#ue4-general

1 messages Β· Page 247 of 1

cloud cobalt
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Uh, no

wary wave
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that won't work

latent moth
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hem

cloud cobalt
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That would be the "looking like shit" part

latent moth
#

kinda joking πŸ˜„

wary wave
#

heh

latent moth
#

One quick question for you guys... i'd like for players not to be able to go in rivers. Currently, rivers are BP splines. Is there an easy way to block them from going there?

wary wave
#

actually yeah, include collision geometry on your spline

latent moth
#

they have it, but they can walk in them

wary wave
#

second mesh set, simple geo, different collision params

latent moth
#

if i set collision they'll walk on it

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basically what I'm trying to do is that if players are prone, they can't get in water

wary wave
#

otherwise, you'll need to do trace base testing

latent moth
#

i'm already doing that (for footprints & sounds)

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maybe I can leverage that instead

wary wave
#

probably

latent moth
#

i don't get the collision part though

wary wave
#

in our case on this game, when they're intersecting river geometry we determine how deep the water is, and only allow the player to go so far

latent moth
#

ah i see

plush yew
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why i cant click replicate to speed things up?

obsidian nimbus
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i wonder what makes more $$ epic selling fortnite skins or all streamers income combined

plush yew
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or whatever

cloud cobalt
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@plush yew Because it's not enough to replicate the position of objects

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Not smoothly enough

plush yew
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you confuse me

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im not there yet

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im at barrel (bp)

wary wave
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...and yet you want to do multiplayer :p

plush yew
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yeah after i learn bp and landscape

cloud cobalt
#

Well, let's say your barrel is falling & bouncing on a slope

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You have that working in Blueprint

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You need the server to tell the clients how it's moving

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But on clients, you might have one second with no network update because someone is downloading porn, and then have two seconds of updates received at the same time

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So the result looks like shit with a barrel teleporting back and forth

plush yew
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oh lol

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well thats their fault fo rhaving bad net

cloud cobalt
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Not to mention you usually get one network update every 10 or 20 frames

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That's on a local network

wary wave
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no, that's your fault for having bad network code

plush yew
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ph

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oh

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xd

cloud cobalt
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Seriously, even a local Wi-Fi will do that

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At your home

plush yew
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lol

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why

latent moth
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...

cloud cobalt
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Because networks are slow

plush yew
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i have ethernet

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its better

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but

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i see

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what you mean

grim sinew
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That's not how internet works.

cloud cobalt
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Local Ethernet will do it too

wary wave
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because things interfere with the signal, networks can get slowed by unexpected traffic or packet loss etc

cloud cobalt
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Your game might take too much time on the processor, and network packets aren't processed fast enough, which slows the game down

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etc

wary wave
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even in a perfect network environment you still need a level of simulation and prediction otherwise things will jitter around and look terrible

cloud cobalt
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Operating systems work by giving slices of time to programs, rather than processing all of them at once

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So your networking, at the operating system level, works only some of the time

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There are hundreds of reasons why simple replication can't possibly work

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So your barrel, on the client, needs to use server information as solid, trusted values, and fake the movement inbetween these

wary wave
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(and gracefully interpolate between the two when it's values don't line up with the server)

prime grove
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is there a meme post?

cloud cobalt
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Now this is for every feature in your game @plush yew , not just barrels. Everything you assume is easy & instant is now hard & prone to be off by seconds of gameplay

prime grove
cloud cobalt
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So yeah, MP is hard

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And UE4 is actually not the worst engine to do MP, if not the best either

plush yew
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oh

cloud cobalt
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MMO is yet another step behind that in terms of complexity & development cost, because the server now has hundreds of players to handle, and everything happens on the server

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Which is why people will treat "indie MMO" as a meme

whole quarry
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this seems like the same conversation as yesterday between the very same people πŸ˜„

plush yew
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xD remco not really

cloud cobalt
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It's always the same conversation because everyone wants to do an MP game

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And most want to do a BR or a MMO

grim sinew
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I want to make Planetside 3! πŸ˜„

cloud cobalt
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I want to make Star Citizen

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He wants to make Fallout Online

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ambershee probably wants to make Destiny

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Dunno

wary wave
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oh lawd no, haha

grim sinew
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So why don't you? It would take you like a week at most, right?

cloud cobalt
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A week and a half

whole quarry
#

a week? are you a slowpoke pokemon?

cloud cobalt
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I'm French, so I need time for strikes and paid time off

wary stream
#

Does anybody know where I can find Epic Citadel's APK file ?

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I really don't get why Epic took it down

grim sinew
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Just buy a few asset packs and push the make game button

plain forge
#

Whats would be the best way to set a float based on a bool?

whole quarry
#

float based on a bool?

wary wave
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select node, I guess ,but eh?

whole quarry
#

you mean a bit?

plain forge
#

IE, if true use X value, if false use Y

wary wave
#

select node

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if you're doing math, use a branch

plush yew
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Select (Float)

wary wave
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problem with select nodes is all branches are evaluated regardless of the condition

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so if you're doing calculations, branch

grim sinew
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Why not literally just do that? Make an if statement.

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If you need it to be a set X or Y value instead of 0 and 1

latent moth
#

@wary wave sorry i still don'get how to set up collision to have a character avoid rivers. If I set the river BP and the character to collide, the character will basically walk on water, but not go on there... isn't it correct?

wary wave
#

the collision geo needs to be taller than the river

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physically blocking the player

latent moth
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right

wary wave
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you then want to be careful about how you handle other things like ledges, bridges etc

latent moth
#

so when I add spline mesh component I need to add a block too?

wary wave
#

pretty much

latent moth
#

got it

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thanks

wary wave
#

np

warm mountain
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i might just keep to singleplayer for the start

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i've been reading the MP documentation i don't think i'm there yet

plush yew
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Prance im doing mp too

warm mountain
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but even if its MP

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the MP for my game at most is just a co-op

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probably using the same keyboard too

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player 1 with wasd and 1234

frank escarp
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@plush yew you have no clue about dev, you have exactly 0% chance of getting anything done

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MP is no joke

warm mountain
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and player 2 with wasd numpad 1234

kindred viper
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MP aint hard if you start at the beginning and dont try turn a single player into a multiplayer

frank escarp
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its the absolute hardest thing you can do to a game

kindred viper
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i disagree vblanco. Writing low level code is harder. Reading through some of the conversion code for FName last night blew my mind

warm mountain
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i kinda get that MP needs to be done fundamentally from the start because the BP's on all mechanics need to take into account the server

cloud cobalt
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I'm planning a second game that will be online coop. Three players max, no competitive, no servers, no matchmaking, just invite friends over if you feel like it. That's about the extent of what I feel realistic for a quality indie game.

