#ue4-general
1 messages · Page 241 of 1
Downloaded the image, thanks.
I was thinking about taking inspiration from this:
https://en.m.wikipedia.org/wiki/Stronghold_(2001_video_game)
I'm a big fan of these kinds of games
So I think it would be fun to make one
This doesn't count as advertising, right? I'm not affiliated in any way
Ruhar - there is a great RTS Template on the unreal engine marketplace - you might consider looking that up as a starting point
then you can take the template and expand it.
just keep in mind that when you are doing your work, if you decide to go with source building
the general process is you get the UE source from github, and then compile the engine
then you compile your game separately.
i usually have two folders for each.
and i keep plugins and other things in my game folder so i dont have to keep copying the plugins to new UE source build folders
hi guys
hello
where can i ask help?
its for packaging
have to look at the channel topics above
you might try #packaging if you like
Thanks for all the help, @plush yew
I guess I'll jump right in. The only way I'll start learning.
Sure @plush yew
source building is better - and the github releases are released slightly sooner than the epic games launcher ones
faster - and funner. good luck with your game project.
Anyone here used the sequencer path track?
#progress Screen effect mechanic is done! Please give your feedback!
#indiedev #game #games #gaming #gamedev #ue4 #indiegame #IndieGameDev https://t.co/X5sTIjuA2r
Having an odd issue with Swarm when performing a light build. It says it "failed to determine the engine directory"
Anyone see this before? Can anyone give me an idea how to correct it? I have unloaded an reloaded the engine and verified files 3x
Guys, today for no reason when I Build Lights on 4.19.2 unreal stucks on Building texture streaming ( 57 % ) and cant start swarm agent ... what the heck ?! I tried disabling Firewall but still
Morning all
except for me, it's almost 2 am
I'm having some trouble with the grid. It used to be 1 grid tile for 1mx1m, but now it's 1.5 grid tiles for 1m
Where could I change this back to normal?
Morning everyone 😃
hey sut
@small basin you figure it out?
you'll want to select the screen size / dpi scaling in the UMG window
i have mine set to 1920x1080
so as you can see here, the numbers match up as 1920 x 1080 in the units. they should correspond to pixels
I don't think he was talking about the umg, there are no meters there
Hes talking about the level viewports
is there no way to import an ncloth simulation from maya into ue4 ? I simply cannot make animations with no rigs to work :S
Bake the sim to bones.
That's how people have done exactly that for like the last 10 years.
its a piece of paper with a simple crumble animation - no bones ! Is that the only way to make it work ? No sketchy workaround ?
None that will look as good as a normal cloth sim in Maya.
Bones are the cheapest and will give you the best result
@plush yew I was talking about the level viewport, not the UMG editor
allright - thanks¨
anyone know if navmesh on moving platforms was ever finished/implemented?
@bold schooner I'm far from an expert in AI but since moveable actors can have different roles in the navmesh, any colliding actors that are "adding" (I don't remember the term) to the navmesh could works as moving platforms.... I guess
@unreal spoke i remember it being in the old trello, navmesh on moving platforms. where you should've been able to essentially move navmesh together with a piece of map geometry (platform) and navigate an ai actor on it. that was a high priority 4 years ago and i can't see it anywhere nowadays..
@bold schooner If you setup a simple navmesh scenario and add a regular Cube actor as Moveable and then go to the bottom on its properties, to Navigation, and set it to Instant, I think that will do it. But if you make the test please post the result, I'm curious.
@bold schooner Same here.
can swarm agent only run as well as the worst computer shared
All, I've noticed that Unity3D has a bunch of community attention, for example if you tweet with the tag #madewithunity you'll get a lot of attention by unity. See for example this tweet that got retweeted by Unity3D and got quite the attention. https://twitter.com/blackrobotgames/status/982208150307651585
Do we have something similar for Unreal? I think it can be important and beneficial to all to follow and promote games done by indiedevs
you scrolled down didn't you? 😃
i just looked in the wrong plase
😃
Yes, however they only have 1K followers, and that the official Unreal Engine account doesn't retweet games made with unreal.
I just think it's unfortunate
Unity is spending a lot of money promoting the Connect environment around their asset store and a new push to compete with Unreal with 2018.1b.
Connect is hard to get into if you're averse to making yet another social media account. But once you're in, its not difficult to get hooked. The Universal GameDev Challenge got me and my team in the door, and we've been checking it about as frequently as I once checked DeviantArt back in the day.
Connect for Unity?
my point is that I'm seeing differences in terms of community support and I think that, in this respect, Unity is investing more.
Not my point to start flame wars or anything like that: I have already chosen Unreal. Rather, I'd like to know if anyone is working on the Unreal community to help promote projects built with it
UE has community managers all over the World, 2 of them are the main ones that are handling stuff like that. amanda bott and tim slager. If you send them or link to them stuff you are working on they highlight them on the weekly stream when they can.
in addition the official UE4 twitter is ran by marketing and I know they will retweet if you send them stuff made with UE4 they like.
community wise Epic is investing in Unreal Fest in Europe as their first real UE focused event similar to how Unity has Unite
but and this is the biggest one, Unity just has more traction already with a larger community and more hands on the ground for promoting it
@MathewW#9472 That was really helpful. Thanks Mat 😀.
If I want to organize an event and invite someone from epic or an unreal evangelist as a speaker how would I contact them?
That's a good question and I would have to say the same people as before, the community managers. At the worst they might be able to put you in contact with the local evangelist in the area.
