#ue4-general
1 messages · Page 237 of 1
hello
Helpful article by Tom Looman about UE4 Gameplay Framework: http://www.tomlooman.com/ue4-gameplay-framework/
@remote roost going from C# to C++ is easy
C++ is C# with extra steps when you look at it
instanced level streaming.... this is new
I used to code in C# in Unity a few years ago but since moving to Unreal I've been exclusively using Blueprints
I like the visual aspect of it and not needing to memorize syntax
going to C# from Java is even easier
/random
I remember I copy pasted my university java project (an A* solver basically) into a C# project
it compiled after search and replacing few keywords
which was funny
Check out my simple AI chaser enemy thing 😄 https://twitter.com/DiligentGames
I've just been spoiled clicking buttons to make variables and nodes instead of typing actual code
Question guys. I'm making a spider web in Blender so I can place in my game (Unreal Engine 4) and I was wonder how would you make the spider web break when walking into it?
Destructible Mesh?
destructible mesh is both unsuited for spider webs, and also just unsuitable for projects in general
wouldn't break in a sensible way, and it has numerous problems under the hood
cloth is the obvious choice, but that's PC only and difficult to set up, otherwise you'll want to do something with skeletal meshes or vertex materials
the latter is probably the soundest bet
might be able to use physics constraint actors with one end unbound / animated on hit - "Physics Constraint Actors" has a youtube hit that can help
what is the problem with destructible mesh in general?
something in the physics simulation has invalid or NaNs which will assert and crash in dev builds, and cause nasty hitches in shipping
they're also generally just a bit shit anyway
uhh I use them in a few places but did not have the crash
I hope it will stay that way 😦
depends what you need it to do
cloth tearing requires specifically set up assets and use of the cloth physics solver, so it's expensive
you know what blows my mind
platypusses
but also
searching the unreal forums for "Abzu" yields 0 results
Speaking of the forums, the Unreal Studio subforum is now public? I guess?
I didn't sign up for it, it just spontaneously appeared
anyone know how to migrate an ue4 build?
I transferred it to the default install directory on a new PC but I get the error "directory must be empty"
when trying to install/verify it in the launcher
tried all of this, it overwrites the LauncherInstalled.dat file where you can specify engine installations on launch
eh think I may have got it to work#
basically spoofed a remote install then copied the files in
but if you have no internet connection its GG
how do you send performance console commands and stuff to a console, ie i have a consoel running a dev build, and i want to pull up stats
Epic staff please fix Beam emitters, even though i know you wont because Niagara about to come out, I just hope they fixed in that 😢
I still love you though
❤
omg compiling materials on a surface book takes forever
Anyone good at math/shaders? I have a distancefieldgradient to have a smooth intersection between terrain/mesh, but I can't figure out a way to project a normal map into it.
alright, wasn't sure if that was more artistic place as this is quite technical 😃
graphics gets very technical all the time
can't just lerp based on dot product of the two surface angles or something?
anybody that exports in HTML5 ?
god bleeping dammit. the fbx import menu is offscreen again and win + arrows isnt working
so now I need to alt+f4 ue4 and lose progress because its soooooo hard to make menu's always pop up on center of main monitor
ffs
Theres trick to 8t
Just be a nerd like me and use one monitor XD
@fierce tulip - do you have repro steps for that? That doesn't happen out of the box, does it?
ive made bug-reports about it in the past
started happening with 3 monitors, even worse with 4
has been like that since forever
early 4.1x
Does it happen the very first time you open the import with 3 monitors?
do monitors need to be set up in some specific fashion?
no, it gets worse over time
first time its often center, then moves to the monitor on my right, and then dissapears or opens on random monitor on random location for a while
I can often win-arrow-key it back, but eventually it goes somewhere in the divide by zero alternative universe
gotcha. You should be able to use Tab-Esc to close that pop-up import window, but we'll look into that. Sorry
I think that's just windows
Sometimes other programs just .... don't have a visible window
only ue4 does that for me though
And I can minimize/restore them
hello
thanks @hot carbon appreciated.
searches for the posts I made
So I am not sure if this needs to be a feature request or a bug-report.
This never really happened until recently, I either never really noticed it, or its
Thanks!
i did have a answerhub and or bug report thingy but its been a few months so cant find it
Its caused by monitor priority swapping around and shit
Its really a windows issue,
however a quick click button to reset all ue4 window location's to default could fix it easily
I get the same thing sometimes,
alot more in autodesk maya though
Literally every other time I open a subwindow in UE4 it gets squished to 1px resolution on my top monitor. Probably an issue with having a double monitor setup to top/bottom? If I win key - D to go to desktop then it forces the window to at least be large enough to show its navigation bar and then I can expand it lol
can someone help me, im having trouble removing motion blur from my settins
Build 2018 is starting
http://ew.com/gaming/2018/05/07/thanos-fortnite-avengers-infinity-war/ .... This is so...
It opens the import FBX on my off view monitor all the time .. it is a bit obnoxious lol
@tall jackal just disable it in post process/and or your camera
the motion blur effect in unreal is really really bad
don't know why they leave it on by default
I agree @worldly axle
Does anyone have advice for handling auto updating?
For a pc
Sorry auto updating a client once you’ve made changes. I assume it’ll require an uploaded version of the new content somewhere but how does one accomplish this ._.
guys this should work right?
i know that it should work as when the ehlth i set up is zero, the character freezes for 10 seconds then dies
though it never plays the animation
Nevermind I found documentation I swear I couldn’t find it before lol
I would guess animation first and then destroy
Yes
even like this it doesnt work
Anim then destroy, destroying the actor will not run the code after
Is that death node destroying the actor?
nope
disable all interaction
Play death Animation
Destroy dying target
just setting up the is dead variable
Have it play the death animation and create an animation notify to run your death script at the end
its running as like i said, when the destroy actor is there, it works
and i know the animation is there aswell
like this doesnt work either @pallid compass
there is a delay there aswell though
just added it
@viral herald try Set Life Span node
destroys after lifespan ends
@viral oriole Cinematic as in a mp4 cutscene or an animated sequence in-game?