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Competitive MP is one thing I'm never doing

warm mountain
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thats what i feel too stranger

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same for me

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at most if I do multi computer co-op I may attempt 4 players

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its just a single map survival game

cloud cobalt
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Spending half the dev time protecting against cheaters isn't my thing, and I definitely don't feel like playing with dedicated servers etc

kindred viper
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I have a rule about that. I dont care about cheaters

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if I did I wouldn't be using an open source engine

warm mountain
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but i'm going to work on the map to provide as much interesting activities

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that the player will never get bored

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random encounters

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interesting creatures

cloud cobalt
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@kindred viper Which is why I only do cooperative. A competitive game with cheaters is refund material

warm mountain
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unpredictable events

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i kinda don't want it to be like killing floor where you have to kill every single wave of monsters

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i'd like some waves to be survival waves

whole quarry
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@warm mountain so the next No Mans Sky?

warm mountain
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with a big monster everyone has to hide

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i have not played that one

cloud cobalt
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For what it's worth I actually worked on a noncommercial first game that was a competitive shooter

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Cheaters were there 8 hours after release

kindred viper
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No Mans Sky had some amazing tech in the code

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watch this and it will give you new respect for it

warm mountain
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i don't want it to be specifically a survival game

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its more like this map

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and it has a random decision per round

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which may include survival, assasination

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etc

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and the players have to follow it or be erased

plush yew
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lol

whole quarry
#

@kindred viper without doubt NMS has great tech under the hood. Its something I definitly cant do

warm mountain
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i'll def study what NMS has done

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i heard a lot about it

kindred viper
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I watched that video twice. It was enthralling

warm mountain
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i just want to make something simple

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to make me understand the process

whole quarry
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@kindred viper what engine was NMS made on?

kindred viper
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custom I believe

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there may have been a base but i dunno

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I put so much stuff in my brain, a lot gets left out πŸ˜‰

whole quarry
#

then our kitchens look the same πŸ˜›

plush yew
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my has white walls

whole quarry
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I meant the dishes..

plush yew
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yeah i have like 20 dirty plates in my room

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need to clean them

warm mountain
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i'm def going to leave procedurals and MP as last on consideration

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but i'll keep things modular

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in case i ever need to piece them together

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my aim for now is single player

kindred viper
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procedural stuff is good to learn early. I did because I needed to for my idea at the time, but it was so useful in terms of creating dynamic systems

warm mountain
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but i may use the existing assets and do a seperate MP on the same concept

kindred viper
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I dont mean procedural in terms of creating static meshes with vertex level construction or anything. Just doing things like creating Spline Mesh Components to fill the houses in a street or create a road

warm mountain
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the map is pretty much set for me

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oh yea

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that might be good

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when it comes to the detail part like randomizing the streets with different decals

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or random rooms

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those would be towards the end of my testing at this point

kindred viper
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I started with random rooms. Rather I recreated the system from the movie "Cube 2: Hypercube" with infinite rooms. It was super fun

warm mountain
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nifty!

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right now all my rooms aren't enterable, its just black behind the windows

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but i might once i solidfy the mechanics

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i might add some interiors as hiding places

plush yew
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thats the spirit

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im really hyped too

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i couldnt get 3d effect in game maker

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but in ue4 its right ootb

whole quarry
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each engine awnsers a different question, so that kind of makes sense

surreal viper
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in my experience each engine makes you ask different questions πŸ˜„

cloud cobalt
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Engines are the common set of features required by games they were made for

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For UE4 that's a lot of action games

grim ore
#

I tried to do 3D in UE4 but I kept getting the error "Artist not Found" 😦

cloud cobalt
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Become the artist

plush yew
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yee bro

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i like the tibia animation for hitting someone

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might repeat that in my 3d game

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will be faster

tepid dragon
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This is what i'm working on

surreal viper
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now we can start the second most popular conversation, that is about making something based on an IP you don't have

plush yew
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based on what?

whole quarry
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I think he refers to that video

surreal viper
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indeed

whole quarry
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@tepid dragon maybe post it in #work-in-progress instead of here?

latent terrace
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hey guys general question

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is it safe to delete the saved folder?

cloud cobalt
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Depends on whether you have game saves you want to keep

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Screenshots, crash dumps etc also go there

whole quarry
#

logs are in there too

latent terrace
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doesn't sound like stuff I can't live without

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I mean it's 40 gb

cloud cobalt
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You can just rename it to "Saved_old" and check that everything is still good

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then wipe it

whole quarry
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arent the backed upped assets in there too?

cloud cobalt
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Also that, yes.

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^ probably why that big

plain forge
#

Why does the strength of radial impulse have to be so high?

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Or is that just normal for impulse strengths>

cloud cobalt
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Because of the units involved I guess

plain forge
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Im using 1,000,000*

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for boxes that are being auto weighed in the default fps map, it just seems excessive I guess

cloud cobalt
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Impulses are basically a force applied during one frame, which is only a few milliseconds

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So it's like Newtons * s-1

vale osprey
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Let’s say your box is 100kg, that results in 100 * 980 = 98000 of just weight

plain forge
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Where is the 980 coming from? Sorry this is new to me

cloud cobalt
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That's G

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In centimeters / sΒ²

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Well, in world units per s-2

vale osprey
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Default gravity in UE4

plain forge
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Oh ok, so I have some reading ahead of me lol

cloud cobalt
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G is the gravitational constant

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9.8m/sΒ² at the surface of the Earth

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= 980 in UE units

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Newtons, centimeters and seconds add up to a very high impulse value

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Since you're applying a small force units (Newtons) over a short time (milliseconds) to a massive object (because centimeter-scale world units)

vale osprey
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If you select component, it should tell you what is the calculated mass. Getting to a 100kg or higher is pretty easy as mass is calculated from volume and density

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(Autocorrect equates mass with weight - good job Apple...)

cloud cobalt
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Which is the same for all but space workers, but well

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(blatant physicist trollbait)

vale osprey
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Hehe πŸ˜„

plain forge
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Well I did not expect it to be that complex but I need to learn it lol, thank you for explaining it

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Is there something I can print off to have a reference sheet possibly?

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This will take me a little to get used to lol

brittle gulch
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Hi guys, I have this type of gameplay, where there's a lot of characters on screen at the same time. My custom character is about 8k tris. What do you suggest? Should I go for a lower dense mesh or can I keep the 8K model and with some optimization it will run? I'm jumping into model design now so I'd like to know what kind of detail level I can allow myself

kind parcel
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cool

plush yew
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heh moba xD

smoky stream
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i like how they just sort of waddle up to each other and then fall over after a bit

brittle gulch
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Thanks guys ^^ The horde is controllable directly with the joystick by the way

plush yew
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i need to eat

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then i can continue

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on my mmo project

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duh my dads in the kitchen

vivid geode
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does everybody have the learn tab in their epic games launcher? it doesn't show up for me

plush yew
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yeah

vivid geode
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wtf

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(Community)
(More info)
(Marketplace)
(Library)

silver crown
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That's why setting your OS/apps language to English is a good idea

vivid geode
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: /

patent siren
#

did 4.19 fuck up anyone elses vs 2017

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because when i use vs2017 it kind find my wwise libs but when i use vs2015 it can

candid cypress
#

Anyone have a decent guide in connecting multiple static meshes, like a train, and have them move along a spline and rotate a specific amount ?

inner yacht
#

Can Someone tell me how to spawn an enemy in a Streamed Level? He wont move...But it works in Persistent level.

