#ue4-general
1 messages · Page 220 of 1
@cloud cobalt ah. Thx
Like, you might have decent-looking water in UE4 pretty much immediatly
yeah
But you're not getting Sea of Thieves's water unless they share that, or you spend half a year remaking it
they probably did too
I found Fallout 3 to be borderline unplayable due to bugs
if you are not willing to put the time in something, then don't
frequent crashes, FPS dips to the point of being a slideshow, getting physically stuck in the terrain etc
no-ones rushing it
took something like half an hour of faffing with config files just to get it to run
im having the same problem with a few of my games too
@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?
Depending on the stage of development. The Borderlands 3 thing was probably half a month into preproduction and using the engine straight from Epic
Look no further than UT, for an Epic project - there's a fork of the engine right there in the code
You can derive that Epic always uses a custom engine for their games
@wary wave but "config" issues are not an issue on consoles, they don't have random variations that fail the game
they do that. They also do it through branching, and merge the branches constantly
epic themselves said that their developers are using the "Promoted" branch
(the point of the discussion was a claim that you can't play bethesda games on consoles)
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
At least in some cases
I wouldn't even try to play it on consoles with the save game issues they tend to have
@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
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
In the end, developers change from 0 to maybe 1% of it
(1% of UE4 would be huge changes)
UE4 has something like 5 million lines ?
yes
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
That'd be 10,000 lines out of 5,000,000 - much less than one percent
Can we have custom Scalability Groups?
I would like to break up the original Scalability Settings
User Settings only have functions to store the usual Scalability Groups 😦
has anyone used a Xbox Kinect for animations?
ey Time slager in the Blueprint Music System Live Training
Do you guys have any idea why my grass is black? https://gyazo.com/c0c51f1c4b9cb50749162fc7372edd96
have you tried changing the color to see if it's still black?
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
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?
yes
actually my grass turns black if there's no sunlight on the face >.>
@fervent pendant Is it dynamic lighting ?
i tried both
Grass works decently with dynamic lighting and subsurface scattering
I use fooliage and just set dynamic light there, that's all or i have something else to turn on?
@fervent pendant you need a skylight
haha
you wrote that as i placed a sky light man x)
Yup looks a lot better thx @honest vale 😃
Is there anything that can generate an EULA?
don't generate a EULA, that's a terrible idea
a EULA is a legal agreement, it needs to be written by a solicitor
^
I am guessing no one used a xbox kinect for animations before?
u need good capture software for it
@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.
Also, v2 is more jitter-proof as i heard
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
hi, guys i nedd a help pls
i don't have the target layers and i don't now
know why, sorry
any idea why my AI actor freezes the engine when dragging him into the scene
only happened since latest hotfix
https://www.youtube.com/watch?v=_8KH4bMiUBE&t=0s Project JustRun
!!!!!READ!!!!! Hello everybody, and yes, what you see here is a game that I'm workin' on. Sorry if the video has some drop frames, I recorded with camtasia b...
A Demo without a second of gameplay? 🤔
Looks like gameplay to me
More like a showcase of level design tbh
The game is still under develope*
I have 3 rounds for now
The video settings is done, now I need to make audio settings
Yea it is like a gameplay but is just a presentation
I'm not criticizing, it looks like it can be fun. Was merely pointing out the choice of words
Good job so far, got a retro vibe 😄
@frosty bloom you can criticize me if you want , because I'm a really open minded student 😃
So I'm ok with that hehe 😃
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
Like, sure, people will understand, but it looks super amateur
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
@cloud cobalt Yea maybe it looks amateur, what should I do ?
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
30fps gameplay is fine, or at least it's much better than stuttering
You can also use a hardware HDMI recorder, or get a better machine alltogether
What do you use Media Player for ?
Get OBS, it's free and pretty much the best video recording software there is
You can't fix it after it's recorded
I used Media Player to review what I've recorded
Your recording stuttered, or your game stuttered during recording
Can't fix that, you need to record again
(well you can but it's painstaking)
Should I reinstall my windows?
No
lmfao
You need to practice video recording with different settings until you get reliable smooth video
@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
I've reocorded alot because I was a gamer and I recorded in many games and didn't made that shit
I know him
I've learned alot from him
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
Well, better spend a week recording than have stuttering
More like
So try it again and again with optimized settings (like, lossless recording, GPU encoding etc)
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.
