tons of people that got scammed from it

buoyant compass
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you only get scammed if you arent used to making deals tbh

plush yew
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^^^ (cough cough in game purchases for fortnite vbucks)

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jk lmao

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i dont even play fortnite anymore

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๐Ÿ˜ฆ

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i might get it later tho

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@reef spire i was just messing around and i noticed u have been playing F1 studio 12 for about 16 hours

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not so sure if thats healthy

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:>

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:v

oblique trench
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@livid haven Is fortnite uses UMG Widgets?

livid haven
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Absolutely.

gloomy helm
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Liar, big kids use raw slate

livid haven
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But I am arriving at my bar.

worn granite
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Slate? Pfffffffffffffft. Crutch!

grim ore
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I kinda figured they just used the HUD class and raw textures because AAA and all ๐Ÿ˜›

livid haven
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I did use Slate extensively for the item cards.

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Otherwise, no. UMG iteration times and performance is just fine for 99% of things.

grim ore
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but that 1%... oh that 1% is like 99% of the UI

worn granite
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Stop lying to the kids Sion, we all know AAA productions just carve the UI out of granite

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So that it can be solid

warm mountain
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So i'm thinking guys

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i might want to release any games I make under creative commons license i'm not sure if its a good idea

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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

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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

worn granite
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If you provide the stuff such that it could be reconstructed and sole wholecloth - it will be.

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If you're not going to be able to enforce a license, have you considered that one where it just absolves you of responsibility?

livid haven
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@grim ore Item cards are a big deal, but they have much less complexity and man hours than a fuckton of the frontend.

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Everything about stats and squads and skill tree is the huge 99%, in my mind, of complexity.

rustic panther
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@grim ore What's your middle initial?

worn granite
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Sion: I'm going to unwind at this bar, have a brew, and be social 
Other Sion: SLACKERS NEEDS MY HELP
warm mountain
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@worn granite agreed

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thats what i feel tbh

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its not worth stopping theft

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if it ever happens to me I might as well capitalize on it

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rather than fighting and chasing thieves

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but i would still like to do creative commons

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in case i do make enough money or my thieves make enough money that it becomes reasonable to chase

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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

reef spire
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@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

plush yew
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ooohhh

plush yew
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makes a bit more sense

upbeat trench
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lol spies everywhere

left ridge
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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?

crisp fable
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yeah andy its a bug

paper kernel
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you could try set it during the construction script

left ridge
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@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

paper kernel
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issue most likely is, the component ceases to exist in jump from editor to play

tidal cape
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Guys how do you add graity to a character?

ripe geyser
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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?

latent moth
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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?

left ridge
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@latent moth if that is the case a simple 0.2sec delay before gathering class should work I guess

latent moth
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I put a 5 seconds and still nothing

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does the gamemode reset in between levels?

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when you do a servertravel?

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Ok apparently it does reset.

regal mulch
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Yes it does

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Only the GameInstance really surives

pallid compass
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anyone got a tip on how to do something like Playflipbook then DO X after it finishes playing

thorn topaz
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anyone ever seen this error? Warning: Can't find file '/Script/EditorModule'

glass imp
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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?

latent moth
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@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

regal mulch
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It is where the playerarray is, yes

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And yes on travels this resets.not sure if server transfers it on seamless travel

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@glass imp You can override all functions by default

latent moth
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I have to use seamless to my understanding anyways, since I use steam

regal mulch
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Correct

latent moth
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and there's this bug that disconnects clients

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OK so where do I store my connected clients for them to be persistent?

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GameInstance?

regal mulch
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Maybe we talk about two different things. Clients persist on seamless travel

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The classes they use are another story

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PlayerState has the function OnCopyProperties

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To copy from old to new state

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GameMode has OnSwapPlayerControllers to handle the controller change

latent moth
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ah

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ok, will dig more, thank you so much for your help

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I'm doing a player slotting mechanism, and depending on the slot they choose, they get a different character

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And I'm having a little difficulty with that, since when players join, the level starts

regal mulch
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You can save the slot id in the server versions of each players playercontroller

latent moth
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yes that's what I'm doing

regal mulch
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And make sure it persists by using OnSwapPlayerControllers

latent moth
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will check this because I simply do not understand what it is

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I'm using seamless so my understanding is that it'd be persisted

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will drown in this! ๐Ÿ˜„

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I do have one last question though: where do you usually put the logic of creating / joining / leaving sessions?

frank escarp
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on the game instance on pretty much every example

pallid compass
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For my next trick, il crash my engine with out any help from the audience.

latent moth
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@frank escarp unfortunately I've seen a lot of these happen in many different places, that clears it for me thank you ๐Ÿ˜ƒ

devout gulch
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anything that should persist trough map changes

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should be on game instance on other object added to root set

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GameInstance is just engine provided singleton

small fern
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Hi, I been having the problem i hope someone can help me with?

alpine fossil
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I have a qeustion I'm going to try to mine bitcoin/eth for a day, will it ruin my gpu?

wary wave
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for one day, probably not, but you'll also not get anything out of it

grim ore
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using your gpu ruins your gpu so might as well just speed it along to it's death ๐Ÿ˜ƒ

cloud cobalt
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You'll just lose money because ether or bitcoins aren't worth it anymore vs electricity price

small fern
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?

wary wave
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@small fern - if you don't tell anyone what the problem is, nobody can help you ๐Ÿ˜‰

small fern
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@wary wave @Sylent I don't think you deal with these situations but um. I tried launching/ creating a project and well, it crashes.

