#ue4-general
1 messages Β· Page 247 of 1
that won't work
hem
That would be the "looking like shit" part
kinda joking π
heh
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?
actually yeah, include collision geometry on your spline
they have it, but they can walk in them
second mesh set, simple geo, different collision params
if i set collision they'll walk on it
basically what I'm trying to do is that if players are prone, they can't get in water
otherwise, you'll need to do trace base testing
probably
i don't get the collision part though
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
ah i see
why i cant click replicate to speed things up?
i wonder what makes more $$ epic selling fortnite skins or all streamers income combined
or whatever
@plush yew Because it's not enough to replicate the position of objects
Not smoothly enough
...and yet you want to do multiplayer :p
yeah after i learn bp and landscape
Well, let's say your barrel is falling & bouncing on a slope
You have that working in Blueprint
You need the server to tell the clients how it's moving
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
So the result looks like shit with a barrel teleporting back and forth
Not to mention you usually get one network update every 10 or 20 frames
That's on a local network
no, that's your fault for having bad network code
...
Because networks are slow
That's not how internet works.
Local Ethernet will do it too
because things interfere with the signal, networks can get slowed by unexpected traffic or packet loss etc
Your game might take too much time on the processor, and network packets aren't processed fast enough, which slows the game down
etc
even in a perfect network environment you still need a level of simulation and prediction otherwise things will jitter around and look terrible
Operating systems work by giving slices of time to programs, rather than processing all of them at once
So your networking, at the operating system level, works only some of the time
There are hundreds of reasons why simple replication can't possibly work
So your barrel, on the client, needs to use server information as solid, trusted values, and fake the movement inbetween these
(and gracefully interpolate between the two when it's values don't line up with the server)
is there a meme post?
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
So yeah, MP is hard
And UE4 is actually not the worst engine to do MP, if not the best either
oh
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
Which is why people will treat "indie MMO" as a meme
this seems like the same conversation as yesterday between the very same people π
xD remco not really
It's always the same conversation because everyone wants to do an MP game
And most want to do a BR or a MMO
I want to make Planetside 3! π
I want to make Star Citizen
He wants to make Fallout Online
ambershee probably wants to make Destiny
Dunno
oh lawd no, haha
So why don't you? It would take you like a week at most, right?
A week and a half
a week? are you a slowpoke pokemon?
I'm French, so I need time for strikes and paid time off
Does anybody know where I can find Epic Citadel's APK file ?
I really don't get why Epic took it down
Just buy a few asset packs and push the make game button
Whats would be the best way to set a float based on a bool?
float based on a bool?
select node, I guess ,but eh?
you mean a bit?
IE, if true use X value, if false use Y
Select (Float)
problem with select nodes is all branches are evaluated regardless of the condition
so if you're doing calculations, branch
Why not literally just do that? Make an if statement.
If you need it to be a set X or Y value instead of 0 and 1
@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?
right
you then want to be careful about how you handle other things like ledges, bridges etc
so when I add spline mesh component I need to add a block too?
pretty much
np
i might just keep to singleplayer for the start
i've been reading the MP documentation i don't think i'm there yet
Prance im doing mp too
but even if its MP
the MP for my game at most is just a co-op
probably using the same keyboard too
player 1 with wasd and 1234
@plush yew you have no clue about dev, you have exactly 0% chance of getting anything done
MP is no joke
and player 2 with wasd numpad 1234
MP aint hard if you start at the beginning and dont try turn a single player into a multiplayer
its the absolute hardest thing you can do to a game
i disagree vblanco. Writing low level code is harder. Reading through some of the conversion code for FName last night blew my mind
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
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.
Competitive MP is one thing I'm never doing
thats what i feel too stranger
same for me
at most if I do multi computer co-op I may attempt 4 players
its just a single map survival game
Spending half the dev time protecting against cheaters isn't my thing, and I definitely don't feel like playing with dedicated servers etc
I have a rule about that. I dont care about cheaters
if I did I wouldn't be using an open source engine
but i'm going to work on the map to provide as much interesting activities
that the player will never get bored
random encounters
interesting creatures
@kindred viper Which is why I only do cooperative. A competitive game with cheaters is refund material
unpredictable events
i kinda don't want it to be like killing floor where you have to kill every single wave of monsters
i'd like some waves to be survival waves
@warm mountain so the next No Mans Sky?
