#ue4-general

1 messages · Page 237 of 1

honest vale
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my god 😄

modern dirge
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hello

elder current
lost ember
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@remote roost going from C# to C++ is easy

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C++ is C# with extra steps when you look at it

wary wave
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instanced level streaming.... this is new

steady sequoia
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I used to code in C# in Unity a few years ago but since moving to Unreal I've been exclusively using Blueprints

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I like the visual aspect of it and not needing to memorize syntax

honest vale
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going to C# from Java is even easier

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/random

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I remember I copy pasted my university java project (an A* solver basically) into a C# project

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it compiled after search and replacing few keywords

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which was funny

sullen sonnet
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Check out my simple AI chaser enemy thing 😄 https://twitter.com/DiligentGames

Muscular dystrophy #ue4 #indiedev. Aiming to create great #games and #memes Current project is #RunnerX , a unique first person running game with grappling hook

Tweets

63

Followers

28

steady sequoia
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I've just been spoiled clicking buttons to make variables and nodes instead of typing actual code

crystal lotus
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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?

weary basalt
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Destructible Mesh?

wary wave
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destructible mesh is both unsuited for spider webs, and also just unsuitable for projects in general

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wouldn't break in a sensible way, and it has numerous problems under the hood

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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

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the latter is probably the soundest bet

plush yew
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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

surreal viper
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what is the problem with destructible mesh in general?

wary wave
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something in the physics simulation has invalid or NaNs which will assert and crash in dev builds, and cause nasty hitches in shipping

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they're also generally just a bit shit anyway

surreal viper
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uhh I use them in a few places but did not have the crash
I hope it will stay that way 😦

paper kernel
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Spider web is basically cloth right?

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not sure how cloth tearing is done tho 🤔

wary wave
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depends what you need it to do

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cloth tearing requires specifically set up assets and use of the cloth physics solver, so it's expensive

crisp fable
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you know what blows my mind

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platypusses

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but also

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searching the unreal forums for "Abzu" yields 0 results

grim sinew
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Speaking of the forums, the Unreal Studio subforum is now public? I guess?

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I didn't sign up for it, it just spontaneously appeared

dim arch
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anyone know how to migrate an ue4 build?

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I transferred it to the default install directory on a new PC but I get the error "directory must be empty"

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when trying to install/verify it in the launcher

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tried all of this, it overwrites the LauncherInstalled.dat file where you can specify engine installations on launch

obsidian nimbus
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hmm spider webs as hero asset

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scripted or dynamic?

dim arch
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eh think I may have got it to work#

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basically spoofed a remote install then copied the files in

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but if you have no internet connection its GG

sturdy star
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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

idle sail
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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 😢

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I still love you though

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crisp fable
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omg compiling materials on a surface book takes forever

dense hornet
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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.

manic pawn
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you'll get people capable of answering that in #graphics :D

dense hornet
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alright, wasn't sure if that was more artistic place as this is quite technical 😃

manic pawn
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graphics gets very technical all the time

wary wave
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can't just lerp based on dot product of the two surface angles or something?

tribal pebble
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anybody that exports in HTML5 ?

fierce tulip
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god bleeping dammit. the fbx import menu is offscreen again and win + arrows isnt working

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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

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ffs

pallid compass
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Luos

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U do this

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Ermm

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runs to pc

fierce tulip
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tried running to pc, and establish dominance over it

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still no luck

pallid compass
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Theres trick to 8t

karmic igloo
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Just be a nerd like me and use one monitor XD

pallid compass
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One sec

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To fix this issue

hot carbon
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@fierce tulip - do you have repro steps for that? That doesn't happen out of the box, does it?

fierce tulip
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ive made bug-reports about it in the past

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started happening with 3 monitors, even worse with 4

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has been like that since forever

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early 4.1x

hot carbon
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Does it happen the very first time you open the import with 3 monitors?

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do monitors need to be set up in some specific fashion?

fierce tulip
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no, it gets worse over time

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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

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I can often win-arrow-key it back, but eventually it goes somewhere in the divide by zero alternative universe

hot carbon
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gotcha. You should be able to use Tab-Esc to close that pop-up import window, but we'll look into that. Sorry

worn granite
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I think that's just windows

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Sometimes other programs just .... don't have a visible window

fierce tulip
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only ue4 does that for me though

worn granite
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And I can minimize/restore them

eternal talon
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hello

worn granite
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And watch them animate to their position

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somewhere in magic land

fierce tulip
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thanks @hot carbon appreciated.
searches for the posts I made

hot carbon
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Thanks!

fierce tulip
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i did have a answerhub and or bug report thingy but its been a few months so cant find it

pallid compass
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Its caused by monitor priority swapping around and shit

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Its really a windows issue,

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however a quick click button to reset all ue4 window location's to default could fix it easily

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I get the same thing sometimes,

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alot more in autodesk maya though

graceful grove
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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

tall jackal
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can someone help me, im having trouble removing motion blur from my settins

coarse wigeon
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Build 2018 is starting

grim ore
drowsy fox
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It opens the import FBX on my off view monitor all the time .. it is a bit obnoxious lol

worldly axle
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@tall jackal just disable it in post process/and or your camera

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the motion blur effect in unreal is really really bad

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don't know why they leave it on by default

drowsy fox
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I agree @worldly axle

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Does anyone have advice for handling auto updating?

