#ue4-general
1 messages · Page 243 of 1
@frosty bloom yeah I believe everything is faked I'm not the one that made this, just trying to add wheel rotation for a friend
Are you able to turn the wheel in the skeletal view..- If that's even a thing for vehicles
and make a change to its transform
if that doesnt work, your weight paint isnt setup right
@uneven fractal http://ue4resources.com/3d-projects look at the Vehicle Physics project.
Oh, neat site
Now you won't need to continue what you are currently doing.
Thank you friendo
Np, most props goes to the creator though 😄
are those downloadable unreal 4 projects?
I find it kind of amusing that the car is sunken halfway through the ground
I did tell you it was an ancient version
is there a different view?
What version of unreal is this?
I want to question this.
I can mess with the rotation in the skeletal file just not in the skeletal tab of the animation bp
thats what im curious if you could do
if it moves the bone
well
moves the tire from that bvone
bone*
Has anyone ever heard of UE4's timing events going slower/weird when a user leaves the game running for too long? One guy says he had my game up for ~16 hours and it appeared he had extra time in a timed challenge that resulted in him getting first place on steam leaderboards.
exactly alright
I know this isn't exactly what you're doing, but
I imagine if you pay attention you'll be able to achieve what you want with this tut
In this short video i show how to drive the camera rotation from the head rotation of the character.
okay
Headrotation based on mouse-movement, you could probably skip most of the stuff past setting up the locomotive stuff
ye
i modified my number manually
and compiled
and it didnt affect my mesh in preview
But(?)
does it do it in PIE?
yes
love it when previews are inconsistent 😛
torso and head are setup to torso rotation
with math to keep them from breaking themselves lol but example of it working in PIE and not preview
oh this is going to be horrifying if my test setup works in pie
the wheels randomly rotating in every which direction
eh no luck
will just an empty state machine work?
yes
just tested
😃
needs one state from entry
but that state can be empty
without a pose
and works in preview aswell
actually looks like it doesnt need a state off from entry
as far as i can see
jeez...
just realized i had two anim blueprints and ive been modifying my old one..
hold on, wasnt the one i was using in PIE lol
https://gyazo.com/cf9bb2010864a81dd5621856ac984439 works in PIE and preview
and i know its the right one this time as my chracter torso moves when in T pose instead of IDLE lol
hmm it doesn't work when i set it to modify the root bone either so the entire thing moves
that was a resullt from this lol
when you have it modify the root bone the whole thing moves?
the whole thing should move since it's the root and does so in the skeleton
but it does not mvoe
hm
:flip table:
err I don't have add to exsisting as an option
only additive
"BMM additive"
probably the same thing though
try additive i guess lol
no no
use it for rotation dropdown
not transform
your not using bone transform lol
show me your dropdown for rotation
im actually curious what options you have
next to the checked (As pin) Rotation drop that down
and set that rotation mode to BMM Additive
oh lol
I just realized your rotation is
way simpler
wtf
This is how I'd say it should be
obviously the head being your wheel
right thats what i suggested
but Add to existing doesnt exist for him
just BMM Additive
which he should try.. lol
and let us know if that was the issue :b
I don't even know how that works
and it doesnt move the bone when you change your rotations in the rotation>rotation dropdown?
in that tab
nah
i dont see how its not working lol
🤷
something isnt setup right outside of your BP
I can't really do anything about that though
Is there any reason you're using an older version?
Ah, I suppose that makes sense.
Also I realize now that I could just make my cast to anim bp
a purecast
instead of the weird crisscross
haha i love purecasts 😃
i use them for my inventory sometimes
like hasItem() outputting True/False and an Index of the free slot
I actually havent tried my hand with inventory systems yet
I got distracted by lighting
Found it interest how much post-processing actually matters in terms of lighting a scene
or can matter anyway
One guy I was watching did all the coloring of the scene with the post processing, leaving the light color and such at defaults
getting just angle & intensity
... And
I'm looking forward to the 'replacement' for Cascade which name I can't remember.
4.20 stuff
Niagara 😃
How to use physics asset of an skeleton mesh to detect collision/overlapping?
When I daydream about 4.20
Imagine if UE4 had water that looked like that 😃
lol
omg
nothing would stand in the way of making a waterfall look like that though, all in the shader
Shaders are magic
@fierce tulip Make it happen!
Actually Luos my magical vfx guy
Do you think there is a easy way to do sort of 2D graphic's visual effects?
you would need to change the shutter speed of the Unreal camera
I was thinking about flipbook material's for particle emitters?
or do u think thats overkill
combination of shader magic and/or flipbooks
since that's like a 1/5 second shutter speed photo
or fake it in the shader :p
that be cool though, able to slow down shutter speed and get those effects
instant art parameter XD
Are you telling me that simulating every water particle isn't practical
I can't believe I'm hearing this.
anyone know why this errors in my project, but is identical to how it is implemented in Unreal's WheeledVehicleMovementComponent4W
These are all LNK2019 errors... anything related to Px
// In my PhysXTank.Build.cs file
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "PhysX", "APEX" });
Looks like you're missing PhysXVehicles.
hmm this project im following is old so I have had to shuffle some things around
#include "TankVehicleMovementComponent.h"
#include "PhysXPublic.h"
#include "PhysXVehicleManager.h"
#if WITH_PHYSX
#include "PhysXIncludes.h"
#include "ThirdParty/PhysX3/PhysX_3.4/Include/vehicle/PxVehicleDriveTank.h"
#endif // WITH_PHYSX
I mean in your module dependencies.
Have to add PhysXVehicles?
i only added PhysX and APEX
let me try... crosses fingers
nah that didn't work
nvm figured it out... it is "PhysXVehicleLib"
thanks though, you pointed me in the right direction
Anyone know a way to use a. On capsule collision for a character? Bp :/ basically I’ve seen similar questions regarding a probe position and collision. But what if you had a long quadruped where you didnt want the face to clip walls or the butt. So it’s more a capsule on its side
yo
Someone knows how to export a camera made in unreal
correctly into Maya
?
pls @ me if you know
Everybody sleeps :p
Ohhhh ok lol
@drowsy fox references in BP == references in C++. They are one and the same. You can't avoid programming by using blueprints. You are programming, just using a visual syntax.