For what it's worth I actually worked on a noncommercial first game that was a competitive shooter
Cheaters were there 8 hours after release
No Mans Sky had some amazing tech in the code
In this 2017 GDC talk, Hello Games' Innes McKendrick presents a study of the technical architecture of No Man's Sky, focusing in particular on the techniques...
watch this and it will give you new respect for it
i don't want it to be specifically a survival game
its more like this map
and it has a random decision per round
which may include survival, assasination
etc
and the players have to follow it or be erased
lol
@kindred viper without doubt NMS has great tech under the hood. Its something I definitly cant do
I watched that video twice. It was enthralling
@kindred viper what engine was NMS made on?
custom I believe
there may have been a base but i dunno
I put so much stuff in my brain, a lot gets left out π
then our kitchens look the same π
my has white walls
I meant the dishes..
i'm def going to leave procedurals and MP as last on consideration
but i'll keep things modular
in case i ever need to piece them together
my aim for now is single player
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
but i may use the existing assets and do a seperate MP on the same concept
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
the map is pretty much set for me
oh yea
that might be good
when it comes to the detail part like randomizing the streets with different decals
or random rooms
those would be towards the end of my testing at this point
I started with random rooms. Rather I recreated the system from the movie "Cube 2: Hypercube" with infinite rooms. It was super fun
nifty!
right now all my rooms aren't enterable, its just black behind the windows
but i might once i solidfy the mechanics
i might add some interiors as hiding places
thats the spirit
im really hyped too
i couldnt get 3d effect in game maker
but in ue4 its right ootb
each engine awnsers a different question, so that kind of makes sense
in my experience each engine makes you ask different questions π
Engines are the common set of features required by games they were made for
For UE4 that's a lot of action games
I tried to do 3D in UE4 but I kept getting the error "Artist not Found" π¦
Become the artist
yee bro
i like the tibia animation for hitting someone
might repeat that in my 3d game
will be faster
A Concept idea of an Open World Harry Potter RPG. You'll be able to create your character, go to diagon alley to get supplies and equipment, take the hogwart...
This is what i'm working on
now we can start the second most popular conversation, that is about making something based on an IP you don't have
based on what?
I think he refers to that video
indeed
@tepid dragon maybe post it in #work-in-progress instead of here?
Depends on whether you have game saves you want to keep
Screenshots, crash dumps etc also go there
logs are in there too
You can just rename it to "Saved_old" and check that everything is still good
then wipe it
arent the backed upped assets in there too?
Why does the strength of radial impulse have to be so high?
Or is that just normal for impulse strengths>
Because of the units involved I guess
Im using 1,000,000*
for boxes that are being auto weighed in the default fps map, it just seems excessive I guess
Impulses are basically a force applied during one frame, which is only a few milliseconds
So it's like Newtons * s-1
Letβs say your box is 100kg, that results in 100 * 980 = 98000 of just weight
Where is the 980 coming from? Sorry this is new to me
Default gravity in UE4
Oh ok, so I have some reading ahead of me lol
G is the gravitational constant
9.8m/sΒ² at the surface of the Earth
= 980 in UE units
Newtons, centimeters and seconds add up to a very high impulse value
Since you're applying a small force units (Newtons) over a short time (milliseconds) to a massive object (because centimeter-scale world units)
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
(Autocorrect equates mass with weight - good job Apple...)
Which is the same for all but space workers, but well
(blatant physicist trollbait)
Hehe π
Well I did not expect it to be that complex but I need to learn it lol, thank you for explaining it
Is there something I can print off to have a reference sheet possibly?
This will take me a little to get used to lol
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
cool
heh moba xD
i like how they just sort of waddle up to each other and then fall over after a bit
Thanks guys ^^ The horde is controllable directly with the joystick by the way
does everybody have the learn tab in their epic games launcher? it doesn't show up for me
That's why setting your OS/apps language to English is a good idea
: /
did 4.19 fuck up anyone elses vs 2017
because when i use vs2017 it kind find my wwise libs but when i use vs2015 it can
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 ?
