#ue4-general
1 messages Β· Page 227 of 1
@blazing zenith That was unnecessary mate.
We are working on an update to the rules. Seriously mate have some respect for other members of the community, dont assume you can do what you want.
I'll give ya that amount if you refactor my plugin
Do you know low level UE4
Ah excellent, so why would my stack be stuck at one particular address?
but only when I wrap my finish
LOL
do you get a DM when you get points?
If I ever get points I wanna mount it on my wall
I love being told to fuck off by an edgy 12 year old 
Asking for money is an bit unprofessional mate
Suuuuper not helping your case.
Β―_(γ)_/Β―
Enough, stop.
Dude just ask my buddy david to give you money and tell him it goes towards paying me back
boy*
πΆ
Both of you stop, @thorny cipher that was also unnecessary
@thorny cipher Don't egg him on either though. That's how you get yourself flak as well.
Jinx.

@blazing zenith Really? Going to rules lawyer the mods? -_- Don't come in places asking for charity.
Yes we know we are working on it, like i said dont assume you can do or act as you please without consequence
the fact they've got a bot is freaking amazing man you don't know what its been like watching the modteam be forced to watch the server rot
psh tryna get me to pick sides
@blazing zenith It's pan handling. That's pretty consistently frowned upon anywhere.
anyone free here?
If you have an question just ask away in the most appropriate channel.
Anyway back to my question way before. To figure out the multiplier for scopes relating to FOV. Anyone know the formula?
Say 1x scope would be 95fov, a 2x scope would be.. a 4x scope would be.. an 8x.. etc
I dont know if half the FOV will = double the zoom
Im not sure what the direct conversion formula would be, google no help?
Id just scale it by some predefined value until it "feels good"
Direct translation might not work gameplay wise.
I think there may be a hidden exponential multiplier in FOV which could mess up the formula, not sure though
hey guys, i created a pause menu and it worked pretty good, but i wanted to close the menu with both, the THEN created button and 'ESC' on keyboard. so i needed a var that tells if pause got opened or not. then i found out that if i want to use a var between two blueprints i need a connection, now i build my own functions but as you can see, even after declaring that i dont want any input, when i use the open function there is 'target self' any ideas?
I guess the multiplier is how much more screen area a given thing takes?
In which case, FOV / Multiplier?
hmm
If you have half the FOV, I think things will take up twice as much screen space? Or... 4 times maybe?
i dont think its 2x
Well, half the FOV in one axis and you'll get twice the area in that axis, I think. Since the other FOV axis is calculated from the aspect ratio, it will also scale similarly, so 2X * 2X?
because when you get below 40fov just 2-5 fov can increase it by heaps
Honestly for scopes ive always just winged it and done what felt right and was workable for gameplay reasons
so halving 90 fov, would be 4x essentially ?
Yeah but I want to make 2x, 4x, 8x scopes @weary basalt
Yeah, I get wanting the specific values there.
Yeah so base FOV would be 90 for example
So 2x would be 45 ?
Or would that be 4x
Because of aspect ratio
Thats what i mean, pick an base value for 2x FOV and use that to multiply up your range
hmm
70FOV might feel good as an 2x
but a 2x, things would need to be double what they were with 1x
Yeah but players wont be able to notice that though
All they see is the FOV zoom in
Yeah I know that π
I mean, just thinking about it visually... If you have an HFOV of 90 and 1000 horizontal pixels...
But it would be nice to have it somewhat correct
... 2x horizontal magnification would be taking half the image and stretching it over the rest. Say, the middle 50%.
Right?
yes
Would that middle 50% of the pixels not also be the middle 50% of the HOV? 45 degrees?
Is that not a linear relation?
possibly
Where -1 in screen space is -45 degrees, 0 is 0 degrees, and +1 is +45 degrees. But I think all the values in between are linear, too.
I think?
I think we do it linearly
It's either linear or trigonometric
For gameplay programmers writing C++ code.
i found this
not much there
The third post is, ultimately, about terminology I think.
yeah
I do think you can pretty much just do the FOV multiplier and work it out from there.
And I believe it'll be linear.
Just remember that whatever you do to the FOV will technically be "squared", since the other axis FOV will also be affected similarly.
hmm
So 1/3rd HFOV will get you 1/3 * 1/3, 1/9, or 9x magnification (in terms of the area of things being 9 times larger)
I mean, double check my logic, but I think it holds.
thinking of backing up my UE4 projects on an external hard drive and perhaps cloud storage
just in case anything happens
Config, content, source, plugins, uproject file all you need to save
hmm should I save in versions as well?
The rest dont need backed up
gotcha
The others are just cache and logs and stuff
alrighty
if you're considering backups have you thought about source control?
source control?
while debug playing I am seeing an AI behavior tree execute. this behavior is shared by two actors. how do I know what actor is running the tree I am visualizing?
there's a little dropdown at the top you can choose which one you want to debug
Anyone had a UE4 project that when they open the editor on a MacBook, without doing anything (loads into an empty level). The Mac freezes then resets after a short while? I can't find a damn thing to explain what or why. Launching through Xcode doesn't help to track it down, does the same thing even with the debugger attached.