What would be the best way to project from a viewpoint out a certain distance from the current orientation, get a normalized version of that perspective, and then convert back to screen space?
im working on a compass, ive seen most tutorials use a texture, but im using text components parented to an overlay. whats the technique used for making it loop seamlessly?
Guys. Is there a way to cull a light together with the actor it is attached to?
A Directional Light is masked with a lightfunction so it only affects a certain piece of the world.
Now if this Piece isn't rendered, it should also cull the light for performance reasons
Good morning everyone 😃
hellow
Can we move liquids from one glass to another?
I am working on an VR project of science experiment. I want to move the liquid from one testtube to another. So is it possible to move liquid from one object to another
define "liquid"
(I keep seeing people asking for this same thing over and over again, which makes me highly suspicious now)
Maybe a “test” job or Uni assignment
if faking it is good enough, this might work: https://www.reddit.com/r/Unity3D/comments/8d5uf5/stylized_simple_liquid_shader_shader_code/
seems kinda tricky for a uni assignment
it's unity, so you'd have to port it over
obv not a liquid simulation, but for some job simulator styled game it should work well enough
someone pro with camera? 😃 I even want to pay for it :p
@wary wave I got a project for testing wether the food sample have protien in it or not Via VR, So I want to transfer or Identify which solution(HCL,HNO3) I have added to give the result.
well, either way you still need to define 'liquid'
as in, what do you actually need to do
liquid In the sense Like When I pick the TestTube having HCL in it and put it on another Testtube the HCL(liquid) should get transfer from Testtube1 to Testtube2
You need to be much more specific about what kind of behaviour you want
I need the flow behaviour of the HCL like pouring a wine from wine bottle to the glass have the wine flow from the bottle to glass
so you want an actual fluid simulation?
as in visible flowing liquids that are physically simulated?
(Unreal 4 doesn't have that out of the box)
Just realised i may have to change my game idea which I've worked on for 8 weeks and have 1 week left as I've spent all that time looking for a tutorial on making a turn based JRPG but all I can find is one template which costs £79... So I might change it to a more western RPG or real time RPG (which I've hardly ever played any of) after 8 weeks of struggling to find any info
if youre making a jrpg why not just use rpg maker lol
Yes that's what I wanted. I want to know is their an option to know which game object was selected ?
UE4 doesn't have fluid simulations
the only branch that does is Nvidia's funhouse branch, but that basically only runs on a small subset of hardware
Well, it's a 9 week assignment and I've spent 8 weeks researching, trying to make structures, data tables and a random encounter feature (which I finally succeeded in but realised I forgot the level transitions) And its mostly about the developer diary in which I've got around 9 pages of writing and blueprints/screen shots of the project
Yeah, might try using RPG Maker after this assignment although I'll probably follow the Virtus Learning Hub guide on making a Real Time RPG for now
I haven't tried it but I think it might be a better idea to use small blocks to simulate the idea of liquid
It won't be as fluid as the real thing but I think it should get the idea across if done right
@steady sequoia is their any tutorial available where I can learn it visiually?
Your guess is as good as mine since again I haven't tried it myself
I think it would involve things like messing with each blocks friction and gravity settings as well as giving all the blocks a material that makes them appear to blend together in order to simulate budget fluid
sounds like a fun experiment tbh
Yeah it's definitely doable
And I think I've seen games that have done it before
Ones that have "chunky" water
But I didn't get it
Last action is "With the post process volume selected, go to Settings > Blendables and add the PPI_OutlineColored as the first entry."
What Settings?
@plush yew the settings in your postprocess volume
It doesn;t have "Blendables "
u can do fresnel outline
yeah, but it not OUTline
@wary wave Flex runs on Direct Compute (DX11+) since version 1.1
there are integrations for it
latest from nvidia is for 4.17 (I've ported it to 4.18)
you'd need to write your own shaders for Flex though, wouldn't you not?
they ship it with some shaders
that's something I guess
flex is pretty hard
no, real time fluid sim is hard 😛
I'm still waiting for Flex 1.2 integrations to arrive before I merge Flex into my 4.19 gameworks branch
I got most of the gameworks techs there already, I just didn't want to upgrade and merge old Flex when new one with plastic deformations is almost out of the door
realistically, what kind of hardware requirements do you have for flex fluid sims though?
it depends on the sim complexity
not super high
I assume it's still only really practical on 900 and 1000 series GPUs
for just transferring liquids between test tubes, that's fine
750ti or something
due note that even the old version ran 90fps in VR
to be fair, if you're in VR you're probably on a 900 or 1000 series GPU anyway come to think of it
I am working on an VR project of science experiment
pretty sure he has to have decent gpu already
you'd hope so
mayB mobile? 😃
but you'll be amazed what kind of potatoes I've seen people running Vives on
windows mobile? 😃
not that windows
Nvidia's flex is running on SPH solver right ?
yo
damn, I can't apply this stencil to blueprint mesh
to simple cube - yea, but not for something different
@grave nebula http://mmacklin.com/pbf_slides.pdf
Combines SPH with Position Based Dynamics
hm, doesn't work with translucent
@cursive dirge Cheers. Adore this kind of reads.
I think this is newer http://mmacklin.com/flex_siggraph_slides.pdf
the one I linked initially was the original (presented year before in siggraph)
Would anyone recommend i try out making an action/real time RPG and then another game using something like RPG Maker or Unity before I try and make a turn based JRPG with a Pokemon-like battle system in UE4? I think one of my problems with this project was I had hardly any experience but gave myself one of the toughest genres to make my first game in being a JRPG
Is it someone using datasmith?
