#ue4-general

1 messages · Page 220 of 1

cursive dirge
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surely there are some quest issues, but in reality, there are very few actually game breaking ones

little token
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@cloud cobalt ah. Thx

cloud cobalt
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Like, you might have decent-looking water in UE4 pretty much immediatly

stiff leaf
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yeah

cloud cobalt
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But you're not getting Sea of Thieves's water unless they share that, or you spend half a year remaking it

cursive dirge
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they probably did too

wary wave
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I found Fallout 3 to be borderline unplayable due to bugs

stiff leaf
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if you are not willing to put the time in something, then don't

wary wave
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frequent crashes, FPS dips to the point of being a slideshow, getting physically stuck in the terrain etc

stiff leaf
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no-ones rushing it

wary wave
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took something like half an hour of faffing with config files just to get it to run

stiff leaf
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im having the same problem with a few of my games too

little token
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@molten birch So I guess games like Borderlands 2 that used UE3 was a modified version of the engine as well as when they showed off Borderlands 3 in UE4 it was modified as well?

cloud cobalt
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Depending on the stage of development. The Borderlands 3 thing was probably half a month into preproduction and using the engine straight from Epic

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Look no further than UT, for an Epic project - there's a fork of the engine right there in the code

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You can derive that Epic always uses a custom engine for their games

cursive dirge
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@wary wave but "config" issues are not an issue on consoles, they don't have random variations that fail the game

frank escarp
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they do that. They also do it through branching, and merge the branches constantly

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epic themselves said that their developers are using the "Promoted" branch

cursive dirge
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(the point of the discussion was a claim that you can't play bethesda games on consoles)

cloud cobalt
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I'm guessing the UE4 forks at Epic stay close to the real thing and they're actually working on that version first, and then move their changes to the main repo if it makes sense

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At least in some cases

wary wave
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I wouldn't even try to play it on consoles with the save game issues they tend to have

little token
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@cloud cobalt thanks, this stuff is really interesting. Still a little confused on what they use in the end unless it's their own engine they create but it's still cool that in some of the steps they use tools that can be accessed by the public. Can't wait until this semester is over for I can dive more deep into this and create some more projects

cloud cobalt
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Something like UE4 is basically a decade worth of work by many dozens of experienced engineers, if you want to do it again from scratch, it's a gigantic pile of work

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In the end, developers change from 0 to maybe 1% of it

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(1% of UE4 would be huge changes)

frank escarp
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can confirm

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i think ive edited something like 0.0001%

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actually i think less

cloud cobalt
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UE4 has something like 5 million lines ?

frank escarp
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yes

cloud cobalt
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My own, quite fairly large project is 100,000 lines just for the game - If I had needed some additional tools in the engine, it's safe to say 10% of our development time would be a decent metric

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That'd be 10,000 lines out of 5,000,000 - much less than one percent

sudden agate
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Can we have custom Scalability Groups?
I would like to break up the original Scalability Settings

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User Settings only have functions to store the usual Scalability Groups 😦

little token
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has anyone used a Xbox Kinect for animations?

leaden garnet
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ey Time slager in the Blueprint Music System Live Training

fervent pendant
little token
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have you tried changing the color to see if it's still black?

fervent pendant
honest vale
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I'm guessing your lighting is setup badly

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and material is poorly designed

little token
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welp, im out of idea, I literally just learned how to put grass down less than 24 hours ago lol. Maybe if I was home I could figure out what's wrong

leaden dust
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Hey guys
I just got a gtx 1070 and a ryzen 5 1600
And i got g skill ripjaws 2 x 8 ddr4 ram sticks
Will this be a good nuff pc to run UE4 at least decently?

fervent pendant
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yes

little token
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lol yea, I have a rx 470 and a overclocked i5

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you are more than fine

fervent pendant
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actually my grass turns black if there's no sunlight on the face >.>

cloud cobalt
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@fervent pendant Is it dynamic lighting ?

fervent pendant
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i tried both

cloud cobalt
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Grass works decently with dynamic lighting and subsurface scattering

fervent pendant
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I use fooliage and just set dynamic light there, that's all or i have something else to turn on?

cloud cobalt
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Try using subsurface in the material, too

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Ah, foliage material ?

honest vale
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@fervent pendant you need a skylight

fervent pendant
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haha

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you wrote that as i placed a sky light man x)

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Yup looks a lot better thx @honest vale 😃

bitter iris
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Is there anything that can generate an EULA?

wary wave
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don't generate a EULA, that's a terrible idea

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a EULA is a legal agreement, it needs to be written by a solicitor

cloud cobalt
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^

little token
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I am guessing no one used a xbox kinect for animations before?

pallid compass
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u need good capture software for it

night wigeon
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@little token I was using first kinect with ipisoft recorder some time ago. It kinda worked, but jittering was awfully bad. You'll need more than one controller to do something stable.

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Also, v2 is more jitter-proof as i heard

left ridge
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quick question ....how can I make a mask for a material using the black areas of my texture sample? The texture updates during play so I can't do it in an image editor beforehand.
I though I could perhaps adjust the contrast till I have pure black and white (no gradients) in my image...but I could not figure this out

night karma
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hi, guys i nedd a help pls

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i don't have the target layers and i don't now

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know why, sorry

plush yew
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any idea why my AI actor freezes the engine when dragging him into the scene

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only happened since latest hotfix

fringe olive
frosty bloom
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A Demo without a second of gameplay? 🤔

cloud cobalt
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Looks like gameplay to me

frosty bloom
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More like a showcase of level design tbh

fringe olive
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The game is still under develope*

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I have 3 rounds for now

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The video settings is done, now I need to make audio settings

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Yea it is like a gameplay but is just a presentation

frosty bloom
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I'm not criticizing, it looks like it can be fun. Was merely pointing out the choice of words

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Good job so far, got a retro vibe 😄

fringe olive
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@frosty bloom you can criticize me if you want , because I'm a really open minded student 😃

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So I'm ok with that hehe 😃

cloud cobalt
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As far as presentation go @fringe olive , my own advice would be high effort, no excuses. Don't upload a video that stutters, don't say in the description it only stutters in the video

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Like, sure, people will understand, but it looks super amateur

fringe olive
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It really helps me if you leave your opinion in comments below and if you subscribe, where I want to go? If you like this thing I would like to show you more details, so you're updated @frosty bloom

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@cloud cobalt Yea maybe it looks amateur, what should I do ?

cloud cobalt
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There is a number of steps you can take so that video is fine and doesn't lag. Lock your game to 30fps for video recording, try other capture software like OBS

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30fps gameplay is fine, or at least it's much better than stuttering

fringe olive
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I have problems with Windows Media PLayer

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it lags for me

cloud cobalt
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You can also use a hardware HDMI recorder, or get a better machine alltogether

fringe olive
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And i searched how to make to don't lag anymore

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and no success

cloud cobalt
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What do you use Media Player for ?

fringe olive
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Even in Sony Vegas it lags

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If you can help me out , I really appreciate it man 😦 !

cloud cobalt
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Get OBS, it's free and pretty much the best video recording software there is

fringe olive
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Yea but as I said , even in Sony Vegas it lags

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and I don't know how to fix it

cloud cobalt
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You can't fix it after it's recorded

fringe olive
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I used Media Player to review what I've recorded

cloud cobalt
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Your recording stuttered, or your game stuttered during recording

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Can't fix that, you need to record again

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(well you can but it's painstaking)

fringe olive
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Should I reinstall my windows?

cloud cobalt
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No

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lmfao

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You need to practice video recording with different settings until you get reliable smooth video

frosty bloom
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@fringe olive You should take a look at Matthew Palaje's youtube page if you need some inspiration for the Gameplay side of your game. He has quite a few videos that gives the same vibe as yours.
He also shares how he accomplish a lot of it so that might benefit you as well. Link: https://www.youtube.com/channel/UCqPKRjVm36xmxu1OiegTWWg/videos
Add: Not my page, merely a recommendation

fringe olive
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I've reocorded alot because I was a gamer and I recorded in many games and didn't made that shit

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I know him

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I've learned alot from him

cloud cobalt
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It's crucially important, if you want your game to succeed, to have great presentation. Better not to have video at all than have stuttering video, imho

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Well, better spend a week recording than have stuttering

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More like

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So try it again and again with optimized settings (like, lossless recording, GPU encoding etc)

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Another point that many people fail to get is, game developers are not your audience. It's fine to talk about your game here but no one here will buy it or share it or subscribe to it.

