#ue4-general
1 messages Β· Page 246 of 1
@whole quarry 17 is pretty much kid
If you have something against kids or people that play games as if they're kids, you're in the wrong industry. All we all do is make digital toys.
High budget, digital toys.
well doesnt matter
Not really.
need for speed took whole team of experienced programmers to make
and hotwheels is some plastic small car
make wot
@plush yew seriously, if you can only claim random thoughts as facts, please shut up
try listening to your peers for once
he is annoying as fuck in game dev lounge discord too
im totes fine with him being here, but if you are just starting out as a gamedev its rather..
having opinions is fine, but only stating self-made-unproven claims..
take a step back, learn, educate yourself, and have fun
The song "Be Humble" just came to mind
whats that curve called that starts out with not knowing a thing but acting like you know it all until knowing it all and understanding you dont know anything
"the DunningβKruger effect is a cognitive bias where people of low ability have illusory superiority, mistakenly assess their cognitive ability as greater than it is. The cognitive bias of illusory superiority comes from the metacognitive inability of low-ability people to recognize their low-ability; without the self-awareness of metacognition, low-ability people cannot objectively evaluate their actual competence or incompetence."
That is knowledge that could harm snowflakes tho
to be fair Dunning Kruger isn't really recognized in most of psychology IIRC
perhaps its different now tho.
So what happened to Neofur? are they coming back?
doubt it. they dropped NeoFur at some point making weird excuses. @idle sail
The Neoglyphic team is moving on to a new, cool adventure! Our new path allows us to push forward with our passion for building great technology and experiences. We will be going through a transition over the coming months and hope to share more details after that time. In the meantime, we will not be selling new NeoFur licenses. Please see our website for more details:
thats the last official thingy i found. idk if they made more statements tho
its such things that are rather.. annoying. especially in such cases you'd need to give frequent updates in your dealings.
I believe they received a unreal grant right?
So I'm trying to add blueprints functionality to tiles set / tilemaps during run time of my game where a player can as example : destroy the tiles after clicking on them a number of times. If I need to ask more specifically please let me know , trying my best with English.
increase variable by 1 on each click and terminate when variable is 3 for example
@plush yew how do I go about adding bp to the tiles ? I've been searching but it seems to have disappeared or links to resources were closed off
@icy vigil You don't add a BP to a tile, the tile is the BP
@silver crown thank you so very much , you saved me alot of hassle
RTFM
there are multiple examples of that. Once you read it you wont have to ask these questions and have a better understanding of what you need to do
takes like a couple of days to go through the blueprint section, just read it man, if you arent patient enough to read a manual then you arent gonna get far with bp dude
I've actually always google open while deving
yah same
once you have a good understanding of the framework, you can search the answerhub and 99% of what you need to know will be there
if we tell you how to make a tile actorBP and set a variable you will only ask for the next step
set a man on fire he will be warm the rest of his life etc... just RTFM
short life in that example π€
optimization question:
would it be better for me to create a master material for all concrete walls with a parameter to cycle through several concrete textures in a single material and create material instances out of one master material?
or is it better for me to
create a material for each type of concrete texture. I have about 45
mat instances are less expensive as for how you do it im not sure
For mental sake, I would base it off an instanced material
gotcha
most important part is the amount of instructions in the material
the higher, the more frame loss
i'll just need to figure out the right nodes to allow me to cycle through the texture files
gotcha
that is simpler than expected haha
i was expecting i had to create an array
or something
If you want to make it procedural, so you wont have to make the instances different manually, then you still have to program something π
that is good though i might be able to standardize 5 master materials from this
but in that case I would advise to take a look in to Structures and Data Tables
ah yups
won't be going procedural on these ones though
these will just be the standard walls
and the map is pretty much the same
procedurals will probably be medkits or other utilities
that randomly generate after sometime when the player moves in and out of zones
i understand that players could possibly exploit that to spawn medkits early so i'm going to have to find a way to prevent that π
You can place Target Points around the levels where those items could spawn, just find them back with tags when you want to select one (randomly) to spawn something there
I never tried those, maybe I should try a course
i'm still a bit messy when it comes to getting my variables right and calling on different blueprints
i dislike udemy
to get my stuff right
its cheaper than digital tutors haha
its all i can afford right now π¦
I've only recently started to understand the value of using components π
well there was a free set of tutorials by evileyegames
for ue4
but it was really hard to grasp
theres a lot of content in documentation and ue official youtube channel
plus theres WIKI
they assumed you have some basic programming knowledge on that
so i decided to drop 19 bucks at udemy
yea
thing is sometimes i don't understand the lingo or terms
and on top of that there are free third party tutorials
and I search all over the place but i can't really find what i'm looking for
so the udemy course is a pretty good guide for me on that
at least i now know better where to look
and what things are called haha
I would assume that the Udemy courses are better supported and somewhat more proffesionally done than the free tutorials (I'm not saying with this that the free ones are bad)
Some Udemy courses are very well done
eeyups
i mean it really does help imo you get a place where everything is concentrated and leads you from the start
the problem with free tuts is sometimes they jump to many different aspects that you get lost to
or there is a missing link that you ca'nt understand what they mean
The thing I find the mostly annoying with youtube tutorials is the trial and erroring while they record the tutorial
I agree with you @whole quarry
its great they solve it 10min later in the video, but its 10min of video that the tutorial doesn't need π
sometimes its funny though
i cant remember the channel name
but i saw a dev who had absolutely hilarious trial and error commentary
he goes about pretending he has no idea what his doing but he always does it right at the end
with plenty of bloopers
Sometimes its good to see someone debugging a code
but this need to be very well done and explanatory
depends on the niche, in SEO id rather want free tutorials than rewrited udemy tutorials
they pick trusted source and rewrite their stuff
or reword
And where did you based that on?
i compared
Has anyone seen this behavior? I have a destructible object with a translucent material (a window), which shows up fine as a destructible mesh. However, If I create a BP out of it, I get this weird thing: https://gyazo.com/1d7f90e11b1431be57cbd0a5c7efb12e
@latent moth did you make the material Two Sided?