@dull wraith Well here's the thing. Creating a game with another engine sure gives you insight into game mechanics and how they work in terms of code. The time you will spend learning those other engines would be best spent honing your skills with Unreal since this is your intended platform after all.
I wanted to create a tower defence game as an exercise so I used GameMaker 2. Truth be told I learned a lot about assigning damage, how the towers behave, how to create different enemies etc. All of the knowledge gathered from GM2 I can apply it to Unreal engine now if I wanted to create a TD game there. Only because I am at a level were I can "translate" the code between both engines (code wise).
In my humble opinion, stick to the engine you intend to create your game with.
Thanks and yeah, I'll try to focus on Unreal Engine. I just feel like on somewhere like RPG Maker or Unity I'd have a better grasp with making a Pokemon-style battle system whilst with everything else I can follow the Virtus Learning Hub RPG guide
@dull wraith Look in game engines like RPG Maker and GameMaker 2 prototyping a game is ultra fast, that is true. Unity on the other hand is like Unreal, meaning that by the time you make your prototype in Unity you would have accumulated so much knowledge that it wouldn't make sense to switch engines. Unless you have a good grasp of both C# and C++ in which case the transition wouldn't be that hard or time consuming. But, seeing as you are starting now with game development (I apologise if that's not the case) there are two scenarios for you.
-
Research and try out as many engines as you believe will help you create your game as easy as possible. By easy I mean an engine were you can transform your plans into a game without the engine or coding language getting in your way.
-
If you already know and like Unreal stick with it and try to learn the mechanics necessary for the game you would like to create. There are some excellent tutorials and assets that focus on turn based gameplay out here.
Either way prepare for a long, hard but fun and exciting journey.
Yeah, I'm very new to games development and some game engines I've heard are good for beginners are RPG Maker, Godot and Game Maker Studios. I'm not too focused on Graphics: I much prefer better gameplay over better graphics and have motion sickness meaning I can't really deal with realistic games
In that case if your long term goal is to create a 2D game like Pokemon or Stardew Valley then yes you should look at Unity or GameMaker 2 since they handle 2D... in a more dev friendly way. You can create a 2D game in Unreal as well but it is common knowledge the 2D isn't the forte of UE4.
So there's many built in actors in UE such as point light, camera etc... Then there are components for those too, am I right in thinking that adding a point light actor is just a shortcut to adding an empty actor to a scene and adding a light component to that empty actor?
basically, yes
Yeah, I was thinking of a game like Pokemon, Blue Dragon (Xbox 360), I Am Setsuna, Persona 5, etc. Just a game (animated, not too much focus on graphics) with a simple 1 v 1 or 3 v 3 battle system with the options Fight, Party, Item and Run and the skills requiring PP like in Pokémon
given you have a tight deadline, have you considered talking less and working more :p ?
I mean developing this kind of game in a week is a pretty tall order
@dull wraith Those games are not 2D and can be made with Unreal thus we're back at my first response. Stick to Unreal and learn the mechanics that fit your game. 😉
I'm not at my computer to.try this out but I've been thinking about it all morning, when adding the point light actor to the map you can change the light properties in the details panel, if I create a new actor blueprint with a point light component and add an instance of that to my map will the light component properties be editable (much like the default point light actor) or would there need to be some setup/config on my blueprint to expose those properties?
@quasi star Ok I'm confused. What sort of properties do you need from a light that aren't already exposed?
Nothing in particular, I was just asking if the properties of all components on an actor blueprint class are exposed or does the blueprint class need to specify what properties can be configures and passes those values into the component?
As an example if I have a blueprint with a static mesh component and a point light component, and I add many instances of that to the scene, can the mesh and light properties be changed for each instance individually without any extra setup or do I need to create a mesh variable and a light colour variable in my blueprint that I make public and then on construction take those values and apply them.to the static mesh and light component?
Nope they can be changed individually as long as said properties are editable.
is there a way to have a variable of variables? im tossing skill cooldowns into an array of floats but it doesnt save the specific variable as the index. SkillsOnCooldown array simply has an index of 0:3 *, instead of skillA:3 (3 seconds), for example.
@keen frigate cool, and what if I only wanted to allow designers to change the colour of the light on this new actor and not everything to do with the light component such as brightness?
@quasi star If you create a blueprint and you add several components then yes you should create some parameters that are visible and editable in order to be able to change say the colour of your light in said blueprint.
This is what you can edit if you place a blueprint with a mesh and a light in your level. As you can see none of the properties/variables of both components are visible from the viewport. You would have to expose them from your blueprint in order to be able to edit them in the viewport.
That makes sense, I was concerned that if an actor had lots of different components that all the component properties would appear in the details panel and not just the values I want to expose, thanks for taking the time to show me the example output.
By default it shows only the essential parameters for the actor class and not its components. All the parameters are of course available inside the blueprint editor but if you want to edit any one of those in the details panel then you must expose them using variables.
For example I press P and I set the light to be a specific colour, but because I created a variable that feeds the New Light Colour and I made that variable editable I can see it now in the Details Panel as well. Notice the check in the variable on the right at "Instance Editable".
I named the variable in a way to be able to understand what it does. In this instance I named the variable "Light Colour"
@keen frigate why haven't you created an input for that blueprint???
Cause I just wanted to show hendore how to create variables and expose them in the viewport.
Awesome, if you was to set the static mesh component to instance editable, then all the static mesh component properties that are editable will now also show up in the details panel in the editor?
Inputs are saved in a ini file, right???
can you edit the ini file when it is packed and encrypted???
using a pak file???
@quasi star Changed the name of the variable so it wasn't confusing.
@silent kraken I have no idea and that's way too advanced for what hendore is asking. 😉
lol ue looks so complicated
Ah I see, so instead of making the component public (instance editable) you've created a new variable of a mesh type that is public and then on construction assigning that to the mesh component.
@quasi star and just to be absolutely correct, this is how you would set it up for both Static Mesh and Light components.
Roger that, cheers mate.
Only if you make it complicated. There's pins and settings for literally anything you could ever want but you'll hardly touch every single one of those pins.