Animated sequence in game
What's the state of the animation mode on your skeletal mesh in character?
Thx Dead Man
@urban meadow didnt work
np
have you breakpoint in there? does it execute that code?
all i know is that when it dies
i set the span to 10 seconds and it dies after 10 seconds
the code executes and it's just not playing the animation?
yea
just to cover all bases, you are calling play on the correct mesh component. and you are playing the correct animation for that skeleton? worth double checking
is anything else calling play animation or stop animation or anything?
just throwing some ideas out there
Hey I'm having some problems with Windows 10 and Unreal Engine, i get this error when trying to compile
i dont know what this means, i dont have this problems on my Linux Arch system, only on the Windows 10
@viral herald Is the death check occurring every tick? What may be happening is that the animation is being called every tick, causing the spider to play the beginning of the death animation every tick which makes it look like the spider is not animating.
ah yeh ok i will only use arch then
wtf
i was told never to do programming in visual studio lots of problems very buggy
lol
but we have plugin that only works with Windows here
we have an ssd with arch on it, one with windows and then the work drive, which is in ntfs format that we do our work on
I mean to edit code
what, who told u never to program in visual studios o_O
also i thought u quit ue4 after retargeting ran you up the wall
qt
I often miss it when on Arch
Its not perfect dont get me wrong, but it does the job and its consistent
*consistently rubbish lol
it seems messy, slow and throws up problems due to bad program
actually, occasional crash and thats it
lol @plush yew
u sure u got vs installed?
You seam to have issues with everything
ue4, vs etc
You sure its not on the user end?
Not issues with Arch I guess
yeh i've rarely ran into issues with basic compiling on linux before unless it was something i personally screwed up
UE isn't basic compiling
2>UnrealBuildTool : error : UBT ERROR: Failed to produce item: D:\Repositories\Unfound\Unfound\Binaries\Win64\UE4Editor-Unfound.dll
2>Total build time: 27.09 seconds (Local executor: 0.00 seconds)
2>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075: The command ""C:\Users\Chaoss\Unreal Engine\UE_4.19\Engine\Build\BatchFiles\Build.bat" UnfoundEditor Win64 Development "D:\Repositories\Unfound\Unfound\Unfound.uproject" -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
2>Done building project "Unfound.vcxproj" -- FAILED.
========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
That means
this is simply compiling the project, no changes lol
that something has the module up
You cant write over something, if something has it open and locked
or you have mad admin restriction's 😂
You hate everything though :p
but I can justify my hatred of VS
why we gotta praise stagnant bs
True that lmao
Heh, this chat continues from the place I left last week.
Its not like inconsistent waste your time crash every 5 mins tho, so im happy with it
VS can and should be improved - maybe its going that direction but I'm still using the version that still gives me a reason to rag on it.
Sometimes it just hangs. When I'm. you know. typing.
WHAT IS YOUR JOB VS
@viral herald that would explain it, you are playing the animation over and over again, can put a DoOnce after the death == true check
if that fixes it, you might want to think how you can restructure it so death is only called once on an event or something
idk about never using VS though.
bad as I talk about it, it + vax make me very productive compared to without.
And I know this, because sometimes it just stops functioning as an IDE and actually regresses to the point where it may as well be nano.
thank alphanumber, he caught on to the tick lol
i would put the do once before the sequence node
whys that?
also a user error i am fighting with a bit is this "Severity Code Description Project File Line Suppression State
Error (active) E0135 class "UUnfound_Function_Library" has no member "FileLoadString" Unfound d:\Repositories\Unfound\Unfound\Source\Unfound\Unfound_Function_Library.h 17
"
we cannot support array saving without engine mods it seems only single line string work
https://media.discordapp.net/attachments/293047579288272897/443084429615693854/unknown.png?width=994&height=560
who know why this node don't work 🤔 ? i don't understand
because you're still constantly adding Delay latent function every tick. they are likely piling up until the first destroy actor is called
Just imagine an endless queue of DestroyActor calls all waiting 10 seconds to execute. However, when it's their turn to destroy the spider, they look around and...
lol
Did anybody ever come up with a good way to make fully destructible trees? (i.e. where branches breaking off etc)
You can use FBX chunks.
what's up, people? I am very new to Unreal and I need to port something I wrote for Unity to Unreal. It reads the ASCII file format of some CAD data that we use internally. This format is not supported by DataSmith. I'm pretty sure C++ can read files off disk, lol, and I don't know how to create meshes using the data that I pull from those files. Any hints on what to search for?
Wouldn't it be easier for you to import that into a modelling package, then export the finished model out~?
no.
usually, yes. Not in this case.
I've already written a converter from this format to glTF which will work in Unreal but I need to be able to import arbitrary meshes at runtime.
aah, I see. o_o
the converter won't work in Unreal, the glTF format will, i mean
🤔 did collada ever work with UE4?
can't find anything that says it was put in. Was going to suggest looking at how they read/draw meshes from collada files
Hey mates, does anyone know how or can share a guide to how a launcher is created to check versions and download the pak files for it to update?
probably not on this server, unfortunately
summary is, you check something like an MD5 of the game, versus one on a server, and when there's a difference, instigate a download.
Is there a limit on the number of vertices in a mesh in Unreal?
some have a limit of 65535
i do not believe there is a limit
No
but i've never hit it
There are some numbers that are certainly not a good idea, but it won't stop you.
ok. none of these meshes have insane vertex counts. i mean they're authored on computers and not generated by an algorithm or anything.
I found how the glTF importer does it. that's useful.
I don't know C++ as well as I'd like. that's gonna need to change.