@whole quarry no
another view: but it's only a cube... https://gyazo.com/24be84e85cddd0defb49a734d9f7ceb7
the mesh is the following: https://gyazo.com/da42a68d225273c11709eb46d33e68a9
So.. uh weird question, when working with UI widgets, Specially the scroll box, has anyone had the issue where while vertical is just acts like a vertical box, but the moment you set it to horizontal it works perfectly fine as a scrollbox?
Cus I'm kinda just sitting here a little dumbfounded.
Like so!
Nevermind- I was being daft- its because it was in a Vertical box. I just moved it out and fixed it up.
hey guys
can anyone help me out with a good tutorial on how to get a nice terrain and sky set up?
cuz it looks really fucking washed out rn and unrealistic
Hey
I have a problem
I'm trying to import Mixamo animations into Unreal, but the animation is missing
everything else is there except the animation
can someone help me?
Is there any good "one hand" pistol animation pack on the marketplace?
Where I can find the Deticated Server folders and so on because Github.com link inst working
Okay so I have my "Multiplayer Screen" done ish, and wondering if there is documentation on how to setup server join through steam if possible
Hello everyone, I am new to Unreal engine and I'm not sure where to begin, can anyone suggest a good tutorial series on youtube for the basics of UE4?
https://docs.unrealengine.com/en-us/GettingStarted , pick a quick start.
below that is also a few intro to series
Thank you very much
@bitter iris try asking in #multiplayer
@glad stone no, all off
alright, ill try it there! cheers
@dim arch just read your message, I apologize reading isn't my strong suite especially in English and my original language isn't welcomed here .
I try my best using translations
Does anyone knows If its possible to apply Decal on Skeletal mesh?
Like, will it stick to it?
How long will it take to learn unreal?
you will never stop learning unreal. its too complex. What you can do is learn parts of it. What are you into?
Money
so a battle royale game with microtransactions then π
No
I have my own idea
But i wonder how long will it take before i learn ue4 enough to make that game
I couldnt say unless I knew the game. However a good start is to check out Tom Looman's site and do his C++ Game tutorial. If you don't want to do C++ though, check out the official Unreal youtube channel and start at the beginning
There is a Udemy course too which has a good reputation
You should change career choice if you are in it for the money. That attitude isnt enough to carry you through what is coming.
8 years ive been doing this and I've barely made anything. I mean less than Β£1000 in total
cuz im stupid
why? My choices. I chose to work with people for free to build my skillset and portfolio. I have 3 released titles now and im working on some pretty cool stuff right now . I have no regrets π
I live within my means and do web development when I get absolutely desperate
Oh
a normal day job isn't so bad either
Its worst
yeah I hate web dev. It was my mainstay for years but it became a grind. Then when it changed to all jQuery bootstrap clones, I said no more. So I got into games dev full time
With your profit-focus mindset, everything is 'worst'
They bully people in job
Hey all, where can I get some help for blueprints?
Youtube is good
They don't have what I need. The YouTube tutorials are not very useful when it comes to AI spline steering.
@atomic forge you can try #blueprint
Thanks Remco!
Dunno if anyone has seen lotus post but i had like to announce we covered level design, sound and concept art people
Now we are only looking for software, programmers and 3d modelers.
dumb question, my landscape is entirely black when reloading the level when it was pretty well illuminated by a bp_skysphere when I set it up initially, anyone know why?
How can I force a character speficially one of these paragon assets to stop LOD'ing
Or change the LoD distance
In the mesh settings
Thats where ive been looking π€
This has an LOD picker too but doesnt seem to be doing anythign
did you select custom?
I think its working now actually just not on the cloth sim
is there a way to change cloth sim distance?
I don't know about that
Timothy D. "Tim" Sweeney is an American computer game programmer and the founder of Epic Games, being best known for his work on ZZT and the Unreal Engine CO...
Ahh solved it under actor details π
got that was getting annoying lol
Half way through the sequence his cloth sim would just suddenly turn on π
Hey guys
hello everyone π
Hey, I need help. When i try to build the lighting with unreal engine 4.17.2 it doesn't work. I press the build lighting it opens swarm agent and than nothing. I went to swarm agent and there seems to be a problem with it at first, it fails something and than says invalid namespace. I tryed a lot to fix that this few days. I am using unreal engine for nearly a year and nothing like that happened to me. I really like using unreal engine, please let me know if you can help.
Also I did fix something with swarm that prevented one fail
But there are two
not sure where to ask but has anyone here tried line tracing and getting the uv of a skeletal mesh?