Well yeah. But then again if you are creating a blueprint you are looking for something more than basic functionality and properties anyway.
I don't see how this is anymore complicated than writing logic in code, that seems pretty clear to me and I'm just getting started.
yeah, tbh. UE4 is pretty easy to learn. Especially the blueprints system
I am learning through reading chat and messing around in UE4.
Rather then watching tutorials
There is nothing wrong with following tutorials, as long as you try to actually understand what is going on
After all these years I have to say that to actually understand what is going with blueprint tutorials it helps a ton if you know C++. Learning C++ made me understand and using blueprints all that easier.
you can tell the difference between programmer blueprints and normy blueprints thats for sure
spud blueprints just wang everything in a single graph
O rly
You don't like those people who make a scoreboard and each text block is a different widget
just understanding the basics of oo programming might suffice
In more complicated blueprints that's true. Hell I can say that for myself too, how my blueprints have improved over time.
I need help
With what..?
@lament kraken Don't we all. 😛 With what?
Anyone know to set up bitbucket (source control so I and my teammate can work on 1 project together)
i mean for gods sake use functions
Uhm
@crisp fable Ahhhh functions. Took me a long time to start using those.
github is like $5 a month
Git is private, Bitbucket and GitHub uses git
Well, to be completely honest I believe most programmers only use BP for design. Some exposed pointers/subClass stuff
bitbucket is free private for 5 teammates
You could have your own git server
i use BP on the front end if that makes sense
so my characters visuals are all in a blueprint
but subclassing something in c++
Actually, I still have GitHub private repos for free and I don't pay lol
Not in a place where I can go all out C++ yet but getting there... I hope... in the coming months... I hope 😛
tags the admin of unreal slackers
@digital anchor pls help me set up bitbucket
@crisp fable That's what I mean, anything visual is set in BP. All functionality (or a larger part of it) is in code. At least this is how I do it & to my understanding most of anyone that know c++
tonk if i find the answer to this on google you're dead
Oof, death threats
Probably not lolz
🤦
A common question with Unreal Engine 4 (UE4) is "how do you set up version control?" I think this is a very important question and if you have never used version control for your projects you are crippling yourself from the start. I won't go into...
I want to do in bp no in c++ temple
I googled sure I did
@fierce tulip Tonk wanted Bitbucket, since he can't afford perforce
unless you have 6 members, perforce is fine
and good practice to learn how to set it up and then move to bitbucket
to be fair perforce has a steeper learning curve
anyone tried out ART and maya live link? are they any good?
tonk heres me using github with ue4: https://www.youtube.com/watch?v=VY3QFzKuhnk&t=18s
This video covers how to do an initial setup on github, as well as tracking files with git-lfs and adding a plugin as a submodule.
swap that with bitbucket
use sourcetree
you're gtg
make sure you use git-lfs
Gah I'm confused. Which one is the best?
what one
Nothing is ever the best
@frosty bloom I didn't say there was anything wrong with learning through tutorials. I just said that's how I am learning as that is my learning style.
if you're diving in to unreal with the intent to make a game, know that you will probably end up rewriting it 5 times
^ so true
@crisp fable That's true unfortunately. As your knowledge grows you will look back at your code and go...WTH?
not really
its just old code, i didnt know the architecture as well, but i can see the intent
and a bit of duplication of game systems
i've been coding for 10 years though
Create a repository for Unreal Engine using Bitbucket and source tree
I think I find it
@crisp fable Ahhh you haven't met my save/load code. 😃
haha
@crisp fable Known as the Albatros
@lament kraken my video is better 🥑
you mocked to me cuz I can t buy git server
no i didnt, i just pointed out it was $5
RIP YT Red
if that or avocados offend you, you probably shouldnt be on the internet
😄
ill never mention github prices again
but i will say this
strap in
if your game is commercially released and you earn over $3000 you'll have to pay them 5%
i know that hurts my feelings
but strap in again
and get ready for your feelings to take a real beating
if you release your game on steam they'll want about 30%
Product Configurator with Unreal studio webinar is starting in a few minutes
i hope you didnt faint buddy
Yeah, fees are gonna be annoying.
Well I'd rather pay the fees because that would mean... I earned over 3000$ 😂
Imagine the drama of Earning 3005$ and that's it... go on imagine that 😛
its actually very reasonable
I'd rather earn $4000 in three months and pay 5% on $1000 on those earnings than $100 a month for two people for two years :p
yeah exactly
true that
and not have access to source code
if a really successful $20 game sells 100k copies, they only take $100k
Steam take a cut if you use their platform regardless of which engine you use
that doesnt even cover 1 developers salary for a year
Unreal take 5% of your overall profit
yes
over 3000$
how much ark devs paid then?
no, Epic take 5% of your gross revenue
not your profit
(gross revenue after $3000 per quarter, to be precisE)
5% Epic + 30% any given reseller/platform (unless it's itch.io) + 21% Income tax (depending on where you live) +10-15% Your costs and you get the idea. 😉
yeah forgot about those thanks Yoeri
And I am confused again
if my $20 game sold more than 10k copies, i'd see $7 for every game sold
then an additional % for software you used that have additional fee's after hitting 100k
wonderful
@silent kraken just remember what I told you about Mark Up and Margin
ongoing server costs eat another $1 of that
i wonder if there are dev's that actually got bankrupt after hitting 100k due to all the extra fee's and not asking enough for their game to keep head above water
yeah
Sooooo
- 5% Epic
- 30% any given reseller/platform (unless it's itch.io)
- 21% Income tax (depending on where you live)
+10-15% Your costs and you get the idea. - Other Royalties
@fierce tulip if i go past 100.000 i would need to pay 6000 for houdini and a lot more money for substance designer
Damn it Substance has royalty fees too?
as does quixel and some other (3d modeling) software
its if you make more than $100k in any given financial year
so if you defer paying yourself until next financial year, you only need to pay the greater cost if you keep using it
i dont think you have to retroactively back pay
and what do you mean 10-15% costs
you can't 'defer' your business income
Nice, I like it how we are worrying about the 100K which we will earn for sure. 😛
ambershee your business is making the money, if the licenses are under your name and not the business you're ok
your business needs the licenses
@crisp fable Well for the duration of your developent you need to eat, live somewhere, pay bills and you should count your personal fee if you want to be exact as to what your costs are.
oh ok
gray area there, if you hire a freelancer who used softwareX you dont need to have its license.
you could hire yourself as a freelancer for your business
Working out all my fees is going to be impossible.
where the hell do you live that has a 21% top rate?