Thank you @grim ore.
yep yep, hopefully something helped 😃
It clarified yes
then again if I look at the official twitter from Unreal it is rare that they retweet, much more common with Unity
Guess it's community choices
I'm not saying of course they should retweet everything, it's good to have filter
yeah the last monthish has been slower for the UE twitter. I think he has just been super busy lately
You aren't wrong tho about the Unity <-> Unreal Engine disparity tho in regards to pumping up their audiences
I will say it and some may not.like it, but it's all about networking.
Does UE4 support Dolby Atmos?
again thanks @grim ore. i hope we can do more 😃 that stuff just works.
agree and agree 😃
Can anyone help me with a few things, should be that hard to do I just can't process how to do it due to experience.
DM me if you can thanks.
Why not ask in here?
Well I need help with merging 3 blueprints into 1 blueprint but I don't know if you can or not. Basically making an inventory but I have 3 seperate BPs for Crafting, Equipment and Inventory
you can do it manually but if you have 3 seperate functions, isn't it better to have it as 3 seperate blueprints? You can always link them together using an Interface to share information between them
true
I'd like Equipment and crafting to be in the same thing just in tabs if you get me
random image but like that "Loadout" Crafting" in tabs
oh you mean as a layout. I thought you meant merge the functionality. My bad. Yes. You can create an Outer Widget to hold 3 UserWidgets if you like. Just make a new Widget then in the left menu where the widgets are, scroll down to the bottom and under User Created, you will find your widgets.
Is it as simple as that lol
yeah widgets are pretty cool
Ill give it a try thanks marc
bear in mind I dont know how your setup is. It might break things, might not.
you can even use the widget switcher widget to have your widgets switch between your widgets in your main widget...
Is there a document on this or
yeah I started using that in main menus for a multi-page menu system
but the current menu im working on is all seperate widgets
uhm there is probably some basic docs on the docs system
@bitter iris There is but it's not straight forward because everyone has different needs. I presume Epic have an official tutorial. I haven't used any for years tho
Im current doing C++ widgets atm and there is a lot more information on that side.
I dont know c++ didnt do much when i was in school
games design at my school we just did about freakin pegi an crap
I didn't know C++ until I started with Unreal. Necessity is the mother of invention
me too and its much quicker for me, but sometimes you can only do things in C++. Especially with widgets
Yeah. Under the user created is all the widgets in your project
You should be hoping you do really. Its beneficial and if you want to be a serious developer, it's vital. Unless you are an artist. Then blueprints is just for you
im a solo dev working on a 200km survival, i know its a another survival but ive been doing it for a year and i got myself a gtx 1080 ti from unreal and a big audience an top to that discord verified my server
which is cool
cool
I have the right mind set its just getting it done, as im learning as im going
survival is good just don't go early access for a year, launch it, and still have serious problems like Conan Exiles 😦
I ran surveys for a few months asking why people dont like DayZ, H1Z1 etc
I worked on a game that was using space environments and some were in the hundreds of km. Had to get into C++ at that point to fix an issue with the maths not working at that scale due to floating point issues. It was pretty cool as a learning experience and gave me confidence to know I could do it.
Did Conan Exiles re-release go awry again? @grim ore
So i know what im dealing with and ensuring that the community always get an input, i think big companies just get big and forget about their audience, perfect example of that is H1Z1 (Daybreak) as I loved Just Survive then they forgot about it because King of the kill made more money
Conan Exiles got a revamp
its fantastic now
excellent
sorta fantastic, its got issues on ps4 😦
when the server saves it basically makes the game freeze for 30 seconds
otherwise it runs well if the network isnt congested and then all the npc's refuse to fight lol
Do you guys want to test my game, its nothing special right now but its on steam private
A friend of mine was in charge of code optimisation and fixes etc for Conan. He's a boss of code so I knew it would go well.
I love conan but again i had it on xbox an just ran horribly, i have it on pc now as well
I'm just miffed I waited a week to finally buy it, bought it on PS4 instead of PC so I can play with the kids, and it's literally unplayable every 10 minutes 😦
@bitter iris I hate survival games personally and Im super busy slacking right now but maybe another time :p
I really want to get into Fortnite but im so bad at it.
survival isnt for me I just really like the combat aspect of it
Its pretty easy if you get the right config
I can build a 4 floor tower in about 5 seconds with my config
I can die in about 5 seonds after landing if that counts
lol
I wish Fortnite would bring modding support
I got a dev to notice my tweet about it so it might be coming
im sure its already there. They modded it for the Thanos event
True
I think its time for fortnite to get a completely new map tho
as its dying out
the nice thing about fortnite is we can do 2xPC and 2xPS4 here at home and I can play with the kids. They make great shields lol
I really liked that about Paragon as well, I could kick back in bed on the Ps4 and play with friends in the same match when they were on PC
I started just going somewhere pointless and running around on my own thinking im the best, until there are about 25 left, then I get shot by a rock or a bush
I seem to be better at PUBG. Fortnite aiming is horrible for me. Do they have it in first person yet?
Just land in the high player areas like Tilted or Dusty, practice surviving youll get it
Fortnite doesnt have first nope i dont think it would suit it tbh
I went to that maze the other day. Had loads of fun killing bushes as revenge
lol
Well back to the grind. Making a widget theme system atm. It's gloriously mind-bending when you don't have a clue where anything is in the classes 😄
the create widget thing didnt work for me so im just gunna keep them seperate
did you add it to the viewport?