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For a pc

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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 ._.

viral herald
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guys this should work right?

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i know that it should work as when the ehlth i set up is zero, the character freezes for 10 seconds then dies

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though it never plays the animation

drowsy fox
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Nevermind I found documentation I swear I couldn’t find it before lol

proud pine
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I would guess animation first and then destroy

viral herald
drowsy fox
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Yes

viral herald
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even like this it doesnt work

drowsy fox
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Anim then destroy, destroying the actor will not run the code after

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Is that death node destroying the actor?

viral herald
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nope

pallid compass
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disable all interaction
Play death Animation
Destroy dying target

viral herald
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just setting up the is dead variable

drowsy fox
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Have it play the death animation and create an animation notify to run your death script at the end

viral herald
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this is all the death function is

drowsy fox
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Then that should work

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With what you have

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Something isn’t running that script

viral herald
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its running as like i said, when the destroy actor is there, it works

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and i know the animation is there aswell

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like this doesnt work either @pallid compass

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there is a delay there aswell though

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just added it

viral oriole
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Hi ! How i can add a cinematic to my game ?

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Any tutorial ?

urban meadow
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@viral herald try Set Life Span node

viral herald
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thats a first

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never heard that one before

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what does it do?

urban meadow
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destroys after lifespan ends

karmic igloo
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@viral oriole Cinematic as in a mp4 cutscene or an animated sequence in-game?

viral oriole
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Animated sequence in game

viral herald
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doesnt work

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still

flat plinth
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What's the state of the animation mode on your skeletal mesh in character?

karmic igloo
viral oriole
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Thx Dead Man

viral herald
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@urban meadow didnt work

karmic igloo
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np

urban meadow
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have you breakpoint in there? does it execute that code?

viral herald
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all i know is that when it dies

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i set the span to 10 seconds and it dies after 10 seconds

urban meadow
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the code executes and it's just not playing the animation?

viral herald
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yea

urban meadow
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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

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is anything else calling play animation or stop animation or anything?

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just throwing some ideas out there

plush yew
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Hey I'm having some problems with Windows 10 and Unreal Engine, i get this error when trying to compile

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i dont know what this means, i dont have this problems on my Linux Arch system, only on the Windows 10

flat plinth
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@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.

silver crown
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It's an intellisense error

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@plush yew

plush yew
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ah yeh ok i will only use arch then

silver crown
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wtf

plush yew
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i was told never to do programming in visual studio lots of problems very buggy

silver crown
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lol

plush yew
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but we have plugin that only works with Windows here

silver crown
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What are you using then

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vim?

plush yew
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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

silver crown
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I mean to edit code

pallid compass
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what, who told u never to program in visual studios o_O

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also i thought u quit ue4 after retargeting ran you up the wall

silver crown
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lol

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VS is indeed awesome

plush yew
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qt

silver crown
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I often miss it when on Arch

pallid compass
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Its not perfect dont get me wrong, but it does the job and its consistent

plush yew
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*consistently rubbish lol

pallid compass
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well past 3 years with ue4 and vs

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no issues

plush yew
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it seems messy, slow and throws up problems due to bad program

pallid compass
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actually, occasional crash and thats it

silver crown
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lol @plush yew

pallid compass
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u sure u got vs installed?

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You seam to have issues with everything

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ue4, vs etc

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You sure its not on the user end?

silver crown
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Not issues with Arch I guess

plush yew
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yeh i've rarely ran into issues with basic compiling on linux before unless it was something i personally screwed up

silver crown
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UE isn't basic compiling

plush yew
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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 ==========

pallid compass
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That means

plush yew
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this is simply compiling the project, no changes lol

pallid compass
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that something has the module up

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You cant write over something, if something has it open and locked

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or you have mad admin restriction's 😂

worn granite
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I also consistently find reasons to hate VS

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but uh

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best there is rn sadly

pallid compass
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You hate everything though :p

worn granite
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but I can justify my hatred of VS

viral herald
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@flat plinth yea

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its set to every tich

worn granite
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why we gotta praise stagnant bs

pallid compass
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True that lmao

ancient obsidian
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Heh, this chat continues from the place I left last week.

pallid compass
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Its not like inconsistent waste your time crash every 5 mins tho, so im happy with it

worn granite
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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.

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Sometimes it just hangs. When I'm. you know. typing.

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WHAT IS YOUR JOB VS

urban meadow
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@viral herald that would explain it, you are playing the animation over and over again, can put a DoOnce after the death == true check

viral herald
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ohhhh XD

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i get it

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thanks man!

urban meadow
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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

worn granite
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idk about never using VS though.

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bad as I talk about it, it + vax make me very productive compared to without.

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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.

viral herald
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@urban meadow that worked

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thanks man

urban meadow
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thank alphanumber, he caught on to the tick lol

viral herald
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lol

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here is the final picture

urban meadow
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i would put the do once before the sequence node

viral herald
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whys that?

plush yew
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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
"

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we cannot support array saving without engine mods it seems only single line string work

tardy ocean
urban meadow
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because you're still constantly adding Delay latent function every tick. they are likely piling up until the first destroy actor is called

flat plinth
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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...

urban meadow
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lol

languid quarry
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Did anybody ever come up with a good way to make fully destructible trees? (i.e. where branches breaking off etc)

karmic igloo
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You can use FBX chunks.

empty condor
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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?

frosty copper
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Wouldn't it be easier for you to import that into a modelling package, then export the finished model out~?

empty condor
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no.