You'll get feedback and technical help
You're welcome, good luck with your project
Thank you man 😃 I really appreciate it 😃
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?
can you give me an example of something you might do in tick that can be done another way?
I mean the only alternative is using timers
....which use tick under the hood anyway.
well yes using a timer or timeline is fine
Same thing really
or event dispatchers, or not calling it on tick but whenever something updates, etc.
same thing but not the same thing
event driven is not the same thing
I update the score in my game every tick is incorrect, I update the score in my game whenever it changes is correct.
yes
yes
because doing it on tick is stupid
yes but it's something people do
but scores aren't time sensitive
I never said this was time sensitive I just asked a simple question lol
I mean, if something isn't time sensitive, don't do it in a specifically time sensitive manner?
I'm not even sure how you'd go about updating scores on tick without a lot of faff
(unless your scores are time sensitive, which is different)
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
You might be able to use a timer too but it's the same at that point
If time, specifically the frame time, isn't relevant, then don't use tick
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
Everything that has delta time as a primary driver
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...
^
what is a simple example that needs tick then?
"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"
the above example of fading a menu
Like I said
Everything animated
Everything dynamically interpolated
Your health bar that goes down smoothly -20% over one second
if your doing a fading menu can you not use the animation system in UMG?
It's going to use tick
You might construct your code in a way that makes tick obvious or hidden
But the code is still going to run on tick
The entire engine runs on tick
Like, really
All events are sent as part of tick
So yes, we are arguing semantics here
Because it's a semantic question
But really the answer you want is : everything that has animation over time requires using tick
tho, it's rather contradicting when people say "don't use tick on BP" but everything works based on it
for people who don't understand gamethread yet
well, you can disable tick on actors, and have them entirely event driven
Saying "don't use tick" is nonsense to start with. Don't use tick if you don't need to use tick, sure.
If you're doing timing logic and animation, use tick
Else use other event
pretty much
Simple logic, really...
You could use other stuff without overhead of the tick
Like axis input event
It fires at zero input
I use looping timers 🙃
Hehe
🤔 I can't recall any BP tutorials that would do async execution
This community. So trolly.
no u trolly
Why use Beginplay when you have tick?
Just use a Do Once
Bam Begin play is useless
get rid of it
Anyway,not sure anyone even answered Matheww. But anything frame based is going to have to go on tick.
He was being sarcastic
Was keeping in with the momentum of the chat lol
it's friday
tis friday
Interping something over time
Having a value increment over time (health regeneration)
Well. I would probably use a timer for hp regen
goess on tick too
Just call an event on a delay that calls itself recursively
and timers use tick :p
technically any repeating event with deltatime can interp values
IF IT AINT TICK IT AINT RIGHT
But like. I actually have a lot of stuff in my Event Tick related for inputs and movement for my character
Plenty of bools to keep the logic in check
i hide that shiz under the hood in c++ normally
i dont like blueprint for trick
tick*
jesus
I would argue that one should use physics sub-steps instead of tick 😄
oh?
As plenty of game logic can depend on delta time in non linear fashion
can u expand on that
Yeah, like processing inputs for example
Racing at 20fps vs 60fps
You will see gamestate less frequently at 20, but it doesn’t mean that inputs should be less frequent too
Then other things, like integrating position of the kinematic character
Having game loop update tied to frame rate is kind of horrible
So if u use physics sub step your updates are not happening on framerate?
So I’m not even touching on physics here. That one is just out of question
@pallid compass you have a separate delegate for those updates
So on tick you update purely render stuff
Ah right i must misunderstand what u said at the start
Some nodes, like interp (non constant), don’t even work correctly at variable FPS
I think the point here was
And all kind of time based interpolations can change shape of the resulting function rather radically
Some people don't know how to properly use Event Tick
So i have a lack of understanding on this stuff, just to clarify
we are talking about tick groups?
Or SpawnActors
@pallid compass no, tick groups is a separate thing
Ah okay, well this is super interesting would u mind explaining it as if i was 12 in the head
There is good explanation by Olento pinned in #legacy-physics channel
Just so we don’t copy/paste wall of text here 😃
ah gotcha haha
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?