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lol

wary wave
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any error messages pop up?

small fern
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Um

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let me get the photo

grim ore
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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.

cloud cobalt
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For the call stack to make sense, you need to install the editor debug symbols from the launcher.

small fern
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That's in the launcher, in options ?

wary wave
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it's in there somewhere, yeah

small fern
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I'll see if it works. By the way, it is possible for me to add you guys or.. no strangers allow?

wary wave
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you could, but tbh you're better off just posting in here anyway

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if someone is available and can answer, they'll answer

small fern
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Still need friends lol

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But alrightie

spare steeple
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i updated my project to 4.19 and it still starts on my second monitor

grim ore
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Target Fix 4.20

spare steeple
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apprently its fixed in the github commit

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i guess they didnt include it in 4.19

grim ore
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that is what it says

plush yew
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anyone can help me set svn on a ubuntu server and use it with ue4 ๐Ÿ˜ญ ?

small fern
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@grim ore Where can I find the crash logs?

latent moth
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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?

golden spoke
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Not sure if theres already an event for it but you could make a custom event that gets called instead

latent moth
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BeginPlay is it apparently... Thank you.

plush yew
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anyone can help me set svn on a ubuntu server and use it with ue4?

pallid compass
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wth does dpi scaling not work with custom res in UMG?

tame flint
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@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?

hexed dagger
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@plush yew Have you tried using Google ?

bright arrow
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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!

plush yew
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@hexed dagger i dont understand nothing from google

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like incomplete videos or shit

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๐Ÿ˜ฆ

hexed dagger
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@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.

pallid compass
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so this is odd, 1440p screen on mobile, but game appears to be starting in 1080p with 1440p ui scaling o_o

pallid compass
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does anyone know off the top of there head what sets the resolution for mobile games?

plush yew
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Hmm.... does anybody know how to make textures with no backgrounds not checkered in materials?

livid haven
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Alpha?

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Translucency/opacity?

plush yew
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Ah, done it!

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Just saw the opacity reciever when I switched to two sided foliage

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๐Ÿ˜„

acoustic quest
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Let's just say

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I am an extreme noob

regal mulch
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: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

acoustic quest
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No I meant noob to ue4

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Sorry if I confused you ๐Ÿ˜…

pallid compass
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dam the scroll box for mobile does not scross very well

teal glen
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Hello, Is it true that you need 32GB RAM to make a large open-world map?

north sphinx
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Anyone from epic here that might lead me to a damn support email contact?

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im getting crazy over that loopy dumbly made website

teal glen
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Aren't the forums enough?

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I don't think they have a support email lol

north sphinx
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oh come on

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XD

teal glen
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They might tho.

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I have 8GB RAM on an old laptop (going to go desktop soon). How far can I go with map sizes?

acoustic quest
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So um I'm extremely new to this

pallid compass
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Depends on the amount of stuff in the map not size

teal glen
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Oh..

pallid compass
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and how u handle it

teal glen
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I want to make a maps like metal gear solid v the phantom pain.

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huge maps

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i'll have 16gb ddr4 2400mhz ram on my pc

tall pendant
pallid compass
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your basically asking how big of a box do i need for a piece of string

grim ore
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if you use level streaming you can probably get away with working on larger maps piece by piece with 8gb ram

acoustic quest
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Knowledge of UE4 across its features and systems

What does this entail?

pallid compass
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it cant really be answered, it depends on alot

teal glen
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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.

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What should I do first?

pallid compass
#

blueprint tutorials

#

read wiki documentation

teal glen
#

Will they help much?

#

Or should I go in one of these online courses?

pallid compass
#

youtube is enough

teal glen
#

Ah okay, thanks.

acoustic quest
#

The courses cost money I already looked into it

teal glen
#

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?

pallid compass
#

No

grim ore
#

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.

pallid compass
#

Your thinking of it wrong

grim ore
#

you can worry about all of that later

pallid compass
#

3ds max and maya are just 3d modelling / animation / rendering applications

teal glen
#

I know that, I need to create characters. Do I need a program for that?

pallid compass
#

well yeah

#

3d Modelling program

teal glen
#

@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.

regal mulch
#

Creating Characters is probably one of the hardest tasks

teal glen
#

Is Blender a good free choice?

grim ore
#

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

teal glen
#

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.

pallid compass
#

well to make char's

#

takes about 6 months to learn

#

to make kinda crappy not too bad / passable

floral heart
#

Creating characters is easy if your standards are low enough.