Yeah the /year thing was a big pain - we kickstarted and got... uh, a good amount of money.
21% is pretty common to be fair
netherlands <_<
@crisp fable That's why I talked to @silent kraken about calculating your profits using a Margin and not Mark Up.
BUT! We talked to Substance and they agreed given that we were working for multiple years off one payout, we could still use the indie license.
Substance is Good People.
IIRC, global averate is around 23%
its effectively 37% here 😮
Still going to be impossible @keen frigate I have fees that come out all over the place. Monthly, 6 monthly, yearly
Oh, I know, man. Also eff Adobe.
In Austria it's
1 up to €11 000 0%
2 €11 000 – €18 000 25%
3 €18 000 – €31 000 35%
4 €31 000 – €60 000 42%
can i turn up to the cayman islands as a refugee
Google, if you want some workarounds and alternate programs, I'll see what I can do.
gdc talk: I got bankrupt because my game was slightly too successful" hehe
Hey, look, it happened to me and it was a pain.
Five year development off a single lump sum.
The Houdini fees were a bear and I wish we'd gone with C4D from the start.
C4D??? hasve you seen the cost of that thing?
I know a guy.
hehe yea that was sarcasm, and also almost odd that there isnt a video about that
Luos can verify I am a legit person, he knows who I am.
well, at least who my dev persona is.
and what I'm up to.
@fierce tulip Yeah but it would make one hell of a GDC talk indeed 😂
I'll vouche for warc, he gut
God, working out all these costs are going to actually piss me off trying to work them out
Why? who said that Warc isn't gut ?
@silent kraken thats why you'd hire a finances guy.. also costs money but saves a bleepload of headaches
Again, seriously. Talk to these people, tell them that you're KS'd off a lump sum, and you can probably work something out.
Yes, I've got a good finance guy if you're in the US.
Sutor: I don't talk here much, I am talking money, I don't know if you know me, so I wanted someone to verify I'm not Joe Rando.
@fierce tulip can't afford one ATM xD
Okay, rewinding. Let's see what's going on.
Ughhhh, corporate tax
Also I just made a repo and use subversion instead of git. Wound up being less hassle all the way around
@timber relic Oh no worries, I don't jump to conclusions and I trust what people say until my guts tell me not to :P. By these people you mean Maxon?
Actually, there is a legal way around that as well.
Trying to remember the rule, but basically, people are pre-paying you for a product, taxes are not owed till you deliver it, and most critically, they're not owed on things you had to spend to develop the product. Which means a considerably lower - and later -tax burden.
It's not tax evasion if it's legal 😛
You have to document properly, but you only owe money on your profit.
This was verified by multiple CPAs for me because we were like 'well, that saves us a lot of trouble, it seems too good.'
Warning: Washington State / US Federal laws only
Can not speak with authority for other states but it, uh, seems to be pretty foundational law and is highly probably true.
Interesting I should ask my accountant if something like this exists in the EU
Makes sense, though, yeh?
Yeah it does.
But wait, what about early access games where you do kinda deliver the product?
I have access to a great financials/promotions guy in the US/Cali if anyone needs him. I have access to a LOT of things due to having been through all this stuff from being an early KS/first... 50? UE4 licencees.
Don't make any sense to me...
Thaaaat's when you owe the money!
But at least you've spent a lot of it on development!
we dutchies can actually get rid of the 21% taxes when its "distributing digital goods" to the US.
come again?
agreement between us and the dutch.
<--- packing bags for Den.... Netherland you git
I'm not going to be entirely sure on this, I am not a CPA, but if you're delivering a substantially complete product, you owe the taxes.
But at least the time between KS and EA you can burn money like mad to lower your tax burden.
That being said, how 'substantially complete' the product is to make you owe taxes, I dunno.
That's a CPA thing.
Tbh, the more I find out, the more I think of just giving up xD
Losing my mind
I am at work
Sitting here doing nothing
Cause I have done all my work again
@silent kraken Ahhh you should have listened to my accountant on a hypothetical scenario where I found a company and a game was completed in 3 years of development and it sold 1.000.000 copies selling it at 40€ .
(counting all the expenses mentioned before)
When I asked ok what would be my profit?
His answer? Well to put it this way... you would have earned more by staying at your day job. That discussion took place in Greece 3 years ago. Where my salary back then was around 700€ per month.
Dude, dude, whatcha gonna KS, what's your plans. Seriously, when I tell you I've been through all this, I really mean it.
Oh, yeah, I'm not gonna make a profit at my game unless it keeps selling for years.
but it doesn't matter cause I'm on a mission from Dog.
I am seriously starting to hate this company with the amount of time that is wasted here
I have no way of accessing UE4
Sure you do. Set up a laptop at home with a VPN.
Remote into it!
Seriously, you don't want to know the problems I've solved.
Actually I personally would love to know 😛 I feel the force is strong with you....
Laptop is off at my house
Plus we use a VPN at work
Idk how to access my laptop from work
Also I have 1 work mate who gets annoyed if I do anything other then work
sounds like a real dweeb
Tbh, I should be doing work. That is what I am paid for
same
But then when you have done it all, then what do you do xD
Plan.
Plan systems
Plan ahead.
Plan for when the systems don't work
browse the unreal marketplace
Attempt googlewhacks.
Random image search for inspiration
Read gamasutra
Read Ken and Robin.