Technically you can but no real reason too
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
i might need help installing the android sdk
everytime i try it fails cause it cant rename a folder
Just make
Box's
on ledges
col for edge detection
if u wann save cpu doing line traces
u can also use it too sort o catch the char as wellt
too stop them flying off the edge right away
yeah using colliders was the alternative I was thinking of. Might not be better but it's still an alternative.
prob ur best bet, but the only issue is it requires setup
which is a pain
UNLESS
expand the grid system in paper 2d
or expand ur floor system
@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
Also, I thought there was a node or something for being near edges
Feels like I've seen it before while messing around with character movement
Since that near edge setting is editable
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.
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?
holy shit im an idiot lmao
wth is a mapper
That fits under like 8 different things lmao :p
yeah sorry thats a source modding term
level designer
Editing that won't remove the tag :D
also that would be annoying af lmao
getting pinged for roles
u can just check the job chat every day
Like as if u where actually looking for work irl
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
also dont forget application's for things are normally very specific
so u would need to setup alot of shit
like idk "hey @ Leveldesigner i need help with this and that"
but it be like
hey At Level designers, 2 years exp +, profolio, Royality accepting, World machine,
etc
It be a tag feast
Yeah dont take this the wrong way then you prob dont know much about games development
Its not a bag idea
so its probbaly more chill there
right
u could run ctrl + f in Looking for talent
and prob type in
Map
or level
and find everything instantly
if that would be any help to you?
@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
What is the overhead for splitting Logic our of your Pawn in to a component apart from the obvious extraUObject
As long as you use actor components and not scene components, overhead should be minimal
With plenty of scene components it becomes really expensive
I mean i know its minimal and obviously u have scale too look at, but i was just curious
Im developing a little mobile game on the side you see thats 2d to run on basically everything
and all Logical Systems and components that are self contained
So like
Do a simple test
TalentSystem Actor component
Progression System
Attribute System etc
Like you read something from component and set something back. Spawn 50 of them
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
etc
Ah true
I know its bare bare minimal and prob not noticeable i was just curious
Its nice to build safe sustained systems like this because u can shift them to any project
When you know they wont break from something else breaking
Yeap, as long as it’s not a scene component 😄
I guess i was worrying over nothing really lmao, as im not use to working with so many
yeah haha scene components jesus
calcing the movement of everything in it on tick
I have like ugh
AttributeSystem, InventorySystem,ProgressionSystem,TalentSystem
which are very plug and play
then i have CombatSystem & 2dStateMachine system
all AC ofc
You can get even better performance if you turn it into kind of ECS
But its only attached to the man Player pawn
Or vectorize some of the calculations
Ahh, ok. Won’t be much of help then as it’s more for a large number of entities
@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.
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.
Technically, you could fire that calculation from Anim BP itself
Can you? Lol ol I've never tried I always put data in it.
u said its 2d mathew, are u using 2dpaper or 3d for it?
You can save reference to owning pawn and call functions on it
I never said 2d and it was just a generic question using a side scroller since it has platforms.
Ahh gotcha
I was gonna say if it was 2d stuff i could of gave u my scanning setup algorithm
I use it to scan 2d maps and check data and setup the map
@vale osprey ah that makes sense. Have it call back and then do the trace and get the result rather than the other way.
So it would say "oh hi this is a corner, lets add a col box helper to handle edge hanging"
why is there not a note's detail panel
for everything
so u can leave design notes
Actually
I might add a Notes Catagory to UObjects for details Panel
So u can just leave notes on everything
Isn't there a plugin or something for that? I swear I've seen something like that before in UE
I might just add it too uobjects, assuming i dont fry my whole engine
Post in WIP if you succeed, might be interesting to see the result
well its just a Text slot really
if anything
thats expanded
in the details panel soo..
cant be that hard?
(i say before i slash the fuck out of my engine)
Not sure, haven't tried it. Could be super easy or the straight opposite
Make a backup before hand if you think it might injure you 😛
oh dw i break my engine on a daily basis
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.
u should be able to just turn dynamic shadows off?
only from these objects
It's a torch and the user can have multiple ones lying around
or level bp? > get all X > turn off dynamic shadows
its been terrible of late.