@warm mountain imagine checkpoints for working on a game
like, you know how you might zip a project in a particular state you wanna come back to - but its the whole project?
With SC, you just describe changes and can go to a specific change or w/e
most of the time, its on a remote server also
And you can still take backups easily enough
ah I see it now! thanks @thorny cipher
no problem
Im getting the message "Shared Data Cache not in use, performance is impacted." Is anyone else getting this message and is it necessary for me to use this?
Is there anyone who has been able to implement a working moon, using the SkySphere material, to Kleiners ToD Blueprint? π
can scripters in multiplayer games script in the exact same way as a single player game?
Scripter is an odd term, but the answer varies anyways.
Ideally, sure, but in reality not so much.
You have to design around latency being a very real thing.
Hopefully engineers can try to insulate designers from those technical complications, but it's not entirely avoidable either.
anyone know the problem "wanting to make a game but having no idea what to do" ?
I've the problem knowing what I wanna do but finding the time
or knowing what I wanna do, but not wanting to do it poorly and so putting it off
so what part are you stumped at
If I want all players to share a single camera (e.g. top-down game), what's the best way to do that?
E: I think I got what I wanted by using Set View Target with Blend on each Player Controller
nah thats not the problem its like im missing inspiration on what typ of game for example..and rpg? a shooter?...im also a huge harry potter fan π€
so latency is the only concern for scripters when it comes to networking?
Kinda
ok so how do i deal with latency
ik thatβs a very broad question
but i need some sort of info
cuz i love coding player movement and aiming systems and stuff but server stuff is so boring
so there's prediction and correction
most common form of correction involves interpolating between the prediction and server-authoritative replication
That's if you want things to feel low latency
if you don't mind ping being very obvious (eg a card game), you just make everything server authoritative.
If you rely on server corrections on they're on, you get jerky, jittery movement.
So you predict where you should be, and then if the server corrects you, rather than snap to the correction you gradually move to it
You don't want to be too far out of sync
it gets nasty if that happens, but if you're within sync it looks good.
Disclaimer: I am not a netcode guy
ok but that seems like thatβd be the netcoders job to do that
I think that what Sion meant earlier was that you shouldn't design features as a scripter that rely on extremely low-latency behavior
although I'm not really sure what you mean by scripting in this case
oh okay could you give me some examples
by scripting i mean people who are responsible for things like player movement, and aiming systems and running and all that sort of stuff
I can't imagine you'll need to worry about the networking side of things too much.
playermovement....
ok so if i were working on say a battle royale game i would code all the player stuff as if i were in a single player game
working on*
yea player movement
if you're not worried about netcode in playermovement I weep for your game
especially if you're doing custom actions
well, I can't really tell what you mean still
by 'scripting' you're actually saying
that you'll be building this game more or less from scratch, or what? lol
aiming probably can get away with not caring
and a state change could be fine
There's always the approach of net team will fix this later
from what I've read on UE4, a lot of behavior works correctly if you set the right flags
yeah if you're using CMC
and not going too far outside the bounds of that
Or even GPA
okay thanks for tryna help but youβre rly not cuz you keep speaking about things that i donβt yet know about
@worn granite gotcha i'll try that
currently my project is split into a few projects for ease of loading and testing
i have one space to test mechanics
and another to test art direction and materials
eventually will combine the 2 though for a prototype
I downloaded some free textures from poliigon and i was wondering if someone can help me put them into a material ( Im kinda new )
I cant find any useful videos on YouTube that can explain how to do this
How to create burst-like particles effect?
In starter content I've found P_Explosion
In the end of "action" it prints "Completed" and starts again
My particles start to spawn even if some particles from pervious "burst" still exist
How to get speed at hit moment?
Are you talking about particles or actors? If it's actors there should be a Get Velocity node, and when you feed that into the Vector Length node you should have the the speed as a floating point numbers. See: https://answers.unrealengine.com/questions/337805/checking-the-velocity-of-an-actor.html
If I'm not mistaken the unit of speed should be cm/s, so to convert that to m/s you can simply devide the output of the Vector Length node by 100, and to go from m/s to km/h you can use times 3.6 π
Try dragging out of the Other pin of the Event Hit node, and then doing what I/the post described π
yeah, found, thnx
Awesome π
Also, where I can find "logic" of projectile destruction over time?
Can you use Set actor scale 3D somehow to make an actor gradually bigger with time? I suppose you ought to use Event Tick somehow to make the actor bigger with every tick?
I think that could work @austere yacht, though I'm not sure if it's the best way to do it. But if you do end up going that way, be sure to take the tick time/delta time into consideration so the growth rate will work pretty much the same on a computer than runs your game at 30fps and a computer that runs your game at 120+fps π
Or you could use a timeline & it's update function for that π
Hey can someone help me with set focus node?
Timeline and update function? I need to google that
How to create burst-like particles system? I set spawn rate at 0 and add entry in burst list, but stilll
Thanks by the way, HowToCompute
does epic game launcher working? or not? It looks like I cant connect =\
@feral echo Can't log in?
