#ue4-general
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I'm super used to B now that I hardly touch normal text coding anymore
like for camera stuff
I see game making as problem solving. Each step is a problem to be solved. Once I've the larger flow working, I start to optimize it and reduce the amount of instruction as much as possible, usually ending up with wierd abstract functions that dont make sense on their own ๐
jah :p
fun thing is to make it smooth
you can have 100 strange strings
or have 10 nice ones ๐
but need more exp ๐
can't solve my problems yet ๐
Same but exp comes as you go
how is the builtin networking thing in unreal?
My biggest problem now is choosing which project do i work on today
is it good?
The jam spawned a 3rd project.... >.>
haha I know the feeling
this is only the beginning
what about the level design
character design
animations..
:p
you need to know a lot before you can start creating a good game ๐
Dont forget the audio
I see a LOT of games using al the basics and even release that
Audio is important too
i don't fear audio
But still a challenge
Even a simple menu bleep can be a headache xD
indeed :p
"Nah this isnt bleepy enoug"
"Lets add some fx... shit its a full track now"
sitting in the room with the guitar trying to do some tunes
you press record
after the first note
BABEEEEE FOOD IS READDYYYY
crap
need to restart
restart
first note
"bark bark i need to pee" dog is getting anoyinh
:p
grrr
i love music
piensken are you pro at unreal
can you code mmo
not mmo ๐
bussy with side scroller and classic beat em up
can't handle the camera even with the blueprints in my possesion :p
so sorry
hmm i came here from unity
i always have problems with choosing best programming language or best gaming engine to learn
You can always buy the MMO Starter Kit
oh, buy
you can always learn and practice, too ๐
@sudden agate in what kind of twisted world do you live?
ikr
but mmo is free in unity
So use that then?
unreal has better perfomance+ graphics
rust made in unity is not even that perfect grpahically but its very resource costful i cant run it on lowest details on endgame hardware without it heating to crazy degree
Let me just get this straight
if you have crazy specs but cant run it on lowest details without heating to crazy temps, then you've definitly a flawed setup ๐
You think you're going to out-optimize Rust
Which has a guy dedicated to optimizing their pipeline?
must be crazy ๐
i have msi apache pro laptop
cost a lot
- gaming brand
and other games work fine on 100% hd, just that this one heats too much on lowest details that my fingers get burn and i get irritated after couple mins
hey, kind of a general question
how do I test to know that my game doesn't suck?
like it's not laggy in the editor
now launched it as a standalone game
and it's running fine as well, can I say it's all ok? : P
if multiplayer, test with Packet Lag/Loss and a high variance :P
if it's just for graphical reasons, just play on older hardware
If for gameplay reasons, let it playtest ๐
packet lag/loss, would it be for a multiplayer game?
my game is single ๐
ah nvm, that's what happens when you read from bottom
yeah I was a bit worried because the game liked to have a massive lag when launching it for the first time in editor
but no such a thing occurs in standalone
should I package it to test too?
often good to test packaged game every so often
okay, so we have a weird problem with textures
we have a texture to be used in post process that's a fairly normal 4 channel texture that I can see
in a widget, it looks fine
in the material editor, you only ever get a flat colour out of it?
what gives?
(looks fine in the texture viewer too)
hmm, looks like an alpha channel issue
never mind xD
I packaged the project and a WindowsNoEditor folder has been created, is this the thing? : P
yes, inside that is the .exe file to start the game
thx ๐
argh
game is broken in packaged ๐
is there any log or something that I can check?
it's just stuck on the loading screen xD
hmm not sure, I would assume there is
I've packaged for the first time so I have no clue how it works haha
Maybe try adding your maps to the "List of Maps to include in a packaged build"?
I think I've had your problem before and adding my map in there solved it
Not entirely sure though since I'm no packaging expert
is unreal good choice for open world mmorpg (of small callibre)?
i think they are better at creating mmos with short sessions like fortnite etc with 3-10min matches, at least they stated so
Fortnite isn't an MMO
@plush yew You can do everything with Unreal or any common game engine. Sure if you know how to do.
I think the problem is experience. The problem is not the capabilities of the engine. At least you need bunch of programmers, artists, designers and other roles to make MMO.
Well, UE4 isn't made for MMO's out-of-the-box, you can achieve it nontheless, but modifications in the source engine allows the dev's to make it more fitting for the MMO purpose
fortnite is an MMO
ofc they are
sigh
rust has a lot of players
you think thats impossible?
it probably has more players than most typical mmorpgs
like EVE Online or Planetside 2?
no im saying rust and fortnite are mmo
no, those aren't MMO
why not
not enough players ๐
next thing people will call CSGO a MMO too
because millions of players
.>
of course its mmofps
how else would u call it
perhaps: Multiplayer ?
multiplayer can be without internet
yes, it can
so its mmo
just cuz it doesnt have open world
it doesnt mean its not mmo
tibia has servers with 100 players online at a time does it mean its not MMORPG?