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Multiplayer

grim ore
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by move I assume you mean AI and navigation. Do you have a valid navigation setup in the streaming level? if not do you have it set to rebuild the navigation area at runtime so it can build it when the streamed level is loaded?

inner yacht
#

Man Matt you always come through thx again its most likely the nav area

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Back to work lol c ya

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and goth if you are there i fixed the looking at characters function you helped me with yesterday. Made it all in one Function and it Fires Perfectly

plush yew
#

@brittle gulch hey max. you can have a relatively low poly object as the main character. then you can have a 1k-2k texture size base, normal, and spec mapping for your mesh. after that, it's just a matter of getting line topology right to account for how the mesh will deform in animation-time. if it has joints like a robot, and all moving parts are hard surface, topology isn't as important as if the char is organic like a dinosaur or human. apart from that, you'll be able to place all the detail you want into the texture itself and you can go from there to have a very realistic character. your video looks cool by the way, and i hope you were able to figure out that spawn thing earlier of the smooth spawner from root section for multiple spawn. oh and i recommend keeping what you have now if you don't have the time to re-do a detail model, and then if the performance gets bad you can re-do the model and then try reimporting and re-animating.

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@inner yacht hey, that's great! just saw your msg.

inner yacht
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Madd Props Bro Thank You for the help

plush yew
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i'll be working on level design myself today πŸ˜ƒ almost got my AI working as well for 3d ship movement.

inner yacht
#

Congrats

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I had no doubt

brittle gulch
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@plush yew Hey thank you for your precisions and your support. I think I'll do what you said, put all the details in the textures and have a descent low poly mesh for the character. I'll try with my existing model first though, just to try out.
The game will be in a voxelized art style by the way, I'll be posting some previews this week, stay tuned ;)
For the spawn thing, I guess you saw my post earlier on the forum, unfortunately I didn't fid a workaround yet, I was mostly concentrated on the core mechanics for the moment, I'll see later if I'll finally implement the idea or if I'll find something even better to do πŸ˜ƒ

tired island
#

New post on looking for talent :D

inner yacht
#

Matt fixed it for some reason had to press P key on my new Nav Volume to Build Navigation Was Stuck all Day on that geez lol

devout gulch
#

does unreal.js plugins

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plugin*

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can be used with node.js ?

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probabaly nothing stand in the way

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but like to know if anybody tried

raven gust
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Cant get it to work

grizzled jetty
#

Are there any docs on manipulating large amounts of data during runtime? I'm sure I'm just not searching for the right terms, but I'd like to run economic and faction simulations in the background of my game and just need a pointer in the right direction. So far, none of the data structures I've read about (data tables, structs) seem quite right for that. Is there a UE4 equivalent to a nested JavaScript object?

silver crown
#

@grizzled jetty C++ or BP?

grizzled jetty
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Probably BP, but I'm open to both.

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The data would need to be available globally

silver crown
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I'd go with a pure C++ structure

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With an interface with UE for ufonctions and save/load through uobjects

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But it might be a bit overkill

plush yew
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Is anyone willing to help me out on a little alpha issue?

round bloom
#

^I know all about alpha.

plush yew
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I've searched everywhere and I can't find a way to fix it

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Oh yes :D

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DMs?

round bloom
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I have dms yes.

grizzled jetty
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Thanks @silver crown! And if you went a BP route, what would you suggest, just so I can look at the options? (I don't know C++ yet, but am willing to learn if I need to)

silver crown
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Don't do what I said then

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What's a js nested object?

grizzled jetty
#

Basicallly:

obj = {
   parent: {
    child1: 'some value',
    child2: {
      grandchild: 23
    }
  }
}
silver crown
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Ok

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I think the easiest way to do it would be to use USTRUCTS

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For instance if you create a struct A, you can create a struct B with a property a of type A

pallid compass
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wait u can have child USTRUCTs?

silver crown
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That would achieve something similar to nested objects

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USTRUCTS or UObjects actually

grizzled jetty
#

Ok, that works. And what would be the best way to make them globally accessible?

silver crown
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Game instance or something like that?

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Haven't looked much in that side of UE

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But basically you can create a subclass of something and add a property to it

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And then access that property

grizzled jetty
#

Ok, that should be enough to get me started, thanks!

silver crown
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@pallid compass ofc why?

pallid compass
#

i had

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no idea

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jesus

silver crown
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Like when you have a USTRUCT with a FVector

pallid compass
#

Learn a new thing everday

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then again ustructs are just basically uobjects

silver crown
#

No

pallid compass
#

oh

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roast me

silver crown
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UStructs are cpp structs

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No data overhead

pallid compass
#

what am i thinking of then

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oh is it ustructs are uclasses

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or something

silver crown
#

No

pallid compass
#

maybe my brains are falling out as usual

grizzled jetty
#

So would a uObject be the uStruct instance?

silver crown
#

No

pallid compass
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wth am i thinking of then

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that i read on the wiki somewhere..

silver crown
#

UStructs are simple struct to store basic data

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You pass them by copy etc

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UObjects are more complex objects, with inheritance

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They aren't copied around, and use the garbage collector

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So which to use depends on your data

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For instance a fvector is a USTRUCT

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But an actor is a UObject

grizzled jetty
#

Just to verify, can you have instances of a UStruct? Say I have a faction UStruct, I could have separate instances for factions 1 & 2?

silver crown
#

Kinda, but it won't really work

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Factions should be UObjects I think

grizzled jetty
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Basically I'd want to have the structure of the data preset, but the values would be generated on game load and then changed throughout the game

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So anything where there would be 1+, use a UObject?

silver crown
#

Another way to see it is that UStructs are defined by the data they hold, and UObjects by their instance

grizzled jetty
#

So a UStruct is more of a singleton?

silver crown
#

Ok I'm terrible at explaining stuff

grizzled jetty
#

Haha, no worries. πŸ˜› I can read up on them more, now that I know what to look for.

silver crown
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Yeah I guess you'll understand with practice

grizzled jetty
#

Definitely appreciate all your help

silver crown
#

πŸ˜‰

lost meadow
#

structs and objects are similar in ways; but no a UStruct is not a singleton. Singleton means it has only one instance, and is globally accessible. Structs are typically used to store data, like a book to read and write from. Objects are used for more complicated stuff.

#

A struct would be like a book. An object like a person holding a book.

pallid compass
#

So interesting question, what is the point in the _DEPRECATED macro, if it breaks everything anyway so u have to rename it all?

silver crown
#

@pallid compass it tells you how to fix it

pallid compass
#

i know CPF_Deprecated means it will only be loaded but not saved back in uproperty but thats about it

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hu?

silver crown
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Ah nvm not the same DEPRECATED

grizzled jetty
#

@lost meadow Thanks, that helps a bit. Are they both strictly data containers or can they also have methods?

lost meadow
#

In C/C++ both can, but I don't think UStructs can (not 100% sure)

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@grizzled jetty

grizzled jetty
#

Ok, thanks!

lost meadow
#

np

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There is an example.