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You'll get feedback and technical help

fringe olive
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Now I understand that 😃

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Thank you @cloud cobalt

cloud cobalt
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You're welcome, good luck with your project

fringe olive
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Thank you man 😃 I really appreciate it 😃

grim ore
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Event Tick in Blueprint in UE4. It's a debated topic on if it's needed or not. Can anyone give any Examples of things that have to run in an event tick in a blueprint and that could not be done another way in blueprints?

wary wave
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can you give me an example of something you might do in tick that can be done another way?

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I mean the only alternative is using timers

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....which use tick under the hood anyway.

grim ore
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well yes using a timer or timeline is fine

cloud cobalt
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Same thing really

grim ore
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or event dispatchers, or not calling it on tick but whenever something updates, etc.

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same thing but not the same thing

wary wave
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event driven is not the same thing

grim ore
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I update the score in my game every tick is incorrect, I update the score in my game whenever it changes is correct.

wary wave
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yes

grim ore
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yes

wary wave
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because doing it on tick is stupid

grim ore
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yes but it's something people do

wary wave
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but scores aren't time sensitive

grim ore
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I never said this was time sensitive I just asked a simple question lol

wary wave
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I mean, if something isn't time sensitive, don't do it in a specifically time sensitive manner?

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I'm not even sure how you'd go about updating scores on tick without a lot of faff

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(unless your scores are time sensitive, which is different)

cloud cobalt
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The point if, if you're going to animate a light or fade a menu or stuff like that that has time as a primary driver, Tick is the default

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You might be able to use a timer too but it's the same at that point

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If time, specifically the frame time, isn't relevant, then don't use tick

grim ore
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come on guys I was not trying to argue semantics I literally was asking a simple question. What has to be done in BP using an event tick node

cloud cobalt
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Everything that has delta time as a primary driver

cedar snow
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on that video from matthew palaje linked further up: do you think he made the prototype levels in the regular UE4 CSG tools? i've seen the texture in some screenshots but wonder where it's in ue4...

wary wave
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if you need some concept of time, you're using tick

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it's that simple

cloud cobalt
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^

grim ore
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what is a simple example that needs tick then?

cloud cobalt
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"The point if, if you're going to animate a light or fade a menu or stuff like that that has time as a primary driver, Tick is the default"

wary wave
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the above example of fading a menu

cloud cobalt
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Like I said

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Everything animated

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Everything dynamically interpolated

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Your health bar that goes down smoothly -20% over one second

grim ore
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if your doing a fading menu can you not use the animation system in UMG?

cloud cobalt
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It's going to use tick

wary wave
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^

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everything that does something with time, uses tick

cloud cobalt
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You might construct your code in a way that makes tick obvious or hidden

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But the code is still going to run on tick

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The entire engine runs on tick

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Like, really

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All events are sent as part of tick

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So yes, we are arguing semantics here

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Because it's a semantic question

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But really the answer you want is : everything that has animation over time requires using tick

paper kernel
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tho, it's rather contradicting when people say "don't use tick on BP" but everything works based on it

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for people who don't understand gamethread yet

wary wave
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well, you can disable tick on actors, and have them entirely event driven

cloud cobalt
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Saying "don't use tick" is nonsense to start with. Don't use tick if you don't need to use tick, sure.

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If you're doing timing logic and animation, use tick

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Else use other event

wary wave
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pretty much

cloud cobalt
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Simple logic, really...

vale osprey
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You could use other stuff without overhead of the tick

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Like axis input event

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It fires at zero input

paper kernel
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I use looping timers 🙃

vale osprey
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Hehe

paper kernel
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🤔 I can't recall any BP tutorials that would do async execution

safe rose
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This community. So trolly.

paper kernel
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no u trolly

safe rose
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I just read back on this tick conversation... ROFL

mint raptor
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Why use Beginplay when you have tick?

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Just use a Do Once

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Bam Begin play is useless

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get rid of it

safe rose
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Anyway,not sure anyone even answered Matheww. But anything frame based is going to have to go on tick.

pallid compass
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what

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did i just read

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"begin place is useless"

safe rose
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He was being sarcastic

mint raptor
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Was keeping in with the momentum of the chat lol

pallid compass
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i tried reading up

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but it just made no sense

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lmao

paper kernel
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it's friday

mint raptor
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tis friday

safe rose
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Inputs

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Are a big part for tick

regal mulch
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Interping something over time

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Having a value increment over time (health regeneration)

safe rose
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Well. I would probably use a timer for hp regen

pallid compass
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goess on tick too

mint raptor
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Just call an event on a delay that calls itself recursively

pallid compass
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and timers use tick :p

paper kernel
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technically any repeating event with deltatime can interp values

pallid compass
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IF IT AINT TICK IT AINT RIGHT

safe rose
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But like. I actually have a lot of stuff in my Event Tick related for inputs and movement for my character

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Plenty of bools to keep the logic in check

pallid compass
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i hide that shiz under the hood in c++ normally

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i dont like blueprint for trick

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tick*

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jesus

safe rose
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My Omni wouldn't work without tick

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Or 3Drudder

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Oh so much.

vale osprey
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I would argue that one should use physics sub-steps instead of tick 😄

pallid compass
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oh?

vale osprey
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As plenty of game logic can depend on delta time in non linear fashion

pallid compass
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can u expand on that

vale osprey
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Yeah, like processing inputs for example

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Racing at 20fps vs 60fps

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You will see gamestate less frequently at 20, but it doesn’t mean that inputs should be less frequent too

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Then other things, like integrating position of the kinematic character

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Having game loop update tied to frame rate is kind of horrible

pallid compass
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So if u use physics sub step your updates are not happening on framerate?

vale osprey
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So I’m not even touching on physics here. That one is just out of question

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@pallid compass you have a separate delegate for those updates

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So on tick you update purely render stuff

pallid compass
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Ah right i must misunderstand what u said at the start

vale osprey
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Some nodes, like interp (non constant), don’t even work correctly at variable FPS

safe rose
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I think the point here was

vale osprey
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And all kind of time based interpolations can change shape of the resulting function rather radically

safe rose
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Some people don't know how to properly use Event Tick

pallid compass
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So i have a lack of understanding on this stuff, just to clarify

safe rose
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Don't use it unless you do

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Don't use Event Tick to constantly GetAllActorsOfClass

pallid compass
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we are talking about tick groups?

safe rose
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Or SpawnActors

vale osprey
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@pallid compass no, tick groups is a separate thing

pallid compass
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Ah okay, well this is super interesting would u mind explaining it as if i was 12 in the head

vale osprey
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Just so we don’t copy/paste wall of text here 😃

pallid compass
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ah gotcha haha

grim ore
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you have a side scroller and you want your character to play a "panic" animation when they are halfway over a ledge. Normal idle when on ground, panic animation when they are halfway over the ledge. Can you check for and do this without using Event Tick?

vale osprey
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Technically you can but no real reason too

grim ore
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I guess maybe use 2 colliders near the feet edges and if either are no longer overlapping but then you have to check if they are jumping lol but I guess you could use a collision event instead of just checking down every frame

distant finch
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i might need help installing the android sdk