Sometimes it limits number of logged in users
plan maximum completed
@thorny cipher Maybe you already sorted it, but it's not strictly linear. It will approach linear at small FOV, but if you want accuracy you need to use trig.
Now I will try to continue working at my game!!!!!!!!!!
My goal is to make millions with games!
I will conquer this world!
How to make things float with waveworks?
Objects keep sinking, though I have not figured out how to fit voxels either
does anybody else have that bug where subobjects have the same coordinates as the root component but use it as a relative location so theyre all not aligned properly when you drop them into the scene?
I downloaded some free textures from poliigon and i was wondering if someone can help me put them into a material ( Im kinda new )
I cant find any useful videos on YouTube that can explain how to do this
Does anyone have any tips on how to remove a landscape's mask from another mask? I.e I don't want procedural masking on my grass layer to go onto my cliff layer. Simply subtracting the procedural mask from the cliff mask is what I'm trying to do at the moment, but it doesn't work.
Is there something obviously wrong here? https://blueprintue.com/blueprint/yd9kpmwm/
xD... how people just ask questions here..
what's with the advertisements in unreal? π
which just brings up how to install the substance plugin >.>
Well unreal and substance are working pretty closely together now.
Not that I'm complaining, the substance plugin is awesome.
substance just produces low quality materials though >.>
Hm, explain more if you can.
a) if you're needing over 2k materials, which is easy to do with their generation b) they're pixelated af, there's no option for the bloody interpolation.
ofc that's a non-issue if you have a source build cause you can just remove it and its probably not on by default
Huh, I've never had an issue with any if that. I just follow the industry leads, and a lot of companies have switched over to substance.
mainly cause of their bloody demos which you can just do in the material graph in unreal >.>
it's something that didn't need to exist to begin with!
I mean I feel you - it'd be like if they tightly coupled a poor ide to the engi..... wait a sec
Uhm no it isn't. At least the things I have followed is, like ILMxLAB.
I just can't wait for literal ads like what happens in some windows builds
aha, like when you reinstall and candy crush + minecraft is just like 'SUP??'
Imagine if they made fortnite open source like Unreal Tournament
not like they come up with ennough content anyway ~
well yeah but
An entire community working on the top game of 2018?
Imagine how much more they could achieve
Bugs would be squashed in a day
doesn't really have too many when you look at it..
it's QA team does really well tbh
not complaining if it was open source
but
props
Hey guys! I would like to ask since I didnt find clear answer to my problem. I'd like to buy an asset from ue4 marketplace but last time it was updated for 4.14 version of ue4! These assets can be used or migrated somehow into a the newest version of ue4? I guess the functions might not work, but the models with textures are usable?
images and audio should definitely work, skeletal meshes might need some work
Im looking at an asset that contains walls, floors, ceilings, fences etc
so I'd like to use these , only the static meshes with their textures
static meshes should probably work, I'm not sure has there been big updates on materials tho
hm..
surely the asset contains everything you need, but if the material is broken you would have to rebuild it
I do some more research before I jump into it , dont wanna throw out 50 euros in the window for nothing π
ty though for your reply mate!
Does someone want to explain to me, what is the use for tags? I'm a year+ into my game, I have some seriously detailed character/save/data hierarchies, and I've yet to need tags.
It feels like cheating, which means you probably are doing it wrong.
got a bit of an issue if anyone can help, every time I start up UE4 it reimports assets that are already in the scene. This will be a problem the bigger the game gets, any way to stop it?
@pallid compass Yea, I was wondering, what is the use for them IF you construct your game hierarchy correctly. Or is it more like what @paper kernel said, an just a quick fixup after the fact?
Anyone got time to explain what ActorFactory is/does if its a quick explanation?
Well the Gameplay Tag system is an insanely effective way to tag everything you could ever need, tracking everything u could ever imagine doing
Quest finished? tag for it, Tag's for everything u can do in the quest
Item tags
talent tags
everything u can imagine
Imagine having paper tags u can stick on everything for tracking that respect hierarchy
2tired2explainEverything
Item_Base -> Child bp
Talent_Base -> Child bp
everything_Base -> Child bp
it's okay, I wont use them, so no need to explain. Just trying to understand what they were made for
Its a robust referencing system
just insanely optimal to use it
and fast
even with Item_Base -> Child bp u would still use tag's
in general
Finished a scene I've been working on https://www.youtube.com/watch?v=FnO6h2HsTPg
This is my creation of the former railway line Petite Ceinture made in Unreal Engine 4, I wasn't going for an exact recreation as I wanted to have my own twi...
@upbeat eagle have a lot of movement systems (character at least) in ue4 marketplace, some with animations. Just search in there bro u will find a lot of good stuff. The one I like most is this one: https://www.unrealengine.com/marketplace/advanced-locomotion-system-v1
I have a question, it's about Flashlight (spotlights)
Can I ask here?
C'mon, I need help with this
Nobody can help you if you don't ask a question.
Nobody know exactly what you're asking about; "Flashlight" could refer to BP, the graphics of it, the visual effects of it, etc.