You're a shark now. Keep moving or diiiiieeeeeeeeee.
read the unreal documentation
who are ken and robin
Ken Hite and Robin D. Laws.
so you know the one that keeps moaning about me being on discord
the one next to him, watches youtube and twitch...
Ken Hite is the lead designer on the next Vampire RPG, and he's been working since the 80s. He's good - and Robin D. Laws wrote the book on good game mastering. And also on plot design. If you want to bioware shit, you need to know their stuff.
IM really need a new gpu :/
Wow
anyone know a decent tutorial to teach you how to make a options/settings menu
Look up their wiki pages - but seriously, they're fantastic.
Thie channel busy
AMD Radeon 7670M HD / 727 MB / 32-BIT
rip north. i just bought one and am sore at what i paid
Its very trash
but it was such a step up, i'd say it was worth it
Its very hard to make games
only 5 10 fps when making games
@silent kraken I bought one from the store and reversed engineered it. Was way more educational than any tutorials I saw. Well that was two years ago, no idea what sort of tutorials exist now on the subject.
Settings isn’t totally easy depending what you want to do and if it’s in blueprints or not
Same here. There's some really good ones on the marketplace.
Yeah I’d suggest assuming you understand bps buy one and review how they did it
tbh, I would rather try and figure it out by myself
Do I need Nsight Tegra for Android if I'm planning on using C++?
I mean by old original Java code is questionable
Not sure what you're talking about.......
But then when I learnt more, my new ones are better
I am getting the itch to upgrade my PC again. Anyone use a higher end Ryzen and happy with the performance?
ThreadRipper 1.5
Or 2.0 I guess they wanna call it
Just wait for August, since TR1.0s are sure to drop incredibly in price. Or look out for 2.0
hi everyone
Yeah
I use an i7-6700k and its great for gaming and game dev
Build times for arch viz style lighting is actually pretty good all things considered
Nothing usually takes more then an hour
Hm. Here's a random question, speaking of lighting. If you wanted a certain minimal level of lighting in a zone, day or night, how would you do it? Post-processing or?
On a map, rather.
@grim ore I'm using a high end ryzen and I'm happy just keep in mind that Ryzens and TRs love fast memory.
or I should rather say benefit the most from fast memory
@timber relic Outdoors or indoors?
@safe rose oh yeah I forgot new ones coming, thanks for the reminder 😃
@keen frigate which model do you have?
Ryzen 7 1800X (8 Cores) 1st gen, Not so high end now but back then it was.
As nothing else has changed since then I suspect with a 2nd gen or a TR you would be golden. Especially if you're rendering a lot.
It's Friday, Friday. Yay no work tomorrow
With Unreal there's always work 😛
mainly bored and looking for more threads so yeah looking at the 8 core ryzens 😃
thanks for the info. seriously considering Ryzen as the next upgrade just to try it out
@grim ore I love them especially with 3D content creation software like blender or maya... these extra cores do wonders
I can actually do something fun and click buttons to make a game, rather then clicking buttons that do nothing
@silent kraken Yeah I knew what you meant I was just messing with you 😃 /hug
yep I've got a quad core no HT on the laptop and a 6 core with HT on the desktop and the difference is quite nice, 8 core should be a nice little bump to the shader compiles I am thinking
or preFriday
Noooooo. Damn it....
It's going to be thursday all day 😦
Ughhhh, that means I have to come in tomorrow
@grim ore That they are and imagine getting a 1st gen TP at a cheaper price...
So my work have forgot about my old work laptop
true. paid $500 for the six core, paying less than half for an 8 core would be neato
Do I 1) Recycle it, 2) Keep it but smash the drive as it is encrypted and has confidential data on it or 3) Give it back just for them to smash it all...
@grim ore forget the 8 cores just imagine a 16Core TP 1st gen when the 2nd gens hit the market...
Although, I can't recycle it easily due to laws....
@grim ore just imagine 16 cores at 500ish price
Mmmmm, that sounds nice
16 cores would be sooo nice.. if I could have 16 cores I could compile shaders so fast...
I just want to open infiltrator on a new machine and have it be done instantly lol 😛
@grim ore Not to rain on your parade but for that you need one of these...
System76 desktop computers are custom-built to run Linux flawlessly with the latest processors and powerful graphics.
@silent kraken yeap quad = 4
with a Ryzen 7 1800x 32GB Ram - 1080Ti 11GB and m2 ssds I still would need around two months to render a 1080p 10 minutes video sooooo yeah 😦
at 25fps that is
and not a video with a tons of polygons or light mind you.
I'm talking on blender with the equivalent of Unreal's Production Lighting.
I know it sounds too much but that's what it would take unfortunately. Come to thing of it I haven't tried it with Unreal.
just chain together another 100 of those
hi guys
i've loaded https://github.com/ue4plugins/LoadingScreen plugin
moved to Project/Plugins/LoadingScreen folder, regenerated project files and recompile the project but i still get no plugin built. what do i do wrong?
Is there a way to make an object unselectable ?
Like, I want a wall to be not selectable... but still existing in viewport
Is there a way to render video but being able to render an ID map for multiple objects and stuff to take into after effects to select unique things to color correct them?
like, layer the viewport?
you want to see: diffuse , ao , normal , lighting .... etc separately ?
not all combined in one?
@candid cypress
pretty much yeah.
Thanks, I'll see if that works!
@fossil ore You can actually lock an object as to not edit it by accident
when you try and solve a material issue for two hours, only to notice that one wire was not connected..
https://i.gyazo.com/632b625d0864094ea4c41aa8f2a8ed5f.gif
😲
keepass ftw
yeah, but i had to make at least 3 copies of the DB just to make sure
thank god there's autobackup that could copy it anywhere
"I would just advise that whatever route you go, make your project a C++ project rather than a BP project. A C++ project can still be 99% BPs, but going from a BP project to C++ project is a bit of a nightmare IIRC." - Does this rule still apply to UE4 4.19 ?