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usually, yes. Not in this case.

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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.

frosty copper
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aah, I see. o_o

empty condor
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the converter won't work in Unreal, the glTF format will, i mean

frosty copper
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🤔 did collada ever work with UE4?

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can't find anything that says it was put in. Was going to suggest looking at how they read/draw meshes from collada files

drowsy fox
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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?

frosty copper
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probably not on this server, unfortunately

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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.

empty condor
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nice

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that answers a few questions and creates a few more.

empty condor
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Is there a limit on the number of vertices in a mesh in Unreal?

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some have a limit of 65535

snow crown
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i do not believe there is a limit

grim sinew
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No

snow crown
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but i've never hit it

grim sinew
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There are some numbers that are certainly not a good idea, but it won't stop you.

empty condor
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ok. none of these meshes have insane vertex counts. i mean they're authored on computers and not generated by an algorithm or anything.

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I found how the glTF importer does it. that's useful.

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I don't know C++ as well as I'd like. that's gonna need to change.

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UE4 is right-handed with Z up, I think. Is that right?

vale osprey
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left handed with z up

empty condor
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left!

vale osprey
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no, left not !left 😄

empty condor
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oh man. Unity killed me with its left-handedness. ok are the transform matrices row major or column major?

vale osprey
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neither afaik

empty condor
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gotta be one

vale osprey
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it doesn't use dx or opengl directly, so it depends

empty condor
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oh

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hmm

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there's no engine standard that gets converted when required?

vale osprey
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and stuff is stored separately, not in matrix form

empty condor
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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.

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it's one or the other, and if i chose wrong it will be obvious

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i'll just switch to the other.

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static FVector Tanslate( no, Epic.

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"Tanslate"

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ahh, yep.

    // glTF uses a right-handed coordinate system, with Y up.
    // UE4 uses a left-handed coordinate system, with Z up.
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blurgh. rotation matrix conversion, ahoy

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as well as swapping Y and Z vertex coords, I believe. Can't remember, now.

plush yew
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Hey quick question, our custom movement component isn't showing up in the 'add component' area of our pwn

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is there any reason why this may be? should we not be using pawn and instead only use actor?

vale osprey
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did you add proper meta to class definition?

plush yew
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see here, we tried closing the editor down and relaunching it, we've also tried clearing data cache

vale osprey
#
UCLASS(Blueprintable, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class FLY_API UFluidResistanceComponent : public UActorComponent
...
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first one allows to inherit BPs from it and last one allows to add it into BPs

plush yew
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hmm its a new c++ class, this worked before

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unsure why we cannot see

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maybe requires an engine source code change here

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looks like an easy change as well

graceful grove
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@plush yew The movement component -> character hierarchy is a little weird

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You can spawn the custom movement component with your pawn/character in the constructor if it's being handled in cpp

plush yew
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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

graceful grove
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    :Super(ObjectInitializer.SetDefaultSubobjectClass<UTopDownCharacterMovement>(ACharacter::CharacterMovementComponentName))```
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You can write the constructor like that to use an extended movement component

plush yew
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oh ok gochya

graceful grove
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Of course with the relevant class names, that's just pulled from my project :)

plush yew
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we wanted to only have the moment component added to the character and have only the movement component in c++

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but we cannot do this

graceful grove
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@plush yew Do you mean, program the movement component in C++ but apply it in Blueprint?

plush yew
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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"

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got it.

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aparently the change I would have done would have corrupted the blueprint

vale osprey
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what?

plush yew
vale osprey
#

you are missing meta, wrote it above^...

graceful grove
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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

vale osprey
#

you can add custom components, I have plenty of those

frosty bloom
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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

plush yew
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yes, we still cannot see this here

frosty bloom
plush yew
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gochya lemme try this, the code there was taken from a working repo

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So i have added the code and built it, but i am still not seeing the component in search

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which causes problem

frosty bloom
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did you close down the editor when building the code?

plush yew
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oh we have hot reload on

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i'll do that one sec

frosty bloom
#

Yeah, that brings a nasty taste with it 😉

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HR almost always brings invisible problems with it.

plush yew
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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

vale osprey
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you where just missing meta

plush yew
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we're trying to stay on binary builds for the majority of our work though

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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)

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well i say that I was able to cobble together some save asset to encrypted binary custom blueprint nodes we needed

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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

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it'd save me having to do it in blueprint

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"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

vale osprey
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(current position - last position) / delta time

plush yew
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dont suppose you have a quick example

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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

vale osprey
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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

plush yew
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yeh it just shows as always 0 in c++

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can only work in bp i think here

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even on epic's documentation they can not show velocity in the code

vale osprey
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so you have to query location from something else, like owning actor or another component

plush yew
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yeh i cant get it workin in c++

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there are no examples ANYWHERE online

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lol

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which makes me think there's a reason its usually done in blueprint

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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

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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

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dont forget to clamp your input axis