Uh
@vivid vale i think you should also add some error logs to help (or at least a snippet of the important msg if it's too long)
Here
That is what I got now when I build lighting
Certificate check has failed
:(
And It says there swarm is now running
And then when I press building lighting it says inavild namespace
weird question. Is there a way to take a map and have a mini instance of it within the game world? Like If I have players in a dungeon and I want to see the whole dungeon on a table top? Even further could I have mini instances of the players on that map and show their movements?
No one answers here
I noticed, I'm always ignored
Its usually because no one has an answer
So no one has an answer on the unreal engine bag I got
No support
I am stuck with that bag
I looked into what you posted and I'm not sure why that would happen
I am not sure too
I was using unreal engine for a year now
I learned how to code with blueprints and create things
And than bammm
This bag
Good night, friends.
did you update or move files
What
@brave lark This isn't exactly an easy question, and chances are the answer isn't "use feature X", so people don't generally have clear answers on this
For example, chances are you don't really want the actual map displayed twice
You might want a simplified, low-poly version
So it's bound to be very dependent on how your game works
what if the map is low poly
@brave lark The problem is how do you deal with lights, player spawns, camera, gameplay objects, etc - you can't just have a second level instance because not all level objects are going to be relevant.
@brave lark that is quite an indepth problem and the simple answer would probably be: no you can't just instance the map into a smaller space and then show the characters. you could look at a render target and draw the whole map onto a smaller texture - do some post on it to make it look ok and hack something in for the characters - some giant icon parallel to the render camera that only gets rendered by that capture camera, update it only when characters are looking at the map.
OR simplygon all static meshes in the dungeon and use some maths to place and move representations of the characters in the smaller 'map'
What you can do is design your level geometry as a Blueprint object, put it once in the level, and another as a camera-fixed object
You can also render the entire, actual level with a camera actor, onto a render target
Heavier performance cost, but easier to setup
To be clear, this isn't easy to do, and has constraints on the level. Not many games do this.
bassically trying to do this but you can pop into the level at a specific area
and you don't move from that area
and then pop out again
ok, let's think
Didnt Skyrim do this? Excluding the players
theres also the spectator mode pawn
they used a low poly version of the game world with basic representations of the architectural details, and it probably took some art a month to do
which if I use world scale shouldn't bother anything
Hmmm yeah
I could use Simplygon to make a LOD version of the world
I think the two obvious, production-ready answers would be
- do a separate low-poly version of the level, with baked lighting, single mesh, etc - Splatoon, most games do this
- use a camera actor to film the level and do some post-production onto the render target
I don't feel like that's needed though, the map is already low poly
what we did in another studio, that had a huge city that changed constantly, overnight we had a script that exported every object over a certain size, combined it into a single mesh and auto unwrapped it, baked some basic AO and popped it back into game for use in the 3d map menu
The problem isn't low-poly really, the problem is lighting (you don't want any dynamic lighting on that), and the number of draw calls (you only want one)
there isn't dynamic lighting
The single combined mesh with baked lighting approach is time consuming but optimal for performance and quality
but there are probably a lot of lightmaps, and you can;t easily apply those to a low poly version of the level, is what he is saying
Even if you only have 100 objects in the level, it's still a lot too many objects for a map
ah i mean it might be ok if the surrounding room is quite simple
so then I switch lighting to one overhead light that isn't replicated
there is no room
i mean i wouldnt do it on console, but PC probably works just about
the whole table would be on this
Splatoon does this
Separate, custom-designed single mesh
They still have players, and even the paint levels
VR player stands here and does his thing and then pops in when he can and pops out
right
the VR player is in a void essentially
@kindred viper but cant you make pretty much anything if you are in 8 yrs already
i mean, i have a ridiculous suggestion
put that 'void area' into the atual level, hide it when the player is in the dungeon part, when they 'pop out' enable visibility on this void area mesh, and teleport the VR player to a pawn location overlooking everything
you'll render the entire level and it'll run like shit on VR, but some lods and hiding small objects could help?
so I though maybe have big pawn version and small pawn version and trade possesion
but if the big pawn is outside the dungeon, what are they looking at in the dungeon - as far as trackign a player - are there multiple players?
why would it run like shit though, the game is literally the same poly as castle must be mine and that game ran damn fine
why not have a big mesh as part of the smaller player pawns that is only visible to the big pawn
ah i mean when you are inside the dungeon you have culling of objects unless it;s one giant room
it is essentially a few big rooms connected by bridges in open areas so sort of one big room
kind of like this
@brave lark The problem with an additional 3D map is that rendering many objects still has a cost, even if they're very light objects. Rendering 100 objects is much worse than just one, even if the one has 5 times the poly count as the sum of the 100.
hmm yeah questionable, it's definitely going to cost you to render everything, VR is super picky about framerate to make it feel good. but you could set a screen% for hiding small objects that can be culled when you are looking down at everything
like, try it out, if it works to not build a small level mesh then great, you save yourself time
Just because other games run fine doesn't mean shit about your own game
Getting a game to run fine isn't just about visual quality
it is my own game
Especially in VR
and it is vr
it's all good, we can chill
i get what you are saying, so try out a big pawn looking down at the whole level - if it works then great!
so what if I use one mega texture for color samples that everything has UV's on, and then uses instances of simple meshes to save cost
if it doesn;t then you have options to fall back on to optimise until it does, without having to rely on a lodded world mesh, cause your void area is very basic
that sounds like an insane amount of work
when simplygon would do that for you - just set up a hierarchical lod
that includes the entire level etc
and bake it all onto a couple of materials
again, same poly level as castle must be mine, thats not that much work to add a splash of color to a image file and then pull it into blender and lay the objects UV's over it
ah sure but unreal has built in tools to do that boring work for you
true, simplygon is actually broken in this engine version though
is that the new 4.19
Please someone help
say 4.13
I want to keep coding with unreal engine
I had to remove simplygon because my c++ projects could not compile or generate .sln files while it was in the pluggins folder
in 4.17 it's fine though, but I am working in 4.19
...
what do you want help with...