yet it can have 1k+
open world doesnt equal MMO indeed, but the amount of player capacity determains a MASSIVE multiplayer
yeah
and league of legends is mmoba
if rust servers can have 300 players then its surelly mmo
anyway i meant if UE is suitable for open world mmo
im not sure if your question is what defines a mmo or if UE4 can handle a massive amount of player
so, surely a few hundred may need engine changes, even 100 for fornite needed them
if youre aiming for 10-20 youre fine
Fortnite has no features that would make it an MMOG
no im aiming for 500
Any game engine is suitable for an MMO if you're a good enough programmer.
generally speaking one would drawn the line when player counts reach the thousandish mark, but it's poorly defined
The engine isn't the problem, your team and budget are.
budget is your biggest concern
If you aren't a professional server programmer, you'll struggle getting past 70-80 players on any engine.
server infrastructure costs money to run, and someone needs to build said software too
oh lol
i am a programmer for a long time, and its still pretty hardcore for changing engine stuff
not easy for sure
oh
once you start getting past basic dedicated servers, you tend to need additional service layers operating outside of the game itself
this is some complicated stuff
100 players is enough at first
100 is just about doable on a standard dedicated server setup
but if you can attract 100 players then u can attract more
but it's pushing boundaries
idk im total noob but i dont wanna limit myself in the begining
actually if you got 100 players online at the same time chances you already sold 5k copies of your game
i have good pc i coudl as well test/host open beta on it
no it will be free game
so 5000 free downloads, yes
oh that will be expensive
How do you intend to run a free game?
with item shop
I hope your connection can handle the data
...then you're going to need an account system, databases and online services to support all that
you're getting back into the realm of 'games that will cost millions' again
Lol
small and mmo doesnt go well
small indie mmo sounds like success granted...
Free to play games cost a lot to build and maintain
And I was afraid it would be boring today, ๐ป
that is not the genre a beginner indie dev should think of
take your idea, see what would be fun if playing alone, if it attract enough attention, then make it MP
especially since conversion rates from unpaying to paying players is usually very low
which means you need to able to support tens, if not hundreds of thousands of players in order for the cash shop to gain critical momentum
takain i heard its better to start mmo from start instead of rewriting single player
Its your first 'serious' game?
it is less work to get everything finished, yes, but better have a SP in 6 months and MP in years
(players won't spend money if other players aren't spending money, and they won't spend money in unpopulated games)
Or did you release before?
i didnt
So, first game is MMO?
If it's not released, then you haven't had games.
Classic 
You've had practice.
most studios will make a small arcade game and push it through to release before trying anything bigger
it serves to establish internal processes and get a team familiar with them, and ironing out the kinks, being more familiar with the tools and pipelines etc
all at lower cost risk
ye
anyway i think i can profit on 100 players
so there wont be need for engine changes to UE?
for up to 100 online at the same time
no free to play game ever made profit on 100 players
tbh your current plans are so unrealistic that you can pick any engine you want, it won't make a difference
thanks
but 100 players at the same time means 1000 active in general
just not logged in in the same time
well, no..
if you conversion rate is normal, around 0.5% of players will ever spend money
like Tim God once said, success wont just come
im sure more players spend money for league of legends skins than 0.5%
ye
League of Legends has 30 million players +
but its not only lol
and I think that 0.5% may have been their own statistics
I would advise not to look at the success stories but focus on the failing stories which is more common than drinkable water
you can learn a great deal from those
Guys im doing a ammo system so it says the ammo and the max ammo but i wanted to have a little "/" in the middle of both text boxes can i do like (AMMO + /) (MAX AMMO) in the texbox?
use Append
Append?
yes
in the widget?
you can build a whole string
what about the functions
Yeah
some interesting quoted numbers from above;
Acquisition cost of a new player can be $2.5
Average revenue per paying player can be $0.1 per day
Conversion rate of players can be 2%
so using 1000 players: you spend $2500 to get the players, 20 of them will pay money, and you'll earn $2 per day from them
i have 2 functions GetTextAmmo / GetTextMaxAmmo
assuming 0 operational costs, it would take three and a half years to make a return on your initial acquisition investment xD
o0
lol
who will pay to GET players? ๐
@whole quarry I cant find any append in anything
Append
Btw is there anyway i can Reference my Crosshair image to a variable?
When i Aim down sights my crosshair dissapears and when i stop ads it appears again
Google ๐
cant manage to find it
I Tried to do In the function i use ADS if True then ( Cast to player Widget) - Set imagecrosshair - ??? i dont know what to put there
Deactivate? hide?
im finding how they hide the Whole widget
i will just set the opacity to 0 xD
The alpha i mean
remco are you mentor
not at the moment
is this you in the pic
No, its some stranger I found ๐ค
LMAO
Thank you I guess?
and go gym
... I love my glasses tho ๐ฆ
I'm only going to the gym when I see results at @fierce tulip
๐
@plush yew I wont ever take contacts tho, I know to many people who lost a lens at the back of their eye ball
I missed alot... Damn meeting :p
Time to practice shooting if you miss that much 
man selecting a color range between two values is no trivial thing to do in a material
wot
im trying to select all colors in a color range, similar to how photoshop does it
instead of having to manually specifying every color in that range
So you have R 0-255, B 0-255, G 0-255 and Alpha 0-255
ok
So im not sure what you actually mean with "Selecting a color range" followed up with "by 2 values"
currently im using a constant 3vector to select a color and im subtracting that from a texture and using the output.