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Sorry, I don't really do C++ in Unreal as I am focused on learning Blueprints. Sorry for the misinformation.

grizzled jetty
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No worries πŸ˜›

lost meadow
grim ore
lost meadow
#

@grim ore thanks

vivid girder
#

How are line breaks not supported in MultiLine Text boxes?

weary basalt
#

They are

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Need to use /n pretty sure

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Or Shift+Enter

vivid girder
#

ahh, shift enter worked

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but line break symbols don't

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I imagine that will make it difficult to do localization

cyan merlin
#

ive been struggling with the way unreal scales heightmaps from world machine for awhile

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they are always to flat or to tall

vivid girder
#

Anyway to render a widget onto the surface of an object (like as a material)?

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Or is the only way with Render targets?

mint umbra
#

You gotta multiply the Z height of your heightmap by 0.19, and thats the Z import value - this works for World Machine heightmaps. Im unsure if theres another step, I can check when Im home from work.

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@cyan merlin

lost meadow
#

Anyone know about: "Landscape Instanced meshes don't yet support unique static lighting for each LOD. Lighting on LOD 1+ may be incorrect unless lightmap UVs are the same for all LODs."

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And/or why I am getting a Lightmass crashed

lost meadow
#

Never mind

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I'm not using static lighting anyway

round bloom
#

yeah bruh dynamics wheres its at burh.

lost meadow
#

lol

round bloom
#

(dynamic lighting)

dim arch
#

does anyone know the name of the app which lets you simulate mobile input on mobile preview?

#

there is Slate Remote plugin (Apple Devices)

#

is there an android one?

plush yew
#

hello guys I have a problem with my place when I start the game usually. The problem is that you know the map for ThirdPerson Game and I want to expand the terrain and when I put thimgs on the map it is under the map or up to sky-why?

#

Maybe I have a problem with the collusion say the people in ither group?

tranquil sierra
#

heyy

#

how are you doing? πŸ˜„

keen frigate
#

Hey everyone πŸ˜ƒ

whole quarry
#

@plush yew not sure what youre saying.. got a screenshot?

keen frigate
brave lark
#

@sturdy star just getting a scaled copy of the map

tranquil sierra
#

everybody very busy? :p

keen frigate
#

a bit yeah πŸ˜ƒ

tranquil sierra
#

haha network is lagged at work :p

#

zzzz

keen frigate
#

how so?

tranquil sierra
#

at work we only have 1 0 mbit and im downloading data :p

#

so nothing works

harsh tiger
#

this is inside a blueprint actor that i spawn into the world by pressing a button a blueprint widget

pallid compass
#

What is the parent of Puzzle_GI

#

Have u changed your game instance clas

#

to actually be Puzzle_GI within the project settings

harsh tiger
#

lol

#

i'm such a dumb ass man

#

i always forget to add it to the project settings hahahaha. thanks, and do you remember mel?

pallid compass
#

il give u 50p

#

to change it back

#

and ask chris

#

to figure it out

#

we went to uni right?

harsh tiger
#

hes upstairs with level 3's i think. and who went to uni?

pallid compass
#

Us

#

LCC

#

or w/e its called

#

Uni level games dev

#

actually come longue before i get a back on the head

rocky kayak
#

The standard 3rd person tutorial has an event tick, set cursor icon's worldlocation and rotation. this isn't too impactful on performance is it? or should I be changing it to a "on mouse input blahblahblah" function?

honest vale
#

tick is fine for stuff that needs to happen every frame

#

and obviously setting cursor location has to happen every frame, right?

rocky kayak
#

true but like if the game's in the background it shouldnt be calling it but it will be

keen frigate
#

In the background?

plush yew
#

Have someone a good tutorial for wind grass?

rocky kayak
#

yea idk mabey im just going overzealous on my optimization philosophy

honest vale
#

yes you are πŸ˜„

#

you don't care about whether the game is in the background or not

#

OS will re-schedule and re-prioritize the process

keen frigate
#

@rocky kayak As a rule of thumb it is best if you can assign functions to something other than Tick or at least try to call the function not on every tick. πŸ˜ƒ

rocky kayak
#

yeah thats the rule that i always stick to, just went thru and looked at all my event tick functions is why wondered about that one earlier since it's one of the few that i have

dim arch
#

thanks @keen frigate actually there is a good blueprint setup in the datasmith product viewer template

keen frigate
#

@dim arch Oh didn't think of that. πŸ˜ƒ

scarlet solar
#

Fixed the issue with UE4 crashing, just had to make it run in DX12.

plush yew
kindred crag
#

Hi guys

plush yew
#

hi qwert

tranquil sierra
#

hi Qwert πŸ˜ƒ

plush yew
#

i didnt do any lights just the one that was there on fresh project

#

nvm it went up

whole quarry
#

Do you use the Lightmass Importance Volume?

plush yew
#

no clue

#

looks perfect

whole quarry
#

If you have no clue then you havent added it

#

@plush yew you're going for a playstation 1 graphics style?

plush yew
#

no im going full hd grapphics

whole quarry
#

Full hd graphics? What does that mean?

honest vale
#

my coffee machine is full hd

languid shard
cloud cobalt
#

Well, if the screenshot is 1080 pixels high, it's technically full HD graphics

plush yew
#

i mean i go full hd

#

idk how to tell

cloud cobalt
#

Are you going for a realistic look ?

#

A cartoony look ?

plush yew
#

realistic

cloud cobalt
#

Well, there's some work needed then πŸ˜ƒ

zealous jasper
#

not sure which channel to ask so asking here: how do i access the fbx import settings?

whole quarry
#

When you import a fbx file

fierce tulip
#

in 4.19 it doesnt always appear for me, in that case you can change the import settings inside the mesh itself @zealous jasper

#

then just reimport

zealous jasper
#

thanks, restored defaults in blender and it worked

plush yew
#

Because I don't know about the packaging the game when you finish it is it hard to pack to download and install and play??

whole quarry
#

To its fairly easy to package... there is no installer tho

#

Just run the .exe and play

tranquil sierra
#

?

fierce tulip
#

me: "Today is working on main client day! excited! whoo vfx!"

works on cave environmental effects
"Cave map is checked out by other user"

Me: "Nuhh! oh well, Also need to do warrior vfx!"
"Warrior animations are checked out by yet another user"

Me: (β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

tranquil sierra
#

you just extract the folder and play?

#

why do the games make an installer then?