I have this i need to add a tab menu some how
WidgetSwitcher is your best bet here. It acts as a placeholder for widgets, but only shows one at a time.
yeah one at a time is fine
You simply add a widget switcher, then in the tree, add your widgets. Each entry will have an index. So you set the WidgetSwitcher index to the one you want to see
How do I add a menu type thing so you can see Inventory, Crafting then you can click
you would basically add X buttons somewhere on the screen, each time you click a button it changes the current index on the widget switcher.
the widget switcher has X children, each child is one of the things you want to show one at a time
the button -> switching to a different item on the widget switcher is some code you would have to handle yourself, the rest is just laying it out how you want it to look
Like that?
yeah looks good here, then just hook up the buttons. heres a real quick overview of it if you havent seen it yet. https://youtu.be/7Mbe-hQl0Yg
How do I get started with using the Widget Switcher in UMG in Unreal Engine 4 Blueprints? Source Files: https://github.com/MWadstein/wtf-hdi-files
😉
thanks dude
@grim ore Got it 😄
Only problem is the buttons stay visible once menu is closed
Anyone can help with why the buttons wont disappear with the inventory when you close it?
Did you remove the widget from the viewport?
Yeah I would have to guess you are removing the child widget or hiding it and not the entire new widget you created.
Maybe you can show us the Widget structure and the logic you use to show/hide the UI. Will help us further debug the problem.
He is toggling visibility on parts of a widget. Whatever widget all those inventory widgets are in is the one that should be set to hide/show.
Got it 😃 the inventory had a visibility variable which i just had to bind to the buttons
^are you binding all of it to 1 variable? if that's the case only to upmost component of the widget requires it
When you click tab its attached to a variable which then opens the inventory
Didn't really understand that. However if it works it work
how to unreal? 🤔
Git gud ez
I have 1 thing to say
This was made by the Engine Devs
Blueprint'/Engine/ArtTools/RenderToTexture/Blueprints/RenderToTexture_LevelBP.RenderToTexture_LevelBP'
Yeah, I used to be surprised by epic spaghetti
then I discovered how over it you become sometimes.
text based script language pls. 🙏
This is only the first time i've stumbled into pasta that messy (while not looking through material functions)
dafuq
This isn't even the worst I've seen.
That's a camera interp (recentering specifically)
yeah, but what?
I've made some slightly messy BPs in my time, but nothing like that
Didn't that thing hit the coast of Florida last year every year?
oof
Now imagine the same author making a string-based input buffer.
with MACROS
https://blueprintsfromhell.tumblr.com/ @vivid girder
I don't need this right now 😠
Solid factorio base foundation
I'd just run some trains at that point
whoever was responsible for that should be shot
i mean the game isn't even fun after that
How is that.... that's just a material.
Once you can macro turrets from a tank
Why would you do that to yourself
I'd at least have that broken down into MFs
Yea, but then the game is too easy
With the material complexity on something like that it would be faster to send the user pixels via carrier pigeon
Cascade smoke signals
lmao, that would be a great way to send the user a message as a vfx person, just encode it into smoke signals
Hello guys ....need your help..
How to have a solid white background, instead of 'lit', 'unlit'...etc
I have imported a 3d model...like this one..
and i opened up another one before
and want to open up this map inside the map im in atm
instead of this skyblue color environment ..how to get pure white colored env
click on the background, then press delete
drag out a mesh or something, give it a white color
done
yep you can drag out a mesh and use this material here as the coat -
@frosty bloom ...I have clicked on bg....but it is not getting deleted.
Atmospheric fog. Delete it.
If you dont mind...I have just started with unreal engine..could you please give me the steps to do this.
here you go
drag out a large sphere
make it big
apply the white material i showed you in there
delete atmospheric fog like he said
and try it out
then you'll get the white background like i have in my second pic i sent you
to learn about materials please visit the unreal engine doc page for materials
@obtuse sable open up the levels window, add the levels you want as streaming levels, then you can have multiple open at once in editor or runtime
uh ok cool
i just copy pasted everything in xD
prob not the most elegant solution xD
I'm following this tutorial and the link to the sample mesh does not work, ideas on what can I use instead?
https://docs.unrealengine.com/en-US/Programming/Tutorials/FirstPersonShooter/2/6
Thanks!
How do you make lights not appear in reflections?
turn off the lights? badum tish
@obtuse sable Set the Intensity value to 0 for Screen Space Reflections in your global post process volume. If this isn't helping you i dont think SSR is the problem you are having, so post a screenshot please.
i found that solution by typing "unreal disable reflections" into google btw
the window is reflective
and im just using some lights for like ambient lighting
So i dont want a flying ball of light in the reflections
Yeah that didnt work a
and ur right i can google it
i jsut thought maybe it would be a quick answer
lol does unreal have something like circleselect? 😛
Hey guys. Is there a way to bake an object's texture and lighting information to an image sequence over time in UE?
I'm trying to bake my lightfunctions into the UV's of an object for running on mobile
Think baking of light function creating caustics into a wall's material or something
I can do it in Arnold and Maya with an offline renderer, but I cant find a way to bake my lighting per frame in UE
Running an H264 as the texture? Probably, but its a minimal AR setup so I've only got 4 objects going at one time really
Just to confirm I'm not crazy, ios does not currently support light functions yeah?
"Light Functions are not supported for ES2 shader model for mobile. If the device can support SM4 or SM5 this would potentially work. " This is from 2015, so it may be supported now anyway, and nothing about SM4/5 would change so those definitely still do.
I would just try it and see.
Yeah I saw this in my searches today, I'll report back I guess
but considering light functions on Windows dont work at all in my Unreal OSX deployment in 14.9.2, I'm not hopeful
Even the content example of light functions is broken on OSX. PITA for crossplatform work.