Can Someone tell me how to spawn an enemy in a Streamed Level? He wont move...But it works in Persistent level.
Multiplayer
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?
Man Matt you always come through thx again its most likely the nav area
Back to work lol c ya
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
@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.
@inner yacht hey, that's great! just saw your msg.
Madd Props Bro Thank You for the help
i'll be working on level design myself today π almost got my AI working as well for 3d ship movement.
@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 π
New post on looking for talent :D
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
does unreal.js plugins
plugin*
can be used with node.js ?
probabaly nothing stand in the way
but like to know if anybody tried
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?
@grizzled jetty C++ or BP?
I'd go with a pure C++ structure
With an interface with UE for ufonctions and save/load through uobjects
But it might be a bit overkill
Is anyone willing to help me out on a little alpha issue?
^I know all about alpha.
I have dms yes.
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)
Basicallly:
obj = {
parent: {
child1: 'some value',
child2: {
grandchild: 23
}
}
}
Ok
I think the easiest way to do it would be to use USTRUCTS
For instance if you create a struct A, you can create a struct B with a property a of type A
wait u can have child USTRUCTs?
That would achieve something similar to nested objects
USTRUCTS or UObjects actually
Ok, that works. And what would be the best way to make them globally accessible?
Game instance or something like that?
Haven't looked much in that side of UE
But basically you can create a subclass of something and add a property to it
And then access that property
Ok, that should be enough to get me started, thanks!
@pallid compass ofc why?
Like when you have a USTRUCT with a FVector
No
No
maybe my brains are falling out as usual
So would a uObject be the uStruct instance?
No
UStructs are simple struct to store basic data
You pass them by copy etc
UObjects are more complex objects, with inheritance
They aren't copied around, and use the garbage collector
So which to use depends on your data
For instance a fvector is a USTRUCT
But an actor is a UObject
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?
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
So anything where there would be 1+, use a UObject?
Another way to see it is that UStructs are defined by the data they hold, and UObjects by their instance
So a UStruct is more of a singleton?
Ok I'm terrible at explaining stuff
Haha, no worries. π I can read up on them more, now that I know what to look for.
Yeah I guess you'll understand with practice
Definitely appreciate all your help
π
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.
So interesting question, what is the point in the _DEPRECATED macro, if it breaks everything anyway so u have to rename it all?
@pallid compass it tells you how to fix it
i know CPF_Deprecated means it will only be loaded but not saved back in uproperty but thats about it
hu?
Ah nvm not the same DEPRECATED
@lost meadow Thanks, that helps a bit. Are they both strictly data containers or can they also have methods?
Ok, thanks!
np
@grizzled jetty It looks like they can have methods: https://wiki.unrealengine.com/Structs,_USTRUCTS(),_They're_Awesome
There is an example.
Sorry, I don't really do C++ in Unreal as I am focused on learning Blueprints. Sorry for the misinformation.
No worries π
How does one submit an issue for https://issues.unrealengine.com/
Thanks for reporting a bug with the Unreal Engine 4. Here you will find information on how to submit a report and what you can expect afterwards.
@grim ore thanks
How are line breaks not supported in MultiLine Text boxes?
ahh, shift enter worked
but line break symbols don't
I imagine that will make it difficult to do localization
ive been struggling with the way unreal scales heightmaps from world machine for awhile
they are always to flat or to tall
Anyway to render a widget onto the surface of an object (like as a material)?
Or is the only way with Render targets?
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.
@cyan merlin
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."
And/or why I am getting a Lightmass crashed
yeah bruh dynamics wheres its at burh.
lol
(dynamic lighting)
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?
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?
Hey everyone π
@plush yew not sure what youre saying.. got a screenshot?
@dim arch Hey have you tried Mobile Remote Control?
https://www.unrealengine.com/marketplace/remote-control-android-and-ios
@sturdy star just getting a scaled copy of the map
everybody very busy? :p
a bit yeah π
how so?
anyone know why this cast is failing?
this is inside a blueprint actor that i spawn into the world by pressing a button a blueprint widget
What is the parent of Puzzle_GI
Have u changed your game instance clas
to actually be Puzzle_GI within the project settings
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?
il give u 50p
to change it back
and ask chris
to figure it out
we went to uni right?
hes upstairs with level 3's i think. and who went to uni?