It's because this group have Chat Topics
but ok
I'll ask
I created an Flashlight with 3 spotlights, but the shadows are strange. I'll send a Print, so I can explain it better
there
How can I fix this?
???
How can I change camera rendering features in C++? I want to turn off the motion blur in the constructor and Camera-> doesn't seem to immediately get me rendering features
@proven nova PostProcess will help you
@high wolf What is "this"? The edge texture seam there? The aliasing going on?
??? What you mean?
I'm literally asking you what you mean.
You post a screenshot and asked "how can I fix this", but I'm not really sure what "this" is. There are a few things going on in the circled area.
Partially aliasing, partially something to do with the lighting at an angle, partially an ugly texture seam, partially some shadowing on the ground
just make it purty
When using BP functions with a return, it waits for the return before executing onwards correct?
Execution of a function is synchronous - nothing else will execute until the function returns, yes.
Events in an event graph, however, are not quite like that.
events are called and then move on right?
You can try to async stuff in events, but that's generally not allowed in functions.
I mean, it's not going to be async without you doing something async.
And by async, I don't mean like parallel execution, just happening at a later point in time without stopping execution.
IE: Delay nodes and Timers.
hey guys, looking for recommendations for online leaderboards systems and implementations. We used to use Epic Leaderboard.com but they didn't update it to 4.19 and we can't find a way to contact the devs.
And other async nodes.
@rancid rover well yes I can find movement systems but I have no money :c
@elfin dock PlayFab?
Can't.
I mean, what is it supposed to pass through for a hidden pin? :X
It'd be very handy if you could specify a "default" pin though, I'll agree to that.
Like, for any pin not explicitly hooked up, use whatever is connected to the "default" pin.
well I would say what does it pass thru right now for unconnected pins?
so the default for the pin type?
I suspect it may not even compile for certain types of pins.
Yeah, generally the default, which means either default construction or zero-fill initialization.
And ref like there can't be default
That would be good
or at least shouldn't
well default could be all the rest
Yeah, I'm not sure what's going on there. Or if those even really are reference pins or not.
I've found some weirdness before.
Wat?!
Extra Wat?!
#justblueprintthings
Shared it with blueprint team, they were not too amused.
No clue what caused it.
Had to delete the return node and recreate it, then it was fine.
may have been able to refresh it
what's wrong in the image?
Tried that, nope.
It's a function returning a transform by reference and the pin connected to it is a value.
Which, in C++ land at least, that's straight up asking for garbage.
And as far as I can tell, isn't even possible to intentionally create in a blueprint function.
And yet, there it is.
If you had a ref pin you could drag it onto the return
but it should then be a value of that type
not a ref
That's the only way to do a reference return
Other than it being specified by a C++ super
Yeah.
Eugh... another one of those insane things between BP and C++.
Where BP doesn't really support an idea but it can leak in to a BP API through C++.
Like const
BP at least attempts it though
like a const& - can you set that?
I don't think so last I checked
Has anyone ever seen the cloth physics working with the world?
I am about to start a potifolio project. If somebody wants to join, send a pm. I will be putting some AI, Stealth, combat, a whole structured item/weapon developed by me (C++), inventory etc etc.
Thanks, cheers!
You know what would make everyones world better? If upon hitting an error or break point, if the editor would just autoselect the current universe that ran it
like
So if I cycle through everything, it doesn't even hint if thats the currently running universe
So now I get to guess who-dun-it
If I hover over a dedicated server's variable, using the client filter, it STILL shows me the value of the dedicated server.
So now I can guess if replication is working correctly
Or spam print strings
Hi there! I'm beginner, where can I find an example project with megascans material configuration? Thanks
I don't think there is such a project, unless Quixel have put something out?
@cerulean hearth https://www.unrealengine.com/marketplace/megascans-meadow-pack
Heh, didn't know they sold em
is there a way to export a level with all the included assets and nothing else ? Our project file is huge and a lot of the assets are not used in the level
does anyone know how i'd control a vehicle without possessing it?
i mean if you're on a motorbike you should still be possessing your character
or can you possess multiple pawns at once?
Never done vehicles, but I imagine you could have something that tracks what vehicle a pawn is occupying?
And when doing so, forwards input to the vehicle.
Maybe push the vehicle's input component on to the owning player controller's input stack?
Typically, you possess the vehicle and control it
Ugh... fighting with bounds. Actor's returning totally different bounds that the show bounds command is. X|
Actually stopped using GetActorBounds because it was giving me garbage due to some inactive/invisible components.
Pretty much did the same thing it does, but with my own conditions.
Active, registered, Mesh or PSC.
@crisp fable normally you would posses a vehicle and character would be just cosmetics but this shouldnβt stop you from doing it the other way around - get a reference to the vehicle and send control commands to it
Your character can be literally βpushingβ on controls
Hey everyone, I've got a weird behaviour on 4.19 : I want to select an entity for a blueprint variable, but I can only set the value as that same blueprint ? π€ Variable type is actor, I see all the actors in the scene as expected but can't select them
Actor properties don't make sense to have default values outside of the level blueprint.