UE4 is right-handed with Z up, I think. Is that right?
left handed with z up
left!
no, left not !left 😄
oh man. Unity killed me with its left-handedness. ok are the transform matrices row major or column major?
neither afaik
gotta be one
it doesn't use dx or opengl directly, so it depends
and stuff is stored separately, not in matrix form
ok, but when I load these meshes at runtime, there's a master file that describes all the meshes needed to build the whole assembly, and in that file are translations and orientations. I know how the files I have store that stuff, I need to know how Unreal consumes it.
it's one or the other, and if i chose wrong it will be obvious
i'll just switch to the other.
static FVector Tanslate( no, Epic.
"Tanslate"
ahh, yep.
// glTF uses a right-handed coordinate system, with Y up.
// UE4 uses a left-handed coordinate system, with Z up.
blurgh. rotation matrix conversion, ahoy
as well as swapping Y and Z vertex coords, I believe. Can't remember, now.
Hey quick question, our custom movement component isn't showing up in the 'add component' area of our pwn
is there any reason why this may be? should we not be using pawn and instead only use actor?
did you add proper meta to class definition?
see here, we tried closing the editor down and relaunching it, we've also tried clearing data cache
UCLASS(Blueprintable, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class FLY_API UFluidResistanceComponent : public UActorComponent
...
first one allows to inherit BPs from it and last one allows to add it into BPs
hmm its a new c++ class, this worked before
unsure why we cannot see
maybe requires an engine source code change here
looks like an easy change as well
@plush yew The movement component -> character hierarchy is a little weird
You can spawn the custom movement component with your pawn/character in the constructor if it's being handled in cpp
yeh we can force the content browser class thing to force show it, its dirty as hell as we have to hard-code the names
:Super(ObjectInitializer.SetDefaultSubobjectClass<UTopDownCharacterMovement>(ACharacter::CharacterMovementComponentName))```
You can write the constructor like that to use an extended movement component
oh ok gochya
Of course with the relevant class names, that's just pulled from my project :)
we wanted to only have the moment component added to the character and have only the movement component in c++
but we cannot do this
@plush yew Do you mean, program the movement component in C++ but apply it in Blueprint?
ah, yeh just seen a ue4 answer "Unreal only supports the default components, you cannot add custom components in c++ to a blueprint without engine modification"
got it.
aparently the change I would have done would have corrupted the blueprint
what?
you are missing meta, wrote it above^...
Not sure if I understand the situation entirely, but if you need to expose properties of some Pawn/Character to BP, you can define some "BaseCharacter" in C++ and give it a constructor which assigns the appropriate MovementComponent, and then create a child class of that BaseCharacter in BP
you can add custom components, I have plenty of those
No need to rewrite the engine everytime something isn't obvious enough by itself, just google a few minutes and the solution should pop up
gochya lemme try this, the code there was taken from a working repo
So i have added the code and built it, but i am still not seeing the component in search
which causes problem
did you close down the editor when building the code?
Yeah, that brings a nasty taste with it 😉
HR almost always brings invisible problems with it.
aha this works now, awesome!
i have NO idea how our programmer 'forced' this to work last time, but we were on a custom engine version and its my guess that he modified it
you where just missing meta
we're trying to stay on binary builds for the majority of our work though
gochya, yeh its our programmer who does most of this, i have rudementry knowledge of c++ (enough to know whats going on, copy/paste and heavily modify, not enough to write code from scratch)
well i say that I was able to cobble together some save asset to encrypted binary custom blueprint nodes we needed
oh one last question then i'll go, is there a quick way to calculate velocity based on position/last position in c++ movement component
it'd save me having to do it in blueprint
"For every function you add to blueprint tick, we kill a kitten" lol that's what our programmer posted on a post-it note and has left everywhere
(current position - last position) / delta time
dont suppose you have a quick example
and yeh that's basically what i did in blueprint at the start of the tick before, if its a pain to do in c++ i can easily do it in bp again
delta time is input variable of the Tick, and positions are part of the world transform which you can get for any component (besides actor components) just as in bp
yeh it just shows as always 0 in c++
can only work in bp i think here
even on epic's documentation they can not show velocity in the code
PawnMovementComponent is inherited from Actor Component, it shoudn't have any functional transform
http://api.unrealengine.com/INT/API/Runtime/Engine/GameFramework/UPawnMovementComponent/index.html
PawnMovementComponent can be used to update movement for an associated Pawn.
so you have to query location from something else, like owning actor or another component
yeh i cant get it workin in c++
there are no examples ANYWHERE online
lol
which makes me think there's a reason its usually done in blueprint
actually im not sure if the movement component code is working at all, this although very badly tossed together (just to see if it's working) isn't doing anything
the c++ code is copied from a working repo so i dont get it, maybe an engine modification means something we've done here won't work without said modification
here's how i do forward vel for sci fi 6dof game
dont forget to clamp your input axis
quite easy to spoof values higher than 1
ah yeah good point
my shitty (test blueprint) isn't working
somethings screwy somewhere
all i know is our engine programmer basically ripped out a tun of extra crap in the engine to get this to work on target platform and made changes along the way to make this stuff 'just work'
i know my crappy test blueprint 'should' work its the way i tested it before :p
so aparently without engine modifications "Add input vector" is a useless node
it does nothing, this works in the modified engine on a new project, exactly the same code, but in binary engine, same code, same blueprint but we get no movement
i even put the speed to 200000000000000000 and multiplied that by 2000000000 several times just to be sure it wasn't going REALLY slowly lol
Your movement component has to consume the input vector
You don't even have to change the engine
if (!PawnOwner || !UpdatedComponent || ShouldSkipUpdate(DeltaTime))
{
return;
}
¯_(ツ)_/¯
this (i know its shitty its just test) doesn't move the player, it does print though so i know its being executed
Hi Guys, im quessing.. why is the min camera speed 1 in editor viewports.. can i lower it to like 0.5 ?
you can in 4.19 and higher
he wants it lower :p
if you scroll down while moving the camera it becomes even slower
wtf
the whole world, is set to 100% physics state all times
like how do u guys keep sane just doing simple things
we assume we are wrong, not the engine, and we can easily fix instead of asking to engineers, team members and blaming epic
Yeah man dont take it the wrong way
but u always say engine is wrong, or bugged or something
99% of the time issues are users
well concidering i put together an entire movement system that worked really quickly and efficiently with none of these issues. now I have to use the binary build of the engine and its just not work efficiently or well
or in this case at all, we must use not physics at all in our game if we are to use ue4, we used Havok before
my guess is ue4 doesn't come with one?