#

what about piracy to.. πŸ˜ƒ

cloud cobalt
#

Piracy is a non issue

wary wave
#

create new cave sub level

whole quarry
#

Piracy is free marketing

wary wave
#

paste level contents into real sub level when not checked out πŸ˜„

tranquil sierra
#

free marketing?

plush yew
#

y

fierce tulip
#

@wary wave tiny mobile level that exists out of only a few meshes and a few emitters, adding sublevels is kind of pointless for it hehe

plush yew
#

if u have a magic button that will later disable pirated copies after they became popular

#

then yes

fierce tulip
#

also, coder would scream at me :p

wary wave
#

nah, just locally

#

then you can paste shit in when it's unlocked

fierce tulip
#

all I need is place two emitters :p

wary wave
#

(just you know, make sure to take stock of which changes impacted yours)

whole quarry
#

@tranquil sierra people that pirate wont buy it anyway, yet they get to knoe your game and share it with friends if good enough, more souls know your game now

cloud cobalt
#

You can't stop piracy in any meaningful way unless you're shipping on the few consoles that aren't broken yet, not for longer than a week that is. Embrace it, ignore it, do a great game and support your customers.

fierce tulip
#

but, good idea for when I need to do more

#

thanks

tranquil sierra
#

haha true πŸ˜ƒ

#

check

#

so don't even bother

#

i know everything gets hacked πŸ˜ƒ

cloud cobalt
#

Fighting piracy is useful if you're going to sell a few hundred thousand copies on day one and you need the initial rush to buy legit copies

cursive dirge
#

I'd still debate lack of DRM

cloud cobalt
#

That's it

plush yew
whole quarry
#

Because fatal

tranquil sierra
#

hahaha

#

:p

#

they call this layer 8 problem

#

not that easy to solve :p

whole quarry
#

Check in your project folder in Saved\Logs\ @plush yew

plush yew
#

i have pretty much default settings

tranquil sierra
#

I know the feeling.. lost 5 days on stupid camera

cursive dirge
#

@plush yew start by telling what did you do before that happened

plush yew
#

i clicked launch

cursive dirge
#

launch?

tranquil sierra
#

send game to the moon :p

cursive dirge
#

oh in the editor

tranquil sierra
#

liftoff

cloud cobalt
#

IMO, any DRM that costs you money or time is a waste of whichever it cost. You're trying to prevent non-clients from getting the game, rather than consolidate a relationship with clients by providing a better game.

whole quarry
#

Or dont check the logs and guess randomly

cloud cobalt
#

Now if you're big enough that money is more important than clients (AAA games) then sure

tranquil sierra
#

ok I understand πŸ˜ƒ

plush yew
#

remco logs were written 2h ago

#

and i launched 5min ago

cloud cobalt
#

Do you have C++ code ?

#

Yours or a plugin

plush yew
#

No

whole quarry
#

So did you add an actor in the level?

plush yew
#

which one

whole quarry
#

The last one(s) between working launch and the crashing launch

plush yew
#

there was never working launch

#

first time i tried

cloud cobalt
#

Most reliable way of knowing what's the problem is, install the editor debug symbols, run it through Visual Studio, wait for crash, get the call stack

#

You'll know what crashed

whole quarry
#

@plush yew you never tried Launch before???

plush yew
#

no

#

never

whole quarry
#

Try make a new project and Launch it without making changes in the project

plush yew
#

i tried to launch tutorial with vehicle andLogPlayLevel: ERROR: Windows SDK v8.1 must be installed in order to build this target.
LogPlayLevel: Took 49,4160788s to run UnrealBuildTool.exe, ExitCode=5
LogPlayLevel: ERROR: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.19\Engine\Binaries\DotNET\UnrealBuildTool.exe MyProject2 Win64 Development -Project="C:\Users\0\Documents\Unreal Projects\MyProject2\MyProject2.uproject" "C:\Users\0\Documents\Unreal Projects\MyProject2\MyProject2.uproject" -NoUBTMakefiles -remoteini="C:\Users\0\Documents\Unre
al Projects\MyProject2" -skipdeploy -ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=Disabled -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2018.05.22-15.17.27.txt'
LogPlayLevel: (see C:\Users\0\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.19\UAT_Log.txt for full exception trace)
LogPlayLevel: AutomationTool exiting with ExitCode=5 (5)
LogPlayLevel: Completed Launch On Stage: Build Task, Time: 66.824526
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error

#

do i need windows sdk?

cursive dirge
#

probably

plush yew
#

did u guys install it

cursive dirge
#

most have full visual studio and c++ tools installed

#

I think windows SDK ships with it

cloud cobalt
#

Yep

plush yew
#

i have studio 2017

cursive dirge
#

well, try installing windows 8.1 sdk

#

there has to be option for it in the VS2017 installer

plush yew
#

but i have windows 10 not 8.1

cursive dirge
#

make sure you have c++ build tools enabled

#

doesn't matter

whole quarry
#

Its SDK 8.1 not Windows 8.1..

plush yew
#

ok ok

cursive dirge
#

well, technically SDK 8.1 only contains win 7 and 8 feats πŸ˜„

#

Win SDK 10s contains some Win10 exclusive things but it really depends on what api's you use

plush yew
#

so i get win 10 sdk or win 8.1 sdk

#

cuz there are both on microsoft

#

page

#

to download

cloud cobalt
#

Run the VS installer

#

Look for Windows SDK

#

Install that

plush yew
#

i dont have it

cursive dirge
#

did the message tell you missed win sdk 10?

plush yew
#

no it said 8.1

cursive dirge
#

then install 8.1 first

cloud cobalt
#

You do have the Visual Studio Installer

#

Run that

plush yew
#

I dont have

#

oh wait i have

cloud cobalt
#

Yeah, you do

plush yew
#

i dont know which one to choose xd

cloud cobalt
#

Windows 8.1 SDK

plush yew
#

ok i clicked something

next badger
plush yew
#

oh damni clicked wrong

#

soi keep other things checked

#

and just check additionally

#

8.1 right>?

cloud cobalt
#

Yeah

next badger
#

i believe it will select for you once you pick Game Development with c++ (it's set for ue4)

#

i have no sdk 8.1. and still could compile

cloud cobalt
#

Stuff like this is why you were told yesterday that games aren't done in a month, @plush yew . Setting up distribution of your game on Steam or others is going to be very much that kind of stuff for days

next badger
#

win 10 here

plush yew
#

Yes

next badger
#

distribution can be set on itch io for...5 minutes...