What actors would they reference?
Illustration https://gfycat.com/PerfectSparseFrilledlizard
What is this property?
Yeah, actor properties don't make sense to have default values.
Your blueprint has nothing to do with the level.
this isn't a default value btw :p
Interesting, You should be able to select any kind of actor when it is an Actor Reference
I would report a bug.
that's a pretty big one indeed
Oh, you're editing an actor placed in the level and trying to select another actor?
It's the Default Category btw. Not a Default Variable π
Okay, sorry, was struggling to get that bit. Yeah, weird, I don't know.
Is there anything in the log that looks sketch?
When you set it and it resets I mean?
gonna check,sec
but yeah, ofc setting up a default value with something in the scene doesn't makes any sense :p
nope, restart doesn't do shit
as for the console
uh
Warning: Illegal TEXT reference to a private object in external package (StaticMeshActor /Game/ProductViewerLogic/Levels/ProductViewer.ProductViewer:PersistentLevel.Floor) from referencer (BP_PC_Importer_C /Game/Maps/PointCloudMap_RuntimeImport.PointCloudMap_RuntimeImport:PersistentLevel.BP_PC_Importer_38). Import failed...
yeah
But it's in the Persistent LEvel, isn't it?
TSoftObjectPtr is what you need in that case, I think.
VXGI 2.0 will still be a source build, right?
@sage valveildex#6923 I'm guessing one of the actors is in one level and one in another.
G'DAMNIT DISCORD
That's like the 6th time this week in like 2 days it's totally fucked up and tagged the wrong person
Discord doesn'T like me π¦
What jerk decided the parser would be greedy?!?!
Ra always gets tagged when Raildex is talking
Nothing new there
Don't think he's ever actually responded to it
Discord also always fails to tag me
I think the main issue is when people just click mention
It tends to work better when manually typed in my experience
@keen birch
@sudden agate
try agian
π€
First two were through the mention button on mobile
Second two are half typed and finished with the suggestion list
looks like the probability of it working is dependent of if you are online or not
@sudden agate
interesting
Go on for a sec?
I am on now
@sudden agate
So the mention button doesn't seem to work when someone is offline
All the non working ones and this last one were mention button
All the typed ones work fine
Even if you're offline
USceneComponent doesn't seem to have a way to get local location/transform
i guess that's expected since it's unclear which parent should be used as reference?
oh, seems like i missed relativelocation oO
@sudden agate hmm not sure, I'll check after launch and windows updates
huh, yeah it was exactly that, can't crossref actors from a sublevel to another 
It's possible with TSoftObjectPtr
Not using C++ π
You can use soft object references in BP.
It's just another type of variable for a certain class (instance reference, class reference, soft object reference, soft class reference IIRC)
I'm pretty sure you can.
Select the type of the variable, then once you get to the class there should be 4 (I think) options for the type (can't think of a better word) for that variable.
Yes.
π They used to be called asset ptrs, but became "soft object" ptrs when they were refactored to work for cross-level references.
https://www.youtube.com/watch?v=FR7IX5RTPPA
not ue4 related, but I hope all ya'all have this moment at least once
First, sorry about the quality. Shot on my macbook webcam. So, I thought a lot about whether or not to upload but then I thought of what my son, Helo, is goi...
ngl god of war was one of the best games i have ever played
even better the fact it was console
watching
Time to upgrade your PC
not really
Get an M2 and install it on that
32 cores, project and unreal on an M2 drive
Even compiling the Engine won#t take longer than 10 min
128gb ram
It's probably not RAM slowing you down :P
stop compiling the engine then :p
i aint
Welp, can't help you then :D
that's slow
Yop
I'm on a 4790k with 16GB memory and it's way less for me
hmm
Pressing CTRL+F5 takes max 15 sec for me to compile and get engine up
And I'm not even running an M2
I think our game code takes about 45-60 seconds, and it's a pretty heavy project
@crisp fable Make sure to make good use of forward declaration too, to prevent build times from snowballing
I might suspect foul play on the part of anti-virus or Windows Defender at this point
Well or just a slow harddrive that takes ages to write
RAM and GPU won't help him there
Β―_(γ)_/Β―
I have an older SSD and a 3770, my 100K lines project compiles in something like three minutes. Fairly slow, but nowhere near cutting edgehardware
possibly - but if something is scanning your intermediate generated files, it'll slow down compilation significantly
We gained a lot by just forward-declaring everything
storage an cpu makes big difference
Fast CPU and SSD/M2 and you are settled
Takes me around 30-50 ish seconds, to run build on project then reopen the engine
and thats with m.2 and fast cpu
so i think there is just some sort of general overhead of time maybe
not too far behind amber so, its prob more cpu heavy
unlike massive engine compiling that is cpu and storage
ok im now commencing operation fiddlesticks
What does this mean? The texture is black and white. Never seen this before. http://puu.sh/A8Vxe/3a92fedcf2.jpg
if you change compression and i.e. only use red channel it can become red.
but there are some other ways that it can become red as well
need to change the texture sampler thingy
even occasionally turning on/off srgb seems to do it.
