#ue4-general
1 messages ยท Page 248 of 1
@plush yew do you know what is required to create an MMO?
this here is a object wire that is going into an exec pin. This function compiled.
a brain
Guess i'll leave it there ๐
When data and exec are the same thing, its brittle af.
y but they made fortnite
really?
lol
Hey @livid haven you do stuff purely in BP right
is he from Epic xd
but no if fortnite uses pure BP with no engine team support AT ALL I'll eat my keyboard.
mhm.
no it wouldn't
nope
yope
They did do a thing for that
btw
but it wouldn't make sense to cripple development of a serious project for a marketing stunt.
hey, so i have reflections from assets bleeding through walls and showing on obstructed surfaces, any quick fixes?
oh yes
ie. window shows reflection of asset behind a wall
but bp are good
they're not better than C++
y
Que?
FN is pure BP with no engine team support, ya?
Also I did ping you just for an argument LEL
Sorry, shit's on fire yo. Been super busy. Story of that employee life.
ah myb
NP
i can answer for him
๏ผฎ๏ผฏ๏ผฐ๏ผฅ
But fuck no.
I am one of the most staunch we-don't-do-serious-business-logic-in-BP types.
took ya long enough there tyler
darn you, edit mang
google didnt want me to get my vaporwave gen
I want nothing more right now that for JIRA to have an auto-complete suggestion of other similarly titles tickets
ty for taking time out of your busy day for a petty internet argument =D
I'm 90% sure that guy is trolling
I am inundated with layers upon layers of duplicates because QA is experiencing the same issues in so many different ways and have no practical means of knowing they're all duplicates.
That karol guy?
Yeah
Nah, I think they're serious.
I don't think they're trolling some people really do think that way
I'll leave it at that.
which is fine
No im just new xd
Because any further clarification will just end up being pretty cruel.
I see
There's tons of those visual scripting is the future people, and I'd agree if it was able to convert 1:1 with text in real time.
with full IDE features.
And last time I had to convince someone that someone wasn't trolling and legitimately just didn't know better, we had an hour to 2 hour argument and there was a revamp of moderation on the server.
I remember that
lol ๐
lol
<goes back to work>
On the visual scripting stuff:
At first i thought to myself
"Well, I'll do some BP stuff and then work my way up to true code once I'm more comfortable with the logic of it"
But I get the impression more and more I should just go straight into pure code
Like, build a basic application
Just remember Poe's Law.
(Beyond just Hello World)
I think visual scripting is definetly the future, but not as a replacement for coding
TL;DR: The real thing and people making fun of the real thing are indistinguishable, especially on the internet.
Yeah lol
(So assume someone's serious initially or you'll just end up being a jerk to someone who legitimately doesn't get it)
y
When you get a grip on Coding doing logic in visual scripting kinda blows
yeah, i'm starting to feel how cumbersome BP can be with what I want to by my project's core mechanic
Which is character swapping at will
Visual scripting isn really good for certain tasks
But thats why its not a replacement for coding, its only efficient for certain things
It's turning into a tangled spaghetti mess even at the most skeletal level of development
Substance Designer is a good example of visual scripting being used correctly
At least in my opinion
But I'm happy with my BP stuff for my sprinting & slow walk functions
@kindred viper So I created a new object channel "shootable" and a new collisin preset that ignores everything but static mesh and "Shootable" objects. Now how can I tell teh physics asset to be detected as "shootable"? I guess that by defualt it's detected as physics body
Just switched from unity to unreal. Best decision ever
you can manage BPs in the same way, the crappy part is a blury line of where you should stop
Just learning unreals take on c++
Repliacted, and while a tad cluttery, is mostly just due to replication rather than pins flying everywhere
@bleak schooner i switched 3 days ago. why was it best idea?
Is pretty complicated compared to c#
@bitter plover *
@plush yew well for whag i wanted to do it suited my needs more than unity
Dont get me wrong unity is amazing and i wont stop using it but im a learner and want to learn unreal
I honestly thought the unity interface was a lot more complex and difficult to understand then unreal, but I seem to be the odd one out lol
Unity has a pretty clean interface
man theres an unreal amount of chatting going on here
get out
@plush yew just kill me
I guess ill leave
:D
Lol
I don't think its the interface itself @cyan merlin
I luuuv unreals workflow
I find the "compartmentalized" way unreal works where everything seems a lot more separate and have a specific use easier to folloe
I guess that actual interfaces are pretty identical
Yeah I feel you
Not that i dont like it
Unreal also feels really clunky and slow as well
Its just unity seemed a bit more manageable
Just that u need a supercomputer to run it smoothlyxD
yeah
Out of the box, UE4 is very heavy, for sure.
there's playmaker for unity, I think.