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everytime i try it fails cause it cant rename a folder

pallid compass
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Just make

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Box's

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on ledges

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col for edge detection

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if u wann save cpu doing line traces

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u can also use it too sort o catch the char as wellt

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too stop them flying off the edge right away

grim ore
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yeah using colliders was the alternative I was thinking of. Might not be better but it's still an alternative.

pallid compass
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prob ur best bet, but the only issue is it requires setup

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which is a pain

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UNLESS

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expand the grid system in paper 2d

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or expand ur floor system

vale osprey
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@pallid compass
Another explanation that I like is imagining trajectory of the satellite around some ideal Planetoid. At infinite FPS it’s a perfect ellipsis. At realistic FPS it’s more like a collection of lines, but curve is somewhat maintained. At variable FPS it turns into a bit of mess, where some parts of trajectory will be long lines that don’t match curve at all. The point behind physics sub-step is to get almost the same delta time on each tick, this way your trajectory can stay as close to ideal curve as possible

pallid compass
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precompute in constructor maybe

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ohhh that makes sense

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like due to frame flux?

safe rose
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Also, I thought there was a node or something for being near edges

pallid compass
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oh fuck

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yeah i think there is

safe rose
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Feels like I've seen it before while messing around with character movement

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Since that near edge setting is editable

grim ore
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yeah it was more a theoretical question. Still trying to find a concrete example of when you have to use Event Tick due to there being no other option available.

plush yew
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hey is it possible to give feedback on the server? it seems like the job chat could use something like a @ when a role you have or something you do lets say your a mapper and you have the mapping role, you could get pinged and see oh whats this so you know its a specific thing where they are looked for this talent that you can do?

pallid compass
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idk what about

plush yew
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holy shit im an idiot lmao

pallid compass
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wth is a mapper

plush yew
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someone that makes maps

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perhaps its more of a source modding term idk

pallid compass
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That fits under like 8 different things lmao :p

plush yew
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yeah sorry thats a source modding term

hidden heart
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level designer

plush yew
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right

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my bad

pallid compass
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Level design, art design, Compositing, etc

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list goes on

regal mulch
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Editing that won't remove the tag :D

pallid compass
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also that would be annoying af lmao

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getting pinged for roles

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u can just check the job chat every day

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Like as if u where actually looking for work irl

plush yew
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yeah idk, i feel otherwise on it. on another hand it was also be a neat thing for when you had to specificly tag someone

pallid compass
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also dont forget application's for things are normally very specific

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so u would need to setup alot of shit

plush yew
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like idk "hey @ Leveldesigner i need help with this and that"

pallid compass
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but it be like

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hey At Level designers, 2 years exp +, profolio, Royality accepting, World machine,

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etc

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It be a tag feast

plush yew
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yeah true

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idk

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im from a source modding server

pallid compass
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Yeah dont take this the wrong way then you prob dont know much about games development

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Its not a bag idea

plush yew
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so its probbaly more chill there

pallid compass
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Its just too specific

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bad*

plush yew
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right

pallid compass
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u could run ctrl + f in Looking for talent

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and prob type in

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Map

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or level

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and find everything instantly

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if that would be any help to you?

plush yew
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oh damn that works

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didnt think of that

pallid compass
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Hey bored your noggin is full of useful information

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So slightly weird question

vale osprey
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@grim ore for example, I have a fake suspension on vehicle. On tick, I do a linetrace to calculate position of the wheel. Then calculated position is sent to AnimBp for animation

pallid compass
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What is the overhead for splitting Logic our of your Pawn in to a component apart from the obvious extraUObject

vale osprey
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As long as you use actor components and not scene components, overhead should be minimal

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With plenty of scene components it becomes really expensive

pallid compass
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I mean i know its minimal and obviously u have scale too look at, but i was just curious

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Im developing a little mobile game on the side you see thats 2d to run on basically everything

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and all Logical Systems and components that are self contained

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So like

vale osprey
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Do a simple test

pallid compass
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TalentSystem Actor component
Progression System
Attribute System etc

vale osprey
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Like you read something from component and set something back. Spawn 50 of them

pallid compass
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So progression system handles exp and level etc, when you do a level up the Prog system says Hi talent system, hi attribute system give your self a Talent point and some attribute points

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etc

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Ah true

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I know its bare bare minimal and prob not noticeable i was just curious

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Its nice to build safe sustained systems like this because u can shift them to any project

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When you know they wont break from something else breaking

vale osprey
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Yeap, as long as it’s not a scene component 😄

pallid compass
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I guess i was worrying over nothing really lmao, as im not use to working with so many

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yeah haha scene components jesus

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calcing the movement of everything in it on tick

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I have like ugh

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AttributeSystem, InventorySystem,ProgressionSystem,TalentSystem

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which are very plug and play

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then i have CombatSystem & 2dStateMachine system

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all AC ofc

vale osprey
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You can get even better performance if you turn it into kind of ECS

pallid compass
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But its only attached to the man Player pawn

vale osprey
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Or vectorize some of the calculations

pallid compass
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I have heard about the ECS a little

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The performance is nuts

vale osprey
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Ahh, ok. Won’t be much of help then as it’s more for a large number of entities

pallid compass
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Yeah haha

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I seen vblanco doing mad stuff with it

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i was just like "the fuck"

grim ore
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@vale osprey yeah that's kinda what I was thinking. Tracing for distance for anim bps or other physicish things might benefit from firing off event tick.

vale osprey
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I’m not too sure where to fire them otherwise to be honest. You could “cheat” and fire it from some other event that happens every tick, but code readability goes down.

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Technically, you could fire that calculation from Anim BP itself

grim ore
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Can you? Lol ol I've never tried I always put data in it.

pallid compass
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u said its 2d mathew, are u using 2dpaper or 3d for it?

vale osprey
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You can save reference to owning pawn and call functions on it

grim ore
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I never said 2d and it was just a generic question using a side scroller since it has platforms.

pallid compass
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Ahh gotcha

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I was gonna say if it was 2d stuff i could of gave u my scanning setup algorithm

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I use it to scan 2d maps and check data and setup the map

grim ore
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@vale osprey ah that makes sense. Have it call back and then do the trace and get the result rather than the other way.

pallid compass
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So it would say "oh hi this is a corner, lets add a col box helper to handle edge hanging"

pallid compass
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why is there not a note's detail panel

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for everything

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so u can leave design notes

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Actually

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I might add a Notes Catagory to UObjects for details Panel

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So u can just leave notes on everything

frosty bloom
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Isn't there a plugin or something for that? I swear I've seen something like that before in UE

pallid compass
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I might just add it too uobjects, assuming i dont fry my whole engine

frosty bloom
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Post in WIP if you succeed, might be interesting to see the result

pallid compass
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well its just a Text slot really

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if anything

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thats expanded

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in the details panel soo..

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cant be that hard?

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(i say before i slash the fuck out of my engine)

frosty bloom
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Not sure, haven't tried it. Could be super easy or the straight opposite

pallid compass
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Yeah true lmao

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il ask sion tonight if hes free

frosty bloom
#

Make a backup before hand if you think it might injure you 😛

pallid compass
#

oh dw i break my engine on a daily basis

sudden agate
#

Guys:
I have a dynamic Light Source. Is there a possibility to have it cast Shadows set dependent on User Settings?
Slow PCs should have the ability to disable dynamic shadows from it.

#

Don't know how to start this mechanic.

pallid compass
#

u should be able to just turn dynamic shadows off?

sudden agate
#

only from these objects

pallid compass
#

Your player game settings struct > Light constructor > turn off dynamic

#

ohh

sudden agate
#

It's a torch and the user can have multiple ones lying around

pallid compass
#

or level bp? > get all X > turn off dynamic shadows

bleak elk
#

Whats going on with singing in atm?