Alrighty. None of the other textures did it, makes me think its a problem with the texture in photoshop
doubt it
in case you dont want srgb (motly for grayscale/channel packed textures_, in the material editor click on your texture sampler and set it to linear color or whatever compression you used.
generally it does this automatic, but not in instances.
and it also doesnt when you update the srgb and/or compression after placing the texture in the mat editor
@plush yew
Oh, sweet. Thank you
Hello anyone on I need some help Iβm completely stuck
I brought advanced locomotion asset and Iβm wondering how would I change the character to one of my other characters whilst keeping all the cool aspects of advanced locomotion
you retarget the animations that come with it to your new character
unfortunately animation blueprints arent skeleton agnostic
How would I do that
Are their any videos u can link me
if i google "ue4 retargeting" and its on the first page im never talking to you again
XD
In this video we take a look at how we can share animations between two Skeletal Meshes that are using different Skeleton assets. We go through the setup and...
seriously
Thx
google.
Also question. How hard would it be to make a simple economy system with ATMβs that u can use to pull money out
Well that will come with a little bit of blueprint practice and understanding of storing information and checking
Well you need 3 things
A currency storage,
So that could be a int on a player
THen you need your vending machines u can interact with
And top right his says your anmount of money in bank and wallet
and then its a bit of math doing something like
Try buy this
(Is Money Greater than or equal too the cost of this item)
if yes, take away cost of the item from Player money and give Item
Are their anyone who would make this for me for some money
U could use Looking for talent to post a job
theres a bot that works u through it
its prob pinned in that channel
Ok thx
is it multiplayer?
Yeha
yeah thats a whole other kettle of fish
U prob biting too deep for your own good, because if u dont know what ur doing u cant pay someone to intergrate multiplayer stuff
Because u will never be able to manage ur own project
U can get away with single player
But not multiplayer
Too much to conder and systems must be self contained ans co operate well with othet systems of your framework
Ul end up basically having to pay someone indefinity to maintain ur systems
Hmm
You can have multiplayer in an indie game, as long as the scope is reasonable.
Yeha im still doing multiplayer
If it's a very simple game, with cooperative gameplay rather than versus, no dedicated servers, etc.
Cooperative, "offline" multiplayer (as in, no online infrastructure for your game, just direct connections) is still 2x harder than singleplayer
But it's not 5x harder like a fully online game with a character server, etc
Sure, let's just not forget that your MP game will be twice smaller than your single-player game, all things equal
Everyone wants to do MP, that's okay
If you attempt to do something like Destiny, there are hard, non-technical reasons why you won't
If you want to do something like Dark Souls or Borderlands, then it's much more realistic
(Still harder, and longer to do, than the same game if singleplayer)
Basically see this as in, MP will cost you one more year in development
Hmm well I started game development to learn to make a game like this and thatβs the only reason why so Iβm gonna have to find a way
Try to be effective about what you do
My first game was a MP competitive game, it worked, it was playable, kind of decent quality, in gameplay and visuals
It also was dead on arrival even as a free game
A MP, 16-players game doesn't work if there aren't 16 players online
At the moment iv had 45 pre orders
Your trying to run before you can talk, its like trying to step in to a MMA arena with Connor McGregor with 0 experience
that's very small for a multiplayer game
realistically for an MP game to survive, you need thousands of players
just to ensure that there are people online at the same times enough to fill servers
5000 sales = maybe 100 players online
And a community with over 6000 people on the discord and 12k website reg
and if you're not turn-based, then you also need to ensure they're in geographically similar locations D:
Also you need to actually learn the engine, u cant just multiplayer with no exp, you need spend like a year learning alot of stuff, its not just a walk in the park thing
there is reason's game's take year's
and all them multiplayer indie games end up crashing and burning
Iβm not new to the engine btw
Screenshots of my game
Do you know about replication?
The math of online player count is a death sentence to most projects, if they require other online players. That's why MP can be a great added value, but not the core of your indie project. I actually have friends who set up their own companies, worked a full year, team of 4, experienced developers. 50 sales, no one plays it because it's MP only.
We're not trying to convince you that your game will suck or fail, @plush yew
Just understand that MP only is a very risky idea
tbh, these days even most high-end MP only games seem to fail
largely due to insufficient audience
Look a Lawbreakers that had zero players after months, despite millions in dev and marketing.
Yeah
Hmm
and of course once you have no players nobody will buy it
a lot
I think MP is great as a learning experience, anyway, i'm just saying make it 2-players MP @plush yew , preferably non-competitive
Competitive (pvp) = instant hacking
= requires dedicated servers
= cost & pain (and pissed off players)
Your Borderlands-type MP experience at least removes the infrastructure requirement, cheating problems, dedi servers...
looking at the charts, Lawbreakers had 65,000 day one buyers
how much was it?
Β£20, IIRC
^ aka 40 times what a median indie sells
lmfao
but the player count trailed off really, really fast
Iβm going for MMORPG open world
uh
Well, it won't work
Hereβs some screenshots
My friend you are in for a big shock then if that is your scope.