Can someone help me figure out what the minimum requirements for the Unreal Editor is? I seem to be unable to find them.
that message is not uncommon while shaders are compiling
and now that you say that, I can't remember if i've seen it other times...
but if you still want to check against your specs: https://docs.unrealengine.com/en-us/GettingStarted/RecommendedSpecifications
@halcyon marlin I have a pretty high end machine and it still compiles shaders when I first launch a project, pretty common thing. 😉
Thanks, guys
k, i'm past the recommended so i should be good
i stopped trying to do stuff for a long while because I kept getting that message
i was like, "welp! I can't use UE4..."
anybody know where the config files at for the editor?
found a reference in the code to a certain "GEngineIni"
They are all Ini files. The file is called I believe DefaultEngine.ini
@lean kernel
Main ini files
Wherever \Epic Games\UE_4.19\Engine\Config is
or
Project's ini files
YourProject\Config
anything in a Launcher folder definitely has nothing to do with the engine
@manic pawn Yeap my bad corrected it
Top of the afternoon, anyone out there done much Mobil VR work?
@plush yew no, it doesn't matter anymore, just add a c++ class to any bp project and it will be fine. i haven't had any problems with it anyhow
Is there a clear answer on when to use a function over a custom event?
events can be replicated. events are on the event graph and can run latent nodes
@late sundial afternoon no Mobile VR experience myself.
also regarding function vs. event. if you want to bind an event inside of a function, you will use create event to bind it to a function instead
@keen frigate No worries, ty though
hi all is unreal better or unity
cryengine
really?
@plush yew please dont spam the question on multiple channels. thank you!
Have you made an MMORPG before?
If you are wanting to make a MMORPG alone, ill see you in 10 years ish
I only ask because it isn't 100% impossible -if- you have prior experience at an MMO company. And if they have that experience, they know how much work goes into it.
let the people dream Dizco hehe
And if not... yeah you're better off trying to dig to the center of the earth with a plastic spoon.
@fierce tulip ...But but i identify as a Dreamcrusher aka realist. 😛
lol
It happens without fail. Every single time I try to build lighting in any project, my computer freezes somewhere in the process and I have to do a hard reboot. Even if I throttle it down to 50% CPU usage -- complete freeze!
Its a single mesh yet I get bleeding like this
Any way I can fix this up?
Im pretty new to lightmapping so I dont even know if I did it right to be honest
better lightmap uv's, cut them up along the edge and make sure there is enough pixels space between em
Step 1: Sacrifice a basket of puppies. Step 2: Pray to the lightmap gods. Step 3: Make better lightmap UVs. Step 4: Increase the quality of the bake. Step 5: Set your computer on fire. Step 6: Enjoy your perfect lightmap bake.
If you skip any steps, your lightmaps won't come out good.
3 and 4 sounds like random stupid joke, those were totally unnecessary, rest is fine
I'm getting this weird problem with Get Mouse Position and Set Mouse Position when i activate the Set Mouse Position i use a variable set from the Get Mouse Position node and it seems to drift diagonally down to the right, anyone know a fix for this? Or another way to Right Click Rotate the character but stop it clipping to the edge of the screen and stopping rotation?
uh...hi
Well for the lightmap settings I used 64 for the width/height and 32 for the pack quality (?)
I set the margin to 0.1 but the lightmap came out like this, does it usualy need more space?
Yes.
how is everyone
You need space between the islands, not just around the edge of the texture.
Yeah, like that. You may need more depending on the resolution, what I normally do is set the grid spacing to 1/(lowest texture resolution) and make sure to give everything at least 1-2 pixels of padding.
So if I'm making it for a 16 pixel lightmap, the grid would be slicing up the UV space into 16 boxes
16 boxes?
so in my case since its a 64 lightmap res
does that mean the entire image is 64x64
im pretty new to this so my bad if Im not getting too much of it
What would i do if i want my character to be able to knock over objects but then not be able to step on them to cause the camera to spaz out
so collision and then no collision
with the player only
@coarse cradle also bleeding can be fixed by using better settings in lightmass
Especially with indirect lighting
Not if there's not enough padding
Yeah, of course
Indirect lighting has a tendency to make weird smears and bleeding all around though
I would just let UE4 handle the spacing haha
You can encode all islands in any sizing and offset into the UV map, then have UE4 replace it with lightmap packed by UE4's packer
It seems alright and it accounts for spacing correctly
What I've sometimes done recently is make lightmap UVs manually, then tell Unreal to generate lightmaps from channel 1 and into channel 1. It actually works and repacks it properly.
Surprisingly effective
@grim sinew that's exactly what I do and what I meant, yup
I also believe it's a very effective and good approach
IIRC the lightmap packer is aware of surface area, so I can unwrap each mesh (in 3D editor sense, an object consists of several mesh objects) separately
And not care that their islands overlap, not care about scaling
It seems to scale islands based on surface area
Yeah, it only really breaks when I intentionally have UVs overlap each other on the same island
For obvious reasons
Yeah
Also obviously it doesn't fix distortions that may be caused by incorrect UV to mesh mapping
These kinda distortions
Not every shape can be unfolded without these distortions, but the shapes which exhibit these are often very easy to fix by cutting along some edges
I found that increasing the "Shadow Resolution Scale" of the Directional Light can get rid of those shadow artifacts called shadow acne (the stripes). Any ideas on what the performance impact is, any hints where to see this in the profiler?
btw gif loops badly, Im sorry
@plush yew try to adjust bias
If adjusting bias fixes the striping, it's a better solution
@south ridge I did adjust the bias and it does fix it but only with values as high as 5 or more and then the shadow quality suffers quite a bit
so I tried to find another solution but I think increasing the shadow resolution scale to 5 would make a big performance hit
Yeah
Well
@plush yew I think your shadows are not configured at proper quality for that resolution
Are you running shadows on "high" and such?
I'm tired.
I just spent the day figuring out how to get SceneCapture2DComponent data into OpenCV.
yay me.