But it's still one of the hardest tasks, because animation workflow is diabolical

pallid compass
#

Creating char's is really not easy, even with rock bottom standards

#

you really need to know wtf you are doing

teal glen
#

I won't make realistic characters, I'll make them like fortnite but with somewhat realistic hair and face and stuff..

pallid compass
#

prob looking at 8 months of training then

floral heart
#

Fortnite is what I would consider very high standards

pallid compass
#

bare minimum

teal glen
#

I already made a character in MakeHuman and imported it to blender.

paper kernel
#

I wouldn't say 8 months

teal glen
#

I just need to know if there are other programs like MakeHuman.

pallid compass
#

from knowing nothing?

#

8 months easily

paper kernel
#

like, stick figure made out of boxes, do some basic walk animations. 3 weeks of tutorials?

teal glen
#

I know a bit of design and stuff.

pallid compass
#

Topology, anatomy, animation, texturing etc

paper kernel
#

don't go all AAA on new guys

#

Start small

#

do a guy from boxes

teal glen
#

I already use paint.net when I need to make nice looking thumbnails or something.

paper kernel
#

make it move

teal glen
#

boxes?

pallid compass
#

im not going AAA, he said what he wanted and im being realistic

paper kernel
#

yup, a moving character made out of boxes

teal glen
#

wait, can't I just use this robot from UE4?

paper kernel
#

that's a realistic goal for new guy

floral heart
#

You can.

teal glen
#

Can I customize it?

paper kernel
#

nope

teal glen
#

rip

paper kernel
#

see, you gotta start from the bottom

regal mulch
#

Always lovely to see someone thinking learning all what it takes to make a game is done fast

paper kernel
#

oh, we've been here for what... 4 years now?

pallid compass
#

Learning to model for a start takes ages lmao

teal glen
#

I used gamemaker before. didn't use it much tho.

regal mulch
#

There is a reason people are Character Modelers for a living

pallid compass
#

nvm making char's

floral heart
#

Centipede was done in months.

pallid compass
#

Theres just so much to it, to do it decently

floral heart
#

(It had no characters.)

regal mulch
#

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

teal glen
#

I don't want to get those Autodesk programs, I need something cheap or free. Is there any modelling software available?

regal mulch
#

Blender

pallid compass
#

Blender but there is issues with things with FBX

teal glen
#

I have it open. I just don't know if it's possible to make the hair move like real hair.

regal mulch
#

Issues you can workaround

south ridge
#

Blender works fine if you don't close the art workflow loop

#

Like

regal mulch
#

Buddy, you won't be able to make real hair in the next 4 weeks

south ridge
#

If you don't export model into UE4, then import it back into Blender

tall pendant
#

12 month to be an decent character artist is realistic. To be good it takes longer.

teal glen
#

So basically I won't be able to finish a story game in 2 years from now?

regal mulch
#

No

pallid compass
#

Highly doubtful

#

Put it this way

south ridge
#

In RPG Maker you could

tall pendant
#

thats doesn't incl. other tasks such as rigging and animation tho. Just character art.

pallid compass
#

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

regal mulch
#

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

pallid compass
#

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

south ridge
#

The difference between doing it for a hobby and doing it commercially is immense

pallid compass
#

I study really god dam hard every day

teal glen
#

Got it. I must keep learning to get better, right?

tall pendant
#

I already scaled down the scope of my game hehe. And i worked at multiple studios hehe

frank escarp
#

@regal mulch cries in no-artist

floral heart
#

#assetflips

pallid compass
#

Yes, there are no shortcuts

south ridge
#

We started doing our thing commercially ~2 years ago and still building up the productivity and moving from "making mods" to "making standalone products"

tall pendant
#

Its fucking hard to make a game on your own.

frank escarp
#

i have many, many prototypes that could be sold if they were slightly pretty

regal mulch
#

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)

frank escarp
#

but no art, so....

pallid compass
#

art hisss

#

i really need to get better at zbrush

teal glen
#

Okay thanks.

regal mulch
#

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

tall pendant
#

more ๐Ÿ˜›

regal mulch
#

So you'll have to learn that first.

pallid compass
#

You cant run before u can walk you know

teal glen
#

I told some people that I want to make a game in 2 years. I'll tell them it'll be 4 years lol.

frosty bloom
#

We started from the bottom now were here

regal mulch
#

That's more realistic

pallid compass
#

omg erik lmao

#

yeah about 4 years if u dont end up caving

regal mulch
#

Start with small things, participate in GameJams

paper kernel
#

it's an overwhelming journey of plowing through huge piles of information

regal mulch
#

Find some other people that want to learn and create games

teal glen
#

I have some really big story I written, is making cutscenes easy in UE4?