Us
LCC
or w/e its called
Uni level games dev
actually come longue before i get a back on the head
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?
tick is fine for stuff that needs to happen every frame
and obviously setting cursor location has to happen every frame, right?
true but like if the game's in the background it shouldnt be calling it but it will be
In the background?
Have someone a good tutorial for wind grass?
yea idk mabey im just going overzealous on my optimization philosophy
yes you are π
you don't care about whether the game is in the background or not
OS will re-schedule and re-prioritize the process
@plush yew Take your pick... https://www.youtube.com/results?search_query=moving+grass+unreal
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
@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. π
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
thanks @keen frigate actually there is a good blueprint setup in the datasmith product viewer template
@dim arch Oh didn't think of that. π
Fixed the issue with UE4 crashing, just had to make it run in DX12.
Hi guys
hi qwert
hi Qwert π
https://i.imgur.com/kExWiyx.png why it doesnt go up? i have gaming machine, small landscape and medium light quality
i didnt do any lights just the one that was there on fresh project
nvm it went up
Do you use the Lightmass Importance Volume?
no clue
well i have my game starting point https://i.imgur.com/qF0bVjW.png
looks perfect
If you have no clue then you havent added it
@plush yew you're going for a playstation 1 graphics style?
no im going full hd grapphics
Full hd graphics? What does that mean?
my coffee machine is full hd

Well, if the screenshot is 1080 pixels high, it's technically full HD graphics
realistic
Well, there's some work needed then π
not sure which channel to ask so asking here: how do i access the fbx import settings?
When you import a fbx file
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
thanks, restored defaults in blender and it worked
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??
To its fairly easy to package... there is no installer tho
Just run the .exe and play
?
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°οΌβ―οΈ΅ β»ββ»
you just extract the folder and play?
why do the games make an installer then?
what about piracy to.. π
Piracy is a non issue
create new cave sub level
Piracy is free marketing
paste level contents into real sub level when not checked out π
free marketing?
y
@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
if u have a magic button that will later disable pirated copies after they became popular
then yes
also, coder would scream at me :p
all I need is place two emitters :p
(just you know, make sure to take stock of which changes impacted yours)
@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
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.
haha true π
check
so don't even bother
i know everything gets hacked π
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
I'd still debate lack of DRM
That's it
https://i.imgur.com/Aby0tCB.png why this happens?
Because fatal
Check in your project folder in Saved\Logs\ @plush yew
i have pretty much default settings
I know the feeling.. lost 5 days on stupid camera
@plush yew start by telling what did you do before that happened
i clicked launch
launch?
send game to the moon :p
oh in the editor
liftoff
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.
Or dont check the logs and guess randomly
Now if you're big enough that money is more important than clients (AAA games) then sure
ok I understand π
No
So did you add an actor in the level?
which one
The last one(s) between working launch and the crashing launch
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
@plush yew you never tried Launch before???
Try make a new project and Launch it without making changes in the project
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?
probably
did u guys install it
most have full visual studio and c++ tools installed
I think windows SDK ships with it
Yep
i have studio 2017
well, try installing windows 8.1 sdk
there has to be option for it in the VS2017 installer
but i have windows 10 not 8.1
Its SDK 8.1 not Windows 8.1..
ok ok
well, technically SDK 8.1 only contains win 7 and 8 feats π
Win SDK 10s contains some Win10 exclusive things but it really depends on what api's you use
so i get win 10 sdk or win 8.1 sdk
cuz there are both on microsoft
page
to download
i dont have it
did the message tell you missed win sdk 10?
no it said 8.1
then install 8.1 first
Yeah, you do
i dont know which one to choose xd
Windows 8.1 SDK
ok i clicked something
oh damni clicked wrong
soi keep other things checked
and just check additionally
8.1 right>?
