#ue4-general
1 messages · Page 240 of 1
chinese phonemes are probably more diverse and complex than the next 20 languages combined.
( ͡° ͜ʖ ͡°)
hey there was a ue4 tech demo thing that showed this cool green goo that would merge together to form a single mesh, anyone know the name?
it was a bunch of smaller green mesh goo things that could combine into a larger green goo mesh thing
Unique mouth shapes at that!
@ tyler probably an alembic simulation or something done with particles/fluid sim
XD
I'd like to see a tech demo breakdown of kratos's beard from gow4
Yeah Man if old men's beards are what your into
that was a technically sexy beard. I think they used physx for the hair wind interactions not sure though.
@storm venture you mean nvidia flex?
vr funhouse used that for the green goo
you need custom engine build for it
If you wanna simulate that goo, you could use blender with a liquid simulation and export it as an alembic.
it was floating in the video, seemed less like liquid, more like a playdough/goo that merged
I've seen this Olento Guy on here for like many many months 🤔 , no life outside of slackers?
I wonder about one thing.
There is game on unreal engine 3 and it's running on ps4, why does it act like it running on fullscreen and freeze after closing PlayStation menus?
Also it freeze after entering text with PlayStation controls
who makes games on ue3 anymore?
Old mmos are on ue3
And they can be compiled to run on new consoles
Bdo/bns will come to current gen this year or so
YOur Profile pic makes me think you play mmos like :https://www.youtube.com/watch?v=YalS_A8eYJw
Some footage of the work in progress character controller im working on. (might be slightly nsfw) Showing features as they are right now and what is planned ...
No, I roleplay small loli with shield
(NSFW)
that loin cloth reminds me of conan lol
Thats some cringey Stuff, Got any pics?
^ LUL
Hey folks, if any of you have a gamedev.tv account, I'd appreciate upvoting this course request if you have an honest interest in this sort of thing 😃 https://community.gamedev.tv/t/unreal-engine-multiplayer-rts-moba/69248
Thanks cutie. I'm on it ❤
I am Tai Lopez
idk where to ask but does anyone here know of a good server to ask for bot coding advice?
for discord
cool thanks
Bitch im fabolouth
That's me, yes. (Circa like 2012/2013)
Issue: In first person template, I can;t make my first person character jump after he gets crouched
Solved by delay 0.01 seconds before giving the jump command
anyone else getting that "Derived Data Cache" not setup popup after 4.16+? I didn't change anything, but it started showing up. Should I take care of that? Does it just keep a cache of all uassets or something so UE can easily access it?
thanks for any insight 😃
😂😂😂 @obsidian nimbus
does anyone know why everytime when i launch my project, main level needs to be saved and checked out for source control? even though no changes were made and its identical to one on the depot
Hey I’m doing a footstep system . And I need to be able to check if the players current velocity is aimed at or going to get closer to the footstep location . Any ideas ?
How to delete input nodes in function?
You mean, how to make a pure function?
@restive eagle because you have the map open 😛
Oh, you just mean pins in general not the execution pins, my bad.
@plush yew When in your function you select the input or output node and click the X next to the inputs you want to remove.
@grim juniper oh, my screen too small and I didnt see these buttons, thnx
No problem 😃
good morning peeps 😃
Morning
@sturdy star Isn't that similar to PS4 etc. NDA stuff?
Don't you have access to some private forum of Epic in which Switch devs ask other Switch Devs?
yeah possibly, but it's quite a general question I thought, I can rephrase it better, I am having a hard time forcing a resolution on game start
Soz rick, I am quite new so I can't help you much
@sturdy star hey did it help you what I suggested about the diagonal movement problem you had?
Hello, our programmer did some hacking and added a multiplier of 1.25 to velocity and clamped at 1. so full speed is always the same on platforms, but moving at slower speeds is sliiightly faster. doesn't seem like the greatest solution but I am unsure why console input would be different from PC to a console
i just searched for your suggestion, interesting idea
This has been an issue in the past also.
I missed it yesterday, sorry!
No probs 😃
I will pass thaton, thank you very much for the input 😃
Glad I could help. let me know how it goes. 😉
absolutely
I wanna know something
are you allowed to ask for people to help test your game and tell them to message you via pm???
so no links or anything like that, just asking for people to help test??? PS, this would be free for people to download and test.
You can ask people to PM you if they want to help to test your game. Its just not commen as most have their own forums or discord to do that
yeah, mine does, I am not publishing the link though ^_^
Hello everyone, new to the chat, just saying hi! 😃
welcome @silk surge
Oh hi @silk surge 😃
if anyone is interested in helping test my game, they are welcome to PM me
Is there any node for translating coords from one coordinate system to another? It will be ok if it only cartesian
Transform nodes
There is a problem: I need rotation for it, but I have only unit vectors of new coord.system
Wasn't the "Loading Visual Studio" bug fixed in the last hotfix?
@obsidian nimbus If you could turn that into a game somehow, I'd buy it.
But you gotta make sure you eff it up like that consistently.
Maybe get them phalanges to emanate particles as a dlc pack.
kind of a general question, but are there any best practices as to setting default game mode, pawn, etc. in Project Settings 'default modes' vs setting those things up individually in the 'World Settings' of each map? I keep second guessing myself as to the best place to set these things.
anyone knows if Engine.ini in the Saved folder of a packaged game/server overrides the DefaultEngine.ini config ?