I already said up there
it doesn't, but if you want to get the tedious work part done you use simplygon (now owned by microsoft)
I have a problem where I can't build lighting
their swarm has an invalid namespace
@vivid vale Might want to put a full post on AnswerHub with pictures of the errors, more information etc and then post it here
it's probably pointing to the wrong engine version
Your message isn't super clear right now about what happens
"something about namespace" isn't helpful to debug
Be sure to share the link with images, engine log, etc
close your swarm, go into you binaries/dotnet folder for UE4 of your current version and open that one and see what happens
Still needs pics of errros, engine log
The output log is 100% helpful for basically every issue
Swarm is running
lol not for my simplygon issue, that took me weeks
When I press it doesn't work
press what? It is not a viable descriptive word
@vivid vale And you're running 4.17 for your game too ?
Ya
Really though, the output log for the engine is still super important
When I press build lighting
Not just Swarm's
Nothing shows up at unreal
have you restarted your computer yet
what folder is your project stored in? it could be too many characters
Still, could you put the output log on pastebin ?
Too many characters?
too long a name
epic suggested goign thru this post: https://answers.unrealengine.com/questions/196415/lighting-not-building-swarm-seems-to-be-the-cause.html
windows issues
did you ever update your engine version
Yeah that answerhub post suggests it's a Windows bug
This is the suggested fix
also dungeon rooms will be like this size btw
thats really it, like 4 of those
I hate that lava...
Hello, I have a problem.
How can I create a widget so that it fits on every cellphone so not distorted?
use anchros
@brave lark yeah i think you should just try it out and see if it works without lodding to a single mesh for the entire level, if it works then great, if it runs poorly you can start by agressively lodding small screen percentage objects when viewed fromt he big pawn
look into the safe area widget too, it will help your stuff not go outside the screen
thank you π
do you guys think including pay2win is good, in online game
its more money but less players
I think we need less of those
ye but you get more profit
bad for industry
@plush yew why dont you go mine bitcoins if you're only here for the money
i think if you are asking those kind of questions you aren;t making a game that will either get finished or succeed
mining cryptos from single pc wont work
making a game for only money wont work either
sorry to be harsh, but you're not going to get rich making games
Yeah
i dont need to get rich
just some profit
anyway most mmorpgs are pay2win, like 90% of them
The huge majority of indies would make more money working at McDonalds than making games
become a sex worker, it;s probably more stable work and better income
@sturdy star i think since tinder is around, male prostitutes will become obsolete
theres free and better quality
but sure do pay2win, but have a look at the games on steam that have those models, they are almost universally negative ratings and massively low player counts
so, no gamedev skills, new to ue4, ask more questions about making profit than how to use ue4 to make a game, Cars X Diablo 1 idea and first game is MMO... this is memable
Go for quality, great experience, great game that people remember. Pay to win is fine for a great, great game people can't stop palying
But it will instantly kill your game if it's not really great
remco thanks for tellign everyone about my idea
You should watch indie game the movie and see the amount of work they put in
you're welcome
i knew a game rohan online where with time devs went all crazy and they made super weapons for over 100 usd each
or maybe even more than that lol
but game itself was awesome
@plush yew To answer the question seriously : no one buys additional content in a game that doesn't have many thousands of players already
People buy skins or OP weapons because there are other players to impress & oppress
Very, very few indie games can get to that level of population ever
Thank you Remco and
Rick for helping.
But can one create games with pocket money?
you can make a game without making any costs
enough proper tools that are free now-a-days
GIMP for texturing, Blender for modeling
I don't think Blender Game Engine is really usuable
is this a troll btw? i mean
or Unreal
hell you could make something cool in magica voxel
@sturdy star It must be..
Yeah, Blender for games isn't serious, saying it as a hardcore Blender user
unreal has royalteeeeeeee
yeah but you won't earn money so who cares π
oh srry Google translate i meen improve my pocket mony
he wants big profit remember so hes obviously going to hit that margin where he has to pay epic
π
Royalties aren't costs, and if you have to pay royalties, you already had to pay a lot of other stuff in the first place
@brave lark The royalty is from 3K per quarter, so still not a cost upfront, only when you make profit your own
I'm aware lol I have a shipped title
it was sarcasm
which I can't understand very well so Idk why i use it
UE4's 5% royalty is peanuts compared to distribution royalties
30% is a big chunk
Especially comparing the engineering teams at Epic and at Valve
Epic's is 10 times larger
But if I look at Google Store or Steam, you get something back for that 30%
UE4's 5% royalty is peanu
Steam has something like 15 permanent employees assigned, for those wondering
quarter
what is quarter
Uuuh, three months
Well no
sure
3k usd is 9000PLN in my country
thats enough for 4 month rent
oh wait its more than that
bruh XD
I feel like this is just a joke now
Just now? I was thinking that 2 days ago π
you pay them royaltees IF YOU MAKE THAT MUCH
Can I create games with Unreal Engine to improve my pocket money?