#

is anyone else having issues?

pallid compass
#

always issues man

#

either u4 login down

#

or brute force fortnite

bleak elk
#

its been terrible of late.

#

Why cant we separate games from making games.

#

I appreciate we can use offline mode.

#

But still...

#

Fortnight 🤢

sudden agate
#

@pallid compass I wonder if Configuration Files are suitable for this.

pallid compass
#

well what u normally do is

#

something like this

#

when ur game boots up and ur game mode checks for save files

#

You can have a custom struct called PlayerSettings

sudden agate
#

What about Changes at runtime?

pallid compass
#

and stick the info for that stuff in there

#

have item constructors run a function in the item called UpdateItemSettings

#

or w/e

#

have the constructor run it once

#

when during run time if things change

#

Get all Actors of type from X list

#

and call UpdateItemSettings

#

The list would be a class ref array of all classes that carry the update func

#

that should give u a base idea of where u can work from

#

u could also bind delgates too

sudden agate
#

Hm, If I have to iterate over every object anyway, why using config files?

pallid compass
#

well u need to save ur settings, so u can have a save struct for it

#

U could bind delgates too the func

#

instead of iterating over stuff

sudden agate
#

Thanks, I'll try that

#

Question: When a Variable is set to use a Config File (Config Variable in BP is ticked), when is it loaded?

#

My idea was to store a struct in GameInstance. When the User changes settings, it calls the Event Dispatcher

plush yew
wild glacier
#

This is my pc setup right now 😂

stable orbit
#

Question, when making an equipment system, would you attach a ChildActorComponent to the player and simply change the ChildClass with the item you want to use?

pallid compass
#

wat

#

You mean for visual?

#

Just use a Skel component / static mesh comp

stable orbit
#

Oh ok

little token
#

I asked this super early this morning but no one answered. Has anyone used a Xbox Kinect for animations before?

pallid compass
#

Yes why

little token
#

How is it? Is it worth getting a kinect to make animations?

pallid compass
#

Not unless your prepared for massive clean up

#

and willing to pay for software

#

and know wtf ur doing with retargeting

cedar snow
#

what kind of animations?

little token
#

I guess things like running, fighting, movements in general

stable orbit
#

I am not 100% sure, but you would need at least 3-4 to get good animations

little token
#

Oh...... Even for basic animations? I literally just started learning UE4 yesterday. I just wanted something that could give me smoother looking animations on a budget

#

The videos I saw they only used 1 Kinect amd it looked fine

cedar snow
#

they support both webcams and kinect

#

but it costs money

#

the trial is free

little token
#

Thx. I will try the trial when I get home

#

My webcam sucks though

cedar snow
#

i've used it with a bunch of playstation cameras, but unless you've got a lot of time to clean up the recorded animations it's not worth it

#

you need at least 1 kinect or 3-4 webcams

mint raptor
#

hey that is pretty cool

cedar snow
#

then there's a mocap suit from noitom, but that one's $1500

little token
#

I'll learn how to clean up things. It can't be that difficult. My friend may give me his Kinect

cedar snow
#

then i'd give it a try

#

though it will lose tracking e.g. of your arm, when it's not visible to the kinect

#

IMHO the most interesting budget tracking solutions are the ones based on the vive

stable orbit
#

@little token Now that I think about it 1 would be enough, you can just move it around and retarget the animations.

cedar snow
#

but those will set you back $2500

#

if you don't own a vive yet

pallid compass
#

WRITING AUTO MAP GENERATING WRECKING MY HEAD

#

GOTTA KEEP GOING

little token
#

I'm a poor college student. The most I would spend on this is 100, and that's after I learn more about UE4 and become more comfortable with it.

cedar snow
#

you can always get some cheap animations from the asset store or maybe have a look at the paragon assets

frosty bloom
#

You also have Mixamos website. Good place for free animations

regal mulch
#

If you are learning, don't invest into assets too much

#

Take what is free

frosty bloom
#

^

regal mulch
#

Even after 3+ years, I won't think about any form of asset (sound, texture, meshm etc.) before the game itself is coded to a state where it's fun and worth investing into

frosty bloom
#

There is a TON of free useful placeholder assets available, I would take the advice above. There is meshes, music and more out there.

pallid compass
#

@little token i believe the cheapest decent connect software is about £120

#

per peice

#

So face, body, hands

#

not including price of animation software etc

#

the only thing its decent for is face kinda

#

we use mo cap suits for everything else

silver crown
#

Noob question: in BP you can't downcast?

regal mulch
#

Example?

silver crown
#

UMyChild : UMyParent

#

I have a ref to a UMyParent object

#

I need to convert it to a UMyChild

#

Should be possible with the reflection system?

cursive dirge
#

re: ipisoft

#

they kinda failed their markets on going sub only

#

I was going to buy their perpetual license but they changed their licensing just when I was running trial

dawn linden
#

@silver crown Yeah just use a Cast To node

cursive dirge
#

didn't look back

#

also, I tried with 4 PS3 eyes

#

it wasn't perfect

#

a lot to clean after mocap session

cedar snow
#

same here

cursive dirge
#

it's amazing when you consider the hw cost (4x 10€ cameras) but you kinda get what you pay for

#

I bet kinect 2 cameras would give cleaner results

cedar snow
#

we had lots of problems with the lighting and popping joints during the rendering step

silver crown
#

@dawn linden Thanks I'm dumb, forgot the Blueprintable

cedar snow
#

sometimes it just stubbornly kept on dislocating elbows and knees

#

lot's of swearing and sighing involved

pallid compass
#

even full mocaps suits are not fully clean

#

not unless u end up spending like £15k +

#

we have like £2k kits that do an okay job

cursive dirge
#

yeah, but ipisofts results have weird twisted bones all over it

cedar snow
#

afaik 15k is nothing for professional mocap

cursive dirge
#

you'd need some middleware to reproject everything

pallid compass
#

yeah its not

#

proper suits go to like £30k a piece

cedar snow
#

even though i don't need it right now, i'am still super excited for the vive motion tracking solutions

cursive dirge
#

technically it shouldn't be that difficult

cedar snow
#

you just know where the joint is in world space

cursive dirge
#

considering we have free IK solvers and can interface vive sensors on all game engines

cedar snow
#

though i hate that fucking annual licence

cursive dirge
#

£400 annual is pretty much for basically only nice IK solver

#

but since there's nobody else selling similar set, they get away with it

cedar snow
#

well, at least it's not 3 months like ipisoft and reality capture

#

though they are cheapter

cursive dirge
#

3 months ipisoft is $165 tho

cedar snow
#

the latter is photogrammetry

cursive dirge
#

yeah, I know RC

#

had 3 month RC sub this year

#

forgot to use it

cedar snow
#

but it's name is ambiguous in this context

cursive dirge
#

I hate subs

cedar snow
#

lol

cursive dirge
#

I have perpetual agisoft license too fortunately

#

it's just so bloody slow in comparison

cedar snow
#

yep

pallid compass
#

i really dislike animation

#

i feel like the tools and options we have

#

are just so crap

#

someone needs to bring some top tier stuff out

#

like when substance came out and made a huge difference

cedar snow
#

for animation vr could be a boon

pallid compass
#

Yeah ur right it could

cursive dirge
#

some DCC tools have VR modes now

#

like modo has VR viewer since version 11

cedar snow
#

there's also medium supporting animation now

cursive dirge
#

you can't edit there tho, just view

#

so it's more like a toy atm, but they'll get there eventually

cedar snow
#

it was quill

#

somebody make a game with that big ass bunny pls

cursive dirge
#

yeah, I could see how that could speed things up

#

being able to look around with depth perception

cedar snow
#

with the improved resolution of the vive pro, wireless and the tools supporting vr modes it could become very interesting

cursive dirge
#

I'd still want traditional modeling tools to get proper VR support

#

would be awesome to be able to even do hardsurface modeling in 3D

#

when you can properly see the model and easily look around it on all angles

#

I feel like zbrush could do that already for their zmodeler

cedar snow
#

also i'am pretty sure autodesk will love to sell all of us new versions of thir software

#

with vr support

#

i bet that somebody at the zbrush company already built basic vr support during a hackathon or something

stable orbit
#

From this list how can I turn Eye Adaption and Tone Mapper off while I play the game as well?

slow orbit
#

Not sure if this goes here or in #blueprint but I'm currently doing a Udemy course on UE4 with C++, but also want to study up on Blueprints. Can anyone reccomend any free resources for studying up and learning that?