Yes
I want to have two different colors and subtract all the colors in the color range between them. so for example if i specify 255,20,255 and 255,60,255 i want to be able to subtract the difference between the two from my texture instead of manually specifying each color separately
I've have an idea how to do that but im unable to UE4 right now
But it will be based on 3 values instead of 2
oh thats great. I would appreciate any thoughts about it
Because of the RBG
right ok
I'll try to experiment tonight and share it with you
Sounds like something I can use in my horror game :P
essentially im looking for a way not to have to specify 60+ separate colors
lol sounds interesting. what is the game called?
What is the goal behind it?
im just using it to mask out a texture right now more a proof of concept than anything else
Title and content is secret until done to avoid spoilers (its puzzles too and the name give things away)
Ah oki
cool i love/hate horror games
Nice underdog challenge
i scare way too easy ๐
Same :D
ya i just wanted to not have to specify 60+ colors separately
i didnt know it would hurt so much ๐
Tho im more a fan of ghosts and paranormal than monsters and jumpscares
me too ๐
Did you try my suggestion of using HSV instead of RGB?
hey ya i tried to do that but i didnt get very far.
Is there any Unreal Engine Cinematics/Film Discord server? Aimed only for people who create cinematics in-engine?
Hi everyone btw
@plush yew don't know about a dedicated server but we do have an animation and cinematics channel on this server.
and Hi ๐
Thank you :)
You're welcome
We know
I want to but Its not that sumpke
Simple
I need the camera stop following When Im close to a wall. Otherwise my camera goes beyond the wall And I have 50% of map in my screen
In unity This is Just a tag. In Unreal Its a crazy mofo code
And I bought the sollution. But implementing And adjust
Is not that simpel ๐
IT seems simple but iT is not
you can block the camera when hitting a collision tho
not a great solution though
better to determine whether the character is obstructed in a given axis and adjust the camera accordingly
or just remove all the walls ๐ค
@south ridge Sorry for the late reply, I went to bed. I think I have it all on Epic
LOL you bought camera solution
you can as well buy entire game
no offence
So you're saying one shouldn't buy any thing from the MP?
Because time equals money, and buying MP items saves time?
id spend the money on contact lenses instead
dang i love your jokes you probably have a lot of women
thank god no, just 2
Other sollution mentioned is the way. But my kwoledge is to less
Check first 4 seconds
Thats iT.
oh thats the kind of stuff I wanted to process in my jam game
Also on the x acis
but i didn't had enough time to finish it up
16โฌ
4 days of searching
IT wil pay off
Just need to convert What I bought
Hahah
I think it will require some level volumes to tell the camera "go here, go there, dont go there"
They โlockโ y axis at collision with box
to prevent it from going out of bounds in such a 2.5D level, I would just clamp the camera location
?
dang why not go for 3d bro
i.e. level goes on from X 0 to X 5000 , the camera wouldnt go any lower than X 100, so clamp it
ooh ok
There is a clamp node? :p
aye ๐
with the clamp you can set a min and max range
but for that platform camera movement, thats some magic needing to be solved ๐
Clamp (float)
I Will Check This. Thx
No Problem My Belgium Friend
I'm sorry, its friday, alone in the office, annoying as hell ๐
Thats how I would do it ๐
Is there a way to see exact at What coรถrdinates I am standing?
you could PrintString your ActorLocation ?
If This easy thing works Why do they make This so complicated
At a button press
Hmmm need to do some stuff for holliday. Hahah noooo
I Will test This. ๐
OnTick ->
GetPlayerPawn>GetActorLocation>PrintString
Hookup the OnTick DeltaSeconds in to the Duration
you really only need to control camera offset
https://i.imgur.com/bp6UqXI.png are these required to rununreal games?
no, but it isn't a bad baseline
personally I would have ditched the spring arm and manually controlled the camera offset at all times
Thats a good id..
They do iT like this
But how
Are there tutorials If This stuff?
also a good read:
https://www.gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php
honestly it's just vector math, there's not much to tutorialise because individual games have individual needs
Indeed. They do iT with vectors. I have the code.
Thx
I want to understand
This Will hzlp
the above article is very good at describing various camera techniques
Lol
@tranquil sierra May I suggest something? Why don't you buy this and see how it's done. It is a fantastic camera setup.
I would always make my cameras myself personally
it's always best to tailour a camera to your specific game needs
a lot of people underestimate how important the small details of the implementation are
@keen frigate I bought a similar one
@wary wave I agree. If you know how to do that. But, you can learn a lot by reverse engineering a well done implementation as the one I mentioned.
I understand. But there are not that much rutorials explaining about the camera itself, How iT works And so on..
Hey any ideas?
the camera shows stuff it is pointing at, seems pretty simple ๐
@tranquil sierra True. That's why I recommended the above asset. They always document their asset packs in such a way that even if you don't know anything you can still tweak it to suit your needs and learn in the process.
omg how do you create such amazing game @plush yew
you did graphics?