Hi everyone, I was wondering if anyone has ever had selection issues with the transformation tool and knows how to get around this problem - When moving objects around I often try to select the XY (horizontal) plane, but the other two plane selection boxes often overlap it and fight for selection. Is there a way to make this part of the transform tool easier to select?
it doesn't happen every time, but enough to make selecting the right axis plane painful oftentimes.
Any Ideas why a line trace might fail at long distance?
it hits the actor everytime but close up works fine
Could it be a limit to how many traces on my player controller event tick
srry, just got here and was reading through the previous chat... wanted to say i've ALWAYS hated dealing since screwing with them in Maya 4.. i've not had to deal with them in a while.. Has it gotten easier to UV poly models?
i want that "push button - recive uv" but i know that's not possible.
It's a bit of a thing to not post the question in multiple channels, but I'll answer in both just in case.
Maya's newer UV unwrapping function, "Unfold 3D" (it's a plugin it comes with since 2014) basically does the whole "Push button - receive UV" thing you just described
As long as your seams are in the right place, it'll get you good results almost immediately. And if you have really good seams and decent toplogy, it'll basically get anything but hard surface UVs at least usable in a button click
Then there are tools to push them around and modify them to morph the shape all at once.
No real comparison between how it used to be and today
https://www.youtube.com/watch?v=nqHM8WRnSkM If you don't want to use Maya anymore, Unfold3D is available as a standalone thing still, but I don't have any experience with it yet, it's on my to-do list since it has some insane features that haven't been ported to the Maya plugin yet.
More information: http://www.rizom-lab.com/news/unfold3d-v10-now-available/ Virtual Spaces cater to workflows for simple or complex UV mapping needs. Unfold3...
Morning all
Good morning!
Nah it's 3 pm for me here
9:17am here
same.. 😄 at the office
im happy that its 'pinkster weekend'
@tranquil sierra niiice
😃 thx
i lost a couple of days now grinding tutorials of unreal :p so weekend fresh air will help me!
fresh air is overrated. just recycle it in a closed loop
haah airco?
@grim sinew i disagree
Who are you again?
i just need to do connectivity thing, registering, databases, some basic mobs and leveling with nooby graphics and thats it
Oh the MMO person from ages ago.
yeah from yesterday
Good luck making a hundred million dollar project on your own with no prior experience.
I wish you the best.
lol "just" "need to make full MMO core" xD
It's also getting it up and running on servers
i will run it
With support for a couple hundred (at least) people on one instance
in my room pc
That's not really an MMO then though
i ran tibia servers
That'll be an MO
It's not a matter of whether you can run a server
It's a matter of the sheer workload you'll get from trying to run an MMO server on your home-PC
😛
I can run a server in a bus stop
goosey
😛
running server = rightclick exe u made before
Uh-huh
lol
Let's roll with that
😄
lol
Ever heard of clock speeds and cores?
i just need to learn unreal first
I think he's one of the people that needs to learn through experience, the hard way.
"Im looking at a context menu after right clicking, the server is running now right?"
There's nothing wrong with learning through experience, so long as you don't bet your house on it.
hey guys quick question on optimization. So the game i'm making only contains a single large map divided into 4 zones
We're all well-aware of what people can do
@plush yew Is this MMO thing your first game?
It's just that most people can't
these 4 zones are not freely possible to cross and can only be entered through specific intersections
should I keep all 4 zones in a single level
no i used game maker and unity and java and other
people tend to look only at success stories but never at the million failing ones
or should i split it into 4 levels?
Either works
they are technically the same map
With levels you'll have loading times
ah
With streaming you'll have potential stutters and stuff because you're trying to do it while the person is playing
You can also use streaming levels
when i make my mmo i will add item shop with real cash and sell swords with milion dmg
It basically comes down to the same thing, but if it doesn't matter for you, I'd go levels
i'll take a look at that
And unload the other maps when they're not relevent
@warm mountain So when you're in 1 zone, you don't see and interact with the other zones? If so I would split them up
saving resources for perfomance
unless you go to the specific places
oh in that case you could make placeholder assets for the other zones
Or that
for example zone 1 is this low land area
and zone 2 will be like a single lift up to a set of skyscrapers
gotcha
you won't be able to see the other zones in detail
and i'm planning to load them in detail as the character enters lifts/subways
ay, so it becomes a backdrop piece to simulate the area being there (while we secretly know its like LOD6)
haha
yups
i'm using stuff like clouds and large buildings
to hide details haha
so i don't have to do too much
a bit cheesy but i'll try to block it tastefully
just regular blueprints
its a code name to fool my boss I am actully playing around wiht unreal :p
always errors and you're not sure why and when they're gone you don't know why
😄
mmhm true :p
then you see kind of porn..
perfect game, all assets inside
everything works
its like porn
until you have the engine and you have to start yourself
:p
😄
"In what hole do I put this pin?"
hmm bluepinclass
:p
indeed
like this :p
at the end you have 10% of the pornstar/finished game and youre don't give a fuck annymore
bc ofthe issues :p
where did you guys learn unreal??
I started with 0 knowledge (did some design and website stuff before, and did a lot with music (produce and DJ)
im a musician to
some friend told me "hey, ue4 is free"
guitarist
so I went to the chamber of commerce, registred a studios like all impulsive noobies
and start learning as we go
How awful is the character controller for client performance if you're running a server with... Idk, 50 people on it?
youtube @whole quarry ?
youtube, awnserhub, ue4 docs, people in here helping
its a hard school 😃
i've a big IT background, so it comes easy to me
easy to learn hard to master
just dont ask me to do any c++ stuff 😄
oh 😃
I used to write in C# until I switched over to Blueprints in Unreal
hehe myeah everytime i see the light I get a new issue
I came from Unity with C# knowledge and a bit of art knowledge, moved to UE4 and learned it by just trying stuff
here also a little of c#
Blueprints have caused my normal coding skills to dteriorate at an almarming rate lmao