floral heart
#

Make a crap pick3 game with doodle art. Done in two months.

regal mulch
#

Or pay people if you have money from your normal job

south ridge
#

@teal glen it's fairly straightforward if you know how to animate haha

pallid compass
#

everything in ue4 is kinda easy? u just gotta know wtf ur doin

south ridge
#

I'd suggest trying to make a movie first

teal glen
#

So it's about animating..?

regal mulch
#

Given you have all Models, Meshes, Animations, Sounds, yes it's easy. YOu can use the Sequencer

teal glen
#

Use blender or something?

south ridge
#

Get your buddies to play your characters and make a crappy movie

#

With a smartphone

teal glen
#

So basically I have to start by making a shit game right?

regal mulch
#

You can animate rigged meshes with Blender, yes.

frosty bloom
#

hey, you dont really got a choice tbh

pallid compass
#

man i have even motion capture suit and shiz in my studio, and its still a pain to animate lmao

regal mulch
#

Well you'll def start by making games that you throw away

tall pendant
#

@pallid compass dont forget the make AAA game button thats hidden...you can unlock that button tho..with ALT+F4 ๐Ÿ˜„

teal glen
#

Okay thanks everyone. This was very helpful. :D

frosty bloom
#

My first game is in a zipped folder, never to see the light of day

pallid compass
#

omg

south ridge
#

Before going full into animation and making cutscenes, I'd suggest doing movies with real people first (and same for animation)

teal glen
#

How would that help?

south ridge
#

Or you could draw storyboards and do it the proper way, but that's less accessible to someone who's just starting

worn granite
#

Rather than extending your deadline, I'd shrink the game. Learning to cut content to meet a deadline is essential.

regal mulch
#

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.

worn granite
#

Don't go tell people you need double the time, just make 1/8th the game

regal mulch
#

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

south ridge
#

@teal glen You need to learn how to pick good angles, how to make use of characters etc

#

That's for cutscenes

frosty bloom
#

Pro tip though. Start with a ball game, usually a pretty feasible thing to do as beginner

teal glen
#

I have the dream to make a really good UE4 game lol.

pallid compass
#

so does everyone in this chat

regal mulch
#

Well, then sit down and learn programming first

teal glen
#

Do I need to learn programming or can I do an entire game with blueprints?

regal mulch
#

Every other asset can be bought or just used from the free collections

pallid compass
#

Depends on scope of game and target hardware

regal mulch
#

Blueprints is programming

teal glen
#

ah okay

regal mulch
#

You can already forget to skip that part

south ridge
#

You should learn proper programming even though you can make the game in blueprints

paper kernel
#

blueprint still operates under same rules as any other programming language

south ridge
#

Even if you won't write C++ code, you need to learn the logic to programming

worn granite
#

Don't wait around for the opportunity to make the best game before jumping in

pallid compass
#

yeah programming is all logic and engineering really

teal glen
#

Is unity any better for beginners than this? I just saw the word "blueprints" and immediately got UE4.

pallid compass
#

I would say no

regal mulch
#

No, it wants the same knowledge.

pallid compass
#

I feel like ue4 is kinda easy mode for starting

regal mulch
#

You have to learn c# programming

south ridge
#

At your stage it doesn't matter what you pick

frosty bloom
#

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.

regal mulch
#

And still create all the assets

teal glen
#

@south ridge I know how code works tho.

worn granite
#

Just dive in

sudden osprey
#

You don't need to learn it somewhere else

#

Just do it in ue

regal mulch
#

:D Just start learning how to create very very simple games in UE4 with Blueprints, using only free sounds and meshes.

teal glen
#

@worn granite Well, I think you're right lol.

regal mulch
#

That's all I do for my game. Using Capsules and Boxes

#

And later paying someone to replace these

worn granite
#

Yeah just dive in and don't even start with the game you want to make by 2 years

#

Crazy, right?

pallid compass
#

yeah u start with that in like a year lmao

worn granite
#

But cut down that dream game a lot

#

figure out what its about

#

REALLY about

sudden osprey
#

How to stop being lazy?

worn granite
#

then start on that in 6 months from now - realize that you're not ready - and then get back to it a bit later.

floral heart
#

I need a cure for indecisiveness

teal glen
#

So basically should I learn programming using the UE4 language (I forgot what is it)?