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quite easy to spoof values higher than 1

sacred agate
#

hello, I got a question about ARK assets

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where should I put my question into?

plush yew
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ah yeah good point

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my shitty (test blueprint) isn't working

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somethings screwy somewhere

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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'

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i know my crappy test blueprint 'should' work its the way i tested it before :p

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so aparently without engine modifications "Add input vector" is a useless node

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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

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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

worn granite
#

Your movement component has to consume the input vector

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You don't even have to change the engine

plush yew
#

if (!PawnOwner || !UpdatedComponent || ShouldSkipUpdate(DeltaTime))
{
return;
}

worn granite
#

¯_(ツ)_/¯

plush yew
#

this (i know its shitty its just test) doesn't move the player, it does print though so i know its being executed

dim merlin
#

Hi Guys, im quessing.. why is the min camera speed 1 in editor viewports.. can i lower it to like 0.5 ?

grim ore
#

you can in 4.19 and higher

fierce tulip
#

he wants it lower :p

manic pawn
#

if you scroll down while moving the camera it becomes even slower

plush yew
#

oh wow poor u guys having to use unmodded engin

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even collisions aren't set up to work

silver crown
#

wtf

plush yew
#

like how do u guys keep sane just doing simple things

digital anchor
#

we assume we are wrong, not the engine, and we can easily fix instead of asking to engineers, team members and blaming epic

pallid compass
#

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

plush yew
#

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?

silver crown
#

With what?

pallid compass
#

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

silver crown
#

Physics in UE are basically PhysX

#

Which is pretty solid

plush yew
#

LOL

#

I'll see about putting Havok back in

silver crown
#

Isn't Havok expensive?

vale osprey
#

they are pretty much the same

plush yew
#

yeh it is

pallid compass
#

Afaik, if you try and replace ue4's physic's frmaework

#

your gonna have a bad time

plush yew
#

i was to evaluate the built in one

pallid compass
#

that is some mad shit u are gonna try and do

plush yew
#

we already have the engine with it working

pallid compass
#

Well if ur getting fucked at this point, getting stuck all the time

#

adding havoc is gonna fuck you even more

plush yew
#

the reason we're to use the binary one is for several reasons but the main one is using the built in physics engine

pallid compass
#

Because there is most likely even less help out there

plush yew
#

but we might just have to suck it up and use havok

grim ore
#

the built in as of 4.19 is Physx 3.4 so nothing wrong with it at all.

plush yew
#

uhh ok, well its colling with 'everything' including reflection probes and audio zones

#

i think thats not good

grim ore
#

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"

pallid compass
#

That is pretty much 100% accurate

grim ore
#

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.

plush yew
#

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

grim ore
#

which you can do in UE4

silver crown
#

You might want to read the doc @plush yew

grim ore
#

where do you see that is on world static for a collision channel?

plush yew
#

ok so why am i colliding with spherical reflection capture?

silver crown
#

You're not, you're colliding with something else

grim ore
#

uh... thats not a collision setting on the reflection capture

plush yew
grim ore
#

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

plush yew
#

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

grim ore
#

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

pallid compass
#

Its not broken, your shit is broken.

#

Works fine here too.

grim ore
#

I don't even see any physics on a point light

pallid compass
#

i wonder if he somehow set bounding box's to physic's

#

or some shit

plush yew
#

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

proud pine
#

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?

plush yew
#

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

grim ore
#

even that points out that lights have no collision by default

obsidian nimbus
#

mayB he has light bounce on verry high 😃

livid haven
#

@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.

grim ore
#

at this point if your launcher build of the engine is colliding a character/pawn with lights you pretty much broke it

livid haven
#

CMC isn't using PhysX for physics, though it is leveraging its collision detection.

frosty bloom
#

@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

grim ore
#

he says he is using a launcher build right now

vivid girder
#

How would you approach doing an isometric game with sprites (like Rimworld or Don't Starve)? Paper2D?

pallid compass
#

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

vivid girder
#

I've steered clear, but wanted to explore for the jam

plush yew
#

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

vivid girder
#

Haven't even touched it yet, just wondering what the best approach would be @pallid compass

grim ore
#

paper2d needs work for sure, look at siege and the sandfox they took and extended it and the game looks great.

vivid girder
#

Is that a plugin fix?

obsidian nimbus
#

doesnt really matter if u start up paper 3d, u can add sprites flipbooks and paper rigs in any project 😛

pallid compass
#

true that

vivid girder
#

@grim ore Looks good, but i imagine iso will be quite different

plush yew
#

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

pallid compass
#

Funny that im actually working to polish up Paper2D, finally started submitting pull requests, not sure when u will see the come through tho

vivid girder
#

^ that's what i was gonna do at first

pallid compass
#

That is basically paper2D

grim ore
#

heh if I had to use 2d in UE4 I would just fake it with 3d lol

obsidian nimbus
#

i should try make some of those impostor flipbooks, they look damn fine in fortnite

vivid girder
#

Again, i haven't touched anything 2d yet. Would flipbooks work on a billboard or something that represents the character?

obsidian nimbus
#

go with skel rigs for gamejam 😛

vivid girder
#

Flipbooks don't work?