Why cant we separate games from making games.
I appreciate we can use offline mode.
But still...
Fortnight 🤢
@pallid compass I wonder if Configuration Files are suitable for this.
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
What about Changes at runtime?
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
Hm, If I have to iterate over every object anyway, why using config files?
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
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
Anyone else jerry rig everything? This is my pc setup right now 😂
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?
Oh ok
I asked this super early this morning but no one answered. Has anyone used a Xbox Kinect for animations before?
Yes why
How is it? Is it worth getting a kinect to make animations?
Not unless your prepared for massive clean up
and willing to pay for software
and know wtf ur doing with retargeting
what kind of animations?
I guess things like running, fighting, movements in general
I am not 100% sure, but you would need at least 3-4 to get good animations
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
iPi Motion Capture is a scalable markerless motion capture software tool that supports 1 or 2 Kinect cameras or 3 to 6 Sony PlayStation Eye cameras to track 3D human body motions and produce 3D animation.
they support both webcams and kinect
but it costs money
the trial is free
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
hey that is pretty cool
then there's a mocap suit from noitom, but that one's $1500
I'll learn how to clean up things. It can't be that difficult. My friend may give me his Kinect
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
@little token Now that I think about it 1 would be enough, you can just move it around and retarget the animations.
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.
you can always get some cheap animations from the asset store or maybe have a look at the paragon assets
You also have Mixamos website. Good place for free animations
^
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
There is a TON of free useful placeholder assets available, I would take the advice above. There is meshes, music and more out there.
@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
Noob question: in BP you can't downcast?
Example?
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?
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
@silver crown Yeah just use a Cast To node
didn't look back
also, I tried with 4 PS3 eyes
it wasn't perfect
a lot to clean after mocap session
same here
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
we had lots of problems with the lighting and popping joints during the rendering step
@dawn linden Thanks I'm dumb, forgot the Blueprintable
sometimes it just stubbornly kept on dislocating elbows and knees
lot's of swearing and sighing involved
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
yeah, but ipisofts results have weird twisted bones all over it
afaik 15k is nothing for professional mocap
you'd need some middleware to reproject everything
even though i don't need it right now, i'am still super excited for the vive motion tracking solutions
I still wait for someone to make this thing in open source: https://ikinema.com/orion
technically it shouldn't be that difficult
you just know where the joint is in world space
considering we have free IK solvers and can interface vive sensors on all game engines
though i hate that fucking annual licence
£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
well, at least it's not 3 months like ipisoft and reality capture
though they are cheapter
3 months ipisoft is $165 tho
the latter is photogrammetry
but it's name is ambiguous in this context
I hate subs
lol
I have perpetual agisoft license too fortunately
it's just so bloody slow in comparison
yep
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
for animation vr could be a boon
Yeah ur right it could
there's also medium supporting animation now
you can't edit there tho, just view
so it's more like a toy atm, but they'll get there eventually
it was quill
Read the article: https://www.roadtovr.com/oculus-quill-gets-animation-tools-to-bring-your-vr-paintings-to-life/ Quill, Oculus' VR painting tool, has been a ...
somebody make a game with that big ass bunny pls
In this live stream replay I go over frame by frame animation techniques https://www.facebook.com/goro.fujita/ https://www.patreon.com/goro https://gumroad.c...
yeah, I could see how that could speed things up
being able to look around with depth perception
with the improved resolution of the vive pro, wireless and the tools supporting vr modes it could become very interesting
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
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
From this list how can I turn Eye Adaption and Tone Mapper off while I play the game as well?
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. 😄
play animation node resets morph targets to their default value, is there a workaround for that instead moving all the animations to animbp?
@slow orbit Have you used any of the engines before?
@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.
ok if anyone encounters my problem, solution would be to use this
http://prntscr.com/j4wyfx
yeah you'll get to grips with how vis scripting works if you start on epic's tuts.
@slow orbit go to bed every night reading ue4 wiki, blueprint doc on nodes and wiki examples
is there a way to clean up a project prior to packaging? like removing any redundant assets etc?