pallid compass
#

just do blueprints

worn granite
#

I still haven't made my "dream" game

south ridge
#

@sudden osprey it's easy, you just hire people to do work for you

#

Not even joking ๐Ÿ˜›

floral heart
#

you'll never make your dream game, so it's best to have awful dreams

worn granite
#

You won't regret getting moving right away so if you're still staring at discord - begone

frosty bloom
#

Hey, let new people create DarkSoul 4 and the next Zelda, i think it sounds amazeBallz (jk jk)

south ridge
#

I had one dream game and I gave up on it ๐Ÿ˜„

floral heart
#

Unreal: Battlegrounds: The Asset Flip

#

aw blackfox ๐Ÿ˜ฆ

south ridge
#

My dream game at the time was basically second life

pallid compass
#

lmfao

worn granite
#

eww

south ridge
#

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 ๐Ÿ˜„

pallid compass
#

SL?

teal glen
#

Is #work-in-progress a place for people to rate your stuff that you just made?

worn granite
#

also

sudden osprey
#

@south ridge where can i find money for that? :)

south ridge
#

SecondLife

worn granite
#

was

pallid compass
#

oh lmao

#

yes

teal glen
#

Ah okay.

south ridge
#

@sudden osprey do you have charisma? There are a ton of investors around who you can convince into funding you ๐Ÿ˜„

worn granite
south ridge
#

@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

teal glen
#

Wait, can you make an open-source game in UE4?

pallid compass
#

yes

south ridge
#

Sure

pallid compass
#

but u better have big c++ knowledge

south ridge
#

But it will never be truly open source

teal glen
#

Oh okay.

south ridge
#

The code and assets you make can be released under any license, but you will still be tied to proprietary UE4

sudden osprey
#

@south ridge nope

teal glen
#

And also, how does exporting to consoles work?

south ridge
#

@sudden osprey nope?

regal mulch
#

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

sudden osprey
#

@south ridge charisma, tons of investors :)

south ridge
#

Oh

paper kernel
#

that sounds odd

south ridge
#

Find a business partner, come up with a business plan, submit it to bank and get a loan etc

paper kernel
#

tho I haven't looked into it

regal mulch
#

They want you to sign into an Epic Launcher Account cause of agreements and stuff

sudden osprey
#

It's too hard for me :)

paper kernel
#

oh right, that makes sense

south ridge
#

You can still distribute source code and assets separately, just not any engine or editor components

regal mulch
#

If you distribute the mod stuff outside, you are giving people access to the launcher without epic having their agreements in tact

#

True

south ridge
#

Mods are different though

#

Mods inherently rely on licensed content so it'd make sense they'd have extra restrictions

regal mulch
#

Your code can be open sourced, i guess just sharing the project works fine?

paper kernel
#

it not "just mods", it's piece of source code, which requires you to sign paperwork

south ridge
#

@regal mulch there's nothing they could do about distributing source code you wrote and assets you created

paper kernel
#

sure you can share anything you've created, but not the engine bits

south ridge
#

Not the engine bits, yes

#

You can include engine headers, but not distribute content of engine headers

floral heart
#

I'm curious how you could make source code that works with the engine without it touching the engine

regal mulch
#

nvm

#

Yeah I had the modding i nmind

pallid compass
#

need icons for mobile game
sick of them never matching
lose my poop and buy 1300 icons
ez

regal mulch
#

The sets on the marketplace for icons are quite awesome

#

But well, mega pack is like 100+โ‚ฌ

pallid compass
#

3k icons for 30$ i got

#

with full licence ofc

regal mulch
#

Where?

pallid compass
#

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$"

frosty bloom
#

Screenshotting the weapons in blueprint with grid toggled off has been my Placeholder Icons rofl

pallid compass
#

omfg

#

amazing erik lmfao

regal mulch
#

Yeah that's also a way :D

paper kernel
#

I actually made a scenecapture class just to generate Icons on runtime ๐Ÿ™ƒ

frosty bloom
#

Better than having Text on a grey box representing the items tbh ๐Ÿ˜‰

regal mulch
pallid compass
#

wait

#

i think i own that

#

LOL

#

lemi check

#

oh no

#

its the sci fi skills icon pack i own from rexard

frosty bloom
#

REXARD, happy creator of 90% of the 2D assets on UE4 marketplace

#

lolol

pallid compass
#

ye lmao

#

Oh crap these icons arent split D:<

#

oh wait yes they are

#

thank god

paper kernel
#

well, it's an untapped market

frosty bloom
#

Unfortunately there is no 2D asset without the cartoony look

sage hinge
pallid compass
#

god dam this icon pack has no legs D:<

teal glen
#

can somebody help

#

can't import

paper kernel
#

ehh

teal glen
#

am I out of luck lol

#

should I turn my second monitor (tablet) into portrait mode?

paper kernel
#

that could help, or use a custom resolution

#

both gpu vendors support that too

teal glen
#

custom resolution might kill the laptop

#

I'll try portrait.

#

How do I fly slowly? tried shift and ctrl..

pallid compass
#

camera speed top right

#

watch some basic tuts on engine

teal glen
#

oh didn't see that lol

#

I was setting up a character I made.. I forgot the clothes lol

pallid compass
#

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

grim ore
#

The bind in the umg system is generally considered per frame

pallid compass
#

actually i might just open the .cpp file and check

#

yeah thats what i thought

serene shale
#

Is there a way to remove a parent from an actor?