obsidian nimbus
#

nah skel rigs faster to animate 😛

grim ore
#

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

vivid girder
#

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

grim ore
#

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 =/

vivid girder
#

But now you teach us

#

Life

grim ore
#

2d is such an afterthought in the 3d Engines it's a bummer 😦 you need real skill to do it right

vivid girder
#

Just to be clear...the way everyone would approach this is ortho camera with ACharacters and flipbooks?

pallid compass
#

AFlipBookChar

vivid girder
#

That works in 3d?

pallid compass
#

Yes

spring turret
#

(╯°□°)╯︵ ┻━┻

cinder iron
#

┬──┬◡ノ(° -°ノ)

#

no one flips tables in my presence 👀

silver crown
#

(╯°□°)╯︵ ┻━┻

cinder iron
#

┬──┬◡ノ(° -°ノ)

silver crown
#

¯_(ツ)_/¯

cinder iron
#

😄

fierce tulip
#

unless thats an unreal logo engraved table.. take it to lounge :p

spring turret
#

certainly

potent silo
#

have destructibles with world support stopped working for anyone else after the newest 4.19 update?

narrow pasture
#

anyone have a more solid idea of the Unreal 4.20 release date/time frame?

potent silo
#

its already enabled, mallows.

hidden heart
#

its a setting for destruction mallows

gentle ginkgo
#

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?

late adder
#

How do I clear out dead References?

lone swallow
#

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

little island
#

👌

plush yew
#

what is the usual poly count you want for character models?

#

or what can UE4 handle, i guess i should ask.

grim sinew
#

Depends. Are you going to have 5 character models onscreen or 500?

plush yew
#

probly around 10 - 20

grim sinew
#

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.

plush yew
#

i guess i'll have to see what i end up with once i finish my high poly to low poly conversion.

grim sinew
#

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.

plush yew
#

ty

upbeat trench
#

1 million polys min

snow crown
#

bing blang blammo

lost ember
#

ded

honest vale
#

I do wonder how days gone manages pathfinding for their zombos

brittle gulch
#

I think it's a sort of multi threading flock simulation

honest vale
#

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

keen frigate
#

@gentle ginkgo Hey! Did you find that tutorial you mentioned earlier?

#

Goodmorning guys 😃

grizzled wren
#

can i create a project in 4.17.2 and compile in 4.10.2

keen frigate
#

Not as far as I know.

grizzled wren
#

k

weary basalt
#

Backwards compatibility is not supported at all.

grizzled wren
#

if i have a file that was made in 4.10.2 and import in 4.17.2

weary basalt
#

Moving assets forward is fine

grizzled wren
#

k

weary basalt
#

Though jumping that far ahead maybe an issue.

keen frigate
#

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.

grizzled wren
#

we use wedigt to make ui right

keen frigate
#

Yes we use widgets.

grizzled wren
#

how do u chnage animation when ui widgets

#

can we use template character with adding our own skin in charater and use for game

keen frigate
#

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.

grizzled wren
#

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

keen frigate
grizzled wren
#

k

#

that clickbait

plush yew
#

hey. where can i learn how to create assets for unreal engine andother engines?
recommended videos?

#

with every step. everything should be teached.

weary basalt
#

Youtube.

plush yew
#

i cant find any good videos there.

#

it doesnt help me 😄

#

the showed vids. on outube doesn't show it step by step

south ridge
#

You need to learn how to learn 😄

plush yew
#

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

frank escarp
#

it does show UV, how do you think it does bakes

plush yew
#

That's not what you specified

frank escarp
#

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"

plush yew
frank escarp
#

take a while and google for a bit

plush yew
#

im reading the summary of it. there is no UV in it

frank escarp
#

there is

#

and if there isnt, go to an UV tutorial

#

you cant seriously expect to have a ultimate literally everything tutorial

plush yew
#

UV will come under texturing sections

#

And there is UV mapping in both tutorials

south ridge
#

Ha

plush yew
#

when i need modeling tutorials they are superb. everything you need... but when it comes to game assets... ah nope

south ridge
#

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

plush yew
#

What's your blog? 😃

south ridge
#

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
#

@plush yew Skills from modelling tutorials should be transferrable to game asset modelling too

#

@plush yew yes. only regarding modelling lol

woeful prawn
#

What would be a good language for my game launcher?

#

C++ or C#?

south ridge
#

C#

woeful prawn
#

k

plush yew
#

@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

frank escarp
#

@plush yew just stop, if someone cant even read he shouldnt be here

honest vale
#

@plush yew it takes years to get good at modeling 3d stuff

#

wait sorry wrong person

#

😄

#

@plush yew I meant

plush yew
#

I was like "I know..."

honest vale
#

I blame that on my lack of coffee

plush yew
#

im not talking about making good assets

keen frigate
#

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.

tall pendant
#

even dedicated schools are too general to be super useful nowadays. Ofc you still learn important stuff there.

frank escarp
#

that guy is spanish

steady sequoia
#

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

tall pendant
#

yeah. experience and skill are still way more important then school/degree (for ART at least)

frank escarp
#

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

tall pendant
#

not uncommon in the uk 😄

keen frigate
#

Not all dedicated schools are good, that's a given. A lot lies on your own dedication and commitment.