With what?
As far as i know, physic's works fine in ue4, never had any major hitches with it
even when i made physic's base movement system for ships in multiplayer
Isn't Havok expensive?
they are pretty much the same
yeh it is
Afaik, if you try and replace ue4's physic's frmaework
your gonna have a bad time
i was to evaluate the built in one
that is some mad shit u are gonna try and do
we already have the engine with it working
Well if ur getting fucked at this point, getting stuck all the time
adding havoc is gonna fuck you even more
the reason we're to use the binary one is for several reasons but the main one is using the built in physics engine
Because there is most likely even less help out there
but we might just have to suck it up and use havok
the built in as of 4.19 is Physx 3.4 so nothing wrong with it at all.
uhh ok, well its colling with 'everything' including reflection probes and audio zones
i think thats not good
no it's not colliding with everything.
your setup is.
"Help my garbage disposal is not working right, everytime I stick my cat in it he dies"
That is pretty much 100% accurate
and just to make sure I was not crazy saying any of this I fired up a new 4.18.3 launcher build, new map (which includes a reflection capture) and I had no issues with collision. I even added in some audio volumes and the other 2 reflection captures and no issue. Now I can't find an audio zone or reflection probe but I used what I assumed was the same thing.
its default
and reflection captures are on world static
that makes things inconvenient
with Havok you can set physics layers, and easily make things ignored
on this there is no way to do this here
which you can do in UE4
You might want to read the doc @plush yew
where do you see that is on world static for a collision channel?
You're not, you're colliding with something else
uh... thats not a collision setting on the reflection capture
maybe it's something you created but the default engine reflection items do not have collision that can be enabled
and all of the default reflection items have collision set to No Collision for the channel for the parts that can have collision
it is the same with point light
this is what i mean, the default physics is broken, in my meaning this means it is not supposed to work this way but yet it does
when i have prototyped in Godot engine, we never have issue like this
I drop a reflection capture in the scene, it works fine here. same with any lights
so the question then is what are you using for your item that is colliding
I don't even see any physics on a point light
well in our custom engine build we had lights, captures and all other such things be ignored by the physics engine entirely, we had a special trigger layer for entities and then one for world meshes, and another for static entities and one for physics
and player motion didn't use physics it was coded in such a way to simulate it, much like happens in source engine
maybe it is a good idea to switch engine, and implement features which supposedly made ue4 for your project requirement into the engine you are comfortable to work with?
yeh, i mean its a good engine with the parts that work, but some peices are just laughably broken ,and usually it breaks in a none-standard way leaving us stumped. when our engine programmer gets back from being ill maybe he can fix it
even that points out that lights have no collision by default
mayB he has light bounce on verry high 😃
@plush yew and player motion didn't use physics it was coded in such a way to simulate it, much like happens in source engine - UE4 does the same.
at this point if your launcher build of the engine is colliding a character/pawn with lights you pretty much broke it
CMC isn't using PhysX for physics, though it is leveraging its collision detection.
@plush yew I would suggest you and your team to download and test out a regular UE4 build, check stuff out and learn it before letting your EngineProgrammer modify it. It would save you quite the headache by the sound of things
he says he is using a launcher build right now
How would you approach doing an isometric game with sprites (like Rimworld or Don't Starve)? Paper2D?
RUN JOSEPH RUN
2D is broken af atm
However i did fix the Isometric Collison issues
I can ping you the fix for it if u need it later down the line
I've steered clear, but wanted to explore for the jam
we were using the modified engine before now we are using binary, we will be using a modified one but for compatabilities reasons we should try to suffer through using the standard engines features where possible, only replacing what we absolutely must
we have our own physical sound solution, as well as one of the platforms we will release to that isn't yet public, we need modified engine for this to compile to that platform
Haven't even touched it yet, just wondering what the best approach would be @pallid compass
paper2d needs work for sure, look at siege and the sandfox they took and extended it and the game looks great.
Is that a plugin fix?
doesnt really matter if u start up paper 3d, u can add sprites flipbooks and paper rigs in any project 😛
true that
@grim ore Looks good, but i imagine iso will be quite different
for higher end 2D, especially isometric wouldn't it be better to use orthographic projection and either 2D planes facing camera, or projected images onto basic 3d geometry alsigned with camera for more accurate 'depth' when one object intersects with another
Funny that im actually working to polish up Paper2D, finally started submitting pull requests, not sure when u will see the come through tho
^ that's what i was gonna do at first
That is basically paper2D
heh if I had to use 2d in UE4 I would just fake it with 3d lol
i should try make some of those impostor flipbooks, they look damn fine in fortnite
Again, i haven't touched anything 2d yet. Would flipbooks work on a billboard or something that represents the character?
go with skel rigs for gamejam 😛
Flipbooks don't work?
nah skel rigs faster to animate 😛
the 2d community video is a good overview of how it all comes together right now https://youtu.be/Tf9Qd4isHTM
Join Cardboard Sword’s lead designer, Chris Wilson, as he takes you from the Paper 2D starter project towards making your own game. With examples from their ...
else you can always take apart the tappy bird or the mobile match 3 game for the basics on how you show stuff in paper2d
Been watching that for the past 30 minutes
I'll probably have one of my artists do dedicated flipbook work, if that's the best course for iso
I had to take apart the mobile game to figure out the basics, then I gave up and went to Unity then it broke when I tried to make tile palettes so I just gave up =/
2d is such an afterthought in the 3d Engines it's a bummer 😦 you need real skill to do it right
Just to be clear...the way everyone would approach this is ortho camera with ACharacters and flipbooks?