Is this amazing?
Im such a noob
just add some grass rock etc. and a river
a good camera often doesn't point at anything :p
:p I know What hรจ needs to do. I sorted iT out. But creating iT without the knowledge
:p
Im not going a university
Just on middle school
Using my creativity
oh unreal is so nice out of the box
but for production better to use ur own graphics
@wary wave is iT possible to make iT look to an area, And When you tough a collision you tel him to change manualy to other coordinates?
@plush yew the foliage needs shadow :P
Perhaps dirt or sand texture at the water line?
ai bois
is unreal documentation good starting point
or theres better tutorial somewhere?
i read it but dont remember it by heart
i assume i need to use software first a little bit before reading it
I had a couple good YouTube tutorials
hehe
@fierce tulip doing good
lazy guy is reaping the patreon money with shoddy as hell stuff
like seirously those horribly textured/material stuff, and indinity blade assets around
(plus beyond blatant ip infrigment)
anyone have a sand meterial?
if he has a Patreon, doesn't that mean he's violating the UE4 EULA?
tell that to epic who donated 20k or whatever in a devgrant to him
๐
indeed
@fierce tulip haha nice one ๐
@wary wave he has a quite huge patreon
lots of cash
and the work is absolute garbage
literally just a shitty horribly made link model probably from turbosquid free tier into the example landscape map
I assumed it was ripped, actually
its "borrowed"
hah
the environments are ripped if they are low poly
if they arent, its infinity blade assets
or some other ue4 free stuff
i dont know why he hasnt gotten lawsuited super hard by nintendo
i mean, he is very clearly charging for the stuff through the patreon
they're probably unaware
yes
they are ok to use.
they are sexy good looking
@frank escarp not to mention he is buddy buddy with truebones XD
How its looking
omg @plush yew how you made it bro
it looks high end chit
its incredibl
Dude
I have only 40 - 20 hours on unreal engine
Just open unreal engine
You will be get skilled with time
i have it opened
and follow unreal documentation
I wasnt read unreal documentation
just using my creativity
can you mentor me for my friendship
Umm. Yes?
Good!
Has anyone here migrated over the Raven & Deer AI Fauna systems from the Kite demo into their projects? I'm trying to pick it apart and use it in my own project, but some of the migration is failing, etc. Specifically the random spawning of actors, and the flocking systems. Could anyone potentially help me out with this over DM?
https://puu.sh/AoCK2.png This is kinda cool
that flattened cube on the left has a scene capture 2d component attached to it, the cube is just for preview; the neat thing is that I've managed to get the render target texture into OpenCV, which is what is being seen in that little window to the right.
Can I put variables in the World Settings tab?
There is a definite possibility that you may or may not be be able to achieve that.
(I haven't a clue)
A quick googling tells me that it would be difficult to do, and for very little payout.
ok, then how can I expose variables from the level blueprint? (in World settings maybe....)
you really don't. Level blueprint is really really not used for most things anymore. What is in the level BP that you need to expose?
What makes you say the level blueprint isn't used anymore?
I never said it wasn't, I said it really really is not used for most things
@frank escarp whats wrong with turbosquid?
the level bp is a holdover from UE3 and most of it's intended use is in other places now
Guys what happened to my level
zoomed out extremely far maybe?
how can i fix
click one of the things in world outliner and press f
Oh ty
@grim ore @quaint karma I'm trying to put variables for the music of each level and I want to do that per level
you have other options. you can put a music blueprint in the level that has that info. you can use the game mode as a central place to hold all the music for your game. you can use the game instance or state to do that as well.
game mode might not be a horrible idea if you have one game mode as it's one place that can store all the music so it's easy to change out without going thru each level.
where do you have the music being played/selected from? can you put it in that for each level?
Hmmm, game mode doesn't sound bad I guess. What do you mean "where"? It's a sound wave imported in my project.
well you said you want to put variables for the music of each level. How are you playing the music?
Right now it's a varaible in the Level BP, I'm creating the sound component, playing the sound and adjusting the volume. But I'll add support for more musics according the gamestate. IDeally I wanted to pass the gamestate a few varaibles with the sounds waves that I want to use in that level and it would play them when required.
Also is possible that at the end the audio guy will be one changing those variables per level, so the simpler the better.
so the level BP is handling the entire thing? choosing the sound and playing it?
Unreal + Engine = 4
and it sounds like your goal was to just expose the sound variables to make it easier than just opening the level bp up?
gotcha. well as far as I know you can't really expose anything from the Level BP to the details as it really does not exist, that's the downside of it. You could always look into making an actual BP Actor, BP_MusicSystem or something like that, that handles the entire system for you. This would let you drop one per level, expose any variables to the editor, and it could handle it all from there.
other than that since you are handling it all in the level BP, choosing and playing, it's really only an extra click to get to the variables right now so is it worth changing it?
the biggest issue is having to duplicate all the code across each level
which is where a standalone BP would be a benefit
Hey everyone: we're seeing an issue with the Unreal Engine forums. Our teams have been notified.