After that, I'm gonna dip my feet into Unity and C#, but UE4 is my preferred engine over Unity. 😄

restive eagle
#

play animation node resets morph targets to their default value, is there a workaround for that instead moving all the animations to animbp?

stable orbit
#

@slow orbit Have you used any of the engines before?

livid haven
#

@slow orbit Plenty of tutorials you can follow along with from Epic on the Unreal Engine YouTube channel.

#

On blueprints specifically.

#

Just enough to get your legs under you.

restive eagle
worn granite
#

yeah you'll get to grips with how vis scripting works if you start on epic's tuts.

pallid compass
#

@slow orbit go to bed every night reading ue4 wiki, blueprint doc on nodes and wiki examples

keen parcel
#

is there a way to clean up a project prior to packaging? like removing any redundant assets etc?

#

(automatically)

pallid compass
#

Not really

#

Thats normally up to the user

#

U shouldnt really bring in what you dont use

#

and u should keep cleaning every day really

#

its like a house

#

if u leave it till the end of the year

#

you are fucked

keen parcel
#

sure, but there really are not any asset management tools inside UE4 and i need to be able to try assets in-place

worn granite
#

You could try migrating to a fresh project all your final maps

pallid compass
#

what

#

Yes there is

#

The Asset manager?

#

asset auditor

#

Reference viewer

#

Validation checker

#

etc

slow orbit
#

@stable orbit I worked with a team of 3 others to make a visual novel for a class in Unity 2017 and have been working at my internship in Unreal, but I don't use BP that much in my work

worn granite
#

the migrate tool shouldn't take over anything that isn't referenced.

keen parcel
#

You could try migrating to a fresh project all your final maps <--- can this work on a per level basis instead of project? that could work well

slow orbit
#

@livid haven Thanks! I'm definitely gonna tkae an hour to do one off the official UE channel. I hear Zak Parrish is a popular teacher choice. 😄

worn granite
#

Just select all of your maps you wanna take, then migrate.

slow orbit
#

@pallid compass That definitely soudns usefl. Maybe I should write them in a notebook? However, I will say I learn more by hands-on experience

worn granite
#

I did this once to submit a reproducible bug for epic.

keen parcel
#

i usually load a lot of assets into a project to try out what works, a prop from one pack, another prop from another etc.

worn granite
#

Oh, for broken assets?

#

Hal threw out some stuff that might help with that

silver crown
#

@keen parcel is there a way to clean up a project prior to packaging? like removing any redundant assets etc? Not possible because you can ref an asset by a string, and the editor can't detect those refs

pallid compass
#

well learned then i guess

#

Get cleaning fam

#

use Reference viewer

#

to check things for links

#

also im pretty sure if ur not using c++ u cant use the asset manager

keen parcel
#

yea.. i was reading about that earlier, how UE4 came from UTK which has no asset management, so UE4 went the other way or something

pallid compass
#

due to things having to be Data assets

gleaming shore
#

Does anyone know of any guides or resources I can read on remote updates (my game checking for a new version and downloading the .pak file)

livid haven
#

@silver crown While true, it means that you should be referencing things in a way that the system can detect (or you should be reporting it).

#

@keen parcel UTK? You mean UDK? UDK was UE3.

elfin stream
#

Incremental Patching. There are some tutorials out there for HTML pak streaming I think, and also a few people have developed patchers.

#

@gleaming shore

livid haven
#

UE3 sans actual source code access, available for free = UDK pretty much

gleaming shore
#

@elfin stream Ah, thank you. I will look into it

keen parcel
#

yes excuse my typo

elfin stream
#

burn the bad typer!

stable orbit
#

@slow orbit Oh ok, Its just that I thought you wanted to start using UE and Unity at the same time.

keen parcel
#

this is quite painful in terms of asset management, i understand why it's needed and i am meticulous but still.. this is really not that manageable

elfin stream
#

@keen parcel There is a reason major studios have people whos only job is to manage the pipeline and assets.

#

Because everyone else makes a mess and doesnt have time for it lol

keen parcel
#

worst job imaginable

#

like being a cleaner at a whore house

elfin stream
#

You could always extend the editor and make a plugin that will search for unused assets and remove them

pallid compass
#

Its not bad as long as u whip good convention in too people

elfin stream
#

prolly make some good money on the market.

worn granite
#

There might be such a tool already

keen parcel
#

perhaps an 'outside of ue4' solution... kinda like an asset viewer

pallid compass
#

u cant really place it outside

keen parcel
#

i just find the whole process of checking out assets too slow

elfin stream
#

Dunno about that, youd have top be reading into the binaries.

gleaming shore
#

I would definitely use that plugin, ive been having to deal with migrating stuff to new projects

pallid compass
#

because u cant really read bp's

keen parcel
#

hypothetical suggestion

pallid compass
#

This is why its great habbit to use data assets for you know, assets 😂

#

shame there not non c++ user friendly

keen parcel
#

but yea.. i need look through thousands of assets so i've started building really big projects with all of them bundled together to speed up browsing

pallid compass
#

wtf jesus 1000s?

keen parcel
#

so generic projects like 'external building props' for instance

#

but i'd prefer a quicker system that relies on tagging instead of categories

#

yes probably 10,000

pallid compass
#

Validation System + ref viewer + gameplay tags

#

Validate if its being used by interfacing the ref viewer, and apply relative tag too item slot, if u expand UObject to hold State FGameplayTag

#

ez

worn granite
#

wat

keen parcel
#

sure, cook that up for me and i'll do your laundry for a month

worn granite
#

watr ya doin

keen parcel
#

jus; collectin'

worn granite
#

smh

#

pitch me a spec

keen parcel
#

asset browser.. could be as simple as thumbnail generation of each material, bp, mesh etc. with a tagging system

#

ajax search

pallid compass
#

i actually dont think it be too hard to make

keen parcel
#

bingo happy camper

#

gave up hoping the ue4 launcher would do it 😃

worn granite
#

nah

#

they won't

keen parcel
#

i think i've personally funded at least 1 'EPIC' dev for 6 months 😃

worn granite
#

It'd be a really cool tool if it were external

#

And you could run it, specify the source projects/locations, and then multiple select things to migrate into a specific output project

keen parcel
#

exactly

#

that's as simple as it can be and needs to be

#

a list of source folders

#

toggle the assets needed.. add tags to all selected items etc.

#

add to external project

slow orbit
#

@stable orbit Ideally I'd like to learn the toolsets of both Unreal and Unity, but right now I just have some working knowledge and both. Always ncie to be well-rounded 😄

#

But taking it one thing at a time - no sense in flip-flopping

worn granite
#

@keen parcel Pitched it to a guy I know that's looking to build a portfolio.

#

will let you know if he starts on it

keen parcel
#

thanks.. tell him i can help with the scope, UI design, website, marketing etc.

#

@silver crown can vouch for that 😉

worn granite
#

Oh you funded that?