The unreal editor is constantly freezing and locking up for me, usually when compiling shaders and apply materials, etc
I recall someone asking about the size of an empty UE4 game on mobile.
By tge time u learn playmaker u might aswell have learnt c#
@plush yew true
The answer is... not great. With a lot of tweaking, you can get it pretty light.
But out of the box, it's nothing to sneeze at.
Is unreal good for mobile though
But what about an fps game par example
Naturally, it's also been stripped of anything extraneous using Epic's expertise. It's hard to codify all of that knowledge and distribute it.
mobile? Sure. With work.
2D? Eh. With work.
Whos been grinding out that fortnite lately though
FPS? Yes.
When I worked on the I18N and L10N tech, I got a lot of gripes from mobile about bloating their build sizes with localization data. :/
@worn granite fir mobile though
fps mobile?
I just thought of a funny comparison, unity you need to add pieces to it with addons, code, etc. Unreal you need to cut pieces out to optimize it
Yyp
I guess you can't have both
With work, sure.
That seems like a good summary of Unity vs Unreal
From everything I have seen however
(But I'm only barely above the peanut gallery)
(So, not taking myself too seriously at all)
Thats your answer to everything @worn granite lol
Unity u really need ti code ur own shaders and put in a lot of effort for good graphics
do you disagree?
No ๐ฆ
PC FPS is out of the box
Well, yeah. With Unity it seems you need to create more of the fundamental stuff and with UE4 you get a lot more basic stuff out of the box, but you may need to strip these things or ignore them if your project doesn't quite fit whatever those systems were made for.
cpp is c++
@bitter plover You don't want to ask that question here
.h is header file
You really should take a starter course on C++ of some sort.
but really you don't wanna go there
Wht not @worn granite
That's really fundamental stuff. Not that we can't answer it, but we'll answer it and you'll have 500 more questions.
Cause nobody likes explaining the basics 100x times
Feel like im about to be beheaded for asking dat question
you would be better learning blueprint first
no my axe is dull its less work to be civil rn
and c++ later
disagree
@kindred viper and got that working too ๐
Oh i spent a week learning blueprint but wanna learn c++
Whats stopping you?
I do know c# and java though
Go and grab an book or watch Youtube tutorials
Try learning normal c++ first then jumping into unreal when you got the basocs
Go for it, just saying you should learn some C++ basics first or you'll be asking a thousand super fundamental questions every 5 minutes that you could learn faster yourself with some Google/udemy/YouTube/a book.
Also, the real answer to the H vs CPP question literally takes like 30 minutes to an hour to fully explain.
But the "here's what you need to know to get shit done" is like 30 seconds in a tutorial.
I know the basic fundamentals from c# and java just never seen .cpp and .h before
It's a very specific thing particular to C++ and the fact that its lineage comes from 1970s/1980s.
From what ive seen is that the .h is where u creat le the variables and functuons etc then use these in .cpp
Declarations in H. Definitions in CPP. Generally.
Noice
But it's also not exactly that simple. It's just mostly that simple.
.h and .cpp don't have to mean anything if you don't want them to. You can swap them if you really wanna, or just have one file. Don't do that. But if you wanted to, you could.
<conventionally> they have very important meanings.
It's a convention.
A long standing, well established, universally known convention.
And UE4 itself depends on said convention or you'll break things.
"But if you wanted to, you could."
nope you could not
not with unreal anyway
you can't really include a cpp to another afaik, what the hell would you do, write your own program to a single file?
There's a lot of dumb things you can do.