Don't forget about taxes, dollar-to-local money conversion fees, Steam's royalties, etc
With an eye on the GDL discord, its a big joke
I just dropped in like 10 min ago lol
well yes you technically could, but you would need to advertise all over instagram like those other shit titles
what
Holy shit
you pay them to advertise you
i can do it myself
@plain forge I woke up early not to miss anything
How far back do I need to go to get to the beginning of this tale lol?
Why r u rude
not that far
Not trying to be rude just curious
On the top right of Discord there is a Search function π
really though, instead of pocket money, how do I make this my full time job
Drop in there a name or a text and you'll see the full history
even only for a few years
@brave lark Depends, do you want to join a studio or make your own
I work in IT automation, not game industry but my advice would be start anywhere and just a get a foot in the door
bank account and accountant attached
IT automation is awesome
you cant just leap into the position you want from scratch
also I'm 23 and self taught
for emarketing
Then its a time of thinking of a great enjoyable product and put all your life, blood and sweat in it. Then add more tears, fail a few hundred of times before perfecting it, and finally you'll make something that survives long enough to see the joy of a few happy gamers
you can just automate instagram accs and anything
starkium thats my dream π
I have several in the works
had to put one on hold for the moment because I'm working on a contract
Big problem is the determination
If you cant dedicate yourself on 1 project, it wont ever finish
^
incorrect
Also, knowing about the Technical Game Design Documentation is usefull too. Its where you write your game out fully in text
I teach myself by focusing on a specific goal when I make a project
it's hard enough to get one product out the door
whispers I like low poly though...
it makes a huge difference if you can visualize what your planning to do, and then execute it and follow through
doing it
Thats thy the TGDD is so important
i have pseudocode in my head
it's the red line troughout the development proces
@whole quarry After spending close to four years on a game, I definitely can support this. Determination is important π
Writing about all gameplay features is even better
Knowing your scope is key to finishing
Damn Im envious, Im not able to pseudocode or anything at all, even thoygh Ive been using the engine for two years
At the moment I have short term projects I'm doing to learn the ins and outs and then I will take on larger projects
is it ok to post a link to my website here?
no
@mint umbra its not like your writing the entire thing out, its just a rough outline
you can share you Work In Progresses pieces in #work-in-progress tho
is for the purpose of showing what I mean by small projects
as far as a talk about scope
Yeah, okay. Ive seen dev vlogs where people write out the math on paper and Im like Β«Eeeh okΒ»
What I do in BPs atm is write up some nodes and watch it fail until I get it right. Its gotten easier, but I think Im just not set for the logical math thinking haha. Sweat and tears all the way
To give some context, I've started a game with what looked like a clear idea to me, 4 years ago. "Just like X, but with more Y". But really, nothing was decided about how exactly the detail of the mechanics would work, and subtle changes snowball into big gameplay-changing propositions. Saying "Battle Royale with zombies", for example, looks easy but you then need to address many questions. How do zombie behave ? To they converge toward players ? Do they weight successful players ? Are they network-friendly ? How many zombies can be displayed at once on the target hardware ?
(my game wasn't a zombie BR, just an example here)
Thank you for your help. You are really a nice comunity.
your welcome xxskillsxx
It's super important to really write about all of that and think before you start coding, which is easy
we love helping
π
This is much better than the source community lol, I was a fanboy forever until recently
@cloud cobalt dont we all start with waaaaaaaaay to ambitious ideas? π
Yeah. Before I begin I know what I want to achieve mechanics-wise, but getting all that down in math can be tricky
what is source comunity?
@plush yew its in the name. Community of the Source engine
oh
the source engine (hl2, counter strike, tf2)
I think it is okay to start with unrealistic ideas if you fix them as you go π€
game
Heck, Im building an MMORPG and its unrealistic as hell, but Im having a lot of fun making it, and I think thats the point of all this
yeah im making mmorpg too
Having fun is a big part, but its sad to see when people throw in the towel when they discover the scope is too big for them to handle at their level
yeah, as long as you just learn your stuff I think it is okay
it will never be a finished project but you have way more fan doing it
And you can always do a small project just for the sake of finishing something later on
it can be finished project
i saw UE4 multiplayer blueprint and its more in "match system" instead of open world
The problem with a MMO is that it's never going to really work at indie scale, so it's always disappointment even if the game works fine
biggest hit was for me when I realized that "too big scope" + "I'm doing it anyway" = poor quality
I dropped/shelved some projects due to that reason
as it takes too much time to do stuff properly
so I would either have to spend my entire life on those big scoped ideas
well on one π
is there a step between standard multiplayer and MMO
cuz thats a sweet spot indie should be in
Not 1 step, more like a canyon
I wouldn't even work on multiplayer as indie tbh
like an MMO with only 48 players
thats not a MMO tho π
@brave lark The sweet spot for indies is 2-3 players, play-with-friends
we all think things when we hear mmo
Solo game that friends can join
Its such a big project that Im learning a lot of stuff Ive never heard about, and thats enjoyable. Thing is, all tutorials are singleplayer based for game mechanics, so atm my game is only a RPG hah
Realistically, many indies will never have 48 online players
thats dedicated server areas
with vr though you actually could if the devs were able to RP characters in VR
Yeah thats true, but following the statistics wont do us any good ;) I mean, to be able to even get players you need to advertise and thats a cost you gotta weigh up
different story that you book a session for
yeah no more than 8 players max is my territory
my games don't go past 4 at the moment though, aside from this one I was talking about earlier and thats 5 players
But youre building small levels arent you? Like a topdown RPG or something?