Yeah
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
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
win 10 here
Yes
distribution can be set on itch io for...5 minutes...
so it's a matter of preference
Steam will take longer than 5 minutes π
Yeah, Steam definitely won't take 5 minutes
Haven't seen many numbers about sales on itch.io too
steam will take your whole life
No, but it will take a week, and setting up the business side will take more
i havent decided if it will be free with item shop or 5-10 usd on steam
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
im not from us too
The top selling page on itch has me skeptical that anyone is making money there : https://itch.io/games/top-sellers
this looks so bad
It fits your start level style tho
"dont forget fun" rotfl
Point being, making money takes work
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
Its recommended but not a must
strongly recommended, because legals
quickly registers Bro Games Studios
i wouldnt add studio part
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
oh ok
States don't care about people making $50 in game development, but you said you wanted to make real money so
The bussisness aspect and legal stuff are always such a joy to spend time on
Doing taxes always bring a smile to my face
Taxes are mostly straightforward here fortunately, for small companies it's a very easy process
Entirely digital too which doesnt hurt
"Anything to declare?"
-"Nope, I suck.."
Setting up the company was the real kicker
mayvbe ill just make first versium free and add item shop with paypal transactions
this sucks :p
and maybe final version will be paid on steam
do you do this alone karol?
Yes
@plush yew sounds like extra steps that will only eat time and give headaches
i had over 200 downloads on one of my jamgames on itch π
well i need game first anyway
@plush yew how are you going to make: player clicks buy item, get to paypal, transaction completes, games get some signal of transaction and give item?
i got 4$ in doantions π
you can try to start a kickstart??
remco thats very good question
you see all kind of "stupid" stuff going over 50k
they let you embed their button on your website
have u ever watched tv? people love stupid
So you need a login system and database interaction between site and game
true :p owninator π
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
hehe :p I wanted a bad ass where you can shoot at the other side :p ahahah
indeed
man the most polished pong game in the world might actually sell
you have a link?
Made in 6 or 7 hours
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.
pong gameplay is still rocksolid
cool dude
Thanks π
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
On the topic on pong, this game existed during the DOS-games era.
For those who wants to rememorate this ball & paddle / Mortal Kombat parody game that was Pong Kombat developed and published by Gagne Software in 1994. Pour...
hello all, this should be pretty simple but I'm not having expected results. I need to get the vector that the player is looking at. I have the pitch computed from the controller. So I'm doing this, but the angle is off. Any ideas? https://gyazo.com/f943929827f51fc6b94da6fcb825e457
its not working?
basically instead of 90 deg up or down i get way less than that (like 45), though the direction is correct.
ok got it
thanks tonk
this allows to throw grenades depending on yaw and pitch of player
Cuz I thought they are wrong
Well I could tell you if they were.... if you'd not removed them.
I said that he needs to play with values
If someone knows to make sand dm me
@worn granite ok thanks π
show us your grenades
when you finish them π
I wrote in looking for talent 3D ARTIST for skills LOOL
Do you know to make sand
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
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.
Iunno.
Have you tried looking at google?
Has anyone watched the tutorials on Advanced Session?
thanks @worn granite will try that out too
@tranquil sierra Can you help me
So I'm on EP 4. Where the person is making Create Server and Find Server
I dont like the fact they are using boarders looks stupid when its together
Can I do it in seperate BPs
I donβt know that. Im sorry π
Okay then
@bitter iris Haven't seen the series but yes you can separate them out as a separate user widget
So have the main "Multiplayer BP"
Link the Host BP and the Find Server BP to the Multiplayer BP?
Yes
Up to you how to link data between them
My pc freezed when i launched epic world demo what I do?
Reset?
probably
I mean i launched their map
its made for ultra high end pc's, so it either takes a load of time to load, or itll crash your system
It's really not even made for anything, it was just a tech demo
Arent the assets like 4k or something, all i know is it eats my system worse than google chrome does
Loop
If its the kite demo I use it to test my pc's lol π if it's the open world collection of scans I use that to look at the pretty flowers π
Its kite
the Kite demo takes a few minutes to hours to open, cache the stuffs, and compile the things.
Oh i just wanted assets
Took me like 30 minutes on a i7 6700k , 32gb ddr4 and 1080 ti
Lol what
if you just want the assets then don't open the map and just use the assets
I'd buy some theres a few cheap ones on the market
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
Or there is SpeedTree but never used it as I dont find it to be worth the money
I think blender forvtrees?
also the hang glider project has some trees and is lighter weight
Y i need morevthings
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 take a look at ElementalDemo & the InfinityBlade assets. They are good placeholder assets
Bunch of free trees made in Tree It: https://gumroad.com/lui
i can really make them
better for longer run
than using someones
oh i checked and i need to download blender
Yo, is it possible to bake the lighting on CSG Brushes?