Pretty sure - at least outside of UE4 - #include "SomeFile.cpp" compiles AND works.
unity builds work by including a bunch of cpp files in another
^
Maybe UE4 does some kind of quick enforcement
like it will for including the same header in all C++ files pre IWYU
So the reason headers exist is that in C or C++, the idea is that every .cpp file is compiled separately. .h files aren't compiled directly. They're included by other .cpp files to declare functionality that's in a separate module, that is, separate .cpp file
After all cpps are compiled, they're linked together
I also recently found this ungodly hack when looking how to make a standalone program thingy https://i.imgur.com/7CPyqNK.png
well include basically just copies stuff
.h files are essentially tools to share definition of methods, classes, etc to other classes
You can definitely declare classes in a .cpp file
And use them
And never have a header file ever
In the real world you always need to share everything anyway so headers are almost always used
The process of compiling C, and C++ by extension, is ungodly
It's a real mess honestly
Without headers, you would duplicate declarations by hand hundreds or thousands of times.
They're a somewhat hacky solution to a problem that existed decades ago and wouldn't anymore if C++ were willing to say goodbye to decades of legacy support.
And reinvent all compilers.
(We're saying the same thing, just chiming in late)
Technically, C++ is kind of supposed to be looking at maybe trying one day to think about looking for alternatives
Maybe
But modules have been pushed back for too much time for it to ever happen
ahh ive crashed again
it says its running out of video memory
but it showed my GPU not really being used
maybe thats because it cleared the GPU as soon as it crashed?
Try updating it
its also saying im using 60-70% of my memory when its around 7-8gb total usage
I have 16gb
not like that should be affecting texture memory
Can anyone help me find the correct paperwork I would need to have my team members sign so that I could lead a team of developers and not have to worry about them suing me and stuff?
No but your lawyer can.
1-800-LAWYERS
Really? No easier way huh
Maybe Googling for the lawyers
No research required. You still need legal counsel.
How long would it take to learn blueprints?
Exactly 8.
?
Kidding. Really though, depends on you, your programming background, how many hours you put into it, what you define as "learning" (whether it be basic functionality or making a full game), etc.
It's an impossible question to answer.
Anywhere from a week to two years.
I'd say....
It takes you the amount of time it takes you.
Seriously. Your question can only be answered via tautology
8 mo
Ok.
if you keep asking as much through the entire process, it'll take you 3 years
=D
Source of information shouldn't change much.... if you watch the right videos.
If you learn bad habits expect to tack on 30% of the time, or more.
Like if you learn something similar to what leads to this.
BP is visual scripting
So it's like any scripting system - of course there are many ways to do the same thing, but doing it in a semantically expressive fashion is best.
if your bp ever starts looking like one of these, probably best to trash it and start over https://blueprintsfromhell.tumblr.com/
trash it, stop watching the channels you're watching, go learn more text-based scripting/programming.
The first example there is a material and it looks fine, regardless of being wasteful.
Just finished a write-up on the most common Myths in Modeling for Games
https://www.sondergames.com/single-post/2018/05/22/7-Myths-in-Modeling-for-Games
Hey guys can i ask for help
does any one know how to go about creating a AI system simmalar to this https://www.youtube.com/watch?v=35Dtpbl2cls
The video demonstrates the AI of the giant beast , having various locomotion sequences + attacks based on player direction and distance relative to the monst...
Help will be greatly appreciated
good night friends
Sadly I dunno how to do stuff like that
Hellow!
Hey all i understand the more shader instruction the more intensive it is on the processor, in that sense i have 3 questions.
I assume if a material is going to be used for many meshes, it makes sense to create a master material with all the flexibility needed to project over these meshes and minimize the number of things the system needs to call on but for more performance heavy materials?
But considering there could be a huge number of material instances derived from a single master material containing all those instructions but not necessarily using all the functions. Would it be more optimal sometimes to reduce the number of material instances and substitute it with decals?
So if I have a master material for most of my concrete assets and I need to make about 25 material instances but i could reduce it to maybe 5 material instances but 20 decal materials would that be more optimal?
Yes
Hi there!
hi
is there any writers here? for a small project (like an Interactive Fiction)
Is there a way to do input without having to set it up in the Project Settings? What do plugins do?
quig you mean just like a key press or something?
@plain forge Yeah, just like pressing the "A" key or something.
in blueprints just type the key and look for key events I think its called
I use code unfortunately.
oh mybad nvm then lol
I guess I should learn Blueprints eventually, lol. That's what makes it so difficult to google things.
Thanks for the help.
Morning everyone and happy birthday to Unreal ๐ ๐ฐ ๐
@woeful oar Why don't you want to use inputs through settings?
They allow you to let your players rebind keys
@regal mulch It's not really important that they rebind the keys. It just needs a few keypresses for an example scene.