yeah for this one
Quick question, is there a reason I cant click view documentation on nodes in the BP editor?
simple mechanics high mobility
its always greyed out
join local game and possibly from your phone on same wifi connections
good couch party game
I got a 20x20km landscape with a lot of biomes, so the playable area is a bit bigger :)
Nice
With all this multiplayer talk, I'm feeling like throwing a try at it
its a pain tho..
Duality is going to be fairly large, but in a windwaker sort of way
I havent even started networking my game π€
it's not a pain to implement, it's a pain to balance
same lol
but I know peoples who have had extensive talks with me about it
and also I own too many udemy courses
Do you recommend udemy courses?
Did you guys read this Network Compendium https://forums.unrealengine.com/community/community-content-tools-and-tutorials/83720-free-network-compendium-gets-you-started-with-multiplayer-current-version-1-5-0
This is the place to show, share, and link to your stuff!
notch above youtube content and you can get them for $10 if you're patient for sales
I have that as well
I havent had a look at them, but the UE4 multiplayer tutorial seems a bit short for my needs, not that theyre not good or anything
Yeah Ive read that compendium, its great
what are your needs
For some reason my buttons arent showing up in standalone any ideas why?
They show up in selected viewport
i was wondering about solution where players create their own rooms (so they host it, not me = more players) but player doesnt start with 0 every time, their items would be saved on main server
and other progress
like DayZ?
@plush yew you can easily save and load variables
if you just had to ask how to do that you aren't even ready for this
because one single open world is too overwhelming i think
@brave lark What did you mean by ticked
it couldlag or something
its ticked
enabled and also visible
do you have something in your bp that hides those buttons when pressed?
This is on clicked
Has sombody a idear how i can select the level blueprint as a target? (for a Event message)
Visibility is set and is enabled
hmm
@next owl you cant
ok
but how i can create a widget with out the level blueprint?
you can do it from the GameMode or the PlayerController or the Pawn
make the table smaller
@fathom gale you are the dungeon master
don't know that game, but probably not
p2w?
it's more like castle must be mine but against players who play on controller
small party game
hopefully will have a playable demo this week. something super simple just to get a feel
I feel like I can do this with level streaming still
but I'm going to try the simple way first
table needs to be bigger for sure
Anyone knows anything about this?
hey guys
hello
Is there a simple way to draw overlays?
I have a sphereoverlaycomponents, just want to see it while I debug, didnt know if theres a simple solution
Mode-Adaptive Neural Networks for Quadruped Motion Control
@quasi lake neural nets for anims are starting to become absolute hax
quick question.. is there another way that a camera follows a player without a boom? π I imported and camera with a special blueprint.. but he doesn't wants to follow my character and I can't imort this one into my character blueprint i can only create a new :p
its a quite perfect problem for neural nets
essentially you have state_in -> anim_weights out
that wolf looks gud
in those , they are sending the path to the neural net
yeah id make him loot leather
oh
and the neural net spits out the exact weight blend of the animations
for leather armor
its basically an automatically made anim tree
combine it with some extra IK and lookat constraints, and you can get unbelieable results
the technique was used for the locomotion in For Honor
you can see clearly how smooth the movement animations look
no
nor in any engine
it is doable, but you would have to implement this technique yourself
ok
i would love to try it, but i dont have the needed datasets
this stuff needs to be trained from a BROAD amount of mocap animations
the more animations you throw at it, the better and smoother the result
Sounds like auto-generated terrian tools
the handling of a level that contains a level inside of it that is scaled
Any ideas why im getting this
not sure but try looking at your gamemode maybe and check the default player controller
or world settings in your map
Okay but now I got that error gone, it now shows up my in game HUD over my menu
lol
@brave lark i dont know how sublevels would solve the issue
@quasi lake where did you find that picture? would like to read up on it...
@cedar snow
@quasi lake thanks
welcome
@bitter iris I had this issue. It is to do with the HUDs overlapping as both are added on the screen. I created a separate map for the main menu to override the HUD.
Ahh
I got it to hide, but now my mouse isnt showing
everythings just going wrong ffs
Same issue I had.
Guessing im going to have to recreate the gamemode, player stuff also
I haven't fixed it yet. So sorry I am not much help xD
really, that is it XD
I spawn static mesh components in blueprint construction script and call SetMobility() with static on the result
it still won't work with light baking, any idea why?