AFlipBookChar
That works in 3d?
Yes
(╯°□°)╯︵ ┻━┻
(╯°□°)╯︵ ┻━┻
┬──┬◡ノ(° -°ノ)
¯_(ツ)_/¯
😄
unless thats an unreal logo engraved table.. take it to lounge :p
certainly
have destructibles with world support stopped working for anyone else after the newest 4.19 update?
anyone have a more solid idea of the Unreal 4.20 release date/time frame?
its already enabled, mallows.
its a setting for destruction mallows
Hey everyone, that's probably a long shot but I saw a quick material tutorial the other day (I think it was on twitter) showing how to do some cool stylized shorelines (with multiple lines of foam) using distance fields and a sin. I spent the last hour trying to find it without success. Is anyone over here I've seen it too and perhaps remember better where it was?
How do I clear out dead References?
idk if anyone is having trouble with this but i opened up the epic launcher to install the engine and whenever i click on Unreal Engine, it doesn't do anything
the highlight is yellow and all the other tabs work just fine
nvm, crisis averted, working now
👌
what is the usual poly count you want for character models?
or what can UE4 handle, i guess i should ask.
Depends. Are you going to have 5 character models onscreen or 500?
probly around 10 - 20
https://media.playstation.com/is/image/SCEA/days-gone-screen-08-snake-axmelee-ps4-us-13jun16?$MediaCarousel_Original$ Days Gone, everyone's favorite zombie fluid sim, is a UE4 game had has a ton of character models. But if you want to make characters at the quality of Uncharted, it's going to be a lot more demanding for each.
My point is, there's no good answer. It's 100% situational on your project and target hardware. Nobody can flat out tell you what's good, only give general guidelines that don't really help much.
i guess i'll have to see what i end up with once i finish my high poly to low poly conversion.
Situationally, it can be anywhere between 20k polys all the way up to 120k polys. It's worthless trying to quantify it without just testing it for yourself in your project.
ty
1 million polys min
bing blang blammo
ded
I do wonder how days gone manages pathfinding for their zombos
I think it's a sort of multi threading flock simulation
yea but like, there's nothing in stock UE 4 that supports that
on that scale
there's the crowd manager thingy but it's really, really poorly done atm
I don't think it even supports that many actors
@gentle ginkgo Hey! Did you find that tutorial you mentioned earlier?
Goodmorning guys 😃
can i create a project in 4.17.2 and compile in 4.10.2
Not as far as I know.
k
Backwards compatibility is not supported at all.
if i have a file that was made in 4.10.2 and import in 4.17.2
Moving assets forward is fine
k
Though jumping that far ahead maybe an issue.
Nope, no issue at all. Maybe some functions are truncated and may need replacing. Other than that you should be fine.
Functions in blueprints and materials I mean.
we use wedigt to make ui right
Yes we use widgets.
how do u chnage animation when ui widgets
can we use template character with adding our own skin in charater and use for game
You mean you have more than one animations and you want to switch between them inside your widget or are you asking about editing a widget animation?
You can change the materials of a character, thus changing its skin.
i mean for like mobile games
when u click one wegit it do jump animation
or crouch
i have used unity so
it button in it but idk here
Have a look here it may be helpful. https://www.youtube.com/watch?v=jMVvimbUBjo
in today's part we will be setting up our Touch inputs for our Android Device inside of Unreal Engine 4. [Urdu/Hindi] Unreal Engine 4 Download Link: https://...
In this short UE4 tutorial ill show you how to make touch interface for your project. Though the voice is a bit cringey, I hope you'll learn the basics and e...
hey. where can i learn how to create assets for unreal engine andother engines?
recommended videos?
with every step. everything should be teached.
Youtube.
i cant find any good videos there.
it doesnt help me 😄
the showed vids. on outube doesn't show it step by step
You need to learn how to learn 😄
Several please visit the Unreal Engine youtube channel, click playlists and click on Getting Started with UE4 for informative videos on the early stages
Assets are best created in third party apps for more customization, but you can begin with BSPs and other native objects in UE4 to block out your levels / characters. You can also start with the example projects to learn how blueprints work.
i did that.
But yes, you must learn how to learn
that doesnt help me.
I just gave you two links...
@plush yew your link shows only modelling and retopology?
no uv lightmap.
for example
it does show UV, how do you think it does bakes
That's not what you specified
it shows begin to end how to create aa game asset
exactly what you wanted
there is no such thing as the "ultimate everything tutorial"
18 Important Principles for Creating and Using Lightmaps in UDK and lightmapping basics - an introduction
take a while and google for a bit
im reading the summary of it. there is no UV in it
there is
and if there isnt, go to an UV tutorial
you cant seriously expect to have a ultimate literally everything tutorial
Ha
when i need modeling tutorials they are superb. everything you need... but when it comes to game assets... ah nope
I'm working on a sort of an ultimate everything tutorial
But
It's more for telling artists what to do and how for a specific workflow
Not an actual from scratch tutorial
What's your blog? 😃
Otherwise it would be millions of steps and impossible to write down
@plush yew for our specific project, won't get to devblog until a little much later
@plush yew Skills from modelling tutorials should be transferrable to game asset modelling too
@plush yew yes. only regarding modelling lol
C#
k
@south ridge Should post here once you get it up and running 🙂
@plush yew UV-ing and texturing are pretty much the same
@plush yew eh no? uv lighhtmap is different.
Yes that is different and I gave you a guide on it
y<a.. a very loooooong guide
...
I can't even
@plush yew just stop, if someone cant even read he shouldnt be here
@plush yew it takes years to get good at modeling 3d stuff
wait sorry wrong person
😄
@plush yew I meant
I was like "I know..."