@full juniper as I understand engine.ini in saved is generated from your config/DefaultEngine.ini. You can test it by deleting the Saved/Config/XXX/Engine.ini and updating your DefaultEngine then re-packaging
so if you edited it after it was generated i guess it should override!
ok, thanks!
@fringe basin Project Settings default mode is applied by default if DO NOT set it to map
idk if it still using prefixes
in ue3 it was like map with this prefix (ie DM-...) will have this game mode
If you remember to set game mode on persistent map
it's not that different\
DM map will not suddenly change into CTF map
say hello to my broken wrist hehe
Wow, @plush yew dude...
that was a mean thing to say
Dunkle - vandaag om 15:52 fat people shouldnt do VR sports
That
:/
face palm
@fierce tulip cough
dude
if that's fun, then no, it's not allowed
let people be in their value...
bye
ban hammer of justice
definitly, +1
the irony when he gets medical condition on later age and gains weight he can't lose
but, it'll be a life lesson for him
personal opinions aside, we just cant tolerate this.
Wasn't the first time he overstepped to be completely honest.
i know
You can address those people on their behaviour, worst thing that can happen is they attack you instead
if he'd apologize that'd be the end of it
still worth it imho
its super rare to gain weight when not eating too much due to a health condition
it exists, but 99% of the ppl that say they have that are talking bull
@obsidian nimbus after working in several hospitals, it's not as rare as you might think
also, offtopic
He guys is it possible if I use textures and make materials from them and post them on the asset store?
I cant wait to get home and launch up UE4 to start jamming
Like royalty free
@frozen horizon if they're your own textures (made by you), yes you can
Else it depends entirely on the license you have on the textures
Yeah that guy was toxic
Im kind of a newbie in unreal 😂 And you know i really want to put something out there on the store.
That kind of passion is awesome and good to have. But it's important to have some kind of restraint 😄
then learn ue4, else you wont be able to support costumers with problems
True
But like what could I start learning? I kind of have a basic understanding of each section.
actually
shader math 😛
Try to make some small scope games, oldschool arcade games with small levels or functionality
- in only 15 and im trying to do something useful 😂
then you'd need your parents permission to sell on the marketplace
Everything is useful as long you learn something with each step or project
Like game dev is pretty damn hard 😂
amen
also jesus i am so slow too the party today
My parents would agree.
well the ability to get big from fruit and vegies
its the suger yo, its worse than heroine 😛
Its all math honestly
@frozen horizon my first project took me months and months and it was a very tiny Asteroids rip off, now (2 years later) it's 2 or 3 days worth of work 😛
Its all about calories, not what you eat
(stupid collisions wouldnt work xD)
Like ive been learning alot of aspects og game dev for around a year 😂
but you also burn off and form heat
even when not doin sport
some ppl do lose it faster
thinking burns a lot
i need to think more then XD
I downloaded IntelliCode for Visual Studio 2017, but I don't know how to turn it on. Can you help me?
actually starting fitnessing again starting monday
hides quickly
kicks @whole quarry
nooooo 😄
its true tho, if u dont eat right u can think straight either
I like to eat cold cucumber during these hot days
so.. again.. offtopic still :p
Blueprints are awesome!
ello
Hello @fathom gale
how u doin
did anyone successfully create shared data cache that is shared through 3rd party host?
like digitalocean
hehe, all my clients /care about it.
@fierce tulip O.o what happened I was away for a while and Yoeri you banned someone?
fat shaming basically
or is it thicc shaming nowadays
i dont know anymore with all these youngsters and their memes
can't tell with all this politically correctness nowadays 😛
Question, has it happened to you an asset pack to receive approval and later you realise some files have been .... cut?
without warning mind you.
thats odd
Well it took us (me and the guys over at the marketplace team) almost one month to figure out why some files wouldn't pass the upload. Turns out those same files were removed, without raising any red flags from previous asset packs. Weird.
its not a common mp practice of them removing files, if any they'd tell you to remove them if they are troublesome.
in that case you might want to email them about this odd situation, and if that doesn't result in a fix, try the forums.
Well I did explain it to the guy handling my latest pack he hasn't responded back. Pack got approved and the files that caused the problem were included after I replaced them and resubmitted numerous times. Previous packs are affected though which means I will have to submit an update for those. I just wish someone would have noticed those files gone missing. Especially since it wasn't a fault on my part and they got approved without a warning of something going bad.
so im planning on making a plugin that would generate a spherical shape landscape ala planet generator, so what mathematical programming challenges i would encounter in creating this plugin?
i mean thats the easy bit, you can just generate a sphere and modify it
the gravity is prob the hard bit right?
unless you mean u want it like the landscape editor
yes a plugin for the landscape editor just adding a spherical shape option instead of a flat one
as for the gravity the code would probably have to do with the landscape coordinates as a gravity point
What's the best way to get decals applied over skeletal meshes? Like logos on the clothes and similar stuff.
decals will not apply properly to skeletal meshes
@wary wave and there is no workaround?