Thanks for the update Tim.
@grim ore Thanks, I'll try that
@plush yew mentor pls
Use your creativity
@plush yew
nah
maybe after i finish docs
do i have a chance to get a steam sale if im not a total pro?;D
That's putting the cart so far ahead of the horse it's wrapped around the other side of the planet and hit you in the back, methinks.
Baby steps.
will i be able to copy single game to multiplayer game after i learn UE4 enough?
because my intent is mmo but i wanna start single player to learn
Absolutely not.
Stardew Valley is a simple game. They've spent years taking that thoroughly singleplayer game and rewriting it to work as a multiplayer game.
wow
so i cant even copy monster object?
what you thinking about lighting
and thanks to @plush yew for helps
I have no idea what you're referring to as "monster object"
Copy them how?
idk
If you don't understand what you're asking, how am I supposed to answer it?
start small, make s simple 200 hour RPG project then try and branch out into an MMO.
the object
with monster
@plush yew how many experienced on ue4?
none'
i have it launched but i read docs
after i finish i try to create rpg
I recommened you read a page of docs and do what doc says
Trying to make an RPG is still orders of magnitude too complex to start
There's a reason the Gameplay Ability System has justified having its own channel.
I'd say try to recreate some simple games first, to get your bearings.
nah i made cool rpg in game maker
althrough i didnt release it
it was really dope
i can repeat
GameMaker != UE4 in 3D
oh
yea but i found unity similar to gamemaker
rpg will be simple i think
worse is mmorpg
๐คท
for the viewport or the camera?
i dont know matthew
hey whats up with unreal engine this week, its just not behaving at all today
im passing a valid reference into a function, which has worked thousands of times before yet it keeps saying returned none and doesnt work
my gess is this is something that u cant do in the vanilla build of ue4 and i've ben taking it for granted as we've been using a custom engine most of this time
"whats up with unreal engine this week" - I don't think time is a factor here...
im messing with it in spare time i just cant get it working here at home
Nor does this change based on whether you have a source build or not.
You're going to have to be a lot more specific with exactly what you're doing and how it isn't working.
thats a spring arm, and all i have inside the function is a blank set relative rotate and i pass in the function, this is in character blueprint
well the source build we use at work is highly customized, since our engine programmers back i can ask him monday but wondered if this is just something you guys have to work around
I've set up 2 fully working character movement systems, yet on the binary build on my pc at home i cant even get this lol
You're just passing an object in to a function.
oh ok so u cant do that
lol our engine programmer has made it so u can
oh man thats a giant pain in the behind
says righthere its not working
i
I've set this up several hundred times before its just not working here, now on the standard build on a capable enough pc
i could go back to work and set this up right now but i only got in an hour ago so yeh im not going back in til tuesday, figured i'd throw something together over the weekend
Promise you that your engineers didn't invent the ability to pass objects to functions
And you're just doing something wrong.
well i dont know whether he did, but being this is something I've used A LOT the last few months, coming home and using the binary build and it not working says to me that this is something that cannot be done this way
It's telling you that Viewpoint Root isn't set to anything.
Your conclusions don't make any sense.
The idea that you can't pass objects to functions in UE4 except in a custom build is sheer madness.
Literally nothing would work in blueprints.
this always seems to happen with your special build compared to the launcher build. might be time to just not try to use the launcher build.
breakpoint the function and start walking thru it till you find the error
it works just fine if i dont put it in a function
i've deleted and made anew but same problem again
You need to debug what's going on more closely.
so you debugged it to find out what was wrong and fixed it? or just uh didnt?
Print out what the self object is, print out what the Viewpoint Root object is.
Before the function and inside the function.
debug the shit out of that thing like you were a programmer
So I'm trying to access the UE4 source code via github. I linked my account but it's still not letting me access https://github.com/EpicGames/UnrealEngine . I tried unlinking, relinking, logging out and back in.. Can't seem to get it to work for some reason. Anyone know what's wrong?
Are you in the Epic organization? (on GitHub)
That's what actually gives you access to the repo.
I believe you get an email about it when you link them in your Epic settings.
"The binary build of Unreal Engine doesn't support passing certain components into functions"
aha there's my problem, saw it on an old reddit thread
will do this the old way then :p
Did not get an email about it, but I do now see an invite to join the organization. Thanks.
@plush yew Still think you're wildly misunderstanding something.
ddr3 32 go + 1060 6 gb for 450$ it is a good price and a good config for ue4 ? (secondhand computer)
It'd be plenty unless you're doing some insane stuff.
Hey everyone ๐
Got a question regarding projectiles and replication. Am I better off replicating the spawning of a non-replicated projectile by multicast, or spawning a replicated projectile on the server? I'm attempting to do some very basic latency compensation by letting the calling client have it's own dummy projectile that fires immediately. With the multicast method, it works perfectly, but I don't think it's a great fit for projectiles with state (Sticky grenades, etc) or with weird physics like homing or bounces. Does anyone here have some good guidance on what to do in this situation?