@bitter iris yeah, that does actually work XD
of course, you can always reference the player controller in another places
ive been following tuts for the last 16 hours and now it all broke
@bitter iris I don't follow them for that very reason XD
tried, it worked then completely broke
let me guess, Virtus???
nope
I'm following a tut on Advanced Session Plugin
Create a Gameinstance and Server Menu Widget: - Create Server/Lobby/Session Event - Create Server UI β¬βΌβ¬βΌβ¬βΌβ¬βΌβ¬βΌβ¬βΌβ¬βΌβ¬βΌβ¬βΌβ¬ πΈπΆπ΄π΄EXTRA FEATURESπ΄π΄πΆπΈ π»DownloadLink...
following this playlist
huh, never seen this tutorial
uh, oh. What you break now XD
lol
ive had no sleep for like 18 hours ish so my brain is all over the place
i just wnana get this multiplayer done
Hi guys, I have some character classes that share the same parent with basic variables such as health, damage, walk speed etc... but they also have their own variables in their child classes. I'd like to make a manager class where I can tweak all those variables at once, what's the best way of doing that?
Am I missing something or is there no* way to just a set a float in blueprint
I was using absolute but I need a negative float value
just put your variable on the graph and select set
I knew I was missing something lol, forgot about that, thank you
if you want to make it negative multiply by -1
@brittle gulch if they are different variables you would change them one by one, if they all are the same variables, you could create a component for them, or put them on the parent class
@digital anchor the component way is a cool Idea. Otherwise I just thought about data table and struct ? Is it a performant way?
oh you wanna pull the values from somewhere else, sure, you can create a data table and set some values, inside your actor just get those values
Yes that's what I want to do. π And when I get them into the actor. Is it better to get them all at once like in the construction script or at event begin play? Or fetch them only when I need them?
construction/beginplay would be easier if you are using them multiple times
okay okay. Thanks, I'll go that way!
ue4 built in tutorials about blueprints are so messed up. text is repetetive and they explain previous versions
so confusing
@plush yew in response to your question from last night, Im capable enough to do most coding and logic tasks. But I've still got a lot to learn. Thats how it is in games dev, and the reason I love it. You learn everyday or you get left behind.
i have to profit on gamedev in one month or my parents will kick me
prepare to get kicked
More like one year
If all goes well
I've been doing gamedev for just a decade when I started making money from it
Though admittedly I could have been quicker
And I didn't started today where things are much easier
with a MMO, its even more
takes an experienced person at least 5-6 months to make a decent small game
most will take much longer
That's just on gameplay
I have no idea what kind of decent game would take less than half a year to create, just on gameplay work
I just spent 3 days trying to fix one issue that wasn't possible. Im not sure if I suck, or thats just part of gamedev in general. Im swinging more towards I suck because I realised halfway through and carried on thinking I could beat the impossible anyway
Look at the game Boss Key put out in 5 months with 100 developers
Completely broken, despite being pretty much copypasta
There are 20 times more games than the audience really demands, no one wants to bother with low-quality titles anymore
exactly
so make it mmo
and they will try it just to see how bad it is, then they will stay for longer
Or not
wut
If you want to make a game that would sell right now. Make a Boxing game that is of the level of the old Fight Night games. People are screaming out for EA to bring it back
and it will happen
you'd need some budget to manage that though
I'd consider that to be well out of the scope of most small developers
yeah if its official license for sure
Fight Night was awesome @kindred viper I still play Fight NIght 3 occasionly π
lmao
ignoring the license, just things like the animation system and assets would be hellishly costly
the arm movement with the analog sticks is brilliant
yeah it was a nice game but I moved onto UFC games and never looked back. Now the UFC game is pay-per-punch and I wont play it
the thing with such a game is that you would need mocap, realism, and very very good animated physics
this is outside the realm of indies
why?
for a realistic UFC/boxing/etc game
the physics need custom research: expensive. Mocap is expensive, realistic players models arent that easy
you can get 90% of the way there in a gamejam tho
it could be done with the right people though
if you make a more arcadey version thats pretty easy to make
but then its more like a typical fighting game
What about mocapping with a kinect? π
or just buying mocap already made :p
it would be an interesting project to do in terms of the physics though. Blending mocap anims into IK reactions and applying physics sounds like fun
@kindred viper yeah, you can use unreal engine animated physics
^^ ignore this guy. Hes a stalker
that would get you a very nice % of the way
not vblanco. The other dude
@gray basin usually with a crowbar
instant deletion what
Eh
hes a psycho man
@plush yew Seriously though, if the goal is to be commercially successful with game development, here are some hints with my humble experience on this.
- have a very small scope (no or almost no multiplayer, no complicated physics, no humanoid characters, no balancing-heavy RPG stuff)
- have a great idea that resonates with people, like Kerbal Space Program or Besiege. Build a rocket, build a medieval siege machine, etc.
- write down everything down to the detail until you're confident you could give it to someone else and the result would be what you expect.
- focus on quality, listen to players, assume they know better and turn every critic into a fan by actually improving based on feedback
- give it a year.
"no humanoid character" i remember when i started making a game, first thing: modeling a human, worst idea of my life
tbh, when you say 'small scope', I would generally avoid projects that involve creating things you don't already know how to do
outside of project scope, budget time to learn things you don't already know
hah that explains a lot
as a small time solo or indie dev, R&D is expensive and risky, so keep it out of projects
actually listening to feedback is good idea
and i agree with all the points
except year
@gray basin not really
it explains why he made 3 accounts to badger me when I blocked him . It explains why hes making Crash Bandicoot and PMing people to do work for him for free.