Skin the decal with the character and switch the texture on that cloned section of the shirt at runtime? How did rockstar do it in gta online?
Second if channel perhaps
U v
skinning decal can be completely automated by grabbing bone weights and indices from the closest vertices of skeletal mesh (in default pose)
in UE4 you would have to code skinning for decals
Thank guys
Hey guys -ive now spent some time to learn the basics of the UE4 and what not and would like to go to the next step - I'd like to build a room, can you recommend a good tutorial for something like that - or what should I search for - ideally i'd like to build - just for fun - a good looking realistic room with lighting etc
well your wanting to look at lighting / compositing then
question is - should I learn how to do that in UE4 or should I learn that in say - maya?
and follow up if I ever want to animate anything - like door moving - is that something again I should learn in UE or another software?
a strange combination of high and low poly
dw bout it
Is there any way to speed up opening new assets in UE? It's taking years to open each and every Paragon asset, and I'm running a 1080 and high-end rig
@mint umbra Nope. You're opening a AAA quality asset and Epic dev machines are utter monstrosities.
if u open a lvl for 1st time it takes a while, but opening a paragon char takes a sec
I am using a "loaner" rig at HQ right now and it's a 32 core beast with 32 GB of ram.
try more ram, i use 64gb
If it's the bottleneck, it's the bottleneck - if you're running out of memory, then it's like that.
But other than better hardware, you can't do anything about it.
@livid haven threadripper?
Nein
Xeon
there is this chinese intel clone, the logo made me laugh, but cant find it anymore
china makes hardcore CPUs now btw
Hello
So uh, I'm unable to make a project in UE4 4.19.2 as my VS 2015 needs update 3? I dont have 2015... I have 2017 and it's up to date, but I can't seem to create a project or anything. Any ideas? Sorry if this is the wrong place to put this, wasnt sure if it was here or #engine-source
just need help for age limit for google dev cosnole
my game is an Fps game with shooting zombies to protect people
I would recommend answering No to both questions, as long as you are honest in other "Violence" categories - basically answering Yes to either of those is probably going to be an instant fail.
omg
Will your game Encourage suicide? Yes
Every 5 min a big Picture of someones middle finger pops up, with the F U word just bellow it
I can t find my ue project files on my PC
I need them to install Stv
and I can t find
nvm
So is this saying that the win7-sdk dlls will work on windows 10 too? I want my game to work on windows 10 and 7. And I also want to be able to debug my dmp files. So I'm not sure which versions of the dlls this is saying to use in that case.
guys how can i join does 2 so i can interact with the 3d widget?
since is my first time working with 3d widgets i dont know how to 😄
@robust grove @livid haven @obsidian nimbus Got 32 gb ram, i7 core, 8 cores. Guess the cores is the issue then
no paragon assets should open up fast once u opened em up allready one time
like seconds
about 1 second here i7 4770k not overclocked
shinby skel mesh
what u tryin to open?
i got 16 gig ram
so ur problem is elsewhere
if you open up the paragon test lvl it needs to compile shaders 1st time but 2nd time it wil boot up a lot faster
Gois, how long it took for you to pass Steam's Tax Identity Verification? They asked for government id/foreign passport and almost a week passed since then, no confirmation or progress it seems. 😦
Oh, yeah im talking about first opening
it helps when you have the stuff on an m.2 ssd
but considering the rest of that rig you probably do :D
Yeah
ssd 😃
But yeah, it opens instantly when opened for the 2nd time etc
@obsidian nimbus Tried opening character meshes etc, static meshes like statues and stuff.
and non paragon assets?
Goes faster, but still slow when opening the first time
When opening the 2nd time etc it's pretty much instant
i have no idea whats wrong but i can open em up just fine
So it's probably just general running time
ahh thats shader compile or something
Yeah
Sometimes it feels like the engine is crashing as it just freezes, but yeah... guess it's normal. Was just wondering
would be nice if the editor was refactored so all the slow stuff runs async
probably won't ever happen though :(
yea would be nice if they allways leave a bit of power to keep the music goin and stuff 😛
it does for me 🤔
can browse web and listen to music just fine during light builds and stuff
I guess having 16 cores helps
even tho it's reporting 100% usage
hmm import on high poly meshes really make my music freeze until i minimize editor
profile it opening a thing slowly 🤔
As an example, if you were to grab the Open World Content that Epic released for free a couple months ago that is just some sample assets from our Kite World demo it explicitly had the warning in there that the initial load of these assets could take a while to open while the DerivedDataCache is written.
Any idea what I should be casting here? I'm trying to cast into a player's widget the EXP % from an actor component but I'm having a tough time accessing it via blueprints. I know the issue here is that I'm trying to cast a controller into a widget bp but the issue is that selecting the widget of the player doesn't seem to be anywhere. the only link between the player controller and the widget is a "on event play -> create widget", so I'm getting inherit issues.
edit:clearer picture: https://i.imgur.com/Y6kb6GR.png
https://i.imgur.com/U17l1Ni.png for the character
and for the widget https://i.imgur.com/k33AqEj.png
a personal players UI are always gonna be that characters. though there are some replication problems in terms of changing values via character BP if you are gonna do multiplayer that is
not sure about UE3. might not exist for that. but CTRL + ALT + Left Mouse does in UE4
@silver crown that shit is in a folder and its huuuge 😛
its taking most room on my windows ssd
^
make windows great again 😃
Yo guys
anyone know a way to disable a blueprint
( exclude it from the packaging process )
@keen pawn Ask in #packaging
Np hope you get it sorted out
cheers
late night crunch
wanted to get steam version up :(
not happening right now lol
Hmm... I'm trying to create a custom renderable ActorComponent
I'd like to be able to add components to it, and then add it to my original actor
Doesn't seem like ActorComponent or SceneComponent blueprints give you a viewport
Any input as to what parent class will work best for what i'm trying to accomplish?