(automatically)
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
sure, but there really are not any asset management tools inside UE4 and i need to be able to try assets in-place
You could try migrating to a fresh project all your final maps
what
Yes there is
The Asset manager?
asset auditor
Reference viewer
Validation checker
etc
@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
the migrate tool shouldn't take over anything that isn't referenced.
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
@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. 😄
Just select all of your maps you wanna take, then migrate.
@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
I did this once to submit a reproducible bug for epic.
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.
@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
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
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
due to things having to be Data assets
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)
@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.
Incremental Patching. There are some tutorials out there for HTML pak streaming I think, and also a few people have developed patchers.
@gleaming shore
UE3 sans actual source code access, available for free = UDK pretty much
@elfin stream Ah, thank you. I will look into it
yes excuse my typo
burn the bad typer!
@slow orbit Oh ok, Its just that I thought you wanted to start using UE and Unity at the same time.
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
@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
You could always extend the editor and make a plugin that will search for unused assets and remove them
Its not bad as long as u whip good convention in too people
prolly make some good money on the market.
There might be such a tool already
perhaps an 'outside of ue4' solution... kinda like an asset viewer
u cant really place it outside
i just find the whole process of checking out assets too slow
Dunno about that, youd have top be reading into the binaries.
I would definitely use that plugin, ive been having to deal with migrating stuff to new projects
because u cant really read bp's
hypothetical suggestion
This is why its great habbit to use data assets for you know, assets 😂
shame there not non c++ user friendly
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
wtf jesus 1000s?
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
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
wat
sure, cook that up for me and i'll do your laundry for a month
watr ya doin
jus; collectin'
asset browser.. could be as simple as thumbnail generation of each material, bp, mesh etc. with a tagging system
ajax search
i actually dont think it be too hard to make
i think i've personally funded at least 1 'EPIC' dev for 6 months 😃
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
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
@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
@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
thanks.. tell him i can help with the scope, UI design, website, marketing etc.
@silver crown can vouch for that 😉
(just launched https://youtu.be/LhRQbaGJ8bI )
LIMITED TIME OFFER 20% OFF voxel plugin™ PRO. Offer ends 05.05.2018. Get it now: https://voxelplugin.com/ Live chat: https://discord.gg/58ZqEbg Website: http...
yea, UI design, website, marketing
ah
video etc. etc. etc.
I was about to say
That's the difference between him being lukewarm to it (current) and taking the job :P
Hah
Has anyone tried to use the launchpad launcher for ue4? The .exe for me just wont open and leaves no logs 😦
Thats good stuff, I remember talking to the deva bout the plugin while he was working on it, looks really awesome.
😃
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
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.
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
@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.
@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.
Sounds like a plan, thanks! 😄
@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)
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.
amazing! yes that's a great idea
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.
I just noticed, the FN in your name is Fortnite. Nice job!
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. 😃
@livid haven If you know Billy, tell him I said hi. 😃
That's awesome, good luck!
great solution and congrats!
Bramer? Yeah. I'm not in the office, but I can forward a hello over Slack.
Well, er, Kelby
Oh. I don't know a Kelby.
Yeah, I had a nice chat with him over Twitter and applied to his alma mater
No -- i'm kelby.
Haha, sorry!!
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.
Nice Sion!
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 😄
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.
@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?
@keen parcel Definitely give the commandlet stuff a try.
forgot to mention this is multiplayer
Your best bet is to try to not load the assets. That's always going to murder your iteration times.
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!
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 Follow one! but maybe I'll make one one day 😄
Sorry, I should've been a little more clear.
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.
Nothing as a recommendation comes to mind neo
@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?
"thumbs"?
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?
thumbnails
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.
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
That looks promising.
i think the answer to this is beyond my abilities unfortunately, but it looks potentially do-able
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.
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
There is a channel where you could try to do that, #looking-for-talent. Worth considering.
trying to learn to make dungeon gen algo
brains falling out already
Lots of resources on that kind of thing at least, even within UE4.
Proc gen's been so huge for the better part of a decade now, fortunately. Lots of experimentation.
Ooh, something like the Persona games, @pallid compass ?
just small dungeon generated
Decided to go for room creation and placement with corridor linking instead of a tunneling one
just trying to wrap my head around it
@pallid compass can you do pathfinding?
with pathfinding, you get a solution to corridors
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
if paths are too straight, you just need to make each tile have a random cost
and that way your paths now meander
if you want a tightly packed dungeon, a BSP algorithm is a great choice
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 >:|
Hey, does anyone see anything wrong with this logic? It's not removing grass accurately from the mask.