13 year old game dev π
hey guys is there a way for UE4 to check a project that is released if it contains pirated assets?
like how autodesk has cryptographs in their marketplace products
to catch doubles?
@cloud cobalt what kind of games do u profit on?
yeah I don't think working on a fan game is wrong
@warm mountain probably. You could do it a few ways
I mean there is heaps of others
@gray basin no one said it is tho?
@plush yew I only have one commercial game that took me four years, which is more than anyone should spend, but hey, passion project that people love, and I don't need the money right now.
can someone give me good advice on make a lowpoly landscape? (Light settings, post process etc)
Anyways i could check without interrogating the crap out of the dude that sent me his project part?
yeah I asked heaps of people to help me with coding stuff only got two so far but yeah
you gotta know I am such a good modelller
i paid a gig on fiverr to get some assets done but they look similiar to some assets in the ue4 marketplace
@gray basin maybe @plush yew can help you
@warm mountain not really. I mean you would have to set something up yourself. I think Epic has something going on for marketplace assets but I have never heard about anyone being reprimanded for it
gotcha
@warm mountain I don't believe Epic does that. You can probably ask for proof of purchase for some of the assets.
Funky name you got there @gray basin
@cloud cobalt If they don't do it, they should be for sure. I know they send out info from the engine quite a lot though
Anyone know if i can write to a custom buffer from a material? wanted to get some world normal into mobile
Oh the image is gone now
yeah it isn't finished yet
@plush yew Additionally, if you really just need to make money, get a regular job at a burger place or something, whatever students do in your country, and use the rest of your time to patiently learn gamedev. I'm confident no one ever made money from gamedev the first year they spent working on it.
No, because everyone else has Blueprints too
And everyone else is making games too
Just like music & film, most people do it for free because they just love it
And there aren't enough clients for that much offer
can you make big money with unreal engine project with out using Trademark characters
a hat in time made a lot of cash
I've the feeling that 4chan is starting to flood this place
sigh
which uses unreal engine and possibly UDK
and ?
what?
can the same happen with any unreal engine projects that is finished
and 300k dollars only from kickstarter
people said it was a indie game
Really though, if money is the goal, don't go into gamedev
That's it
Literally just work at McDonalds
noo I am doing this for fun
That's great, but then you should forget about money for now, because it's very unlikely to be a money-making thing quickly
Maybe a few years down the road
Just like music
You don't learn to play a guitar thinking you'll be living from it
So focus on that, learn from the best, be curious
Also every "impossible" is just another "Difficult challenge"
Yeah, I mean, your game idea could be the next PUBG
It's not impossible
Then again, PUBG was also a decade in the making
No one really succeeds by accident, except when new platforms appear from nowhere and the first to release are successful for that alone, like some early mobile games
99% of the time people succeed because they spend years doing it
sigh
pubg is really similar to fortnite
nothing is new in games except when new platforms define new concepts
lol, what
yeah they saw fornite, travelled back in time, copied it
and then they faked being angry about epic copying them
no im just saying they are similar
the japanese movie Battle Royal was also based on Fortnite... common knowledge
Β―_(γ)_/Β―
DESCRIPTION Trying out a new mod in its super early stages, the DayZ Battle Royale mod. Set on a new map called Isola di CapraΓ―a, based roughly off the movie...
^ the 'original'
at least the original PUBG, before it became its own game
You know what every Battle Royale game needs? Takeshi Kitano eating a cookie then you get to shoot him.
i find it hilarious there is right now a sword art online anime precisely ABOUT battle royale
yea and a cache
the timing couldnt be any more perfect
and the fun part is that it was planned before battle royale was popular
@plush yew Fortnite BR is the one that copied PUBG, in case that was unclear
PUBG didn't take it so well
oh
Fortnite released as a paid game, flopped, and rebooted as a free to play BR game
Is that court case already solved or still ongoing?
If they would take out the building element of Fortnite BR, I would play it more.
you dont seem to like much @plush yew
I'd imagine all of PUBGs court cases are ongoing
hehe
So what do you like as game genres ? Because that's what you should be looking at doing
i loved fallout 2 online
there was a lot of ways to develop a character, sleep in tent, keep items there
Okay, but as you might have heard, MMOs aren't on the menu for indies
just to bad of the fancy graphics?
i also liked tibia
Which singleplayer games do you like ?
i dont play single player
how do i not launch my game in full screen? Trying to test two instances
u ever made a game before?
You must be missing most great games in the world @plush yew
in game maker yes
but not in ue4?
if u dont go the exp dont even think about trying to make a multiplayer game
right off the bat
Its like trying to ride a bike before u can walk
its just gonna be a fuck feast, even if u manage to get on the bike
im creating a barrel that explodes in blueprint now
The simple rule of thumb is that MP makes it 2-5 times longer to create
Damn this convo is still going on lol?
we have this convo
at least twice a week
with people
at least
for the past 2 years
this convo never stops π
funny thing is i cant recall 1 indie dev with out the exp who tried this
ever actually finishing there game
@plush yew For example, bouncing barrel falling downhill in single-player ? Maybe a day of easy work in Blueprint. MP version that doesn't look like shit ? Heavy, complex replication work that could take two weeks, probably most of it in C++ if you want something maintainable
this latter, not really, no. Just hit "replicate" on the mesh XD