#

nvm hehe I'm blind

fallow hazel
#

Is there a way to manually reparent a child blueprint? I moved some assets around and one (hopefully only one) of my blueprints broke.

serene shale
#

Yeah go to class settings and change the Parent Class

fallow hazel
#

Yeah, that one is weird, it doesn't show me all the classes, by far.

serene shale
#

That's odd, It shows me all 206 that I have.

fallow hazel
#

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.

serene shale
#

Did you try deleting intermediate folder and relaunching the project?

#

It might detect it that way.

fallow hazel
#

I'll try that.

#

Hm, no difference. Still shows only 182 classes, no custom blueprint classes at all.

pallid compass
#

is there away to grab a variables name in bp? ๐Ÿ˜‚

frosty bloom
#

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

fallow hazel
#

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.

frosty bloom
#

You can right click Content folder and select "Fix up redirectors in Folders" when you move stuff around

#

it fixes all redirector issues

fallow hazel
#

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.

frosty bloom
#

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

golden thistle
#

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

pallid compass
#

show picture of ur skeleton

#

is ur Root bone at 0,0,0?

golden thistle
#

the bone selected seems to be the one anchored

idle mantle
#

should i use 3ds max or maya for Unreal engine? (im creating level)

golden thistle
grim ore
#

@idle mantle yes

idle mantle
#

yes for what? Maya or 3ds max?

grim ore
#

either one works. If you don't know either of them download the trials and see how they each work.

idle mantle
#

i know well 3ds max but i want the maya live link ahahha

#

Max dont have that only Maya ๐Ÿ˜ฆ

rustic panther
#

Maya is more powerful

sage hinge
#

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

keen nebula
#

any recommended templates for an open world GDD?

plush yew
#

@keen nebula wdym gdd

#

im new to all thi

#

this

keen nebula
#

game design document. I'm also new to this

golden thistle
#

We're not entirely sure what this does or how to recreate this

grim ore
#

It's looks like it might be a normal map or a packed normal plus possible roughness

south ridge
#

It probably has normal X, normal Y in R, G channels and roughness in B channel

safe rose
golden thistle
#

alright I'll take note of that and see what I get, thank you!

frosty copper
#

@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. ๐Ÿ˜‰

tame flint
#

@plush yewh\

#

@grim ore hey are you still awake

coarse wigeon
jade moon
#

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?

frosty copper
#

could be a hidden folder. ๐Ÿค”

plush yew
#

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?

leaden garnet
#

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.

frosty copper
#

Get handsy with it, and be prepared to have lots of days where you'll be banging your head on the desk. :3

leaden garnet
#

Already broke one desk thanks to java

frosty copper
#

Better get a thick one, then. ๐Ÿ˜‰

leaden garnet
#

Good suggestion. Never thought of it.

#

Was thinking of a metal desk, but I'd just injure myself.

frosty copper
#

lmao, a big spongy pillow strategically placed may benefit you :p

leaden garnet
#

Why does my brain never suggest these wonderful ideas......

frosty copper
#

you've face-desked too often? :p

leaden garnet
#

LUL

frosty copper
#

X3

atomic vale
#

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. ๐Ÿ˜ฎ

frosty copper
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Just throwing an educated guess out here: your GPU isn't capable of running it

leaden garnet
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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?

atomic vale
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oh, I havent, will do that... is there an earlier version I can download that runs better, or am I pretty much donezo

leaden garnet
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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

heady obsidian
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is there any way to control gamemode class execution order other than delay nodes?

cinder iron
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Delegates

south ridge
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CPU: Yes, GPU: Maybe, OS: PC ๐Ÿ˜„

frosty copper
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๐Ÿค” ^ PC does not equate to an Operating system.

leaden garnet
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Agreed....

frosty copper
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biggest personal pet peve right there. x_x

floral heart
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CPU: Yes was the most trollish of the three.

leaden garnet
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ahahaha

plush yew
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Hey! elrichHEY

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@weary basalt where can I ask for people to help me to make a game?

weary basalt
plush yew
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Ok thanks

jade moon
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Can I force delete a file in UE4?

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I have the mindf*ck of all dev

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can't cook my game because I have a file with ' and can't remove this file, because it's from fmod plugin

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lel

fluid stag
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you know I have never truly understood what fmod does

jade moon
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I have no idea how the files it generates interact with the engine

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where they exist, and when I add perforce to the mess it's getting crazy

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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: '''

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The file doesn't exist on the local disc only in the engine, can't cook can't do anything... sad

plush yew
jade moon
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just write to the bot

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lft

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and it will ask u questions

weary basalt
plush yew
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Ok thanks

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Uh

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It asked me for a role????