Could it simply be mask-related? It's using the mask compression and is sampling as masked.
@rocky kayak You don't want to do any trig at all, actually.
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.
What you want is NewLocation = OldLocation + DirectionVector * Distance
Where DirectionVector is a normalized vector. Which means it has a length of 1.
How you calculate DirectionVector would also involve more 3D math (linear algebra) that you'll need to understand.
Not so much how to do the actual operations, but what they operations result in.
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.
I don't have any resources on learning 3D math on me, but surely someone here could give a handy primer of sorts?
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 .
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 ?
it's the same as with unity
i dont think so, you can't animate with Unity.
It's the same story.
You don't model or animate in UE4.
You control animations, sure. But you don't actually animate in UE4.
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.
Unreal and Unity are game engines... software toolkits to create video games
Or even do some extremely limited "animation" in the editor.
3d modelling is used in other fields, so they have their own tools that the engines can import
hmmm
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)
but, the engines themselves bring those pieces together to create a game
i see, so i cannot create mesh in UE4, i would still have to import ?
You technically can, but we're talking very, very technically.
So, practically, no. You should be using 3rd party Content Creation Tools to create meshes, animations, textures, etc.
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).
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).
Or with an expensive upfront cost to license Unity with source code access.
Those 3rd party Content Creation Tools are specialized, well-established, maintained and supported, industry standards.
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.
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.
GameMaker Studio 2 is another great engine
Yea, that one has less emphasis on coding right ?
there isn't an all-in-one toolkit for making games
if one exists, it's usually very bad in certain areas
Download Android All In One Toolkit for free. Android All In One Toolkit 2.0. Android All In One Tool Kit
Developer : Aditya Kamble
Contact: adityakamble49@gmail.com
Stable release Version : 2.0
Built 2013.12.25
Details:
I Made This tool for...
basically, different companies make different tools
they specialize in those tools, so they tools are usually better than anyone who doesn't specialize
Ok, well at the moment i like the Unity/Blender combination.
Good luck with them
But are there some game engine that are better for certain genres ?
Would X engine be better for top down strategy games than Y engine, is that something i should read up on ?
RPGmaker
whether or not an engine is good for certain games is up to the person or team working on things
there is no "make game" button for any game engine
there are some tools that can help you achieve your goal
some engines have better tools for certain things
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
heard RPGMaker is great for third person fps games

i've noticed the types of games made with unity differ from the types of games made with UE4
That's a lie if I've ever heard of one, pertaining to the Great Game Engine Debate
escape from tarkov was made with unity
@vapid lynx Sure, they're kind of geared towards slightly different things, but there's plenty of overlap.
UE4 is certainly more geared towards highend graphics.
Unreal also has a lot of AAA and highly funded development teams working on projects with it
You're going to have to do some work to try to ship a lightweight, simple 2D game with UE4 on mobile.
which means Unreal has a lot of good tools to cater to that development community
whereas Unity has a lot of lower funded light weight teams
that produce much smaller games
but that doesn't mean Unreal is incapable of doing the things that Unity is or vice versa
hmm
they just have different tools that are more mature since the community puts different emphasis on different parts
AAA developers don't really care about 2d stuff
so Paper2d lacks compared to Unity
Unity developers don't put a ton of emphasis on multiplayer, so it's networking code lacks compared to Unreal
Yeah. Using UE4 for a truly 2D game is kind of overkill. That's a lot of weight behind something simple.
but that doesn't mean you can't do either on the engines
you can make a 2d game in unreal and you can make a kickass multiplayer game in unity
examples of both have shipped
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.
unity also started as a 3d first person focused engine
but the community flocked to it's 2d aspects so they got a ton of dev time
Did it? Huh. I thought it was honestly a general purpose game engine targeted towards being accessible for indie developers.
like, 2/3rds of Unity 3's releases catered to 2d stuff
If you want the one true engine you should learn Cryengine.