#

Or did all the stuff other than the plugin

keen parcel
#

yea, UI design, website, marketing

worn granite
#

ah

keen parcel
#

video etc. etc. etc.

worn granite
#

I was about to say

#

That's the difference between him being lukewarm to it (current) and taking the job :P

keen parcel
#

😃

#

i'll DM you my email for him

#

thanks again

elfin stream
#

Hah

gleaming shore
#

Has anyone tried to use the launchpad launcher for ue4? The .exe for me just wont open and leaves no logs 😦

elfin stream
#

Thats good stuff, I remember talking to the deva bout the plugin while he was working on it, looks really awesome.

silver crown
#

😃

storm venture
#

hey could i get some advice? i was wondering where i should do the programming for my various weapons.
i have multiple "heroes" that use "hero specific" weapons, they all inherit from a "base hero"

#

im wondering, i could program each weapon as a separate actor and pass the "Attack Pressed" and "Attack Released" inputs into the actor, but idk

elfin stream
#

Yeah

#

You want to split it up, dont put that stuff on the hero, let the weapon do the work so that you arnt fighting hard coding on the hero class. Then you can easily swap weapons on the hero with very different behaviors. Either have the class inherit a base function like "activate" or "attack" or use an interface.

#

For instance my system, I have an equiment interface that has an activate function that takes in an AActor as a parameter. I then have a combat interface on the Actor to handle combat things. So when I activate the weapon, if its a melee weapon it asks the actor to do a melee sweep via the combat interface.

#

This means I could have wildly different heriarchy and classes or totally different functionality between the two and I dont need to worry about inheritence or casting etc.

#

So if I want the character holding a lantern, the same command of activate can turn the light on, or if its a weapon it will perform the attack.

storm venture
#

very nice, i like how that sounds

#

i dont fully understand interfaces yet, should i research into those or would a Base class with a Child for each weapon suffice?

#

to rephrase, i understand interfaces but just have never implemented one into ue4

livid haven
#

@keen parcel What don't you have with the existing tools?

#

You can add asset registry tags however you want and search by them.

#

Key-value pairs

#

And you can use collections.

elfin stream
#

@storm venture You should learn interfaces for sure, even if you dont use them for this exact case its a really important tool. That and delegates.

storm venture
#

Sounds like a plan, thanks! 😄

keen parcel
#

@livid haven i can't quickly bulk tag assets, ajax-style search tags and quickly preview the asset without loading into the editor

#

it's the time it takes basically (even with SSD)

livid haven
#

Well, you're not going to get around the engine startup time, but you can potentially get around a lot of the editor startup time.

#

You could make a commandlet to do the work, which would only startup some of the editor, minimally, in order to be able to execute.

#

And if you really wanted, you could make a non-game UE4 Slate application to do it.

keen parcel
#

amazing! yes that's a great idea

livid haven
#

If you make it a commandlet, you can write whatever logic you want to add/remove registry tags or search by registry tags and do arbitrary operations.

#

And then you could setup automation of some sort to execute said commandlet.

#

You can do a lot with assets programmatically.

#

At one point, when I was replacing the way we did our skill trees in Fortnite, I made a commandlet that would find every existing blueprint version of a UMG class, open the blueprint class up, read a bunch of data off the widgets, create a new UMG blueprint of a new class, and create widgets in said blueprint of another new widget class, and port data from the old widgets of the old class in the old blueprints.

#

I've also done "surgery" where I added a new property to a class that has hundreds (maybe thousands?) of blueprint subclasses, then intelligently populated said new properties based on conditions of various older properties, resaved all of said assets, and checked in.

gleaming shore
#

I just noticed, the FN in your name is Fortnite. Nice job!

livid haven
#

Well, after deleting said old properties, building again, and doing one last batch-save to get rid of the useless data that's been saved but doesn't correspond to any actual properties anymore.

#

Thanks.

#

Actually becoming an employee, rather than a contractor, this Monday. 😃

slow orbit
#

@livid haven If you know Billy, tell him I said hi. 😃

gleaming shore
#

That's awesome, good luck!

keen parcel
#

great solution and congrats!

livid haven
#

Bramer? Yeah. I'm not in the office, but I can forward a hello over Slack.

slow orbit
#

Well, er, Kelby

livid haven
#

Oh. I don't know a Kelby.

slow orbit
#

Yeah, I had a nice chat with him over Twitter and applied to his alma mater

#

No -- i'm kelby.

#

Haha, sorry!!

livid haven
#

Oh, okay.

#

Hah, yeah, I can forward that.

#

I think Bramer actually worked at the studio that I worked at that got me working with Epic in the first place.

worn granite
#

Nice Sion!

slow orbit
#

Yeah, he's a FIEA alumni and I'm waiting to hear back for admittance into the program. I feel good about my app, and recall he gave me some great wisdom on it and the industry as a whole.

#

He's a swell guy 😄

livid haven
#

I've not had a ton of interactions with him, but he's stood out as being a particularly approachable and friendly person, for sure.

storm venture
#

@elfin stream hey sorry to bother but before i begin with the interfaces and actor based weapons, i just want to make sure, networking shouldnt be problem with this method, right?

livid haven
#

@keen parcel Definitely give the commandlet stuff a try.

storm venture
#

forgot to mention this is multiplayer

livid haven
#

Your best bet is to try to not load the assets. That's always going to murder your iteration times.

slow orbit
#

So, friends -- I'm gonna do a BP tutorial tonight. Maybe a live tutorial? Any Greatest Hits I should check out?

#

😃

#

I know it's a common question that's entirely subjective, but gosh, there are so many!

livid haven
#

When we worked on the localization system, we used to open up every asset to search it for FText properties, but that was MURDER on how long it took. We eventually changed it so that, on-save, we would gather all the localizable text from the asset and save it in to the file's "header" so that the we could simply brute force open up the file header and know what we need and if we need it at all, rather than loading up thousands of assets.

worn granite
#

You're gonna follow a tut @slow orbit, or make one?

#

:P

slow orbit
#

@worn granite Follow one! but maybe I'll make one one day 😄

#

Sorry, I should've been a little more clear.

livid haven
#

So... expect your iteration time on whatever batch operation you're doing to be time-expensive if you're actually having to open up assets - there's no getting around that. Just like there's no getting around loading up the engine itself in order to open an asset and have the data make any sense without reinventing like a quarter of the engine's code.

worn granite
#

Nothing as a recommendation comes to mind neo

keen parcel
#

@livid haven i might just start keeping thumbs of everything in the asset folders

#

actually, the editor makes thumbs.. can these be scripted to be output to the root project folder?

livid haven
#

"thumbs"?

mint umbra
#

How can I debug a landscape's material mask? The material's mask is being applied correctly by color, but it's not removing the grass on the masked area. Any suggestions? I'm very stuck and would love some help, possibly DM me?

keen parcel
#

thumbnails

livid haven
#

Gotcha

#

I mean, surely there is a way, but probably not out-of-the-box.

#

You'll have to look at how/where thumbnails are stored and actually take that data and write it to disk yourself. At least, I strongly suspect you will.

#

You could maybe leverage some kind of screenshot code to do the conversion and writing for you, but you'll still have to go find the thumbnail data.

#

Using VAX, it should be relatively trivial to find and figure out what you need.

keen parcel
#

the editor is already generating a thumbnail for the assets and project.. so it's in there already.. just need to create 1 additional jpg called preview.jpg and then it would be visible via the OS folder previews

livid haven
#

That looks promising.

keen parcel
#

i think the answer to this is beyond my abilities unfortunately, but it looks potentially do-able

livid haven
#

Yeah, you don't need to explicitly render it, you do just want to get whatever the stored thumbnail is.