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.
@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.
JSON parsing rather than a data table seems like a better approach
...sounds like a lot of work to potentialyl not achieve much though.
low poly concept seems interesting tbh
json parsing seems like the better approach but can you do that in BP?
gotcha
@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
Ive been getting constant crashes while applying materials to my landscape
this is the latest one, they are not always the same
the heck?
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
I guess it is possible you're running out of memory
but it would take a lot to do that
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
Sorry, I just left my house lol, but its a multilayer landscape one with ground foliage built in
landscape reuses textures, it's not related
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 time look at this parameter
Ah OK
@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?
@topaz quest have you referenced the material instance inside widget's bp?
since MI only exist inside the BP it was created in
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
hmm...
im also pretty new to ue4 so not 100% confident
@topaz quest the material is UI one right?
yes
they have only 4 outputs
in case of translucent
just to make sure you're not trying to modify something outside those 4
I just tested and it does work
yes thats what i have although the opacity is greyed out
What is the UI Material on? what type of widget
@topaz quest change the blend mode
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
@grim ore in most cases people trying to modify the opacity when material is masked or opaque
in the case of widgets
it's just a widget with an image that i want to increase / decrease the scale of. or change the scale of the image
Are you using the Create Dynamic Material Instance node? if so that is the issue.
yes i am
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
^ tha reference i was talking about
oh on thing the material is on the same widget as where i have a button to modify the material. is that a problem?
you dont create MI for widgets
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
oh, i thought ui was generated
Morning everyone!
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.
ok so in my case i have on clicked i want to set a value or increment the current value by 1
Ue4 is like the best engine. It works well with 3d and 2d
it should be similar to what I posted, the click is in the same BP as the image right?
oh similar to the event construct ?
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
there are even Increment and Decrement nodes to make it easier as well
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 π
thanks so much
yep yep, hopefully it works out π
yes bois I know my looking for talent is not good I was thinking fast and typing fast SORRY
so I changed something in project settings and now everything has broken render-wise, how do I reset it?
all the icons are flat
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 =/
apparently near clip plane bugs it out
https://gyazo.com/d0a2665f95facc585d4e1184724716c3 anyone know what the fuck is going on here?
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
its the 3rd person example map lol
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
xd
Does anyone know how to make a tree like The witness in Blender or Speedtree?
tried youtube>
how to make realistic trees
then just change the color to the way u want it
I believe polygon had quite a few sections discussing how to make the stylized trees used in games like the witness
Make me switch to unreal in one sentence
Depends on your game.
don't switch to unreal, it's not worth it.
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
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
svn
pukes
Well, it's not great, but Git isn't great for art assets either
true
@grim ore why?
@cloud cobalt I want to do a low poly survival game
With networking if I can afford it
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
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
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
I'm having a root motion animation issue. Which channel should i ask for help?
I am using unity but I can understand c# but not yet write it
is it normal that βaddimpulseβ 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
an easy-short tutorial on how to give some feedback (physycs animation/ragdoll) to my characters on impact?
Thinking about it @safe rose
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
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.
@kindred viper Thanks I'll check those 2
you're stretching out your logic muscles...
not everything, far from everything
I read that the other way lol
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?
Yeah, no, there are so many things you just CANT do in BP
like what
superficially you can make an entire game with pure BP and no plugins.
But
Reject a player during the connection phase, for one.
Lambdas doesn't exist in BP right?
pretty much anything with a resonable amount of depth or what is not pre-canned already
@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
Yeah you can't do lambdas
even debugging π
Another thing would be quaternions....
quat are you talking about?
uh
Well, the list continues for miles anyhow.
badabumm tsch
good thing I made a plugin for that =D π΅
There's a lot of things that you'll probably go Oh, well nobody uses that
eh
just one version ago you coudn't set breakable limit from code or react to break event of the constraints
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
y im just sayin
So that's another dependency right there.
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 π¦
you want to make an MMO, so it's either C++ or go home tbh
not rly lol
oh sure it'll technically work.
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
brittle?