I'd like to avoid child actors if possible
SceneComponent is the first renderable component in the heirarchy i think
I'm a tad confused? I have an 8192x8192 terrain with an island area round 4096/4033 square as playable area (the rest is seabed, well thats the idea anway). when I load it UE4 see's an 8192x8192 terrain BUT it make the map 8161x8161, I'm not getting it sorry
Means all my masks are going to need resizing
Unreal terrain isn't in base 2 sizes
why does my Physics Asset fall apart
when i simulate
not literally fall apart
but the wheels flop around
do i need to constrain the joints on the rig or something?
what are you trying to do alg?
i have a vehicle with wheels
all rigged up
when the physics asset is simulated
i took the body off so you can see more easily
when I simulate:
it just falls flat to the ground
yo
This is just a wild guess, but maybe suspension max drop?
anyone here getting a short 1 second freeze every 6 seconds in ue while working in viewport?
hii suto 😄 i know u
Hi
I'm new
hi
north
Hey guys i found some free tree assets and i download
but when im import
tree meterials is gives some errors
like missing input texture
is there a way to fix this?
you need the textures. they are in the file?
yes but
there is a lot textures
manually pick them 😄 who knows what is what?
i know that
but too lazy to do this
because there is 20 meterials
and lot of textures
use da free assets of the marketplace then
they set it up incorrectly. or not at all. you gotta manually do it
😦
does ue4 support gloss spec ?
Not sure where I should put this sorry,.. I'm looking at some point to try make a mushroom tower like the one in Skyrim's Dragonborn DLC and wondering about the best way to make the activator used to lift the char to the upper floor. I guess this is easyer to under stand if you played the game and DLC
2nd day, I can't create proper grab system
Oh BTW should I be exporting an 8k height-map at 8161 rather than 8192 please
Why there is no function for translating from one coorinate system to another?
can you explain what you mean?
Hey guys anyone how can play as a bird on my game?
Is there a blueprint or a character?
@plush yew https://www.youtube.com/watch?v=ASmpekXpk-8
In this video I show you how to setup flying movement for your characters and/or for any pawn in your game. If you have any questions or would like to know w...
@chilly gale @plush yew are you trying to make a simple interaction between the character and objects?
I need a bird character
a model?
yes
@plush yew yep like this at about 1:19 https://www.youtube.com/watch?v=ZiF1HKF7TtI
Take a look at the bizarre mushroom settlement of Tel Mithryn on the coast of Solstheim, in Skyrim's Dragonborn DLC. Follow The Elder Scrolls V: Skyrim at Ga...
there is no free birds in marketplace 😦
@plush yew you'd either have to make the model yourself or get someone to
I'm gonna try make the model, I was after the the effect of the char using that transport
I think it's an animation with a partical effect attached not sure
@chilly gale sorry i couldn't understand what you wanted through that video. if it's models and that you'll have to find a way to make that yourself or a modeller
It's a use activator in game
hey guys i am making a new multiplayer thats beta on steam so can anyone tell me where can i put like an ad for my game?
thanks 😃
@plush yew there's plenty of modelling tutorials on youtube. blender is a free modelling program can be used for UE4
how can i make animations
@plush yew try this site mate https://3dwarehouse.sketchup.com/model/254f0c1f2e28fb61b666659105cc9717/Old-Cotta
k
hey guys i am making a new multiplayer thats beta on steam so can anyone tell me where can i put like an ad for my game?
thanks 😃 [Repost]
thats a cottage link BUT there a heap of freebies on that site
@prime grove if you aren't gonna pay money stuff etc. you can try forums. here in the work in progress. friends family. etc
@agile furnace you se how the char floats down the shaft? it that animation effect or what ever it is I'm after creating
@chilly gale 119 he's fighting a monster
@prime grove if it doesn't show in rules i imagine you could maybe try work in progress channel
he need 911 don't he?
ask for feedback etc
ok thanks @agile furnace
@chilly gale at the very start of the video. how he decends down the tower
that's what you want ye?
yep thats it
that's setting the actors location
thats a two way ride, you activate it to come up and activate it to go dwon
you don't understand how you would do it? or is there something specfic. and you don't know how you'd want to go about it
you can jus see the "float down" message
ya but what is it you want
I don't understand how to do that or make an activator to use to make it happen
I would like to make what ever to make that happen in a tower to enter it
overlap a trigger box. which shows the UI text. allow input for interaction
set actor location to preset destination. then have it lerp down to the bottom with a timeline
and vice versa from bottom up
can be done with BP then?
yes
pretty simple when you get the hang of working with interactions
setting actor location and rotation is basic stuff also
Choice hoping I don't bust my ole head learning lol thank you
timeline is another topic to understand also though
if you want i'll walk you through it
I want to do like that 1:10 https://youtu.be/S9RUHZqZ6dg?t=1m10s
https://www.unrealengine.com/marketplace/birds Add interactive Birds to your game environments. Drag and drop easy. Built in obstacle avoidance. These Birds ...