I blame that on my lack of coffee
im not talking about making good assets
Unless you go to a dedicated school or university and pay you will not find a one course/tutorial to teach you all. Plus to really make great assets/models you need years of experience and practice. Tutorials are not enough in and by themselves. So start with your needs and work your way up form there and focus on what you want to achieve. The rest is just small talk and trying to find a shortcut towards a goal a lot of people have worked very hard to achieve.
A discussion with Senior Character artist, Daniel Orive, from Riot Games (Artstation: https://www.artstation.com/danitchu). We talk about the work ethic of a...
even dedicated schools are too general to be super useful nowadays. Ofc you still learn important stuff there.
that guy is spanish
School can offer some good lessons for getting started
Just general things
But getting really good takes a lot of your own time and constant practice
Experience is super valuable
yeah. experience and skill are still way more important then school/degree (for ART at least)
worked as a char artist on the biggest spanish company
got fired after castlevania 2
and saw that there is no more jobs for that in the whole spain
so left
guy has guts, literally fucked off to england out of nowhere, barely knowing english
not uncommon in the uk 😄
Not all dedicated schools are good, that's a given. A lot lies on your own dedication and commitment.
heyo
would people be interested in buying/using a framework/engine made using UE4 that is made in C++ and not BP?
I have no interest in using blueprint
@hollow nest hey 😃
@remote roost plenty of C++ gameplay plugins
im sorta new to the chat
Welcome then
it's not a gameplay plugin, it's an entire framework for others projects
that's more common in the unity department, dunno if it's been done in UE4 before. i'm more of a unity fan myself but I don't think the framework i am working on would suit well in unity
@remote roost It would be interesting if it offered features not found in Unreal.
dunno if you guys have ever played Xenoblade X before
but it'd be a framework that allows you to make a game/fangame like that
and I've always had a hard time optimizing/getting open world unity games to look good
not the biggest UE fan but I feel it suits better on it
so hows everyone?
bad
why?
@remote roost Yeah I know what you mean. but Unreal and Unity are both capable of almost anything.
@keen frigate I've been meaning to get into C++ anyways
gives me a good opportunity to do so
I should get into C++
@remote roost You should do that, you'll love C++.
Every now and then I run into things which aren't exposed to Blueprints
@steady sequoia What do you need help with?
Lemme go copy paste what I asked in #blueprint a little while ago
`Does anyone know how to get the type of controller/gamepad that is currently being used in a game?
We're making a game for PSVR and have different models and tutorial graphics depending on which one the user is using. Telling the difference between a PS Move and Dualshock 4 is fine since they all have different input codes and we can use that to determine the controller type, but we recently are planning on adding support for the PS Aim Controller which outputs the same keycodes as the Dualshock 4 which sends our old method out the window.`
The PS Aim sends out the same input codes as the DS4 and not the PS Move?
lmao, I had that problem in Unity
Yeah
Yeah I can see how that can be a problem
It's not treated as motion controller buttons
So how to make Unreal see a DS4 as not a DS4?
Well it's only a DS4 in terms of input code
So I was trying to find if there were some other way for unreal to figure out what sort of controller I was using
Well yeah that's for us humans who can tell the difference, but for the game engine it is a DS4
Silly question but have you tried contacting Sony about it?
I've asked on UDN and hopefully they can answer my question
Still waiting on a response from them
Sony would likely tell me to go ask UDN if I asked them
Worst case scenario would be for the user to simply pick what sort of controller they were using at the start lmao
shit like taiko no tatsujin does that on PS4 I believe
As long as the input codes are the same as the DS4's I don't see any way to trick Unreal into understanding that it is actually a PS Aim.
Unless the user tells the game so...
Optimistically there should be ways besides input codes for unreal to tell what's giving it input right now
@steady sequoia you got access to UDN?
Yes
i solved the PSVR AIm thing in DWVR by just having a config section
I work for a company which registered with them so I have access
when DWVR opens, it tells you what hardware do you want to use
you can only track 2 devices with psvr, so first, i enable dualshock + aim tracking
and both of them work at the same time
the player can then hit a button to select AIM or dualshock
and it keeps that decision for the game
if the player hits buttons on the Moves, it turns off tracking on dualshock and aim, and turns on tracking on the moves
press the Move button on both moves, and you select the moves for play
So it asks the user what they want to use at the start?
yes
and it only works if the device is tracked
so the player cant continue until the game has detected the stuff
Yeah that's defitely a possible method, but automating it would be nice
Rail shooter for PSVR
it's our company's first VR game so mostly experimental and trying it out
UDN is great
Lots of really great support from the devs
i just dont have the kind of budget to get a custom license
im preparing now my royalty report, will have to pay epic 2000 dollars or so
Ooof
what
No spam plz
based spammer
<@&213101288538374145>
just block him
but i want to block him from everyone
based fortnite kid
I'm new to discord but there's really no report to mods button or something?
Gone
Yay! Priase be!
Thanks buddyo
anyway @steady sequoia Letting the player pick what controller they use is the best option for now.
has unreal engine gotten more popular among kids or something from fortnite and people like cryzenx making those awful looking tech demos
I'll wait for the response from UDN
@woeful oar you can do @ moderators (without the space between @ and moderators) to give mods a notification
@steady sequoia ill tell you a very important tip
dualshock inputs still work on AIM
they can override each other
be very, very, VERY careful with the joysticks
i had a bug day 1 where people had busted dualshocks, and their busted joysticks overrided the joystick input from the AIM
Ooooh
You means cases where users had both on and they started fighting for axis input?
yes
Yeah that's a good point
anyone know why my ue4 is looking for visual studio 2014 for some reason
I'll keep that in mind
That's a new one
i know that...
UE4 is looking for visual studio 2014
I don't have that installed
so this is the power of UE4... wow...
Hey don't blame UE4, things like that happen with all engines.
VS 14 is not Visual Studio 2014 ... perhaps building from source isn't the way to go for you?