Looking good, but really, that's not going to work :/
Taking assets and putting them in a level and make it look nice is decent
But the framework that is required under everything, right now u cant even imagine
honestly
also by default the engine does not support proper MMORPG open world travel system
Il have to figure it out this is my dream game Iβm not gonna just let it go
You would have to write a custom system to manage that
and thats with loading screen's
With out loading screen's pfft, i wouldnt even know where too start honestly
MMOGs cost insane amounts of money just to even get running -assuming you can even build the game in the first place π
If you cant scope your dream's u will never reach them
you'll have to make a complete streaming system from scratch π
U could try and trick it life lmfao, warp travel between maps!
keep the mesh loaded in
hope they dont notice everything updating LOL
More screens
@plush yew Just calculate how many sales you'll need to have your desired player count online, and compare that to how games sell. Just do that calculation yourself to check if your dream has a shot at reality π
But yeah seriously varius what your asking is impossible for you right now
are you solo @plush yew ?
If me and Ambershee and sion where all put in a room
with lifefor too
and had gun's put to our heads
Trying to make your magnum opus as your debut is painfully naive. :X
I doubt we could do it our selfs
Nope I have 14 other devs
Numbers are not greater than quality
I kid not when i say if we took a bunch of us in a room and had gun's to our heads, we couldnt do it
All the devs have done school for game development
Thats good but
That implies that's all they've done.
it dosent mean shit with out engineering exp
Which is jack shit for real experience. π€·
@plush yew So what's your strategy to sell 20 times more than the median indie game ?
That's non-technical
Not school related
IF all of us cant do it in a group, what makes you think you can do it?
dont take this the wrong way but
How is it that you need to pay someone to create simple mechanics if you got 14 devs π€
You can tell you lack the exp already by not being able to understand scope.
If you cant scope what your doing, there is no way you can do it.
I've done an engineering school in game and realtime stuff and an't figure out intermediate networking stuff π¦
All my other devs are doing other projects iv assigned them so Iβm looking to hire more devs or pay devs for projects
It's okay to not master everything technical, but if you're planning to have many online players, at least realize which levels of sales will kill your game, keep it alive, or have it succeed.
You know how much contractors cost right?
yeah, MP games are VERY dependent on your sales and how you can keep your players to play
no players = no new sales
I wouldn't even worry about players at the moment
Iv already got 3 dedicated boxβs
Server cost lmao
you need to look at infrastructure costs
the cost of running a persistent game on that kind of scale is not small
@plush yew Seriously, how many sales are you planning on ? 5,000, 10,000 ? more ?
Because I'd love to sell that much with my 4-year project π
More
I did a kickstarter we raised 66k
if you consider 15.000 huge, you need to reconsider
your life priorities
@plush yew You're lacking the scale we're using for reference.
15,000 is definitely huge for Steam @plush yew .
thats not enough to sustain a minimum wage income on
Sure Iβm on phone so give a sec
Better info than screen shots
@plush yew (That's kind of the point.)
its huge for shit games maybe.
also 66k covers u for maybe 2 people for a year's work
It's definitely not enough to pay a team but it's also 10 times more than what indies make on Steam. Real-world data.
I wish it wasn't true
i made a fucking maze-game, it sold 15.000 yeah, that's huge
The real-world average for indie games on Steap is 1,500
At a median price of like $3
That's your market right there
surprise, msot indygames on steam are literally digital landfill
Anyway, 15,000 on Steam for an indie team is still huge. 30,000 is best-seller level these days.
Wait would it be hard to setup a spawn selection system like this
it's not hard to just do a decent job if you have a measure of self-reflection, the garbage i see on steam (or other platforms) peddles as 'indy games' is the lowest form of people patting themselves on the back, calling themselves developers. they're published highschool projects by people who have absolutely NO sense of self-reflection and cannot see that the stupid thing they made is objectively unwanted trash
@plush yew I'm willing to say our game is far from being junk or a school project, and our lifetime sales are unlikely to reach 15,000. Hell, our professional competition is only selling a few hundred thousands.
Whats the name of your game?
games that had ZERO marketting sell more than 15k because they're good games, and grow organically by word of mouth
and im not insinuating you need to pull a minecraft
15k is a LOW AS SHIT bar dude
Then it's surely a shit game ! But really, look at market numbers from 2017.
SteamSpy would be a good start, even though numbers are off now
market numbers say that garbage games have garbage sales
WHODA THUNK
@cloud cobalt whatβs your game about
never heard of it, but if it sold less than 15k, it's probably not a great game!
So what's your game ? Please tell us how to sell 15,000 on Steam today π
my credentials are completely irrelevant to the sales numbers of a game
and is irrelevant to this topic entirely
So you don't have a 15,000 units selling game released last year or this year on Steam ?