Do the "Get Mouse Position" and "Set Mouse Position" Nodes use different methods of measuring the screen? Cause i set the set from the get and it still moves down the screen for some reason >.< The Get outputs X and Y floats whereas the Set inputs X and Y Integers.
@plush yew The "The binary build of Unreal Engine doesn't support passing certain components into functions" Refers most definitely to the difference between Camera Component, Skeletal Mesh Component, Primitive Component, Spline Component, Static Mesh Component & all the other ton of Components. It only means that you can not pass any component into any node, some nodes are asking for a Specific Component ONLY and any try to connect wrong type of components into it will be rejected.
oddl;y enough a restart of my pc seems to have a fixed it
Sweet, glad you got it fixed. Just to add, communication between classes in BP requires that you know what you are doing. Blindly trying to plug & play stuff into echother will result in situations like before, were you believe it is completely impossible to do it in binary build (when it, in the matter of facts, works just fine). : - )
Bullet Hell ADVANCED is a fast paced arcade game challenging you to survive for as long as possible against insurmountable waves of ever increasing numbers of enemies and new enemy types all while dodging a continual escalation of enemy fire. The...
$2.99
Just a "Nintenhard" Arcade game. Hopefully it's not too hard for other people ๐
gta IV quality
Not sure what that means ๐
Don't take LSD and game dev, kids ๐
its has good graphics
and effects
but i wouldnt buy it no offence
just being honest โค
Thanks, I appreciate it ๐
it lacks depth
but i require a lot from game
even fortnite is nono for me
so someone can actually buy it
good luck
Cheers :]
@random forum Love the music, spot on! Gave me the retro vibe, same as from games I played during my childhood ๐
Yeah! I grew up on NES/SNES so I was going for that high difficulty arcade game vibe ๐
Sure looks like it, reminds me of a game I can't remember the name of (tho that was 2D)
Anyhow, great work! Looking forward to see the final product!
< shmup lover here, looks interesting @random forum
if I may suggest a feature, or suggestion in general is to try and get more distinction between background and playfield. either by (optionally) set how visible the grid is, or get some more depth going by adding asteroids
@fierce tulip I was actually thinking about creating an optional Focal point effect that would change the focal point of the camera lens. It's a great effect - I just don't think EVERYONE would want it enabled. I should also create a hex transparency option as well.
Thanks for the feedback! ๐ ๐ ๐
some buddies have been working on a space shmup for past 5 years or so, lemme try and frind their twitter acount for awesome visual inspiration
oooOOOOh that would be great!
theres plenty of bugs when i tried to play with a controller
Input configuration not working correctly, when setting one button others get reset
could not use the menu with a controller
could not rotate screen with a controller
the inputs are inverted for some reason from what i set on the configs, and it wont move forwards and backwards
fkrking
@random forum tagged wrong
@digital anchor - That's really helpful feedback, actually. I'm a mouse and keyboard user so I'm going ot have to dig up the XBOX controller and beta test everything. Thank you, kindly.
๐
takain bought game?
yes
why am here in friday night
https://twitter.com/superverse_game @random forum
latest hopkins theory was that universe is finite and quite small
Man, looks so good!
thats topdown 3d
talented people plus years of work
Seriously. Major props. I'm confused though, is it 2D axis?
Hmm... I can't wishlist Superverse on steam??? o_O
not done yet i think
of unique โpocketโ universes interconnected by wormhole super-highways in a search of a way to return to past and prevent destruction of his home world. Playerโฆ
Well, they should at LEAST have their "Coming Soon" store page open on Steam. It's only $100 to setup...
ยฏ_(ใ)_/ยฏ
How would I go abouts creating a blueprint that has a drop down to select which house to be placed? I have built 25 houses with interior items and Im wondering if you could put it inside of 1 BP and select which house
dunno if i worded that poorly
#blueprint channel
In this 2018 GDC session, id Software's Kurt Loudy & Jake Campbell detail the philosophy behind the combat design of 2016's DOOM and its implementation, and ...
I'm feeling stupid and demotivated today. I just don't have the energy to work on a simple math problem.
It's really simple too: "Given an eye position and an actor position, what should we use for a given rotation for a billboard, such that a plane is always facing the eye?"
I know how to solve it, I just don't feel like it. ugh.
sigh..................... the difference between being a mediocre person and an extraordinary person is that the extraordinary person consistently pushes through while the mediocre person consistently gives in to the easy path.
today is friday. it's my last day to get anything meaningful done this week. I won't have time to work on the weekend, and monday will suck even more than today if I leave this hanging. I gotta get this dumb stuff done and out of the way. I'll go get a motivational coffee and maybe do some pushups and then demolish this
Honestly surprised there isn't a LookAt function in the framework somewhere
But it's as brain dead as (To - From).Rotator()
Which is just giving you the rotator that would point in that direction, without any roll applied.
Since there are technically an infinite number of orientations that said vector could represent, due to roll.
yeah, I was just thinking I had already put something like that into my game function library and was surprised it wasn't in there. It's too easy to solve, so maybe that's why I skipped it?
Probably.