@remote roost there is a setting in the project settings to set UE4 to use VS 2017 instead of VS 2015
how am i supposed to do that when I can't even get into project settings because I can't create the project
How come can't you create it, UE4 uses VS to compile projects. I didn't even have VS installed when I created my project
create blueprint project, add cpp files and compile from source later with at least one .cpp file
Go to Edit->Project Settings-> Platforms-> Windows -> Toolchain ->CompilerVersion. You can switch between Visual Studio 2015 or 2017.
can I add the third person character C++ code as well later
i believe so
Can't you set that setting as default after you change it???
You could simply create a empty BP project, just to overwrite the default project settings, then create your C++ Project, I think
from what I'm reading I have to edit my registry just to update the directory that UE4 looks for
lmao
guess I'll do that
heh
Anyone got common reasons an object would be replicated but not the movement? I'm spawning from server all fine and movement is checked.
replicate movement flag is on for parent class of object?
Brb, got to actually do the work I am paid to do
welcome. was going to say to also try to look at the where you're putting the movement code and make sure that's being executed on server as well.
that doesn't help actually
in my 6dof game code, i have a function that thrusts the space ship forward, and that function is serverside , not multicast
so it recognizes on client but not server?
I'm colliding with an object I already have syncd, it ends up in two different locations on server and client
struct FActorSpawnParameters spawnParams;
spawnParams.Owner = UGameplayStatics::GetPlayerController(GetWorld(), 0);
AMySpawnActor* newActor = GetWorld()->SpawnActor<AMySpawnActor>(WhatToSpawn, spawnParams);
i had that problem - but after i set replicates movement / replicates on it worked for me. are you running code to move the object from an RPC or just a custom event?
spawn code
oh i thought we were talking blueprints here lol
both? don't you need to make something a blueprint to be able to spawn it?
i use bps only for most of my stuff - yup for me i do that
ah, yeah, I figure something is weird with my spawn code, but I don't see how
it replicates fine, it's only happening on server, it just doesn't replicate movement
no offence, I can't be of much help. My game doesn't have anything in it yet. And I use BPs
Hmm.. I will need to test out blue print spawning at some point, i might as well try that way as well
try debugging your code. Hopefully, you will find the problem
is the movement code exec on server?
there is no movement code, i'm just colliding with an object I already have syncd
it just ends up in two different locations (server, client)
I will need to learn how to do server and client side BPs at some point xD
oh is the collision object properly set for replication as well?
that shouldn't matter though right? either way the object I'm spawning should be in the same position
registry edit seemed to have worked
fuckin bullshit you need to do that to begin with though, never had to do that with Unity
but yeah, the one i'm colliding with is replicating movement fine
how are you doing the client server test on the play in editor with client server or like two separate machines
play in editor
you might try switching it to a bp and using that instead, for a simple test - but for cpp stuff maybe something in your syntax is wrong unless you're using the default cpp for the actor.
Yeah, I'm going to want to do BP spawning at some point anyway, might as well start with that. Thanks for your help
welcome. i got to eat dinner really bad anyways 😃 🥗
ocding out with my diet rn its wild
dunno why they push the BP shit so hard and make it harder to start C++ projects
FB you can add the thirdperson c++ asset in there in a BP Project btw - i checked
content browser -> add new -> add feature or content pack -> c++ feature -> third person
ah cool
you did? ah ok
cause BP is UE4 custom coding tool thingy. Of course they are going to push the hell out of it
i've managed ue4 projects before and it's always a fucking nightmare working in UE4
Depending on what you want, depends on what launcher you use
i guess it's because BPs are easier for artists to understand from a visual standpoint - many people have a hard time just rationalising or even parsing many paragraphs of code.
i'm sort of the same way really. this is going to sound crazy but i have an engineering degree for programming and i still don't really get advanced parts of c++ lol
I like BP becasue they are faster to iterate with
very visually guided
hello at-everyone
yup i like to use it as well - one thing i didn't like about it was modularization of code until i realized you can just collapse nodes to clear things up
hey
@fierce tulip hey Yoeri ::)
one thing i still don't really like about it is the fact that you can't expose some functions to BPs easily - but that's fixed some coding. i'm actually in the process of trying to figure that out soon.
@plush yew ActorComponents are 
like there was a ton of stuff in the steam settings that weren't exposed until the advanced sessions plugin did that
my Pawn is just a collection of ActorComponents, only Inputs in the pawn
Compilation Time is 0 😄
cool
i use a flying pawn. a bunch of arrows for ship movement directions and spring arm cameras. a few lights.
dinner time
not for me, I just finished having breakfast xD. (11:26am)
lunch in 30 mins roughly
Kreygasm
Wow you weren't kidding:)
it has a lot of advantages. AI can have the same gameplay functionality as a Player, I just have to plug a Component into the AI Pawn
Yeah that's how I do things also.
The only thing that would make Component init better is having references directly in the BP available.
I.e. currently I have an Init Event for every Component that takes the necessary Components as parameters. Would be better to have it just as a Instance Editable variable and referecing objects from the blueprint directly
so much to learn xD
anyway know of any really good tutorials to teach you everything
there is no such thing.
how do you learn then xD
Breathe in, breath out Daniel-san
@sudden agate I might generalize my AI script with that component stuff thanks.
I'm manually copying code between 6 robot BPs right now
@silent kraken In other words, practice makes perfect.
@plush yew Components will save you a ton of time. Plus you get to use them in other projects as well, if coded correctly.
Boot up one of the template projects
Tinker around and figure out what makes it tick
And then try doing your own things
PrimaryComponentTick.bCanEverTick = true; is how it ticks btw
only 1 of my components tick 😮
😠
and it doesn't tick all the time, it automatically deactivates/activates itself ticking
@silent kraken In that case start with the official Unreal channel in YouTube, there are a ton of tutorials there. Reverse engineer Epic's free projects. Decide towards what you want to put your focus to and learn that.