hollow nest
#

heyo

remote roost
#

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

keen frigate
#

@hollow nest hey 😃

frank escarp
#

@remote roost plenty of C++ gameplay plugins

hollow nest
#

im sorta new to the chat

keen frigate
#

Welcome then

remote roost
#

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

keen frigate
#

@remote roost It would be interesting if it offered features not found in Unreal.

remote roost
#

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

hollow nest
#

so hows everyone?

remote roost
#

bad

hollow nest
#

why?

keen frigate
#

@remote roost Yeah I know what you mean. but Unreal and Unity are both capable of almost anything.

steady sequoia
#

I'm trying to google for a solution to my problem

#

Been trying for two hours now

remote roost
#

@keen frigate I've been meaning to get into C++ anyways

#

gives me a good opportunity to do so

steady sequoia
#

I should get into C++

keen frigate
#

@remote roost You should do that, you'll love C++.

steady sequoia
#

Every now and then I run into things which aren't exposed to Blueprints

keen frigate
#

@steady sequoia What do you need help with?

steady sequoia
#

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.`

keen frigate
#

The PS Aim sends out the same input codes as the DS4 and not the PS Move?

remote roost
#

lmao, I had that problem in Unity

steady sequoia
#

Yeah

keen frigate
#

Yeah I can see how that can be a problem

steady sequoia
#

It's not treated as motion controller buttons

keen frigate
#

So how to make Unreal see a DS4 as not a DS4?

steady sequoia
#

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

keen frigate
#

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?

steady sequoia
#

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

remote roost
#

shit like taiko no tatsujin does that on PS4 I believe

keen frigate
#

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...

steady sequoia
#

Optimistically there should be ways besides input codes for unreal to tell what's giving it input right now

frank escarp
#

@steady sequoia you got access to UDN?

steady sequoia
#

Yes

frank escarp
#

i solved the PSVR AIm thing in DWVR by just having a config section

steady sequoia
#

I work for a company which registered with them so I have access

frank escarp
#

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

steady sequoia
#

So it asks the user what they want to use at the start?

frank escarp
#

yes

#

and it only works if the device is tracked

#

so the player cant continue until the game has detected the stuff

steady sequoia
#

Yeah that's defitely a possible method, but automating it would be nice

frank escarp
#

what game you making?

#

im an indie so no UDN access 😦

steady sequoia
#

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

frank escarp
#

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

steady sequoia
#

Ooof

remote roost
#

k

#

sjl

granite bison
#

what

steady sequoia
#

No spam plz

remote roost
#

based spammer

granite bison
#

<@&213101288538374145>

keen frigate
#

just block him

woeful oar
#

but i want to block him from everyone

remote roost
#

based fortnite kid

woeful oar
#

I'm new to discord but there's really no report to mods button or something?

weary basalt
#

Gone

woeful oar
#

Yay! Priase be!

granite bison
#

Thanks buddyo

keen frigate
#

anyway @steady sequoia Letting the player pick what controller they use is the best option for now.

remote roost
#

has unreal engine gotten more popular among kids or something from fortnite and people like cryzenx making those awful looking tech demos

steady sequoia
#

I'll wait for the response from UDN

granite bison
#

@woeful oar you can do @ moderators (without the space between @ and moderators) to give mods a notification

frank escarp
#

@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

steady sequoia
#

Ooooh

#

You means cases where users had both on and they started fighting for axis input?

frank escarp
#

yes

steady sequoia
#

Yeah that's a good point

remote roost
#

anyone know why my ue4 is looking for visual studio 2014 for some reason

steady sequoia
#

I'll keep that in mind

remote roost
#

when I have visual studio 2017

#

can't even make my project lmao

keen frigate
#

That's a new one

remote roost
#

i know that...

#

UE4 is looking for visual studio 2014

#

I don't have that installed

#

so this is the power of UE4... wow...

keen frigate
#

Hey don't blame UE4, things like that happen with all engines.

tall pendant
#

VS 14 is not Visual Studio 2014 ... perhaps building from source isn't the way to go for you?

silent kraken
#

@remote roost there is a setting in the project settings to set UE4 to use VS 2017 instead of VS 2015

remote roost
#

how am i supposed to do that when I can't even get into project settings because I can't create the project

silent kraken
#

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

remote roost
#

i'm making a C++ project

#

not BP

plush yew
#

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.

remote roost
#

can I add the third person character C++ code as well later

plush yew
#

i believe so

remote roost
#

because I'm not working with blueprints

#

lmao

silent kraken
#

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

remote roost
#

i'll try it out

#

hold up

#

set as default is greyed out

silent kraken
#

Okay, well. That's annoying

remote roost
#

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

plush yew
#

heh

woeful oar
#

Anyone got common reasons an object would be replicated but not the movement? I'm spawning from server all fine and movement is checked.

plush yew
#

replicate movement flag is on for parent class of object?

woeful oar
#

I believe so

#

oh, parent class

#

nm, thanks!

silent kraken
#

Brb, got to actually do the work I am paid to do

plush yew
#

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.

woeful oar
#

that doesn't help actually

plush yew
#

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?

woeful oar
#

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);

plush yew
#

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?

woeful oar
#

spawn code

plush yew
#

oh i thought we were talking blueprints here lol

woeful oar
#

both? don't you need to make something a blueprint to be able to spawn it?