Worst case you just use an emissive decal I guess.
no idea how that works on mobile. Something to explore too
How would I smoothly rotate a joint/bone in blueprints?
Im trying to make it so when I hit a key, it will smoothly close the fingers on the hand into a fist but I have to take into consideration that objects is going to be colliding with the hand (since its a simulation type game where the hands will be grabbing objects purely through physics)
Would anyone be able to read my crash log, decipher it somehow, and tell me what happened?
https://pastebin.com/X0n2ZWvd
It's happening when trying to use Behaviour Tree with a FlyTo node supplied by DoN's 3D Pathfinding.
I use that plugin in my gamecode
@oblique sorrel try to make the tree similar to this. try to change the flags on the right side for the flyto node - try disabling some flags and keep trying to see if it works. i also recommend using standalone instead of PIE for testing don's plugin. if after you package your game for dev or shipping and the crash still occurs, you can talk to don on his UE forum page (it might be that some of don's code has unhandled exceptions, which would cause a crash)
I'll try, thanks!
@oblique sorrel one more thing - here is the code for PursuitHelper. one more thing you should do is get don's example project and test from that (can be found on his marketplace page at the bottom of the description)
hope that helps
Thanks, I'll grab that and play around 👌
anyone seen this error on android apk? compiled for etc1, doesn't do this on my samsung note 5, this is happening on a moto e4 - replacing a couple sprites / textures in game with white box black text
I had a structure problem in 4.16 awhile back and fixed it by renaming the structure the launching the profile again. Now in 4.19 I have the same problem Unknown Structure Error. Tried Everything. any Ideas
always fails in cook
@inner yacht i had that problem with a structure in my code before. I had to delete the structure, keep note of everywhere it was used in my code, and re-create the structure and re-do all links. and then re-compile and repackage all.
I was using the blueprint tutorial unreal had, and wanted to add an element to the structure that he didn't have in his code
man was woried about that
thx for the tip
yes
ok was gonna say try to recompile in that. ok yep.
yupp i added one just like you said happened before but easily fixed
yeah
it makes me recompile the interfaces and master interactables going to be a long one lol
lol. sorry.
good chat see ya
c ya
yo goth i fixed it 😃
a matter of restarting the cpu and renaming the structure 10 times lol
Thought i let u know
Next time it happens Just make sure it has the same name after you changed it once and make sure to recompile all bp two times each
it just deployed for me
you are my luck man
now i can sleep tonight
i will try to remember that if i have that issue again
yeah. not me
im coding a behavior tree :X
geez
Gl to you
dont worry someone else made the cpp plugin i'm just doing logic stuff
wont be like an hour haha
ty
later
@ember dove
android note5 multi apk loads everything properly, on moto e4 i get these white boxes with black text with the same apk (but it was not doing this before)
@tidal cape I am using vs 2017
anyone doing gcse
Morning all 😃
Morning
you shouldn't use DDS 😛
I'm trying to make skybox
some tutorials shows that UE4 accepts .DDS format... mine doesnt
Cant read the red text on my phone
DDS file contains data in an unsupported format
Do you use spacescape?
Did you set it to SOURCE when exporting?
yes
Errhm... it should work
guys
im having a bit of trouble with physics
i have a charactrer in trying to add a physics per bone, but when ever i try to make it, the spheres come out way to alrge
You probably imported character in wrong scale
or... adjust spheres to match the bone?
Not even GIMP can open .DDS
what the fuck
I had problems with spacescape
Try the youtube tutorial: Unreal Engine 4 Tutorial - Custom Space Skybox Creation
how about converters ?
Your model is too small
I got to work eventually
so what should i do?
Did you get an error when you imported or something?
super weird.
everything is working as it should be
try to import same model with different scale.
If everything works as it should, then there are no problem? :D
photoshop can handle dds if you install Nvidia's plugin
I had to just leave my computer and hope for the best when I used SpaceScape
I think the program has broken over time cause the amount of times it just crashed on me was ridiculous
I also couldn't get the github version to compile either
@vale osprey i would prefer PS over spacescape any day tho..
Much more control
Working as intended.
@whole quarry ohh, did they dropped support for the plugin? I've used it like 5 years ago or more 😄
@viral herald seems about right
but i cant scale it down
Totally natrual and realistic
XD
Compare the model with UE4 mannequin in level @viral herald
Breakfast time
OR I GOT TI!
@viral herald did you check scalings when exporting?
yea it was good
i think i found it
the problem was that i had around 8 extra bones (ik and poles)
and those had huge colisions
i just deleted them
Oooooh
Didnt even think of that 😁
i didnt think that it would even effect it
this is goinna be a pest
each leg and each stinger has a ik and pole XD
Spider ❤
Whatever it is I like it
Cant find a good tutorial
Georgie the Spincer
XD
He reminds me of my pet spider that i adopted to annoy my wife <3
mantis shrimp
aye
looks nice
Swipey swipe
i got a whole set of aniamtions it
going unconscious, walking/running, 4 different atacks, and jumping
@viral herald have you played deadly creatures on Wii ?
twas a pretty interesting game
you played as a scorpion and spider
Check out the intense bug action in THQ's Deadly Creatures for the Nintendo Wii. For more on Deadly Creatures, go here: http://g4tv.com/games/wii/50341/deadl...
ohhh I member 😃
I had a good time playing it
never played it
though i know it
also, question
would this work for a rag doll?
the death function is basically is the ehalth <= than 0
I mean without a force applied to it
your ragdoll is just gonna fall in place
like that gif you posted earlier
owkay
haha
i mnea like
its like the physics wont work any more
my character isnt taking any fdamage when overlap
When?