I've solved this dozens of times and each time I'm like, "hmm, is it from the eye to target? or from target to eye? I forget. And do I do rotation from X? or rotation from y?
yeah, target to eye. I have to come up with a easy neumonic for remembering it
"grab the target and bring it to your eye, that creates the direction vector you want." or something like that
There is the find look at rotation node
in the kismet math lib?
yep, found it
anyways, i got my motivational coffee now and I'll bust out some pushups and get back to work
@cunning umbra You drink coffee at 8 PM ? ๐ฎ
I'm on the west coast, so it was 4pm for me... but last night I had coffee after midnight.
Coffee before bed is such a good Idea ! coffee make you sleepy
my line trace fails . It hits but wont show the ai Hud until i get really close . any ideas to fix this?
i got multiple traces off of the player controller
all work well but this one for enemies hud
Looks like this Is something wrong?
put a breakpoint on the branch after the trace and see what you are hitting
Anyone here familiar with this #issue?
LogStats: Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FUdpMessageProcessor.Sender///Thread_5156_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FUdpMessageProcessor.Sender///Thread_514a_0///####STATCAT_Advanced####
After Packaged to android it was working fine. But, When I tried to login with Google Play Service. It Failed with above error. ๐ฃ
Hi everyone, when I went to open my UE4 Project there was a option saying "assets were open when the Editor was last closed, would you like to restore them now", I ticked "Restore Now" and "Don't show this message again". But the thing is, it didn't restored at all. Everything disappeared. Does anyone know how I can restore them now?
Its better you uncheck the "Don't Show this message again" on "Restore Now" . Because, It wasn't properly restoring if that options didn't show up
that just reopens whatever you had open last time you had the editor loaded
I do that Restore Now option always to avoid that
it doesnt restore anything thats when it crashes and you didnt save something
pretty sure that says Reopen not restore
Actually, It restores that number of options/tabs you opened while working before. As @rustic panther said it wont restore other than this
Thanks for the reply guys. I saved everything before closing the project and now everything disappeared basically. All my assets were removed. There's no option to restore everything now?
because sequences don't open automatically
It opened the sequence, but the assets got removed
which assets
did you rename them or move them somewhere
maybe that might have messed that up
looking for 3d artist who knows how to import assets and levels and
nobody found yet
quite sad
๐ฆ
I was opening a whole different project... Think it's time to go to sleep xD (2 AM here already). Thanks for the help anyway @acoustic crater and @rustic panther ! Really appreciate it.
haha it's always something obvious
Hello guys. Is there a way to lock Nvidia Flex Particles to 2d space? I want to create 2d water. I will apreciate any help. Thank you.
In Most particle Systems, You can lock the particles so that they don't move in a particular axis. So you don't have any z axis movement and boom, 2d plane of water
@round bloom thank you for the answer, I have tried to find that kind of stuff but no result so far.
Blueprints or C++ ? 
anyone know any reason why root motion wouldnt work even though your root bone is moving?
does particles has something like local space overtime?.. would be awesome do force them to use local space for a small amount of time
@plush yew Blueprint ๐
Does the Camera from the CameraManager not have PostProcess settings or does?
Is it better to make a basic game first then worry about multiplayer or build the entire game around multiplayer? I've fiddled with UE4 in the past but haven't done anything to this extent. (Mostly the multiplayer part.)
Multiplayer is not something you add on after the fact (at least not easily) if you want to support Multiplayer you MUST start building with that in mind from the beginning.
Thanks.
no one responded before. So again asking the same
Anyone here familiar with this #issue?
LogStats: Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FUdpMessageProcessor.Sender///Thread_5156_0///####STATCAT_Advanced#### old //STATGROUP_Threads//FUdpMessageProcessor.Sender///Thread_514a_0///####STATCAT_Advanced####
After Packaged to android it was working fine. But, When I tried to login with Google Play Service. It Failed with above error. ๐ฃ
morning people ๐
wuts up sut
good mourning!
@cinder spade i also make a mmo or at least i plan to do so
I'm looking for way to open level with loading player stats and without
I already made save/load functional
And loading on BeginPlaye of player character
Is there a tutorial out the on clamping the max length of a cable actor?
@plush yew not much working on some AI stuff
im doing level design (still) tired out. almost done. level 18 of 24 ๐
@plush yew oh cool. ^.^
guys, how to pass condition for loading game after calling OpenLevel?
^ i want to know that too
Because in games you can LoadGame with some "default state" and with "saved state". Not just double opening level, but open level with loading
can ue4 still not import pivots right with meshes that are build with multiple objects?
I dont really like workflow of importing each piece centered in world space center, when unity does this automatically
perhaps you should use Unity then...
its like I need to rebuild my object inside ue4 every single time which is not very fun or efficient, doesn't anyone else feel this is just stupid and unreal team has to do same thing that unity?
nope.
Ok, I just pointed my point of view, its fine if you disagree ๐
anyone making survival game?