plush yew
#

i use bps only for most of my stuff - yup for me i do that

woeful oar
#

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

silent kraken
#

no offence, I can't be of much help. My game doesn't have anything in it yet. And I use BPs

woeful oar
#

Hmm.. I will need to test out blue print spawning at some point, i might as well try that way as well

silent kraken
#

try debugging your code. Hopefully, you will find the problem

plush yew
#

is the movement code exec on server?

woeful oar
#

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)

silent kraken
#

I will need to learn how to do server and client side BPs at some point xD

plush yew
#

oh is the collision object properly set for replication as well?

woeful oar
#

that shouldn't matter though right? either way the object I'm spawning should be in the same position

remote roost
#

registry edit seemed to have worked

#

fuckin bullshit you need to do that to begin with though, never had to do that with Unity

woeful oar
#

but yeah, the one i'm colliding with is replicating movement fine

plush yew
#

how are you doing the client server test on the play in editor with client server or like two separate machines

woeful oar
#

play in editor

plush yew
#

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.

woeful oar
#

Yeah, I'm going to want to do BP spawning at some point anyway, might as well start with that. Thanks for your help

plush yew
#

welcome. i got to eat dinner really bad anyways 😃 🥗

#

ocding out with my diet rn its wild

remote roost
#

dunno why they push the BP shit so hard and make it harder to start C++ projects

plush yew
#

FB you can add the thirdperson c++ asset in there in a BP Project btw - i checked

remote roost
#

I already fixed it

#

had to do a regedit

#

which is bs

plush yew
#

content browser -> add new -> add feature or content pack -> c++ feature -> third person

#

ah cool

#

you did? ah ok

silent kraken
#

cause BP is UE4 custom coding tool thingy. Of course they are going to push the hell out of it

remote roost
#

i've managed ue4 projects before and it's always a fucking nightmare working in UE4

silent kraken
#

Depending on what you want, depends on what launcher you use

plush yew
#

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

sudden agate
#

I like BP becasue they are faster to iterate with

plush yew
#

very visually guided

fierce tulip
#

hello at-everyone

plush yew
#

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

keen frigate
#

@fierce tulip hey Yoeri ::)

plush yew
#

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.

sudden agate
#

@plush yew ActorComponents are alex

plush yew
#

like there was a ton of stuff in the steam settings that weren't exposed until the advanced sessions plugin did that

sudden agate
#

my Pawn is just a collection of ActorComponents, only Inputs in the pawn

#

Compilation Time is 0 😄

plush yew
#

cool

#

i use a flying pawn. a bunch of arrows for ship movement directions and spring arm cameras. a few lights.

#

dinner time

silent kraken
#

not for me, I just finished having breakfast xD. (11:26am)

#

lunch in 30 mins roughly

sudden agate
keen frigate
#

Wow you weren't kidding:)

sudden agate
#

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

keen frigate
#

Yeah that's how I do things also.

sudden agate
#

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

silent kraken
#

so much to learn xD

#

anyway know of any really good tutorials to teach you everything

tall pendant
#

there is no such thing.

silent kraken
#

how do you learn then xD

keen frigate
#

Breathe in, breath out Daniel-san

plush yew
#

@sudden agate I might generalize my AI script with that component stuff thanks.

#

I'm manually copying code between 6 robot BPs right now

keen frigate
#

@silent kraken In other words, practice makes perfect.

silent kraken
#

what, just mess around in the Engine xD

#

I don't even know the very basics XD

keen frigate
#

@plush yew Components will save you a ton of time. Plus you get to use them in other projects as well, if coded correctly.

steady sequoia
#

Boot up one of the template projects

#

Tinker around and figure out what makes it tick

#

And then try doing your own things

woeful oar
#

PrimaryComponentTick.bCanEverTick = true; is how it ticks btw

sudden agate
#

only 1 of my components tick 😮

steady sequoia
#

😠

sudden agate
#

and it doesn't tick all the time, it automatically deactivates/activates itself ticking

keen frigate
#

@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.

silent kraken
#

@keen frigate did you create demo projects before your main one(s)

keen frigate
#

Yes all the time.

#

and still do

sudden agate
#

I code on the fly and refactor my code all the time

#

no need for separate demo projects

whole quarry
#

Or try to remake a small childhood game

#

First level of mario or smth

keen frigate
#

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.

silent kraken
#

Or Sanic 😉

#

naaaa, you of course will be a pro in 10 minutes 😉

whole quarry
#

Consider UE4 as the most epic and ultimate sandbox game

steady sequoia
#

I just randomly recreate game mechanics from games I like when I'm bored lol

silver steppe
#

Anybody who has experience in smoothing out animation sequences and fixing x, y and z clipping planes, can PM me

steady sequoia
#

Like Dishonored

silent kraken
#

you mean Game engine Remco???

whole quarry
#

Yes

keen frigate
#

The ultimate lego box 😃

whole quarry
#

No other sandbox allowd you as much as freedom as UE4

silent kraken
#

their tools are amazing

keen frigate
#

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.

silent kraken
#

especially their map editor

#

I used to use Unity

#

I stopped cause well, Unity just got money hungry

#

plus their tutorials never worked xD

whole quarry
#

You either die as a hero or live long enough to become the villain

keen frigate
#

@whole quarry true 😃

silent kraken
#

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???