I don't think you can post YouTube videos about your game @viral herald
The video is showcasing an update to the game. It is basically advertising the game
Hey guys, maybe someone can give ma a hand in this topic.
I'm searching for a reliable MacBook/MacBook Pro to start iOS and macOS Development inside Unreal Engine.
Are there recommendations, comparisons or anything alike? Is somebody using one and has good experiences with it?`
getting a text/drawing to appear on a piece of paper - how would you guys go about doing something like that ?
Plus read the description of the video. It has a donation link and it is stating he is looking for someone to join the team @whole quarry
#work-in-progress would be better, but as I see it, it was part of the conversation where he shows his progess and to explain his goal better
If you want to live to the letter, this should be discussed in #server-feedback or #lounge
@gaunt void many of the marketplace plugins aren't supported by Macs, Freygeist. Windows support is currently the most extensive.
@goth+
sorry
@plush yew
i know, we are mainly developing on windows but need to get a mac for compiling to iOS and macOS
But there is no need to post a video about an update to his game. It is against the rules. He should have just explained his game and sent the video in DM.
basically the mac should be used for compiling the stuff, and a take with home emergency workstation.
besides that all development will happen on windows workstations
Sorry google, I didn’t mean to advertise, just show what I was doing
Well, i see your point yet that video he posted was actual valid in the moment of conversation and not as advertisement. Since this is a place where people develop a product, the line can be blurry at times
Well google did have a point, I was pretty much advertising my game at that point
Ssst
I took it down
@whole quarry SpaceScape is weird... the third time I open it It actually exported .DDS corerctly
@gaunt void do you have to get a mac? :X
well otherwise development for apple platforms isnt possible anymore
@gaunt void because i know some good windows laptops..
oh ok i see
you need mac dev options?
they changed stuff in the certificates so u have to go via apple OS now, and a VM is not quite legal to do (+ low performance)
omg r u serious?
what do you mean with dev options? @plush yew
@fossil ore yeah, it is. It took me 10+ attempts. I just left my laptop and made a drink xD
you have to get apple comp to compile an apple build?
yes
i researched a lot and couldnt find a good way to workaround, you only get the certificates via xcode now and that runs only on macOS
Frey, can you not use a VM?
VM is another way but as i said, greyzone
i see
since this will be commercial inside company development we cant go that route
have you tried a test build on a vm?
I think freygeist is actually correct.
Good old Apple screwing people over
yea 😄
i think about it from a marketing standpoint. what's the sales vol u can get from it too..
@fossil ore did you make that in spacescape or is that premade???
My work forgot I had my old laptop
So free laptop for me xD
@fossil ore when I try to import DDS, it freezes the engine for 10-15min :P
I also acquired a Mac for free :P
Changing properties is a nightmare too
@gaunt void why not get a used macbook pro for your mac build? or you can try to perhaps buy compute time for a mac PC serverside and build it on there.. rather than buying or renting actual hardware.
They were going to smash the laptop anyway xD
@plush yew i'd happily take a used one thats in a OK condition :D
im asking around here because i have not much experience with macs and was searchign some help 😄
like, should i go for 16GB ram or are 8 enough on macOS
which gpu options do i have etc.
@silent kraken Its premade
@gaunt void - you should look at the recommended hardware spec on the unreal wiki for details on that
it says 8 gb
is ok
geforce 470+
I managed to get an really old Mac and I upgraded it
Right now, looking into buying a server to run from home
Might as well slam a normal PC on the ground and call it a server
lol @whole quarry i did that with my steam client test machine, sold my old vray render farm away
@plush yew
thanks! im looking right now, hatred for apple getting bigger <.<
Wanted to convert an old PC with an fx6300 to 'good enough' server
But then it died
And it wasn't the GPU that died
So I didn't have replacement parts
So I didn't get a server, because god forbid spending money on it >.>
😵 dead server. haha
i want to get new hardware at some point. maybe in a few yrs. i already got a really got cpu unit right now. i way overspent..
"Large Discord servers can now grow much larger. This one's for you, Fortnite."
XD
uhh guys
when i deleted my old physics and created a new one, the character wont take damage any more
it used to be on overlap but doesnt work
any idea why that happens?
What's the difference between 'Lit' and 'Final Image' view modes?
@viral herald go into the physics asset and make sure the capsules have the correct collision settings
hello all
waves
wav waves
lossless waves
Wasn't online during the whole apple dev conversation but since I own both I have to say that since 2014 and onward the value for money has gone down the toilet when it comes to Macs, plus the issues I had these past years with macOS and Unreal pre 4.16 (with Epic trying to catch up with Apples updates) almost made me quit Unreal all together.
That being said it is unfortunate that apple has gone this way when it comes to game development. Developing for a mobile device with Unreal is ok but if you want to make a decent looking game I'm afraid your're out of luck, simply because the cost is way to high to be worth it. And even then you can't buy a decent Mac anyway. I'm sorry to say but that Star Wars VR demo last year that Apple demoed made me both laugh and cry. And things don't seem to be getting better any time soon either.
@fierce tulip Oh hi Yoeri and. 😛
@glad stone Hey Li...
@keen frigate apple was a big thing until they kicked out Jobs. It wasnt until they begged him to come back that apple became the current giant. However since Jobs passed away, its a matter of time until it turns to crap again just to die out
That's true up to a point. Also the 2013 - 2014 iMacs and MBPs were a good value for money (always talking about the high end models). Form there on logic and common sense went out the window at Cupertino and Apple proved that it's a mobile devices company first and foremost. I mean almost 4000€ (4738$) for a "high end" computer with two year old performance, with a 5K display without even HDR? And you have to add an extra SSD because it runs on hybrid and add another extra 16GB of Ram. No thank you. Yes, if they keep this up they will die out and it's a pity because I really love macOS. If only we could get our hands on better hardware. Nope Hackintosh isn't a viable option if you are a pro working everyday. Been there done that, no thank you again.