#

If you're confident in your C++ abilities, it shouldn't be hard to find out where it's saved.

keen parcel
#

short answer.. no cpp skills here

#

but i'd be willing to pay someone or collab with another dev to offer the solution on the marketplace

#

maybe extend the UE marketplace to support game dev mini-contracts like peopleperhour

livid haven
pallid compass
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trying to learn to make dungeon gen algo
brains falling out already

livid haven
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Lots of resources on that kind of thing at least, even within UE4.

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Proc gen's been so huge for the better part of a decade now, fortunately. Lots of experimentation.

slow orbit
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Ooh, something like the Persona games, @pallid compass ?

pallid compass
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just small dungeon generated

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Decided to go for room creation and placement with corridor linking instead of a tunneling one

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just trying to wrap my head around it

frank escarp
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@pallid compass can you do pathfinding?

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with pathfinding, you get a solution to corridors

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one of the typical nethack style dungeon generation, is to just plop some random rooms, and then carve a path from one to other with pathfinding

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if paths are too straight, you just need to make each tile have a random cost

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and that way your paths now meander

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if you want a tightly packed dungeon, a BSP algorithm is a great choice

pallid compass
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yeah il prob use my A* algo

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for that actually

rocky kayak
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what algorithm would i write if i want to move an actor's offset by exactly 50 units in any 360 angle? been fumbling about with sine and distance formulas and its all just getting jumbled in my head >:|

mint umbra
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Hey, does anyone see anything wrong with this logic? It's not removing grass accurately from the mask.

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Could it simply be mask-related? It's using the mask compression and is sampling as masked.

livid haven
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@rocky kayak You don't want to do any trig at all, actually.

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Ask around here for a primer on 3D math, you really, really need it to do stuff like that. It's fundamental to gameplay programming. Even for a 2D game, you don't want to be doing trigonometry.

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What you want is NewLocation = OldLocation + DirectionVector * Distance

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Where DirectionVector is a normalized vector. Which means it has a length of 1.

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How you calculate DirectionVector would also involve more 3D math (linear algebra) that you'll need to understand.

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Not so much how to do the actual operations, but what they operations result in.

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Not telling you to effectively go learn how to do long division, but telling you to learn what division does, so you know when to use it in your calculator.

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I don't have any resources on learning 3D math on me, but surely someone here could give a handy primer of sorts?

rocky kayak
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Yeah I actually calculated the DirectionVector that I wanted on my own pretty easily, that part was simple. Just putting it all together in Blueprints seems to be the tricky part .

proven tree
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hi

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anyone here

vapid lynx
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Hoping someone can give some advice here. I'm self learning game development, taking a look at the Unity engine at the moment and have noticed i would need to use 3rd party programs such as Blender to create meshes and rigging etc, perhaps even Photoshop for unwrapped textures. Would i have to use 3rd party programs with the Unreal Engine, or could i pretty much do mostly everything with it ?

proven tree
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it's the same as with unity

vapid lynx
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i dont think so, you can't animate with Unity.

livid haven
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It's the same story.

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You don't model or animate in UE4.

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You control animations, sure. But you don't actually animate in UE4.

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That's not to say you couldn't try to use blueprints or C++ code to programmatically create or control a skeletal mesh and do an animation.

snow crown
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Unreal and Unity are game engines... software toolkits to create video games

livid haven
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Or even do some extremely limited "animation" in the editor.

snow crown
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3d modelling is used in other fields, so they have their own tools that the engines can import

vapid lynx
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hmmm

snow crown
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just as you don't really write code in unreal or unity (you would use something like visual studio), you can't really do 3d modelling in them (you would use something like blender or max)

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but, the engines themselves bring those pieces together to create a game

vapid lynx
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i see, so i cannot create mesh in UE4, i would still have to import ?

livid haven
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You technically can, but we're talking very, very technically.

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So, practically, no. You should be using 3rd party Content Creation Tools to create meshes, animations, textures, etc.

vapid lynx
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I'm not sure if you know much about Unity, but does either one offer more flexibility ? (i know there are a whole bunch of other engines out there).

livid haven
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I don't think you'll ever find more flexibility than having source code access, like you get with UE4 (which has a deferred, percentage-based royalty).

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Or with an expensive upfront cost to license Unity with source code access.

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Those 3rd party Content Creation Tools are specialized, well-established, maintained and supported, industry standards.

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Any game engine toolset trying to actually do everything those tools do is reinventing a wheel that's already got half a dozen major, well-trusted manufacturers.

vapid lynx
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Ok, i understand better now thanks. I wasn't sure if there was "one ultimate game engine" that done everything. But it makes sense that you have to utilise other tools.

safe rose
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GameMaker Studio 2 is another great engine

vapid lynx
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Yea, that one has less emphasis on coding right ?

snow crown
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there isn't an all-in-one toolkit for making games

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if one exists, it's usually very bad in certain areas

safe rose
snow crown
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basically, different companies make different tools

safe rose
snow crown
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they specialize in those tools, so they tools are usually better than anyone who doesn't specialize

safe rose
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Pick one and learn how to use it

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Maybe not HeroEngine though

vapid lynx
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Ok, well at the moment i like the Unity/Blender combination.

safe rose
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Good luck with them

vapid lynx
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But are there some game engine that are better for certain genres ?

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Would X engine be better for top down strategy games than Y engine, is that something i should read up on ?

rustic panther
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RPGmaker

snow crown
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whether or not an engine is good for certain games is up to the person or team working on things

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there is no "make game" button for any game engine

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there are some tools that can help you achieve your goal

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some engines have better tools for certain things

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but in the end, the engine doesn't hold you back... that's all on you to create the game you are trying to make

rustic panther
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heard RPGMaker is great for third person fps games

snow crown
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well

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i'm talking like

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Unity vs Unreal

rustic panther
vapid lynx
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i've noticed the types of games made with unity differ from the types of games made with UE4

safe rose
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That's a lie if I've ever heard of one, pertaining to the Great Game Engine Debate

rustic panther
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escape from tarkov was made with unity

livid haven
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@vapid lynx Sure, they're kind of geared towards slightly different things, but there's plenty of overlap.

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UE4 is certainly more geared towards highend graphics.

snow crown
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Unreal also has a lot of AAA and highly funded development teams working on projects with it

livid haven
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You're going to have to do some work to try to ship a lightweight, simple 2D game with UE4 on mobile.

snow crown
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which means Unreal has a lot of good tools to cater to that development community

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whereas Unity has a lot of lower funded light weight teams

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that produce much smaller games

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but that doesn't mean Unreal is incapable of doing the things that Unity is or vice versa

vapid lynx
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hmm

snow crown
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they just have different tools that are more mature since the community puts different emphasis on different parts

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AAA developers don't really care about 2d stuff

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so Paper2d lacks compared to Unity

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Unity developers don't put a ton of emphasis on multiplayer, so it's networking code lacks compared to Unreal

livid haven
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Yeah. Using UE4 for a truly 2D game is kind of overkill. That's a lot of weight behind something simple.

snow crown
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but that doesn't mean you can't do either on the engines

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you can make a 2d game in unreal and you can make a kickass multiplayer game in unity

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examples of both have shipped

livid haven
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UE4's heritage is 3D first person/third person shooters. It has a lot of things out of the box that cater to that kind of thing.

snow crown
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unity also started as a 3d first person focused engine

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but the community flocked to it's 2d aspects so they got a ton of dev time

livid haven
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Did it? Huh. I thought it was honestly a general purpose game engine targeted towards being accessible for indie developers.

snow crown
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like, 2/3rds of Unity 3's releases catered to 2d stuff

grim ore
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If you want the one true engine you should learn Cryengine.

snow crown
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im talking like old unity

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when it was very new

silver crown
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Godot ftw

snow crown
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if i remember correctly, their only example was a first person game

livid haven
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Where as Unreal Engine was much more geared towards big enterprise stuff - big teams, big budgets, well-funded corporations.