'cause that's the market we're talking about
i have multiple games that sold millions
LMAO
and i'm not even joking
I believe you
what games then ?
but none of that is relevant
lmao dat trolling
curious
I'm just saying, indie games on Steam in 2017 ? 15,000 is high
inb4 we all get infractions for trolling
15.000 isnt high, it's only high for trash-tier games
I also have millions-shipped products for what it's worth, though as part of a huge team. We're talking indies on Steam.
or people who have no fuckign standards
π€
and 90% of steam IS trash
no need to constantly add curse words there @plush yew
@plush yew i've got an example
indie game
some of my games have sold millions :p
look dude, if a fucking 8 year old can look at a single screenshot of your game, and say 'that looks shit'
your game is shit
thefuck
and that applies to 90% of steam games
you can mince about your deep narrative and meaningful gameplay all you want, but it's only that way in your own head
jesus someone is an angry boi
You are stating quite a few opinions but without any facts.
where is your highly sold game @plush yew
"ITS ALL ABOUT THE UNITS"
I'm sure he's been a contractor on Call of Duty 7 years ago
couse we know you are lying
well, i agree with him, the best game ever is PUBG, look how many it sold 
you dont need my credentials
a fucking 10 year old could tell you msot games are trash
we kinda do
lmao
for posterity
im trying to program but this is too juicy
kicked dunkle
lol
thanks Luos
And no banhammer memes? This is a sad day
Could of been a good discussion
he's gonna be mad if he comes back
@west fractal Most games aren't, but the point is, everyone's game here is probably considered trash by someone.
didnt ban, justk ick
A 6-second microtrailer for every Steam game that's launched. A @dejobaan experiment bot. @WhatsOnSteam and https://t.co/6racdb8DXd. Not affiliated with Steam.
11386
5954
literally skim this dude
I dunno, the majority of games on Steam probably are complete rubbish
there's a lot of low budget stuff, and a lot of fairly decent games
all you have to do is scroll through the first like 20 entries
Low budget and low sales definetly doesn't mean bad game
and if most of them aren't screaming low effort trash at you
but there's also an utter bombardment of asset flips and 'my first game made in 40 hours'
then there's something wrong with your ability to discern trash
i think the point is not that there are trash games, but they are trash because of units sold
well he had a very, very straight mindset
taking too much shortcuts
the "I've sold million copies" is ultra troll tier too
"my credientals are irrelevant" 
@west fractal Well, I mean sure - but what's your game ? How did it sell, what does it look like ? When was it released ? It's easy to say "trash", but you have to be professional and honest about it
I'm not saying yours specifically
But everyone's
dude trash is not a subjective thing
you can apply objective standards to game development
So why is Goat Simulator selling so well ?
straight up asset flips are probably the worst
because goat simulator isn't trash
Why is the bug-ridden PUBG selling millions ?
and represents genuine effort
Hell, why is Minecraft part of the best selling games ever ? Is it the best game ever ? Is it the third best game ever ?
Quality isn't the only factor in a game's success
are you actually comparing
shit like this
to minecraft
and goat simulator
I'm not, I'm saying quality is not a predictor of sales.
And that quality is relative.
I'm very aware that most Steam stuff is trash
whats ur game called than varius
I'm just saying, your game is probably trash too
u still not told us
Disregard my post
My game is trash too according to @plush yew
your AO radius is too big @plush yew
also looks like you are rendering at less than 100% screenres
it looks muddy af
The point is, and that's the important part - most games sell very little on Steam, so you have to be a really successful developer to sell
Maybe that's a crazy low bar
that's because
But frankly I'm skeptical that Steam is automatically a sales generator for great games
the VAST MAJORITY of games are low effort trash
that twitter is literally a feed of games coming on steam
I am very aware of that feed, of Steam, Greenlight, Direct and everything Steam since 2016
and there is literally nothing that stands out as a genuine effort to make a good game
So you can assume I know π
it's not
anymore
because they allowed so much garbage on the platform
now games go up
and don't get noticed at all
because they immediately get buried under a landfill of trash
it's just like artstation
back when it was closed invite only and populated by professionals
So basically you agree with me that games are unlikely to succeed on Steam based on word of mouth alone
they need give steam a polish and swipe all the crap
now it's deviantart
yo Undertale was made with RPG maker, and its great
Not all are bad, but majority are
oh well
^ its not about the canvas, but how well you paint
close enough π
Thats such a Luos thing too say, u wouldnt here that from cpp π
like i can make the generalizatoin that pixel art is trash
XD
and 99.9% of the time im right
but there are VERY RARE games that don't fit into that
who is this spookie 99.9% devil who knows the pixel art
You new this this discord?
or major lurker
i dont read this channel
no
Can tell by scrolling random comments π
ive been doing game stuff since halo
just curious as not seen u in here before thats all
@west fractal you make the anime tank game right ?
i do every now and again
ya
noice
Dam i wish to learn the joys of cell shading one day
but im too busy being bawls deep in cpp and crying over it
there's already quite a lot of anime stuff here
im a anime girl irl i swear
ALSO FINALLY
ITS DONE GUYS
INTERGRATED AUTO TILING IN TOO THE EDITOR
auto tiling?
ignore the lag
its my recording shiz
and iv not set it to update tiles next too it yet
BUT IT WORKS
IN EDITOR SUPPORT
oooo
"ban RPG maker" recreates RPG maker