Yeah, Jobs dying is basically what started the road to apple dying
hi, im spawning 'only' ~ 300 - 400 static meshes using blueprint.. but it has a huge performance drop... why?
The IPhone X is one of Apple's biggest modern fails. Hence why it has been discontinued now, and they are attempting to make a pro version
@dim merlin idk if that is to high for UE4 to handle. I am quite new to UE4 so best to wait for someone else to answer or browse the UE AnswerHub and forums
yo yo yo
@fathom gale Hey!
@silent kraken actually the iPhoneX is not a failure, it might be a bit on the ugly side as a design but it was a success. As for it being discontinued that was already known before it was even released. It was an anniversary phone after all. See the phones that apple makes are top notch. Only thing is we can't develop games on them we need powerful computers which we don't get from Apple. All we need is an upgradable high end stand alone computer without a screen like the old Mac Pro (not the cylinder). Getting into game development made me dislike apple all over again.
UE4 + Mac pre-4.16 was kind of a good time 😛 It meant you could use ancient (OpenGL) Mac Pros (without upgrading their GPU) that were reasonably cheap 😉
Hacking support for OpenGL macs / El Capitan back in to 4.18 is proving....let's just say....a HUGE pain
4.16 is pretty easy, and I almost got 4.18 to work.....but then Android decided to hate me, and cause the engine to crash 😂
hey guys...How to import the photos and make them as walls/ background in unreal engine...
Assuming they tile properly, you can import them as a Texture and then create a material based on it
(and if you can't right-click, you should create a material and add a texture sample (or something like that) node.....I'm a programmer and not an artist though, so this could 100% be wrong)
@ImLolly#3232 Nope it's correct. You got the gist of it
Is still actively trying to port over 4.18 support ^^
Hey do u know how fix lags in editor unreal engine? Sometimes i get a lagy that procesor shows 100%usage
if the editor is hitting 100% usage maybe it's doing something? if so stop letting it do that?
I know that's a stupid thing to say but there is no other real info. Is Unreal Engine hitting 100%, is something else? Are you opening the Open World Collection on a 386? many things.
@fathom gale looks cool why not use the default Mannequin
yes
but not to ue
i cant run ue
im getting a new pc this summer
and hopefully when i make my game in unity i can move to ue
Any idae how to deal with insta crashing UE4?
@fathom gale do you know if blender has snapping options for transform / extrude? i am thinking of migrating to modelling in blender from 3ds max
& looks cool
yes
i almost liked the style of the boxy mesh more actually. 😃
ok sweet
blender is really easy to use
but there are some things in maya that make it better than blender
idk if u can do this in maya but u can use 1 single texture and assign the colors from that 1 texture
blender can be simple and complex
low poly is simple
high poly can be simple depending on what ur looking for
if u extrude a bunch of faces into a level like this (i did this in 3ds max)
how easy is this to do in blender, and are auto UV enabled? do you know?
yes
will try it out
if u need help just msg me
ok cool. 😃
my only weakness is rigging
thats why im making humanoid/robotic models
and as well as making realistic humans
not the weights
the weights is super easy
if u setup the bones correctly
automatic weights will do everything for u
yeah. oh u mean the controls that are bound to the mesh
like effectors for arms and stuff
yes
ok
yeah that's stuff maya done easily i saw a ton of digital tutors stuffs on it but i never got into it
i always used mocap data as tests
instead of rigging because i hate non-lifelike anim lol
i actually have a noitom mocap system - i thought briefly about trying to import some of this stuff into UE as well but never got into it all the way
oops wrong vid. yeah. well i will text u if i need . i am a self starter though. i obsesss over this stuff a loit. take care gonna do some 3d modelling now
@fathom gale gn!
@shy heath please post that in #work-in-progress ;)
its not that bad if you just want simple checkout/in and revision functionality. I find Perforce more useful than Git personally but Git is simpler
anyone know a workaround to click a button and drag and drop it? How can I blueprint if it is not a drag operation ? The button doesn't fire a click event once i put drag detected logic.
you should be able to override the on mouse down event in the blueprint
i had on preview mouse down and was vice versa maybe i can now thx matt
how my teammate can join project now? https://gyazo.com/f1c80249dabe6c503319a8ba3691a16b
Source control for me is green
Help pls
make a better question then
@lament kraken when you say join project, what you mean? If you are referring to multiplayer interaction there's a great blueprint tutorial series on the unreal engine youtube channel.
no
I mean
That me and my teammate can make game in one project
2 of us in 1 project
I was going with this tuto now I am on 11 mins and idk now how to inv friend https://www.youtube.com/watch?v=Hv_v3tPuNj4
Pretty please pick up a copy of our game we finished so I can keep doing this stuffs. Its only $2.39 http://store.steampowered.com/app/672910/Hangry_Bunnies_...
source control makes it possible for him to download your project into his computer
just tell him to go to your project page, and download it, if its private, go to the github page and allow him access
a lot of words xd
invite him to your home and get him a seat
never used that source control stuff seems cool. usually work solo here 😛
we have 4 countries between us
You will never use source control until you lose all your work, then you will start using it.
didnt remember github was paid for private repositories, always used bitbucket when i needed git
Cool! Ninja’s are the bomb!