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What role?

leaden garnet
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my god lighting is so hard

plush yew
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Uh @weary basalt Sorry for my questions but one of the questions is about a role

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What role?

jade moon
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2D artist, Programmer, Animator, 3D artist .etc

weary basalt
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^^^

plush yew
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Oooh

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Im a 3D terrain artist so

jade moon
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it's for the role you're looking for

plush yew
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Im searching for people who knows about all of UE

jade moon
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LFT - Looking For

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They're called Generalist

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so write "UE4 Generalist"

plush yew
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Ok thanks

jade moon
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is a person who has basic knowledge in all fields, but unlikely mastered any of them,

plush yew
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Thanks ^.^

spare steeple
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anyone else using blue man vehicles and experiencing unstable physics in 4.19?

dusk mantle
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Morning everyone. I was wondering if I could talk to a programmer real quick jist havw a few questions

gusty widget
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@dusk mantle What kind of questions?

dusk mantle
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@gusty widget can I dm you?

gusty widget
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@dusk mantle Yeah sure, I don't have tons of time but I can always see if I can help you out ๐Ÿ˜ƒ

dusk mantle
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I hate my phone.....

jaunty quest
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Anyone knows the download size of 4.19?

latent moth
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6GB

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Would anyone recommend / not recommend the usage of Root Motion for a multiplayer game?

jaunty quest
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Thanks

wary stream
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i haven't logged in at all this month ?

gusty widget
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@wary stream I believe some accounts have been hacked lately, seems like they tried to hack yours too ๐Ÿค”

wary stream
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that's funny

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i have absolutely nothing on it

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no payment info, no address, no fortnite items

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nothing at al llmao

gusty widget
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Yeah me too, but I think they are trying to get fortnite stuff or something

wary stream
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funny how some losers will do anything to get a virtual item in a fad game

gusty widget
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Haha yeah I don't understand he value either ๐Ÿ˜… But seems like some losers do

dusk mantle
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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

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If interested please feel free to DM me. Tha ms guys amd have a good day

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Thanks*

gusty widget
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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. ๐Ÿค”

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I didn't need it back then but I would like to use it in a project soon.

paper kernel
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I guess everyone who needed it went with voxel approach ๐Ÿค”

gusty widget
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@paper kernel Hmm too bad, would want to have it without voxels.

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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

plush yew
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Hello

hazy lynx
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Hi guys!

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Has anyone got any experience with motion cotrolls?

abstract marsh
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Hello all, I have a bit of question in regards to Nintendo Switch development.

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Does anybody know anything about how it handles things?

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Like what would cause it to lag (look at games like Rime)

elfin jacinth
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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

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I worked on RiME. ๐Ÿ˜›

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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.

hazy lynx
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Hey love

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i'm developing for Switch at the moment

abstract marsh
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Hello! Also Tim thanks so much for chatting with me.

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Could either of you give some insight on technical limitations?

hazy lynx
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well, the hardware is not specially powerful

elfin jacinth
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I cannot. Sorry

abstract marsh
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I understand ๐Ÿ˜ƒ

hazy lynx
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you get 3 cores, 1000 MHZ each

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so you'll have a few nervous breakdowns before you manage to optimize everything enough

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you'll regret every instance where you thought "bah' let it just tick every frame"

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but it's doable ๐Ÿ˜ƒ

abstract marsh
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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.

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Are you working on a 3D game? That would help me with insight.

hazy lynx
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yes

robust agate
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Heya, I'm new. Is there a specific place to ask general structural questions?

hazy lynx
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structural questions?

idle mantle
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locked?

keen birch
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Anyone happen to know if DFAO support on landscape grass will ever be a thing?

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Or is there some kind of technical limitation keeping it from affecting distance fields?

vale osprey
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Effecting or receiving?

keen birch
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Effecting

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In order to cast DFAO they need to effect the global distance field, so it's the same in this case

vale osprey
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It might be in works but they tend to update DF sporadically - only when needed and grass has a very fast changing culling

keen birch
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True, but in my opinion AO matters massively to the depth of grass, and I'm not having both SSAO and DFAO

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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

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It looks better, while it doesn't even have a green ground texture

grave nebula
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Compositing grass like it is into global distance field will have rendering budget of pretty decent realtime GI

keen birch
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Afaik the grass isn't recomputed in the global distance field unless it moves

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Grass doesn't move

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So it's only recomputed for the new bits

plush yew
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@keen birch I like the grass

keen birch
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Thanks

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So having DFAO on a pretty large amount of grass is costing me ~.5ms on a GTX1060

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In case anyone wanted that metric

robust agate
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@hazy lynx - Best practices etc.

keen birch
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4k visible instances affecting distance field lighting is 0.5ms

hazy lynx
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@robust agate don't think so. Ask here ๐Ÿ˜ƒ

robust agate
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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?

graceful grove
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Having a flammable interface seems more lightweight and manageable. flammable objects would probably implement something like Ignite() and PropagateFire()

robust agate
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That makes sense.