I'll get the tower sorted first maybe the best idea right
Play as a bird
I need to make the interior yet, just doing some recon
@plush yew ya if you can't find a place to get the model and animations you're gonna have to make it or ask someone to make it. or buy it if that exists i'd imagine it would
Sounds like North wants to do a shape-shift thing and turn the player into a bird
@plush yew supposedly blender does modelling and animation. and it's a free program. just learning how to use it will take time. depending on how good you want the bird
yes
you can make the bird too if you learn to model https://www.youtube.com/watch?v=o-TWgLpy4pY
wow thats pretty damn terrible
i can do far better myself and im not even an artist
What should i do after create a bird on blender?
you would rig it, give it an animation, and export into unreal
one has to start somewhere
if you want to learn 3d art, i recomend you Blender Guru
I just need a bird character
i have no money
cg-traders?
2 Rigged Free Bird 3d models found. Available for Free download in .blend .obj .c4d .3ds .max .ma and many more formats.
but you will still need to adapt it to unreal engine and import it there
I found
cinema 4d lmao
Now all you need to do is UV, rig it
thats a movie level bird, you cant just put it in unreal
why?
Its not made as a 3d model by the looks
what about this
its animated
if you looking for free chances are you have to take what you can get, not gonna get what you want
@agile furnace yep, I do
there's a few different ways of implementing it. also depends on if you're doing multiplayer functions can get more annoying to make cause replication
This video shows how to let the player interact with objects in the scene, using Casting and Blueprint Interfaces. (00:05) - Lights & Inputs (02:40) - Line T...
good ol wesbunn shows i believe 2-3 different ways of implementing an interaction
@plush yew
does that mean you're still asking for something or? if so what?
Hey
hey everyone, quick question, sorry if this is the wrong chat room to post my question i'm making a material with the help of material functions and i get this error message: "Function Name": Cannot cast from float3 to float4. I don't get any error messages within the function but everything seems to be alright in the material itself.
any ideas?
MakeFloat4?
? I don't have any MakeFloat4, i have BreakOutFloat4Components inside my material function and the the V4s they break are my inputs
https://i.gyazo.com/9cc9974914ab85806275d5713714bbce.png
when you need wired colors because there is no proper way to work out this mess otherwise hehe
Mhm
I know you can make actors 'snap to floor' with the End key, but is there any way to do this on X/Y axes as well? e.g. if Im placing artwork meshes on a wall and I want to automatically make them flush with the wall.
sadly no
I think Joe (who isnt here on discord) vouched for that, and i think think he was playing with a tool someone mdade, but that was 3 or more years ago
gotcha, yeah it would be nice, all those seconds positioning things precisely eventually add up!
what does that do
world aligned normal map, detail map, blend correct normal with options for rotation, size, and planar projection stuff and flatten the normals and detail normals independently
sounds fun
colored wires would be neat
The issue is that most distinct, recognizable colors already correspond to a type.
Coloring wires would make differentiating between exec lines and data lines harder :/
but it's a material, so no exec wires
it is kinda annoying how every line in a material is just white
when you could at least have a diff color for how many components it has or something
really reroute nodes can have a different mode where you pick the color the wire is
and nothing would change
I mean, UE4 can't even keep data/exec separate
my cube follows a spline. but when i start the game the cube gets to its normal size. in the spline blueprint the cube is smaller! why is the cube bigger in game?
has someone ever worked with 3d widgets here?}
I have a location A, a rotator R and a distance D. How can I compute location B so that B is distant D from A with a rotation R?
Basically I want to spawn an object at a certain distance & degree from a player
- make X vector (forward vector) from R
- multiply that vector by D
- Add new vector to A
trying!
hum
i am missing something
let me rephrase that
i have an actor at location A and a bullet impact location B. I want the actor A to go in opposite direction of bullet location B, for a distance D
what is "opposite direction of bullet location"?
basically the character should flee the bullet
the bullet impact
so if you shoot next to a character, they flee the opposite way
normalize(bullet location - character location) is the direction it needs to flee
yes, this is basically making the character go towards the bullet
i did also, still the same for some reason
multiply by -1 then
highly depends on the quality and time
what u want really
can range from 50$ to 5000$
oh boii
here we go processin again!
Think you need more ram and possible a 6 core cpu lol
nah he does not, looks fine to me
75% here, sat on 16gb in this machine
8gb
also 6 core here and i cap out at 99% cpu all the time when doing shiz
better
ive never hit any more than 60% on cpu and my machine has 4c/8t 32gb ram
ram bearly gets touched
😲
Then you are not really doing much then ^^
xD
Can someone recommend me a nice book to Learn Unreal Engine and game development?
I come from Unity background and would like to migrate to Unreal Engine.
I am a CSE student and know a lot about programming.