#

so it's a matter of preference

whole quarry
#

Steam will take longer than 5 minutes 😁

cloud cobalt
#

Yeah, Steam definitely won't take 5 minutes

#

Haven't seen many numbers about sales on itch.io too

plush yew
#

steam will take your whole life

cloud cobalt
#

No, but it will take a week, and setting up the business side will take more

wary wave
#

from what I gather, itch.io sales are generally very low and seldom break three digits

plush yew
#

i havent decided if it will be free with item shop or 5-10 usd on steam

cloud cobalt
#

We spend around two months getting on Steam ourselves, since we weren't from the US and needed some US-gov identifier for tax withholding

#

Most of it waiting, but probably two weeks of actual work too

plush yew
#

im not from us too

whole quarry
#

Steam took me a month or so after the greenlight

#

Itch is like click click done

cloud cobalt
plush yew
#

this looks so bad

whole quarry
#

It fits your start level style tho

plush yew
#

"dont forget fun" rotfl

cloud cobalt
#

Point being, making money takes work

wary wave
#

judging by that least, I'd be surprised if these games are selling more than a handful of copies in whatever period of time the top sellers list is updated

plush yew
#

so i need to create company

#

before steam?

whole quarry
#

Its recommended but not a must

wary wave
#

strongly recommended, because legals

plush yew
#

i wanted name

#

BroGames

#

But theres some website called like that

whole quarry
#

quickly registers Bro Games Studios

plush yew
#

i wouldnt add studio part

cloud cobalt
#

Strongly recommended because random people could sue you personally if you don't have a company to separate liability, and it's also probably mandatory in your country too

plush yew
#

oh ok

cloud cobalt
#

States don't care about people making $50 in game development, but you said you wanted to make real money so

plush yew
#

well i launched game now

#

thanks for help

whole quarry
#

The bussisness aspect and legal stuff are always such a joy to spend time on

#

Doing taxes always bring a smile to my face

cloud cobalt
#

Taxes are mostly straightforward here fortunately, for small companies it's a very easy process

#

Entirely digital too which doesnt hurt

whole quarry
#

"Anything to declare?"
-"Nope, I suck.."

cloud cobalt
#

Setting up the company was the real kicker

plush yew
#

mayvbe ill just make first versium free and add item shop with paypal transactions

tranquil sierra
#

this sucks :p

plush yew
#

and maybe final version will be paid on steam

tranquil sierra
#

do you do this alone karol?

plush yew
#

Yes

tranquil sierra
#

nice πŸ˜ƒ

#

but what about bro?

#

when you work alone :p

whole quarry
#

@plush yew sounds like extra steps that will only eat time and give headaches

obsidian nimbus
#

i had over 200 downloads on one of my jamgames on itch πŸ˜›

plush yew
#

y maybe

#

idk what kind of company i need

#

etc

#

weird stuff

#

for steam

tranquil sierra
#

indeed

#

so who has games developed that are paying off??

#

is it possible? :p

plush yew
#

well i need game first anyway

whole quarry
#

@plush yew how are you going to make: player clicks buy item, get to paypal, transaction completes, games get some signal of transaction and give item?

obsidian nimbus
#

i got 4$ in doantions πŸ˜›

tranquil sierra
#

you can try to start a kickstart??

plush yew
#

remco thats very good question

tranquil sierra
#

you see all kind of "stupid" stuff going over 50k

plush yew
#

they let you embed their button on your website

obsidian nimbus
#

have u ever watched tv? people love stupid

whole quarry
#

So you need a login system and database interaction between site and game

plush yew
#

oh ok nvm

#

ill just go for steam then

tranquil sierra
#

true :p owninator πŸ˜„

#

crazy

#

i wanted to create a bad ass game and when i was thinking off it it was just recreating pong

#

hahaha

#

the way i was thinking of it would be the best game in the world

whole quarry
#

@tranquil sierra i made a pong game too!

#

Surprisingly fun to do

tranquil sierra
#

hehe :p I wanted a bad ass where you can shoot at the other side :p ahahah

obsidian nimbus
#

with pong u can start polish it after 5 min πŸ˜ƒ

#

add guns and intros

tranquil sierra
#

indeed

whole quarry
#

@tranquil sierra i posted a video of it in #work-in-progress

#

2 days ago

obsidian nimbus
#

man the most polished pong game in the world might actually sell

tranquil sierra
#

you have a link?

whole quarry
#

Made in 6 or 7 hours

cloud cobalt
#

I'm very happy with what I did myself with my own crazy game project. Refine it for years until it's something I'm proud to have my name on, and then do real efforts to complete it, ship it and sell it. It's not making crazy money, but it has great reviews and few hobbies pay for themselves like that.

obsidian nimbus
#

pong gameplay is still rocksolid

tranquil sierra
#

cool dude

whole quarry
#

@tranquil sierra see DM 😁

#

I spend more time on VFX than gameplay xD

tranquil sierra
#

I saw

#

Haha

#

Very fast

#

πŸ˜„

#

Love the graphs

whole quarry
#

Thanks 😁

#

Need to iron out some kinks tho, add some gamemodes and its ready for Itch

#

Was thinking of Ai vs Ai, Player vs Ai and local multiplayer

flat plinth
#

On the topic on pong, this game existed during the DOS-games era.

latent moth
lament kraken
#

its not working?

latent moth
#

basically instead of 90 deg up or down i get way less than that (like 45), though the direction is correct.

lament kraken
#

give another part of bp

#

pic

latent moth
#

ok got it

#

thanks tonk

#

this allows to throw grenades depending on yaw and pitch of player

lament kraken
#

I helped?

#

@latent moth

#

I deleted my messages lol

worn granite
#

seems like you were a rubber duck

#

oh

#

why

lament kraken
#

Cuz I thought they are wrong

worn granite
#

Well I could tell you if they were.... if you'd not removed them.

lament kraken
#

I said that he needs to play with values

worn granite
#

I see.

#

@latent moth uhm there's a better way to do that

#

sec

lament kraken
#

If someone knows to make sand dm me

latent moth
#

@worn granite ok thanks πŸ˜ƒ

lament kraken
#

show us your grenades

#

when you finish them πŸ˜›

#

I wrote in looking for talent 3D ARTIST for skills LOOL

worn granite
#

Either of these

lament kraken
#

Do you know to make sand

worn granite
#

Uhm.

#

Grind rocks together and throw it into the ocean

#

?

lament kraken
#

do you know to make sand

#

no meme sand

worn granite
#

I literally don't know what you're asking...

#

what kind?

lament kraken
#

Do you know to make sand texture so I can edit landscape

#

I need sand so I can make area for gladiators

#

I will send you pic

worn granite
#

Ok, thanks! I can make sand but I'm not an artist so it'll look bad, and I'm not going to do it for free.

lament kraken
#

Any suggestion how to make it?

#

Any tutorial?

worn granite
#

Iunno.

lament kraken
#

good tutorial

#

I want this

worn granite
#

Have you tried looking at google?

lament kraken
#

I asked in one discord and I watched one video

#

I asked my teammates to do it

bitter iris
#

Has anyone watched the tutorials on Advanced Session?

tranquil sierra
#

Yes

#

Cpt

latent moth
#

thanks @worn granite will try that out too

bitter iris
#

@tranquil sierra Can you help me

tranquil sierra
#

Maybe depending

#

Whats the prob

bitter iris
#

I dont like the fact they are using boarders looks stupid when its together

#

Can I do it in seperate BPs

tranquil sierra
#

I don’t know that. Im sorry πŸ˜ƒ

bitter iris
#

Okay then

plush yew
#

@bitter iris Haven't seen the series but yes you can separate them out as a separate user widget

bitter iris
#

So have the main "Multiplayer BP"

#

Link the Host BP and the Find Server BP to the Multiplayer BP?

plush yew
#

Yes

bitter iris
#

Okay cool

#

Thanks

plush yew
#

Up to you how to link data between them

#

My pc freezed when i launched epic world demo what I do?