silent kraken
#

I only have the weekend to work on my game 😦

#

cause I work during the week days

manic pawn
#

building a linux server requires having a source build and setting up the cross compile toolchain

#

then it's straight forward

silent kraken
#

yeah, it says that in this wiki page

plush yew
#

@silent kraken do you only do c++?

manic pawn
#

if you don't have those yet it may take you a few hours to get it set up

plush yew
#

din almost cooked. yum

keen frigate
#

@silent kraken same here regarding day work but I try to work with UE4/my game/my assets any chance I get

plush yew
#

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?

fierce tulip
#

O_o

manic pawn
#

you can use up to 8 uv channels on a static mesh

fierce tulip
#

it supports 8

#

not sure who said "supports only 2" to you but they deserve a whoop'n

grim sinew
#

It only supports -1

manic pawn
#

🤔

grim sinew
#

Your static meshes need to take UV maps away from other meshes

fierce tulip
#

:p

plush yew
#

Thx @fierce tulip I read it on Google a lot. So can you call different channels in the material editor?

keen frigate
#

@fierce tulip For a moment there I expected to see Thanos 😛

whole quarry
#

😄

fierce tulip
#

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

silver steppe
#

I saw it two days ago

#

Awesome movie

plush yew
#

Alright, thanks for the info so far!

grim sinew
#

😄

#

Aww, it didn't link the gif

#

Let's try this link

keen frigate
#

Nope

grim sinew
#

aww

silent kraken
#

@keen frigate I am cheeky and work on it during work time xD. I have a lot of freetime xD

grim sinew
#

:D

fierce tulip
#

nuuhh mah hammuer

keen frigate
#

@silent kraken lol same here

#

STOP Hammer Time...

fierce tulip
silver steppe
#

Well I am a gymnastics instructor so I can’t be on a computer during work lol

grim sinew
#

Yep, I noticed :3

#

I hope 4.20's geo tools are good

silent kraken
#

though I need a way to access UE4 from work

keen frigate
#

@silver steppe Imagine lifting weights with one arm while coding with the other lol

silent kraken
#

I could just RDC into my laptop from home XD

silver steppe
#

Lol

whole quarry
#

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 🤔

silver steppe
#

We don’t weight exercise, it’s gymnastics, we use our bodies

silent kraken
#

Or you just fill the docs will a million coming soon messages 😄

keen frigate
#

@whole quarry cause people don't know they should exist 😃

whole quarry
#

people should know! it's important

plush yew
#

Build Lighting for Selected Objects Only <--- still not implemented? ue3 had this! ----LAAMEEE

tall pendant
#

@whole quarry you can also work on design etc via paper. thats what i do while at work 😄

keen frigate
#

@silver steppe my bad... 😃

silent kraken
#

getting my game onto steam is gonna be a pain. If you are publishing as a company, you need a company bank

tall pendant
#

setting up a game on steam is pretty straight forward tbh

#

just have the paperwork ready.

silent kraken
#

If your not publishing as a company, then yes

keen frigate
#

@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.

plush yew
#

@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

silent kraken
#

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

plush yew
#

@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

silent kraken
#

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.

foggy patrol
#

(╯°□°)╯︵ ┻━┻

sudden agate
#

@fierce tulip do you use HammUEr ?

tall pendant
#

you cant use personal bank account for a company. But where is the problem?

plush yew
#

really glad they allow it too because a company would take tons of the rev

tall pendant
#

just use your data for your company

silent kraken
#

so you can get around it ^_^

#

Okay, cool. That is fine XD

#

They can take 0 of £0 XD

keen frigate
#

@plush yew erm no it wouldn't (depending on where you live of course)

plush yew
#

well i am solo dev, so i get all rev. valve and epic get rest

silent kraken
#

solo dev but I have a team member

plush yew
#

@plush yew show me your game

silent kraken
#

uhhhh

plush yew
#

i never worked before.. trust fund.. but i still work out of curiosity

silent kraken
#

if you do, only in PM

gentle ginkgo
#

@keen frigate No unfortunately 😦

keen frigate
#

So am I but having a company grands you a lot of benefits in the long run, especially if you make a profit.

plush yew
#

@keen frigate whhich ones

keen frigate
#

Access to funding, access to loans for starters

silent kraken
#

I have a company name, many company domains, a company cloud storage

plush yew
#

@keen frigate yup higher quality, higher value eventually. still just at the early stages right now of everything.

#

@keen frigate funding? loans? ... insane... crazy

keen frigate
#

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.

silent kraken
#

depends how good your game is

keen frigate
#

That is always the case 😃

silent kraken
#

there have been many successful kickstarter campaigners

#

and many unsuccessful ones

keen frigate
#

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

silent kraken
#

tbh, I will probs look into a company bank. I mean, for all I know, others could join the team

plush yew
#

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

silent kraken
#

if anyone knows of Lost Soul Aside, that was made by 1 dev for 2 years, now it is made by a small company

plush yew
#

having loans and not making money with games... good idea

keen frigate
#

@plush yew Owning your own company means you are the boss. 😉

silent kraken
#

with great power, comes great responsibility.

keen frigate
#

@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.