I guess the example level could be an example project.
Nah, that can't be it. It can't load a project into a project, that seems wrong.
@plush yew Hey ๐ and btw Unreal Gold is free on steam (ignore the price in the link). Carry on ๐ https://store.steampowered.com/app/13250/Unreal_Gold/
Your prison ship has crash-landed on the fastest, sleekest, most dangerous 3D world ever created. Look around, crystal clear water shimmers, shadows dance and shift, alien architecture fades into the horizon. Discover the secret of this mysterious planet and find out what cau...
$39.99
794
hey anyone here a seller from Unreal Marketplace? hows the money?
@keen frigate thanks for the heads up I am playing it now lol, never played the OG unreal before
oh it crashed ๐ฆ
Hmm I have an issue. I have a cameravolume. Inside are all kind of nodes And stuff called bp_cameramovementY. Now I want to create a second blueprint with the same nodes And stuff but slightly different. So for test. I duplicate the bp_cameramovementY to bp_cameramovementX And I donโt change anything. So iT should halve the same usage as the X. Now If i implement the new box i And test i Get This error
I Just copied the blueprint And gave iT a new name.
today more learning of Unreal
indeed ๐
making stupid mistakes and learn from it
"accesed none trying to read property Camera from function"
Yeah im at blender
@plain forge It wouldn't be Unreal if it didn't ๐
yo can someone sauce me some criticism on this
@whole quarry you think I can include Ivona speech program in my game that i will profit on?
or its illegal
Man this chat is unreal... bet yall havent heard that one before anyways hello and goodbye
@plush yew If profit is the reason you're into game dev then you should look for another profession.
Same thing applies then.
There is a 99% chance you will either not finish your game or make any profit if you do finish and release it.
not having licenceis the opposite of profit
@plush yew forget what others do. If you tend to make a buck of something you need to have the right license...
me and my dozens of abandoned projects can agree with suto
he says game dev is his passion, yet he talks more about making profit
that looks a lot better ๐
woohoo, thanks ๐
I imported blender model into ue4 and its like that https://i.imgur.com/UFE5Zg3.png
But in blender its a tree (all these above connected)
anyone knows what could be wrong
Great, thanks !
just join the meshes together before exporting? ๐
thats hard
oh thanks
did you UVed them and made lightmap?
slightly off topic, is blender the go to now for most modeling? When I was working with source like 8 years ago I had 3dsmax but last time I checked it was like 3.5K$ for a legit copy
if you have no budget, Blender is the way to go
can't answer that but man have i been seeing a lot of people using it lately
and it's apparently gotten a lot better recently too
if you have budget but like to remain sane, Blender is the way
Soon it gets a better render viewport too (EEVEE), so no ugly slow rendering anymore
wish I had more time (and motivation) to make more UE4 & Blender tutorials ๐
Do you have existing tuts up somewhere?
Im just getting into blender and need all the tuts I can get my hands on lol
just very basics, search on youtube for unrealblender
import/export stuff
and what settings to use when exporting to FBX
tho... needs a update
alright Ill take a look, I made a 5 piece box with a skeleton with a basic animation and somehow screwed that up importing somewhere haha
I didnt do anything with animations yet for a tutorial
Still need to figure out how to manage different animations in a blender file
Remco do your models require movable lighting too
Otherwise they are black
On static lights
never had that problem?
But I make sure to make a lightmap too on atleast 512ยฒ resolution
in UE4, if needed, I just set the Lightmap channel to the right one and set the resolution to the right number
Lightmap channel?
yes... Lightmap needs a UV, a model can have multiple UV's
if you have no lightmap made when importing a mesh, you've to enable the option to Generate Lightmap
tho out of my head, just go in Blender.. select the mesh, go in Edit more, go on the right to the UV Channels, add channel and select new one. hit U in the viewport and click on Lightmap.. set a decent resolution (doesnt need to be higher then 512 unless its a really big mesh) and done.
better results that way
just curious, if your scene has a light in it when you export will that mess with it? I know my scenes by default start with one
no, thats only when you want to bake stuff
you want to only have the selected objects exported
oh ok just checking I wasnt sure
Ive exported an entire 1 model so far so I am still learning lol
imho, when you open blender and it has the light, camera and cube, select all, delete it
and save the startup file
so everytime when you start a new Blend, it starts with a empty scene
I've send you a PM with usefull basic stuff
You mean this? https://i.imgur.com/wsy10nS.png
I'm trying to open a map I made previously in my project. When clicking it unreal starts loading it but it gets stuck after a while. Now my colleague has no issue opening the same map. Is there something I can delete so unreal regenerates it?