#

Reset?

lament kraken
#

probably

plush yew
#

I mean i launched their map

fierce tulip
#

its made for ultra high end pc's, so it either takes a load of time to load, or itll crash your system

cloud cobalt
#

It's really not even made for anything, it was just a tech demo

bitter iris
#

Arent the assets like 4k or something, all i know is it eats my system worse than google chrome does

plush yew
#

Loop

grim ore
#

If its the kite demo I use it to test my pc's lol πŸ˜ƒ if it's the open world collection of scans I use that to look at the pretty flowers πŸ˜›

plush yew
#

Its kite

grim ore
#

the Kite demo takes a few minutes to hours to open, cache the stuffs, and compile the things.

plush yew
#

Oh i just wanted assets

bitter iris
#

Took me like 30 minutes on a i7 6700k , 32gb ddr4 and 1080 ti

plush yew
#

Lol what

grim ore
#

if you just want the assets then don't open the map and just use the assets

plush yew
#

Oh ok

#

Cuz idk how to make my own trees etc

bitter iris
#

I'd buy some theres a few cheap ones on the market

grim ore
#

the open world collection might be better suited for that as it's smaller and might open easier. alternately there are some free trees in the Content Examples project

bitter iris
#

Or there is SpeedTree but never used it as I dont find it to be worth the money

plush yew
#

I think blender forvtrees?

grim ore
#

also the hang glider project has some trees and is lighter weight

plush yew
#

Y i need morevthings

grim ore
#

If you are looking for real trees for a real project with real performance then you need to buy some built for that, make some using speed tree, or make your own. The ones supplied by epic are not intended to be used in a "real" game without modification

plush yew
#

Speed tree

#

Yeah i need to make a lot of objects like trees stones doors etc

#

Walls

frosty bloom
#

@plush yew take a look at ElementalDemo & the InfinityBlade assets. They are good placeholder assets

plush yew
#

i can really make them

#

better for longer run

#

than using someones

#

oh i checked and i need to download blender

rugged gorge
#

Yo, is it possible to bake the lighting on CSG Brushes?

grim ore
#

You can probably "technically" do it in C++. with blueprints you can convert the json to a csv, import that as a data table, use that in a blueprint using a blutility to then create the level. It will take some work for sure but I think it is doable for sure.

#

I only say technically in C++ because I don't touch the ikky stuff and besides its C++ you can do anything in there.

plush yew
#

@west bane Alternatively, create a script that converts from JSON to T3D which is the format UE uses to store that kind of data. You can see it by selecting an actor and copy pasting it into a text editor.

wary wave
#

JSON parsing rather than a data table seems like a better approach

#

...sounds like a lot of work to potentialyl not achieve much though.

plush yew
#

low poly concept seems interesting tbh

grim ore
#

json parsing seems like the better approach but can you do that in BP?

wary wave
#

not really

#

there is a plugin for it, IIRC

grim ore
#

gotcha

frank escarp
#

@wary wave can ocnfirm

#

JSON is loaded trivially in C++

#

well, in any lenguage

#

currently using Json for enemy and map metadata

#

instead of data tables

cyan merlin
#

Ive been getting constant crashes while applying materials to my landscape

#

this is the latest one, they are not always the same

wary wave
#

the heck?

cyan merlin
#

I also got an error saying I ran out of texture memory, but I have a GTX 1070 with 8gb of VRAM

#

its getting kinda annoying to have to reload and redo my project constantly lol

wary wave
#

I guess it is possible you're running out of memory

#

but it would take a lot to do that

cyan merlin
#

yeah ive created larger landscapes before and not had issues

#

im not sure whats causing it

#

I have no meshes on the map or anything yet

#

just the landscape and the mats im trying to add

next badger
#

@cyan merlin show me the material

#

tab from ue4

#

*material = texture

cyan merlin
#

Sorry, I just left my house lol, but its a multilayer landscape one with ground foliage built in

next badger
#

landscape reuses textures, it's not related

cyan merlin
#

Ive used it before to create 8km by 8km maps fine

#

This one is 5km by 5km

#

I think it has something to do with VXGI

#

My.previous enviroments were with default ue4 branches

next badger
cyan merlin
#

Ah OK

topaz quest
#

@grim ore Hi i was just wondering i was following a video of yours "WTF Is? A Dynamic Material Instance". I have been able to replicate what is in the video perfectly. I have without success tried to modify a parameter in a material placed inside the same widget. Do you know if this is something that can be done or does the material need to be placed on a mesh?

next badger
#

@topaz quest have you referenced the material instance inside widget's bp?

#

since MI only exist inside the BP it was created in

topaz quest
#

hey, yes i just don't seem to be able to get the specific parameter i want to modify.

#

i have followed that video and with the exception of getting all actors of class it is the same

next badger
#

hmm...

topaz quest
#

im also pretty new to ue4 so not 100% confident

next badger
#

@topaz quest the material is UI one right?

topaz quest
#

yes

next badger
#

they have only 4 outputs

#

in case of translucent

#

just to make sure you're not trying to modify something outside those 4

grim ore
#

I just tested and it does work

topaz quest
#

yes thats what i have although the opacity is greyed out

grim ore
#

What is the UI Material on? what type of widget

next badger
#

@topaz quest change the blend mode

grim ore
#

I have a feeling I know what the issue is, the later version changed the way dynamic materials work plus they work different on UI

next badger
#

@grim ore in most cases people trying to modify the opacity when material is masked or opaque

#

in the case of widgets

topaz quest
#

it's just a widget with an image that i want to increase / decrease the scale of. or change the scale of the image

grim ore
#

Are you using the Create Dynamic Material Instance node? if so that is the issue.

topaz quest
#

yes i am

grim ore
#

since you need to get the material on an actual widget in the widget you want to drag off the widget, image in this case, and use the Get Dynamic Material node

next badger
#

^ tha reference i was talking about

topaz quest
#

oh on thing the material is on the same widget as where i have a button to modify the material. is that a problem?

next badger
#

it is better to save the reference for each created MI

#

to a variable

grim ore
#

you dont create MI for widgets

next badger
#

and then dereference it

#

@grim ore ?

grim ore
#

there are 3 pictures in that album

#

no material instance is created or referenced, the image itself holds that and you use the Get Dynamic Material node to get it

next badger
#

oh, i thought ui was generated

plush yew
#

Morning everyone!

grim ore
#

something changed at some point recentlyish where you dont even need to create dynamic material instances anymore unless you have to do something special. You can actually just grab the material on an object and it will do it for you when you want to change the parameter.

topaz quest
#

ok so in my case i have on clicked i want to set a value or increment the current value by 1

queen wolf
#

Ue4 is like the best engine. It works well with 3d and 2d

grim ore
#

it should be similar to what I posted, the click is in the same BP as the image right?

topaz quest
#

oh similar to the event construct ?

grim ore
#

you click, you get the image, you get its material, you change the Scale parameter on the material to 2

#

if you want the value to increment you would have a variable for it and just change it and set it again

topaz quest
#

gotcha. I will try that out now πŸ˜ƒ

#

thank you πŸ˜ƒ

grim ore
#

there are even Increment and Decrement nodes to make it easier as well

topaz quest
#

oh thats nice

#

ok cool i think i have it setup correctly this time. the button i want to click doesn't show up on my widget but thats gotta be a small thing πŸ˜ƒ

#

thanks so much

grim ore
#

yep yep, hopefully it works out πŸ˜ƒ

plush yew
#

Where can i find low poly sky box/skysphere?