Are there any camera good camera tutorials??
I need more knowledge to make the camera do What I want When I want :p
http://joinsquad.com/readArticle?articleId=284 good stuff for people into modding!
@fierce tulip man
i must say
that looks fucking baller
like holy shit
ninjas riding dragons fighting zombies? fuck yes
Maybe he can pitch to Microsoft and take Scalebound's slot.
tfw you were trying to get hired by BKP
At wat channel do I ask camera questions?
#cpp #blueprint #graphics depending on the question I would assume
When I walk the camera follows my character (This is good) now When I come to the end of the screen my camera keeps following And keeps my character in the center so the camera view goes half way past the end of the view. I want to try that When I am close to my collision, the camera Lets the player go that my player walks against the screen And the camera stays so hè is not in the center anymore but in the end of the screen. (This is for a sidescroller) think iT would be blueprint?
it sounds like something for blueprints sure but this is a common thing in any engine. Look up how sidescrollers handle cameras. You could always just have more screen past where you player goes if you want to stop this easily.
else you would make some camera only collision so that when it tries it would stop at that point instead of just following the player
Yes Indeed. I need to make that When the end of the level (collision) is in screen hè does not update the Y axis And stops. I Will Check sidescrollers And Check iT out. This must not be that hard. 😃
a good base to look at would be like rayman or mario for the cameras. both handle them a little different.
and there are a few sites out there that break down how the cameras work
I'm not sure where to ask this but: In "Infiltrator", where are the rifle assets? I can't find them anywhere. There are almost no assets at all, it seems.
How often should I rebuild the lighting?
never. Let the lighting guy handle it :p
Rebuild it at least... twice per day? It's such a weird question 😄
The easy answer is turn all your lighting to movable and then you never have to rebuild 😃
One lighting build a day keeps the error away
Build it at the end of the day so if there are any problems Future You has to deal with it!
Past me did that once, screw that guy!
Well
I can't seem to rotate my pawn on the x axis past 89.9 degrees?
Is there a clamp somewhere I have to change?
@rustic pecan hey Epic is it facing in the pos x direction?
What do you mean?
as in this example, you generally want your pawns to face in positive X. so that way when they are spawned in, they face the same direction
I was trying to roll it, or flip it upside down. It doesn't go past being sideways.
ah ok
You can use SetActorRotation or AddActorLocalRotation nodes in the code unless you do it in the BP somewhere.
@desert jay I think you want to ask in #cinematics. However, I think the rifle is simply on the infiltrator mesh so there's no separate asset from the skeletal mesh that's animated in Matinee.
SetActorRotation doesn't seem to rotate it at all.
are you using the default character blueprint that comes with ue
or did you customize it somehow
try to uncheck "use controller rotation yaw" in the class defaults of the char if its on
I fixed it.
how u fix?
Unchecking use controller rotation roll worked.
oh there you go
Thank you.
oh one more thing
Is there a way to change limits for rotations of the character?
When I use add controller input, rotation stops at different times when my character is in different directions.
Where can I change the clamps for control rotations?
please try this to set limits for pitch and roll for the camera view
call the function somewhere in beginplay or in the construction script
welcome!
@flat plinth Thanks! That makes sense.
hm just one quick question... from the unreal live training streams... can i use those materials from stream in commercial projects?... i know unreal give out many stuff for free... so its the same with there stream materials stuff?
TankVehicleMovementComponent.h(212): error : Function 'SetThrottleInput' has a different signature from the one defined in base class 'WheeledVehicleMovementComponent'
I get what the error is saying
but is there any way around it?
i have no need for the parent class SetThrottleInput signature
but it is an Unreal class
do you specify override?
no i didn't
oh. I'm not aware of a workaround then, sorry.
Every time I try to edit one of my custom structs my editor crashes. Any ideas?
Hey if anyone here is good at 2D iOS games, hit me up and you have a chance of getting payed to make this for me... (I pay F&F first)
#looking-for-talent is what you want.
See #more-resources
Ah thx
Or maybe it's #old-rules ?
It's pinned in the channel. 🙂
Heya, 'get cached achievement progress' returns a value between 0-100 right? How come then Epic is doing this in the match3 example:
that branch will never return true?
why is it so confusing to set up camera and character ugh!
why is show in explorer grayed out?
im guessing this refers to the windows explorer?
Hey, does anybody here use Visual Studio?
yeah
Nope, not a single person.
lol
who develops for windows anyway
Anyone who wants to target 70% of the PC market
everyone knows that real developers make games for the ti-84
peasants, i use thinkpad
@coarse cradle yup you can't access that particular object in the windows explorer, but you can get to it in the content browser
@plush yew aight, thanks
Thinkpad? It's all about sticky notes
not using an etch-a-sketch
I threw out my PC after I got homebrew on my Switch, controllers broke, but the touch screen is better than any mouse
Difference Engine or bust
RPG Maker is clearly better
good morning
20:42 here
Random question for a Poll: I’m having a copper, silver, gold system. I’m curious in ratio suggestions
I was thinking 100 copper = 1 silver. And 1000 silver = 1 gold. Yielding gold worth 100,000
@grim ore yes. 😃
any reason to support more than 1 coin other than to support more than 1 coin?
even everquest which was one of the things that had weighted coins of different types eventually removed the weight and swapped to a flat platinum display
Eh I’ll see how it goes. I’m not a fan of Icons and numbers with no visual representation
so there will be a limit to how much of each type of coin you can carry per inventory space?
xd
well I guess it depends on how much you want your economy to flourish. Asherons Call for example had Notes which did not stack and had X value but eventually there was not a large enough note to convey value so they switched to having items as currency
Regardless, I guess my question will go unanswered lol
well the answer would be how much you plan on them holding or how much of a pain
like 10 / 10 / 1 trade up is fine if you want the higher level coin to be carried around more, if not then 100/100/1 is fine or 1k/1k/1
and even then whats the base value of other items for comparison
1k/100/1 seems ridiculous?