Tag me if you reply please
@pallid compass editing 200km isnt much? okay lol
🔥
why would i wanna download from git
never hit 100% ever
Then like i said, your not doing much.
even when packaging gets 70 ish
Sounds like you have slow af storage devices then if that is bottlenecking cpu.
lul
Can someone recommend me a nice book to Learn Unreal Engine and game development?
I come from Unity background and would like to migrate to Unreal Engine.
I am a CSE student and know a lot about programming.
Tag me if you reply please
You sure about that
I support you @runic dock
UE4 is better at any point
But the video as well as pdf stuff is Unity is just excellent (from the company)
and stuff
or release 12 mill of assets free
Although UE4 is better
💩 > unity
nah unity is still great for some things
Unity is far great for beginners
Like?
If you stick to the same tools your whole life then you will become a shit engineer fast.
2D
Easy to learn
cause people say it to be
The same reason on trying to find a game that actually made a success on Unity.
there have been a few successful games
Like?
Temple Run.
wouldnt say thats a success
Life is strange 2
if not making massive amounts of money and coming out on top.
Something still played on PC
mildly successful
Your idea of success is pretty diluted then
Probs the best on unity is Rust (which is debatable anyway) and Hearthstone: Heroes of Warcraf
Hearthstone is one of the most successful games these days
Still played massively, the revenue it generates is insane
Hense why i listed it
and has been strong standing on twitch for along time
loads of successful games on unity
If there was not, it would not still be around
Functionality, things you can do, graphics, no catches
2 years
I'm allowed my own opinion, if you agree with it or not i couldnt care less
UE is better in some ways. Not all ways
So you still have a new ish exp of ue4
nothing major
Yeah your opinion is fine,
but hands down saying X is better than Y
is a little blind to be honestly, even more so as a developer
Which is still my opinion.
But still the ultimate talent is in the dev, not the engine
Yeah
If the dev is good, he would create awesome content with any engine
yeah
We need a #EngineWarZone
Combine that with a #GameDevMeme channel and we are set for fight
lol
Where do i search for help?
Help for?
Blueprint
Idk how to call my problem
@frosty bloom as if u would ever consider @ciddy boi ever 😛
i dare not tag the network lord
hahahaha, tag the network lord 😉
Wel, you can't really find any online (my experience) so I just create my own
When you try to talk about issues with hotreloaders
😂
Hi, how can I create a "text widget" from a blueprint?
if I use "create widget" it only lists the widgets I have created myself, and not the standard ones
4k textures 😍
@glass imp what standard ones do you refer too?
Hot Reload should be banned seriously
or at least it should drop a confirmation window saying
"From 3 out of 10 hot reload will cause random issues you will never really able to figure out. Are you sure you want to risk it?"
I've lost my patience with gimbal lock and cameras
I've tried just about every example via google search
They all claim to fix it. Yet none do.
I even bought the quats plugin from @worn granite and the end result is always the same
How hard is it to turn a character upside down?? (With the camera)
is there like
a documentation for the location of various components
because i have to locate every single thing i want to include
Hello. I'm new to the UE4 and I'm looking for a bit of help for beginners questions. Could you guys tell me where's the best place to ask these ? (it's about a material applied to a landscape)
@fickle grail under level design or graphics channel
alright, thanks !
@pallid compass Even with immutables quats and help, the camera always looses its mind
Anyone here Use Procedural Mesh Component and run into texturing issues>
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We're starting up a project that is inspired heavily by the biggest shooter
but I am pretty new to arting in unreal
and I was wondering, can I do map + lighting, and BP and C++ guys can import that map like I can link a file in blender?
Where they can import my map, add logic, but I can continue to edit my map, and the updates show up inside of their working umap?
so whenever they reload the "game umap" with the logic in it, it loads whichever "art umap" they linked and uses it, but I can keep editing the "art umap", and they get the updates automatically whenever they update repo on their end into the "game umap"?
I believe that is called source control,
If your not sure what source control is then you need to lower the scope of your project targets, and learn to setup structure for working in a team
@plush yew I read a while ago that you can use multiple levels inside a map to allow people to edit things simultaneously like that
that is u world composition system
u world composition? Thanks @manic pawn and @pallid compass ! That is indeed what I'm looking for. We've got a private github going for source control, I'm new to that as well, and coming from SVN, I want to be totally sure I won't step on toes 😛
I will look into it and come begging if I get stuck 😃
github will suck badly for unreals binary assets
indeed
set up a perforce server if at all possible
but LFS should be okay right?
If your team <= 5, use parforce
we tried using git+lfs for a while and then switched to perforce, it is like night and day difference
are vult (is that it?) and digitalocean litte 5 dollar cloud vps things good for vc?
before: everything annoying slow, now: everything lightning fast
we'll we'll be 20 asap, which will of course take time.
right now we're like 3 people contributing but about 13 people seeing if they get into the project or not.
nice
haven't tried with a cheaper one since its disk is quite small
with > 5 people perforce will become very expensive unfortunately
dang.
I hope that within 6 months to a year we will have some kind of funding or sponsor for this particular project.
750, or 7.50?
£750.
omg lol
last I heard was $40/month/person
wait is it?
i might be thinking of ugh
the other thing they do then
whats the other product they do again?