@plush yew yes, that one
okay
this is getting incredibly fucking annoying now
Its been going on for months and no one has found a fix
Yea that helped thanks @whole quarry
Got a quick question
What's the difference between the sequencer and the matinee?
@plush yew let me google that for you: https://answers.unrealengine.com/questions/458238/the-difference-between-sequencer-matinee.html
Oh, guess I'm not the only one that thought that
always google first ๐
Ohh
used that at work alot lol
Thank goodness
I'd rather use the sequencer
The matinee is too rough looking
Thanks
:p always quick questions :p
I do the same :p ahahaha
bump
^ I ran into a similar problem last night, would also like to know how to fix this
Still cant select what blueprint type
Its been like this for several months
Its actually stopping me from working on shit I need to work on
@plush yew reinstall engine?
Im using a custom version of ue4
its more complicated than you think
so cant reinstall the engine
Then debug and rebuild it
custom version? :p
People can take the source code of the engine and build their own custom versiom from it
Like ARK are running a custom one IIRC
this is becoming aggrivating
i accidently clicked something
How could that cause my UI to fuck up incredibly bad
any one know how to make a range caracter from scratch. im trying to make a mage cast spells
fucking top kek
its cause your windows isnt activated
i mean i need to make a casting caracter. wizzard. i have the caracter and animations just have no idea how to go about making it cast spells at playable caracter.
if ya have a fev sec i can show ya on my screen
@plush yew just to check it off, have you tried reset window layout?
yes
@fervent owl spawn an object, throw the object, if its hits a person, deal damage? You really aren't going to be able to ask such general questions that you are asking. There's a million ways to go about creating a mage character.
no im saying the damn window is MASSIVE
hold on
one silly question๐ -is everyone can post link when stream in the #share-your-stream
your fucking me
just tested this
hit alt + space
then M
then use arrow keys to move the window
then resize when top is in view
@plush yew If you make a new project, is the problem in there too?
let me check
if not, it might be worth a shot to use the .ini's of the new project and put them in the problem-project
(not all ofcourse .. ๐ )
I would assume/think its the EditorPerProjectUserSettings.ini
or Editor.ini
im checking to see if it happens in a new project
if it does then its the engine
then ill be really mad since i spent alot of time getting it just right
if its in the engine, we'll collect kerosine and make the greatest fire ever known to man, people on mars can see it with their naked eyes. Its going to be huge.
LMFAO
okay
nope doiesnt happen in new project
ill see if transferring config files fixes it
lol
FUCK
im gonna cry
it worked beautifully
thanks
finally, after months of trying to fix it, someone came up with a solution
๐
you have no idea how much it bugged me
im happy it works ๐
you can always restore the problem back ๐
oof
nah
id rather keep an ugly layout with functionality than a beautiful layout without any functionality
programmer mindset vs designer mindset ๐
rearranging the UI is something default these days
i.e. i prefer the viewport big and on the right with the tools on the right and bottom
I prefer a list of all available assets on the left side
it helps alot
I have a SHIT TON of assets
thats why I liked it that way, helps me get organized
Im so used to hammers 4 screen layout for making BSP maps, this is a whole new world for me
thanks, now i've the Aladdin song in my head, a whole new world..
almost as old as hammer lol
uff, with 40k models I wont stop optimizing with adding infinite amount of LOD's
๐
needs paperbag to breath
Hello guys again I have an other question when I want to create a map not map as level, map when will have to exlore terrains and collecting materials and etc-how this can c reate in UE 4?
Not to mention the size of the assets on my drive
400gb of assets lmao
holy, thats a lot
thats 4 bf1 installs with all dlc
yep
@plush yew do you use a translator or something? I dont understand what your question is
@plush yew you work on battlefront??
damn
yeah
I don't use English translator I am Bulgarian and I speak and write English so U want to create a similar map as example but I don't know how
heres Han Solo
as in the game LastDayOnEarth
hair alphas didnt render correctly
kind of dissapointed now that your name is Landwalker and not Sunkiller ๐
Luke Averageman
I found some PC screenshots of Haze on my hdd btw
Dont ask me how I got all this stuff
lmao
Can anyone give me a pointer on where to start understanding how to have an helicopter auto-piloted. A fixed path is totally fine. Couldn't understand what to start looking for...
i doubt that would get a realistic flight though
would it?
i'm thinking something that would still have physics effects to it like bending when going forward etc
So the idea is to have a spline generated depending on destination and then attach the AI to it?