@buoyant mesa You just have to either use "Import Into Level" from the file menu or UNCHECK the "Transform Vertex to Absolute" checkbox in the import window. The first method will actually also place the objects into the level at the right positions. the second method is doing the "zero-out" step which you would do in your 3D software but also keeps the pivot at the right position. you can try this? might help.
what i usually do though is to combine the entire mesh into one object in the 3d program, and import it as one block for my level. then i place all the level meshes / pawns manually or spawn them using triggers.
Hey quick question, migrating mainly basic materials, textures and static mesh (and a level) from 4.19 to 4.15 would that work?
Is there a way I can migrate a level into a project, but not have it bring all my characters and animations and all that with it? I just want the level and the meshes and all that
Thanks gothic for the info but combining mesh into one is not an option since I wanna keep those separated pieces and build different variations with them as well. Its just odd that there is no way to import multi object mesh as a complete model and still regain their corresponding pivot points.
@tired oracle ctrl+c in source project outliner and ctrl+v in destination project outliner
@buoyant mesa hope you stick with unreal whatever you do ๐
the world outliner?
I gotta try out that transform vertex to absolute option thought
i was able to sel items in that part there jtxp, i copied stuff over to another project once - worked for me.
I will stick with unreal because all the other stuff is perfect only this one thing is kinda annoying me, but I'm trying to find solution maybe some addon or something...
Hi. Why my material previews so dark? 4.19
@tired oracle just tried it. you have to do one extra step to get it to work.
brighten your monitor @lyric owl
Lol
Okay
you have to select the static mesh in the content browser that the assets make use of
migrate the static mesh asset or blueprint asset the mesh has to to the new project
ok cool thanks
then you can select the static mesh in the outliner, ctrl c, and ctrl v in the new project
I copied it over, but for some reason my Edit tab is super slow now. Do I need to clear cache?
could be you have two isntances of ue open at same time or cache yes. try closing and opening or closing one ue instance
@sullen sonnet why did you post a Twitter status update. That is literally advertising your game
restarting didnt work, ill try clearing
yeah i dunno man i cleared cache, restarted, still lagged out
edit tab freezes the engine
guys, how to pass variable into new level while OpenLevel?
It is my task for today
And it's 21:17 already
teleport ?
the object with variables
@plush yew are you talking to me?
yes
How can I pass variables into this object if I can't affect at objects from anotehr level
It's simple.
no clue
I dunno why there is no basic functionality in UE
I know, there is Options input
But I can't get access to it.
Common, nobody knows? Nobody uses saves?
its 2:30am not a lot of people awake
@plush yew you can use the GameState blueprint to share information accross levels
its 11:40 am here
Does anyone know how to disable that string ?
I don't even remember enabling that in first place...
mentor me please @fossil ore
no i mean overall
Hey guys, I have a really weird issue in the editor
My camera is always sliding to the left no matter what I do
And the FOV doesn't reset when releasing Z
The editor is pretty much no usable for me these days and I can't find any answer on the forums, maybe I'm not using the good terms?
maybe ur keyboard or mouse has always certain button pressed
That's what I thought, but it doesn't happen in any other software
@meager berry i wanna bet some controller connected to pc is causing that
wouldnt be the first time for me hehe
atmospheric fog is not adding any effects in my case
Thank you
kera thats quite often the case
Never happened to me, and I've been using UE4 since the beta
my cat tends to sleep on my xbox controller and it wouldnt be the first time she messed up my scene
Thanks a lot
what is atmospheric fog supposed to do?
it adds atmospheric (distance) fog
but i have same effect with or without
then its disabled
https://twitter.com/Assault_Spy/status/997785972799504384 i love this persons work
ใซใต็ฉบไธญใฟใกๆปๆ #UE4 #gamedev #indiedev
็ฅ้ใฎๅฑ
ๅใงๆฌๆใฎๆธฆใ็บ็ใใใๆใซใใพใใโฃๅฐ็จๅ
ใชใ็ธๆใฎไฝ็ฝฎใซ็ดๆฅ็บ็ใใ้ฃใณ้ๅ
ทใงใๅฎ็จๆงใซใใใใฆใใพใใใใจใธใฃในใ...
effects are good but graphics is too legoish imo
thats why quite big field of people cant stand robocraft but otherwise would play it
you have no idea what a vertical slice is right? :p
no
then you are not allowed to give your opinion :p
(vert slice is a small piece of your game you are testing out)
its just a test
lol
unless he added these graphics for lulz
I've seen his actual gameplay maps
they are pretty cool
tho I'm not into spectacle fighters myself
But usually vertical slices do feature final or at least near final art etc
its mostly used to get funding from people who might not understand gamedev at all
Hi
If you look at the picture a white square is around the play box
i cant do anything in scene view or play mode
just happended randomly
hmm maybe format disk
ohh
not sure what happened though
usually i just format C:
if i cantfix something
Guys why everything looking like this
grass shaders havent compiled
what is replication?
how can i compile
North bro
Just pretend that these are stones
grass
wow the ue4 graphics are so good ootb https://i.imgur.com/n17pUwy.png
Does anyone here use the UnrealVS plugin? I'm getting the error 'C:\Program' is not recognized as an internal or external command' am I missing a configuration value somewhere?