Godot ftw
if i remember correctly, their only example was a first person game
Where as Unreal Engine was much more geared towards big enterprise stuff - big teams, big budgets, well-funded corporations.
yeah
As a beginner, i dont really want to delve into CryENGINE
I think he was being sarcastic about CryEngine.
Cryengine is love. Cryengine is life.
😛
Unity and Unreal are very good engines and picking either can't do you wrong. Fuck cryengine

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.
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
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.
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.
might be easiest to just use webgl right in the browser, always fun to learn that 😃
you'll learn a ton no matter which engine you pick
no, dont do that
just pick an engine 😛
wait.. yeah he said engine, scratch that.
or better yet, pick an engine with a better supporting community
oh, then unity for sure.
like cough us cough
4Head well a good community is beneficial SeemsGood
Why all this sugar coating? Pick UnrealEngine. UnrealEngine FTW. Case solved 😎
I think the community and what the company making the engine focuses on is most important
ooh, i get to learn how to use the new bot to infract @grim ore for that statement 😛
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
use the newest engine,. it must be the best
i was making a joke
nah not aimed at you Roy, just a general observation
The Dickhead to helpful ratio is higher in the UE community I honestly can't confidently agree or disagree.
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.
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 =/
and I was thinking the same thing, it seems to come off more "I know better than you" in here
GDL Unreal chat is way smaller but also generally hosts much much much simpler and/or naive (?) questions.
Usually not much I can answer that everyone else can't.
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.
Artists live a life of Imposter Syndrome. Programmers live a life of Dunning-Kruger Effect.
its elves and dwarves
so if I understand you right my only fault is I am better than everyone else? I agree with that 🤣
those things dont mix
@rustic panther Technical Artist 😄
They figure their shit out! 😄 (Was originally going to go to school for art instead of programming, had to decide)
exactly!
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.
@grim ore bet i can find u say something wrong in one of ur tuts 😛
But. There are tiny bits of truth in there scattered about.
yeah, artists AND programmers are socially awkward
Okay, true. But there's more of a stereotype against programmers being, literally, autistic, than there is for artists.
artists use drugs and cut of their own ear and stuff
why GDL tho
Why GDL what?
in comparison
they be sleeping in paint fumes
whats GDL
Yeah, but I imagine most people in this conversation aren't in a Unity specific Discord.
I am
But being in a general Game Dev discord that has a Unity channel and an Unreal channel, that's more likely.
Sure. I didn't say no one, just said most.
I'm not a fan of splitting engine specific discussions to multiple places
I didn't even know there was a Unity discord so go figure
can I link it here
I don't think anyone would mind? 🤷
Like, drive-by linking a random Discord server is one thing.
That's unwelcome because it's basically spam.
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.
hmm this model isnt right, im gunna put more polygons in my ass
@obsidian nimbus ... yeah?
just no discord links
love you all, but straight ban on them unless you pre-approve it with a mod
👍

there's a unity slack group that is big too :p
And this is why "I am not a <thing>" is a wonderful disclaimer. 😛
It's a shame that usually it's I Am Not A Lawyer, which is... IANAL.
IANAT
Not hard to find said Discord server on your own, in any case. Link isn't that critical.
does anyone know if it is possible to get reward ads in my game without plugins that cost 100 bucks
you get rewarded with ads?
Yeah
I want a "CONTINUE (AD)" button for when you die
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
instead of a random ad, why not put a screen up that goes away in 5 seconds that links to buy the app
I like that idea better imo
I was thinking more of like, a video that rewards you when it is over, but idk
so your app is like a full game demo with a bit of a buy me thing
no
ya I know what you meant, but I just think ads are lame
you can have a "paid version" right
It's more of a bored project that I want to monetize
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
pay to unlock the version without this annoying popup that tells you ot pay for the unlocked version
idk how to do IAP xD
that is the first "xD" Ive done in a LONG TIME
you'll have to see the game to know what exactly I wantr
xD
It's a small simple game, kinda like a ketchapp game
it's a game company that makes fun little arcade mobile games
they are all free
and unlocked
https://twitter.com/___discovery/status/984813974632923136
https://www.blaenkdenum.com/notes/unreal-engine/
My game is super simple, literally just catching chickens and gold to buy more chickens to catch that give you boosts
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