40/m/pp sounds familiar, but everyone's plan is a blur to me right now after looking around so long.
helxi core i think i might be thinking of lmao
cant remember
brains gone to mush
I think that is perforce SVN or something?
if not, they need to all do a better job at telling me what I am being sold lol
cant remember, i dont really use it
I settled with git for now because it's "so" popular online, the cost even with LFS was reasonable. And it supports SVN usage on the git repo.
git is great for source code, but fails completely for unreals thousands of binary assets that can't be merged
so I figured, even if we move to something like plastic or perforce later, at least we can work until we can afford them 😛
indeed.
there is better, but for getting the project off the ground, git and its svn support I think will be the way we bring in more people earlier/
@wary wave did I used to watch tutorials from you about 3DS Max from 3D buzz or something back in the days?
Yeah even LFS is just shit
@wary wave you helped me get my forum account unbanned recently (the one that necro'd a topic showing a obj exporter for gmax)
seems unlikely - I did do some work for 3D Buzz, but it wouldn't have been 3d art related
I had googled the people who helped me on that Q&A and recognized you, meh, I know you've been around kicking butt a while whatever your main discipline is 😛
lol
@agile furnace did you sit-in on some programming tutorials on 3dbuzz before?
Whatever it was ,I remember it! Vaguely! lol
@wary wave
I wrote material for the mastering unreal textbooks
anyone know what happened to the binaries folder in 4.19?
its still there
so.. does anybody know if there is a limit to amount of reroute nodes in the ue4 material editor?
the moment I add a new reroute node it cancels out everything before it
but no error
Looks more like the input pin doesn't allow more than one input
i think its the reroute node between t2d input and the texture object
can someone verify that?
4.19.2
yup, kills the texture object output
O_o
kill = like unplugged?
0/0/0 value puttrough i think
cant really test because apparently its between an actual 2td input in an instance, and the texture object
bug report it is
Yep can reproduce
¯_(ツ)_/¯
id do all
I didn't even notice the 2 small ones up top for like a solid minute
good excuse now to do it
how could 2d transparency possibly be too expensive
are you planning to run this on phones
Just because the graphic's are low tier, does not mean u should not scope in for lower end systems
and yes.
ah
The lower the target system, the bigger your market is
Make sense?
to some degree ofc
I was just thinking of factorio running thousands of transparent animated sprites on screen without problems
but that doesn't run on a phone
no it does not, and i dont think its all transparancy
it is since their sprites are antialiased
pretty sure u can AA on to opacity masks?
I’m using Mixamo to animate a fuse character but the gas mask warps with the head
Can someone help
re: binaries folder, my project isn't creating binaries folders, did 4.19 change the location?
anyone here have some experience with substance designer?
i have a nice material but it tiles too early, id like to make the image large without ruining it
i could up it from 2k to 4k but then i have to change a bunch of the parameters to compensate
adjust the tiling in the shader
Any idea how to best manage a lot of important values? I'm thinkin about putting a lot of tweakable information in a large array of other struct arrays and i'd like it to be kept safe
I'd also like to be able to change those values without needing to change the blueprint
I'm thinking I should use a save game slot, but any other ideas?
I’m using Mixamo to animate a fuse character but the gas mask warps with the head
Pls help
What's the best way to do projectile trails? I haven't found a good tutorial for it. Right now I'm using a particle emitter with a ribbon typedata. But I'm not clear on if it should emit 1 ribbon particle with a long lifetime or a bunch of small particles. I have it kind of working with a rate of 500, but I also get some weird artifacts with that approach. Am I on the right track?
Kind of a random question... I'm looking at the World class documentation and noticed a CreateWorld function. I was wondering when/why you would use this in practice?
Seems like it could be useful
DuplicateRequestedLevels
@pine parcel CreateWorld is most likely called once when the Engine is started
Yeah, I wonder if it can be used on it's own to do cool things. Seems like there are a lot of methods around creating a new world, adding levels to it, etc.
Such a vast API... pretty daunting tbh
If your new to diving into the Source code, get used to using search on Github and inside VS (VAX Symbol Search is by far the best method) as the source code itself is the best documentation.
This is the first I've used visual studio this much, still finding my way around. I'll have to see what the VAX symbol search is, I'm noticing a lot of the documentation doesn't appear in the tooltips for certain things without the appropriate includes.
VAX is an 3rd party tool to replace Intellisense.
Made by an company called WholeTomato
It is an much faster and more feature rich addon.
I recommend anyone serious about coding in C++ with UE4 (and any C++ in general) to grab VAX and disable Intellisense
Thanks for the recommendation I'll definitely check that out tonight
This does look pretty sweet, and I'm only a few features in
The "Open corresponding file" of the cpp/h respectively will save me weeks of time just this year alone 😛
Built in hash tags. So sick.
Wowww... probably rambling at this point, but the refactoring not only within a project but within multiple projects is pretty amazing.
Introduce variable by highlighting the expression and typing in variable signature. This is going to save so much time in the long run.
is this the right channel to ask some general questions about unreal?
There is never a right channel to ask general questions so this one is as good as any
aight
what is the difference between world and object blueprints?
I cant figure it out.