snow crown
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yeah

vapid lynx
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As a beginner, i dont really want to delve into CryENGINE

snow crown
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as an expert i don't want to touch cryengine

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lmao

livid haven
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I think he was being sarcastic about CryEngine.

grim ore
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Cryengine is love. Cryengine is life.

livid haven
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😛

snow crown
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Unity and Unreal are very good engines and picking either can't do you wrong. Fuck cryengine

livid haven
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Whatever values CryEngine has inherently, CryTek is floundering and I wouldn't want to end up working with an engine that can't afford to pay it's engineers to maintain it.

snow crown
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for real though, Amazon is doing some interesting things with lumberyard, but I can't help but imagine that if AGS had started from scratch with their own engine they might have something more appealing

vapid lynx
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You guys have given me some insight, thank you. I think the best approach for me is maybe to make a mini game on both Unity and UE4 then afterwards see what one i find more flexible to use.

livid haven
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Who knows when you'll end up shit out of luck with no engine support at all? Now that expensive engine you licensed is yours to maintain and you probably don't have the staff with the necessary knowledge and expertise to do it.

snow crown
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honestly, just make a game

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flip a coin for the engine

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and make a game

grim ore
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might be easiest to just use webgl right in the browser, always fun to learn that 😃

snow crown
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you'll learn a ton no matter which engine you pick

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no, dont do that

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just pick an engine 😛

grim ore
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wait.. yeah he said engine, scratch that.

snow crown
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or better yet, pick an engine with a better supporting community

grim ore
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oh, then unity for sure.

snow crown
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like cough us cough

vapid lynx
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4Head well a good community is beneficial SeemsGood

frosty bloom
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Why all this sugar coating? Pick UnrealEngine. UnrealEngine FTW. Case solved 😎

rustic panther
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I think the community and what the company making the engine focuses on is most important

snow crown
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ooh, i get to learn how to use the new bot to infract @grim ore for that statement 😛

grim ore
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The Dickhead to helpful ratio is higher in the UE community compared to Unity in my experience but I think it's just due to the size difference

obsidian nimbus
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use the newest engine,. it must be the best

snow crown
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i was making a joke

obsidian nimbus
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new equals better

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UE is pretty old

grim ore
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nah not aimed at you Roy, just a general observation

livid haven
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The Dickhead to helpful ratio is higher in the UE community I honestly can't confidently agree or disagree.

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It's certainly a higher ratio than I wish it were. And I do think it's probably more to do with there being more technical competency required for Unreal, which... well, leads to a lot of arrogance and elitism.

grim ore
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Spend a day in here in the morning and spend a day in the GDL unity chat and it's a noticeable difference when someone walks in and pops a question =/

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and I was thinking the same thing, it seems to come off more "I know better than you" in here

livid haven
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GDL Unreal chat is way smaller but also generally hosts much much much simpler and/or naive (?) questions.

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Usually not much I can answer that everyone else can't.

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I really do think it comes down to technical competency though. I've said it before, but it's easy to be arrogant and full of yourself as a programmer - you're doing something very technical and it's hard to see your faults until you've learned to do better, at which point... you've gotten past those faults.

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Artists live a life of Imposter Syndrome. Programmers live a life of Dunning-Kruger Effect.

obsidian nimbus
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its elves and dwarves

rustic panther
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what about artists that are programmers also

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do they get both?!

grim ore
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so if I understand you right my only fault is I am better than everyone else? I agree with that 🤣

obsidian nimbus
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those things dont mix

frosty bloom
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@rustic panther Technical Artist 😄

livid haven
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They figure their shit out! 😄 (Was originally going to go to school for art instead of programming, had to decide)

rustic panther
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exactly!

livid haven
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And, y'know, cultural factors. I dislike the trope or stereotype of programmers being socially incompetent nerds and adding in the gamer tropes/stereotypes? Eesh. That's a lot of stigma.

obsidian nimbus
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@grim ore bet i can find u say something wrong in one of ur tuts 😛

livid haven
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But. There are tiny bits of truth in there scattered about.

rustic panther
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yeah, artists AND programmers are socially awkward

livid haven
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Okay, true. But there's more of a stereotype against programmers being, literally, autistic, than there is for artists.

obsidian nimbus
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artists use drugs and cut of their own ear and stuff

cursive dirge
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why GDL tho

livid haven
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Why GDL what?

cursive dirge
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in comparison

obsidian nimbus
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they be sleeping in paint fumes

cursive dirge
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unity has dedicated discord group too

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I never understood why GDL even exists

rustic panther
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whats GDL

livid haven
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Yeah, but I imagine most people in this conversation aren't in a Unity specific Discord.

rustic panther
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I am

livid haven
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But being in a general Game Dev discord that has a Unity channel and an Unreal channel, that's more likely.

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Sure. I didn't say no one, just said most.

rustic panther
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cozying up to each other

cursive dirge
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I'm not a fan of splitting engine specific discussions to multiple places

grim ore
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I didn't even know there was a Unity discord so go figure

rustic panther
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can I link it here

livid haven
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I don't think anyone would mind? 🤷

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Like, drive-by linking a random Discord server is one thing.

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That's unwelcome because it's basically spam.

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Linking a relevant Discord server to a discussion isn't spam or annoying self-advertising or anything like that. But I am not a mod.

obsidian nimbus
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hmm this model isnt right, im gunna put more polygons in my ass

livid haven
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@obsidian nimbus ... yeah?

snow crown
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just no discord links

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love you all, but straight ban on them unless you pre-approve it with a mod

rustic panther
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👍

worn granite
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hey is it cool if I link slackers here?

rustic panther
cursive dirge
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there's a unity slack group that is big too :p

livid haven
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And this is why "I am not a <thing>" is a wonderful disclaimer. 😛

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It's a shame that usually it's I Am Not A Lawyer, which is... IANAL.

rustic panther
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IANAT

livid haven
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Not hard to find said Discord server on your own, in any case. Link isn't that critical.

devout gulch
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"New and improved hack for disabling collision per-body on skel meshes."

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😄

quiet harness
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does anyone know if it is possible to get reward ads in my game without plugins that cost 100 bucks

rustic panther
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you get rewarded with ads?

quiet harness
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Yeah

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I want a "CONTINUE (AD)" button for when you die

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I don't want to put in a banner ad or timed interstitial ads because I know how it feels to be the player in that case, you just wanna play and not have to worry about downloading a hentai game by accident

rustic panther
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instead of a random ad, why not put a screen up that goes away in 5 seconds that links to buy the app

quiet harness
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hm

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I will do that

rustic panther
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I like that idea better imo

quiet harness
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I was thinking more of like, a video that rewards you when it is over, but idk

rustic panther
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so your app is like a full game demo with a bit of a buy me thing

quiet harness
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no

rustic panther
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ya I know what you meant, but I just think ads are lame

quiet harness
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Well I need money

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and this game isn't worth money

rustic panther
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you can have a "paid version" right

quiet harness
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It's more of a bored project that I want to monetize

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I'm gonna release a free version with ads and if the reviews are good I'll charge like 50 cents for it or something

rustic panther
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pay to unlock the version without this annoying popup that tells you ot pay for the unlocked version

quiet harness
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idk how to do IAP xD

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that is the first "xD" Ive done in a LONG TIME

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you'll have to see the game to know what exactly I wantr

rustic panther
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xD

quiet harness
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It's a small simple game, kinda like a ketchapp game

rustic panther
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I love xD

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ketchapp?

quiet harness
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it's a game company that makes fun little arcade mobile games

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they are all free

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and unlocked

fierce tulip
quiet harness
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My game is super simple, literally just catching chickens and gold to buy more chickens to catch that give you boosts

fervent pendant
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Why unreal import two object with the same exact scale differently? One of my object is gigantic literally i needed 3 monitor to look at it event zoom wasn't good enough and the other is good size O.O