#

(free)

lament kraken
#

yes bois I know my looking for talent is not good I was thinking fast and typing fast SORRY

dim arch
#

so I changed something in project settings and now everything has broken render-wise, how do I reset it?

hasty owl
#

https://puu.sh/AqWRb/f70f9cf9ec.png
Is there a different way of doing this? atm the mouse moves diagonally down to the right when the set mouse position is called but i have no idea how to solve that =/

dim arch
#

apparently near clip plane bugs it out

hasty sinew
dim arch
#

anyone know why objects with materials which have disable depth test enabled will be culled at a far distance?

#

looks like the camera is parented to a joint which has some erratic animation data

hasty sinew
#

its the 3rd person example map lol

dim arch
#

yes but the camera is following the character

#

if the springarm is parented to a root bone which is gonna shake when they turn around so will the camera

#

I fixed the disappearing object issue by setting rendering -> bounds scale to 3

fathom gale
#

xd

plush yew
#

Does anyone know how to make a tree like The witness in Blender or Speedtree?

fathom gale
#

tried youtube>

#

how to make realistic trees

#

then just change the color to the way u want it

frosty bloom
#

I believe polygon had quite a few sections discussing how to make the stylized trees used in games like the witness

plush yew
#

Make me switch to unreal in one sentence

cloud cobalt
#

Depends on your game.

grim ore
#

don't switch to unreal, it's not worth it.

lost ember
#

Any good Git style service that would support a full UE4 project?

#

The guy I'm working with can't push the initial commit because of the huge size :/

#

Even with the correct .gitignore

long vector
#

Git lfs

#

And gitlab

cloud cobalt
#

Or Perforce, or SVN if you're looking for alternatives

#

Git LFS isn't magical nor does it reduce the initial commit size

#

Gitlab is just a host

worn granite
#

svn

pukes

cloud cobalt
#

Well, it's not great, but Git isn't great for art assets either

worn granite
#

true

plush yew
#

@grim ore why?

#

@cloud cobalt I want to do a low poly survival game

#

With networking if I can afford it

cloud cobalt
#

Look at the tools in UE4, look at the tools in other engines, compare, etc

#

UE4's strengths are probably the rendering quality, material tools, C++ support with source code, and Blueprints, and maybe multiplayer too

grim ore
#

If you are asking "convince me to do XXX" then it's a bad choice. Don't listen to others. Figure out what you need and see what has what you need.

#

Especially since you asked to switch which means you are already using something else

cloud cobalt
#

UE4's weaknesses would be that the rendering is monolithic and not very flexible, that documentation is lacking, that the learning curve is steep, royalty model possibly costly, it's also more demanding on dev machines

#

Your mileage may vary

desert jay
#

I'm having a root motion animation issue. Which channel should i ask for help?

plush yew
#

I am using unity but I can understand c# but not yet write it

latent moth
#

is it normal that β€œaddimpulse” issued on server on a replicated & replicated movement actor only has effect on server?

#

(on server) spawn actor -> add impulse, the actor receives impulse on server but drops down (physics enabled) on clients

safe rose
#

Use Godot @plush yew

#

If you are really wondering who to switch to from Unity

unreal spoke
#

an easy-short tutorial on how to give some feedback (physycs animation/ragdoll) to my characters on impact?

plush yew
#

Thinking about it @safe rose

unreal spoke
#

ok, ragdoll ready. Easier that I though
Now how can I apply a force to a bone if the bone is being animated at the same time? Hmmm

kindred viper
#

Blend functions handle that. Im sure I saw one for setting a delta between 0-1 for physic- anim

#

if im wrong, and I could be its been a while, you can always take Pose Snapshots and apply the impulse and blend it in with the current animation.

unreal spoke
#

@kindred viper Thanks I'll check those 2

plush yew
#

will i ever learn cpp

#

and become programmer

#

if i use unreal bp alltime lol

worn granite
#

you're stretching out your logic muscles...

plush yew
#

no i mean will i have purpose to learn coding

#

if everything can be done

#

with bp

worn granite
#

So it doesn't hurt but making the jump from node -> text is still a challenge.

#

Oh.

vale osprey
#

not everything, far from everything

worn granite
#

I read that the other way lol

unreal spoke
#

ok, base problem. I cannot detect bone collisions in my impacts. I assume my impacts are against the main capsule of the player, so they bones are never touched.
So the questio nis how can I use the physics asset to detect cfollision instead of the main capsule? And will that mess with the rest of the character stuff like movement?

worn granite
#

Yeah, no, there are so many things you just CANT do in BP

plush yew
#

like what

worn granite
#

superficially you can make an entire game with pure BP and no plugins.

#

But

#

Reject a player during the connection phase, for one.

frosty bloom
#

Lambdas doesn't exist in BP right?

vale osprey
#

pretty much anything with a resonable amount of depth or what is not pre-canned already

kindred viper
#

@unreal spoke you can add custom collision that uses different channels for that. Or physics capsules that dont collide with the main capsule, depending on your setup

worn granite
#

Yeah you can't do lambdas

vale osprey
#

even debugging πŸ˜„

worn granite
#

Another thing would be quaternions....

kindred viper
#

quat are you talking about?

plush yew
#

uh

frosty bloom
#

Well, the list continues for miles anyhow.

kindred viper
#

badabumm tsch

worn granite
#

good thing I made a plugin for that =D πŸ’΅

#

There's a lot of things that you'll probably go Oh, well nobody uses that

#

eh

vale osprey
#

just one version ago you coudn't set breakable limit from code or react to break event of the constraints

worn granite
#

Not my job to sell you on why C++ matters

#

But I could dig up examples of things you flat out cannot do in BP all day.

#

Plus, half the things you can do in BP are just plugins

plush yew
#

y im just sayin

worn granite
#

So that's another dependency right there.

plush yew
#

i wanna be programmer just in case

#

to not be like

#

without experience

#

lol

kindred viper
#

I just made something in BP. But I wanted a custom detail panel. So I had to rewrite it in C++. I can't emphasize how much time difference it cost me 😦

frosty bloom
#

you want to make an MMO, so it's either C++ or go home tbh

worn granite
#

SEE

#

lol jk

plush yew
#

lol

#

but there are bp for mmo

frosty bloom
#

not rly lol

worn granite
#

oh sure it'll technically work.

plush yew
#

yes

#

for connectivity

worn granite
#

but you've got a hard limit on how much you can really optimize it and it's brittle af just like anything in BP

plush yew
#

brittle?

worn granite