I like money systems without complex coin types 😛
like a common fuel which is expendable should be how hard to get and cost how much
But
Your coins should probably follow typical real world progressions at least to some extent
Even a fictious world would design the coin system around ease of use
and I ask the fuel one because that's what EQ eventually started doing to exchange money easier you just bought items worth X amount and used them for currency lol
so in your game would 1000 base coins be easier to carry than say 1000 coal and cost wise which is more valuable?
at that point why even carry coins if coal is a better commodity
That’s what I’m trying to use for my system, instead of buying items for currency, you’d visit a teller and exchange them for a higher valued coin
but then what do you do with that coin?
It would be worth xTimes the original Copper coin which everything is priced off of
and if you wanted to go buy something that was say 2 copper and you had 1 silver could you buy it or would you have to go back and exchange the silver to copper?
so at that point its an inventory management sim just to buy resources and common goods?
And trending yes
nothing wrong with the idea just making sure you see what you are asking of your players
Trading *
Well
does making currency a tangible item give the player anything
I personally love complex inventory systems where one has to manage space and such
But
It should be a complement to a game, not an obstruction
I’m following Runescape concept of items and currency except having an exchange for higher currency without buying items instead
Runescape, like UO and Everquest came from a different time... the dark ages
It can still work lol
What’s wrong with their system?
Their currency system that is
nothing is wrong, it just might not be a plus in the plus column when listing off features of the game anymore
What would make a game better with their currency ?
"Complex economy where currency takes up half your inventory and you play Inventory tetris to buy food from merchants"
See, I’m a fan of games like Life is Fuedal.. where everything is complicated
But rewarding
If you’re buying food from merchants to survive you’re doing something wrong
You could fish or hunt instead
As a player in the game that is how I’d see it anyhow
we got way off the topic of the question but my basic answer to it would be figure out a common item and base your 1/1/1 ratio around that perhaps. 1k/100/1 is fine but if you could make it a consistent number that makes sense in your economy it might be a good start
like if you buy basic armour from a merchant and you want it to be a silver a piece how long would it take them to get 100 copper compared to 1000 copper
Haha that we do ..
I always go back to stuff like EQ1 as it's a simple system that evolved over time. theirs is a 10/10/10/1 ratio
A single stack of lowest tier coins should let you easily buy common small non-food items
I wish I played eq1 in detail, but I never got past the Tutorial every time lol
A single stack of silver coins should let you buy mid-tier items and such
Hmm
originally coins had weight which had consequences as it was a per coin weight. you could upgrade from lower coins to higher coins at banks so looting a ton of smaller coins had consequences
The coins should have very comparable if not identical weight IMO
after a decade they realize that really sucked ass and removed the weight lol, you still have to convert if you want at a bank
^^ yep weight per coin should be similar
Wouldn’t an inventory slot cap be the same problem with stacked items?
But the value ratios should correspond to typical purchases
there is a reason why people hire economy experts for games heh
Haha yea it’s not easy. I know an accountant that may be able to help lol
but I would say a smart start would be like BlackFox was suggesting. atleast start with a common flow for the player for the first base of time or levels and go with that.
IE: an hour in of playing they should have X gear/X items
if they did it themselves they would need X coin
and if they bought it all by selling crap the same
My logic is that coins should be convenient
Silver coin is merely a convenient replacement for a stack of bronze coins
And due to value ratios, you would find use to retain coins of all 3 types
Use bronze coins for small purchases (food etc), silver for mid purchases (ammo? weapons?) and gold for top tier purchases (whole buildings?)
keep in mind eventually over time the lower coins will simply not matter if it;s just a tier system. When you have a billion of the top coin why does the bottom matter
Essentially having three different money systems which serve 3 purposes, but can be interchanged
That’s what I see it as, a convenient replacement for a stack of copper coins
If you have a billion top coin, you may not be able to find a place to spend it
Like
Low tier shops might only take silver and bronze, top tier might only take gold and silver
And all pricing would be rounded to nearest low tier coin
that would be an interesting idea to try
Well my concept would be this..
all of this is just trying to make coins worth some actual gameplay other than buying shit and selling shit tho and unless it's a merchant sim do you really need it 😃
go the no coin route and just make it all item based and then the fun should happen.
If you walked into a shop selling something for 20 copper and you had 1 gold (with a 100💯1 ratio) you’d get 9980 copper, or essentially 99 silver and 80 copper
but then your just saying X item is coins now instead lol
100/100/1*
anyone here uses blender
if you did that would you really want to buy that item or just go find 20 copper and make your life easier
can u mirror weights
because changing out 1 "stack" of coins for potentially 9980 "stacks" sounds like it would suck lol
Probably find 20 copper and make your life easier, but you could still buy that item
You would get two items added to your inventory @grim ore
sec
and the item you bought of course
I’m not an expert :/
doesnt work
great
now i gotta manually do all the weights
cause blender didnt do it for me for some reason
There might be a weight toggle for mirror
Did you turn off mirroring before applying the skeleton ?
ye
well my official vote for the question was 100/100/1 or 10/10/1 but keep it uniform for the lower amounts atleast to prevent "for fucks sake was it 100 copper to silver or was it 1000 copper to silver and how many silver to vibranium..."