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But how to do the collisions?

graceful grove
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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

robust agate
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My thought was pretty much the same, but it would do a collision check for nearby objects that also implement 'flammable'.

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So things far apart from each other wouldn't catch fire.

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The question is how you do custom collisions per object.

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That aren't the global collision (because sometimes, only part of an object is flammable)

graceful grove
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Do you have separate meshes for different parts of objects that are flammable?

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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)

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Although in retrospect you could definitely have a separate collision that only checks a "fire spreader" channel

robust agate
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This is the first I'm hearing about channels.

graceful grove
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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

robust agate
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Well, I don't have an issue, I have questions. : )

graceful grove
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Are you trying to have a fire spread effect like in Far Cry?

robust agate
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Similar, but with more things theoretically able to burn.

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(not actually building this, using this as an example to try to understand best practices)

graceful grove
robust agate
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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'.

graceful grove
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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

robust agate
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That last one is the one I've been talking about.

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But the question is where you get the hitbox from.

graceful grove
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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

robust agate
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Right, but that doesn't seem reusable at all.

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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.

graceful grove
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That's entirely possible, you would just attach the burning logic to the Ignite() implementation

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You can handle trying to burn other objects with the PropagateFire() implementation

robust agate
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Right, so the 'flammable' interface has those two events. Cool.

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But then would it make more sense to -also- create a, say, 'burnable' component.

graceful grove
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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

robust agate
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Which would, in theory, contain a collision object?

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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?

graceful grove
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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

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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

robust agate
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Right, and that 'reusable set of basic burning responses' would be held in what?

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A component?

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(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)

graceful grove
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I think ActorComponents would be the approach

plush yew
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hey

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how can i delete the post?

graceful grove
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@plush yew to the right of your Discord post click on the ... and select delete

plush yew
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I cant

robust agate
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Hrm, unfortunately it looks like there's no easy method to embed a collision component within a scene component.

graceful grove
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As I understand, scene components only exist to provide some separate coordinate space

plush yew
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Create them separately and reference the collision within the other component

robust agate
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Yes, that could work. Hrm.

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Or just have the collision emit the 'catch fire' event.

hazy lynx
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you can attach one scene component to another

plush yew
regal mulch
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That's dann by a bot

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You'll need to ping a mod for that

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I went ahead and removed your posting

plush yew
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@regal mulch thanks man ^^

hazy lynx
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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

azure shore
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hey I may have finally worked out why my old project would get increasing laggier

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its kind of silly

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I think I had the display hud nodes connected to event tick

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๐Ÿคฆ

regal mulch
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gg

latent moth
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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?

crisp fable
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well its 5:30am and i havent worked this bollocks out im going home

robust agate
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Thanks @graceful grove . : )

azure shore
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hey, how can I make it so that the aim offset is still applied to the hands or arms even whilst ragdoll?

latent moth
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set the physics only below the proper bone

azure shore
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sorry what do you mean? where?

latent moth
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that allows you to set which bones are controlled by physics

azure shore
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wait, I swear I have that

latent moth
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you need to set the bones right so that the hands are not ragdolled

azure shore
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Oh yeah, but what do I do with in bone name? just list the ones that I want it to affect?

latent moth
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no, you need to specify (as the name suggest) which bones will be affected by specifying the parent bone

azure shore
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is there no way to do everything but

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ok, but there are a lot of bones

latent moth
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If you go in your skeleton you'll see the parenting

azure shore
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it would be covering the area

latent moth
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you need to care only the bones below.

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look at your hierarchy

azure shore
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oooohh right thanks

latent moth
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๐Ÿ‘

azure shore
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wait but

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if I do the upper arm, that would include the hand?

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and I can't even think how to simply get the bone up

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can you show me pls

serene shale
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Is having to a lot of multicasts bad for performance?

plush yew
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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

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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

wheat sandal
safe rose
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??

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wrong channel

wheat sandal
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sry man

latent moth
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All, GameState contains the list of the states of the connected players. However: how can the player controllers be retrieved from that?

safe rose
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@latent moth #multiplayer topic ๐Ÿ˜ƒ But, you can just grab the list

latent moth
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the list is states, not controllers

safe rose
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Aye

latent moth
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from a controller I can get a state

safe rose
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So you have a few options here

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You can create a list yourself

latent moth
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...what about the other way around?

safe rose
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Or just get rfom states to controller

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Or to pawns

latent moth
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yes, that is my question ๐Ÿ˜ƒ

safe rose
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Like I do it

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just get it?

latent moth
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states -> controller

safe rose
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get controller

latent moth
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no such thing

safe rose
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Well

azure shore
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so

safe rose
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You can just get it on Post Login