@keen frigate did you create demo projects before your main one(s)
I code on the fly and refactor my code all the time
no need for separate demo projects
There are many paths to choose from when it comes to learning UE4. The one thing you should remember is that it isn't easy, it wont be fast, it is a lot of fun but you will learn in the end.
Consider UE4 as the most epic and ultimate sandbox game
I just randomly recreate game mechanics from games I like when I'm bored lol
Anybody who has experience in smoothing out animation sequences and fixing x, y and z clipping planes, can PM me
Like Dishonored
you mean Game engine Remco???
Yes
The ultimate lego box 😃
No other sandbox allowd you as much as freedom as UE4
their tools are amazing
Ue4 doesn't get in the way of what you want to create/achieve that's what I liked when I was choosing between Unity and Unreal.
especially their map editor
I used to use Unity
I stopped cause well, Unity just got money hungry
plus their tutorials never worked xD
You either die as a hero or live long enough to become the villain
@whole quarry true 😃
Or protect yourself as the villain 😛
and somehow never die
though, that basically isn't possible xD
one thing, would you be able to run a server for your game on Linux???
building a linux server requires having a source build and setting up the cross compile toolchain
then it's straight forward
yeah, it says that in this wiki page
@silent kraken do you only do c++?
if you don't have those yet it may take you a few hours to get it set up
din almost cooked. yum
@silent kraken same here regarding day work but I try to work with UE4/my game/my assets any chance I get
Hey guys, I wanna use multiple UV Maps for my model but I read that UE only supports 2 channels, 1. is textures and 2. is lightmap. Though I just saw an example where someone used 3 UV Maps. So is it possible?
O_o
you can use up to 8 uv channels on a static mesh
it supports 8
not sure who said "supports only 2" to you but they deserve a whoop'n
It only supports -1
🤔
Your static meshes need to take UV maps away from other meshes
Thx @fierce tulip I read it on Google a lot. So can you call different channels in the material editor?
@fierce tulip For a moment there I expected to see Thanos 😛
😄
yea, you can even assign the lightmap to another uv-channel if you want
so if your uv0 is perfect for lightmaps as well, no need for a uv1 for lightmaps
Alright, thanks for the info so far!
Nope
aww
@keen frigate I am cheeky and work on it during work time xD. I have a lot of freetime xD
nuuhh mah hammuer
https://nte.itch.io/hammuer
and thats how I made thors hammer relevant to ue4 again
Well I am a gymnastics instructor so I can’t be on a computer during work lol
though I need a way to access UE4 from work
@silver steppe Imagine lifting weights with one arm while coding with the other lol
I could just RDC into my laptop from home XD
Lol
if you can't access on ue4 during office hours but have gaps between work and work, you can always work on your game documentation
people never talk about that, wierd 🤔
We don’t weight exercise, it’s gymnastics, we use our bodies
Or you just fill the docs will a million coming soon messages 😄
@whole quarry cause people don't know they should exist 😃
people should know! it's important
Build Lighting for Selected Objects Only <--- still not implemented? ue3 had this! ----LAAMEEE
@whole quarry you can also work on design etc via paper. thats what i do while at work 😄
@silver steppe my bad... 😃
getting my game onto steam is gonna be a pain. If you are publishing as a company, you need a company bank
setting up a game on steam is pretty straight forward tbh
just have the paperwork ready.
If your not publishing as a company, then yes
@whole quarry Well none of the tutorials say that. Because they are Unreal, 3dModeling or animation oriented. Noone looks up game design anymore. If they did they would know that you can't go anywhere without a design document.
@silent kraken i did that. $100 submission fee
upload a build to valve they test it and y ou are greenlit automatically
valve no longer has project greenlight so its far easier to get a game on now
yeah, you have to have a company bank if your are publishing as a company. I don't think you can use your personal bank
@silent kraken what is so hard to call a bank account a company bank account
i have personal
you can apply as sole proprietor, which is what i did
If you are signing up as a company and don't yet have a bank account established for your business, you will need to open one before you can proceed.
(╯°□°)╯︵ ┻━┻
@fierce tulip do you use HammUEr ?
you cant use personal bank account for a company. But where is the problem?
really glad they allow it too because a company would take tons of the rev
just use your data for your company
so you can get around it ^_^
Okay, cool. That is fine XD
They can take 0 of £0 XD
@plush yew erm no it wouldn't (depending on where you live of course)
well i am solo dev, so i get all rev. valve and epic get rest
solo dev but I have a team member
@plush yew show me your game
uhhhh
i never worked before.. trust fund.. but i still work out of curiosity
if you do, only in PM
@keen frigate No unfortunately 😦
So am I but having a company grands you a lot of benefits in the long run, especially if you make a profit.
@keen frigate whhich ones
Access to funding, access to loans for starters
I have a company name, many company domains, a company cloud storage
@keen frigate yup higher quality, higher value eventually. still just at the early stages right now of everything.
@keen frigate funding? loans? ... insane... crazy
Getting someone to fund your project is crazy? How? Even on kickstatrter you have a better chance as a company than as another solo developer.
depends how good your game is
That is always the case 😃
there have been many successful kickstarter campaigners
and many unsuccessful ones
If you want to knock on a publisher's door or pitch your idea for a fund the first thing they want you to have is a company.
aside form the quality of your game
tbh, I will probs look into a company bank. I mean, for all I know, others could join the team
loans are never good 😄
@keen frigate i calculated I can make several thousands in revenue each month from the game once it's listed - and have zero overhead from a boss. also it just feels good psychologically not being in a group where people MIGHT possibly tell me what to do. i havent had a boss in a very long time.
how suizid with loans be good
now if i co-found a vid game studio thats a diff story
but i dont have the raw starting capital for that yet, so yea
if anyone knows of Lost Soul Aside, that was made by 1 dev for 2 years, now it is made by a small company
having loans and not making money with games... good idea
@plush yew Owning your own company means you are the boss. 😉
with great power, comes great responsibility.
@plush yew Nobody will give you a loan if you are not making any money before hand. This isn't how the real world works.