I’m using Mixamo to animate a fuse character but the gas mask warps with the head @tender niche
@tender niche We might need more context for what you are asking as I have to admit I am confused.
@plush yew nah i'm new sorry hahaha
What's the proper way to remove objects from an array inside a struct?
So that it will reflect the number of items inside the array with Length()
I currently have FWorld[x]->FLevel[x]->AEnemies[]
This adds correctly, but i can't remove
You want to remove the last item from the array?
No, could be any index
Thought that the blueprint Remove() function automagically resizes as well so that Length() reflects
How are you using the remove node?
ForLoop
Tried with both RemoveIndex() and Remove()
It's important to note that Length gives a number that is one larger than the last index since arrays start at 0.
Here's the latest attempt
In GetCurWorld() I get by-ref, but not sure if that's returned by-ref
I guess i could just rebuild the entire array
I know there was some bug before 4.16 that prevented you from changing arrays within struct arrays, but it's supposed to be fixed (even though I think I've still had it in recent engine versions)
I don't think that's what's happening here though since you're able to add to it
Maybe Length() is based on the memory allocated to the array instead of the actual contents?
You probably don't need the length node to add items since it's just adding to the end of the array anyway. You could probably just use the Add node
I don't think Add worked
Lol...found the issue
I think it's the return value from any blueprint function is by-value
So, GetCurWorld isn't returning a referenced value
wadup my g
yo dog
So if I only have VS 2017 installed, this shouldn't be showing 15, right?
VS2017 == VS 15
Year 2017, version 15
At least this numbers are fit
Also, projects able to use old compilers/build tools, so if you have them from 2015 , you can build .exe with them
But if you don't have them, you will be asked about "VS2015 tools" location
I was running into an error that's why I asked. I'm trying this solution. I think this is the issue I was having https://answers.unrealengine.com/questions/597939/new-c-project-fails-to-compile-using-ue-415-and-vs.html
Yeah, VS leaves a lot of "trash" in registry. Made not for deleting.
Last year I had manually delete all mentions of VS from registry just to reset default project configuration
Do you guyz know any website which provide 3D animated models of animals with open license?
anyone know how to make a wallpaper engine thingy?
I tried with an exe and html but neither really worked
exe just launched my game in a new fullscreen window and html looks like this https://i.imgur.com/mpe7Ipx.png
and I mean, the html one works but it takes like a minute to load in, it's not fullscreen and the lighting is horrible
hey
it's possible to import unreal engine from pendrive to my pc launcher? because i have files of UE[from appdata,program files etc] but this will work if i just put it there?
?
when i paste files to appdata (on Local) and programfiles and i ran launcher i had "verificating..." and when it was done [launcher verify all files] then i had "Cleaning..." and again it's start downloading engine 😡
you should just do it normally @cloud crow
Does someone know how to replicate Matinee's?
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Anyone know any good tutorial on how to generate slots in unreal uniform grid in the widgets?
I’ve been trying to do it and can’t seem to get it to work
And I don’t want to put it all by hand
Take a lot of time to to program it and puts a rather large strain on the pc
Not to mention crashes unreal every time you compile and/or save
Anyone here know much about substance designer?
I know a decent amount why?
he just keeps asking that question on all channels here
@toxic wagon anyways, this isn't the best group for substance talk, you'll have better experience on Allegorithmic discord
I only asked in 2
@cyan merlin I was wondering if I could use substance designer to essentially do batch operations on textures
but there doesn't seem to be a way to feed in textures
there's a whole channel in Allegorithmics discord for substance automation toolkit
I bet there's only few on this discord who have played with those, but plenty of people in the other group
does it come with designer or is it seperate?
cl tools are in your folder but the SAT is separate
at least in their site, they have separate download for it
yeah. tbh i dont know if you can use the sbscooker etc w/o a SAT license.
never used SAT. I just export textures directly from SD
I've only made a wrapper for megascans
but theo. the command line tools should work
is there something else even?
I thought SAT was just that collection of cli tools and scripts
yeah from what i know they are. @cursive dirge
but you have some cl tools in the program folder. Not sure if those work w/o SAT
do you have a video or picture showing the issue and is this the stock third person character?
Anybody know anything about how to figure out what a problem with a material on a mobile device might be? Looks fine in the previewer but once I launch it to a mobile device it looks like shaders didnt compile (i.e. UE4 standard gray squares vs. material)
@languid quarry what version are you using, and what chip is your phone?
Pixel 2
Figured out that its related to lighting. If I view it lit in editor I get all white and when I turn the view to unlit the red comes back
ah got it
quick question, is it possible to remove the sword from Shinbi character from paragon?
Hey, new to UE. Brand new, actually. I just downloaded it.
I have quite a bit of C++ experience though, over a year of nearly entirely C++ at this point.
Is UE going to be hard to pick up? The only other game engine I've used is Game Maker (lol)
Ignore my username btw. It's for another discord server I'm in.
@plush yew UE is great. a fun tool to use - and you can use C++ in your work if you like.
I use a fair amount of c++ plugins in my game
i don't normally use code because i'm a visual programmer - but you will find if you are good at c++ you can make a great game. 😃
the interoperability for visual studio 2017 is great, and it turns out you can use github to get your source builds. this is a great guide to get you started with source building unreal