Luke, why do you consistently end up bragging abut your illegal achievements?
- Not illegal
Ripping assets from other games is not something to parade around with
- is absolutely invalid
I dont care
Who gave them to you, then?
I'm guessing it wasn't a person who had the certifications to give those assets to you
Thats where you wrong kiddo
So, who/what gave you those assets?
Why do you care so much? All you need to know is its legal
I know that there's a lot of people who think or argue things are legal when they aren't
And the fact that you're so hesitant to say how you got this stuff makes it mildly suspicious
In my opinion
If I just see all of these things being posted here, my first thing is "How in the living hell is that legal?"
the Battlefront 3 assets would be either owned by EA or Crytek at this point
The assets were never even owned by Lucasarts to begin with. Lucasarts/any Lucas company did not make contracts with FRD, FRD made contracts
that's an employment contract
That that confidentiality almost certainly also stretches to that you have ACCESS to those assets?
like I said, either Crytek or EA would own those assets at present
And that could be any contract
And they certainly know about the project
If you are indeed an employee at the owner of the assets
That would still not make it legal for you to parade around using them personally
That is, under almost every employment contract, illegal
And if these assets were made by, for instance, a third party freelancing company
Then I'm pretty darn sure that company will have signed over the rights to EA/Crytek
In which case it is, yet again, illegal
Well jesus fuck me for using assets to create a game for myself
You're claiming it's legal
Of course I'm going to trip over that
Because it's blatantly not
those assets would be protected by the very confidentiality clause in the above images, assuming the contract is a relevant one
If you're going to do illegal things, don't go promoting them publicly, keep it to yourself
^^
@wary wave the company that it refers to is defunct
the contract is still legally binding
That doesn't invalidate the contract
It's probably a third-party that worked on the game or something
But the point stands
That third party almost certainly gave up rights
And that third-party's contract would still be binding, regardless of the company being defunct
When FRD was bought, the Star Wars licensed wasnt brought with them. It stayed with Lucasarts, which again, did not make contracts with FRD
the assets however, don't magically become a free for all
^
IP != assets != right of usage wherever you want
None of these things are related to each other
those assets would still belong to FRD, even if they didn't have the rights to use them
Currently no one owns these assets, and if it was illegal, then the assets wouldve been taken down by now, along with developers being forced to return their work
dude, you are way out of your depth here
also, who said I didnt get the assets from FRD?
There is no such thing as "no one owns these assets"
You didn't
You flat-out didn't
lol
Yes I did
I was given assets from employees of FRD
not by just one
but by many people
from concepts to builds to animations to models
all of the above
And they had no right to give you those assets
You weren't given those assets BY FRD
You were given those assets by people of FRD who weren't legally capable of giving you those assets
Pretty damn sure about that
You are still complaining abiout the fact that im using assets on a private project that is only available to me and a few of my friends
I am complaining about the fact that you're parading it publicly
It would only become a problem for me if I shared them publicly
you're sharing images of them right here, in public
Am I sharing assets? no
ยฏ_(ใ)_/ยฏ
Images of a game that was released
thats like saying its illegal to share images of Battlefront 2 EA
fuck me
Except EA give permission for that
They did NOT however give permission for assets to be shown out-of-game context
http://thevaultproject.bplaced.net/ tell that to the creator of this site
In fact, I'm pretty sure that that's explicitly illegal in the game's TOS
Yeah, that's pretty darn illegal
still hasnt been taken down
The fact that other people do it doesn't mean that you should
Im sure if they REALLY cared they would do something
yes but posting images of a model is not even remotely close to murder
you cant draw comparisons like that
What you're doing is illegal
What kind of action it is is absolutely irrelevant
It's illegal
That's my point
Okay, if I stop, then you can tell everyone else here that is making a fan made project of some random IP to stop posting their stuff here too
Don't know if you've been paying attention, but we generally do
Havent seen admins complain about people posting fan made stuff here yet
Ive been posting my stuff here for months
What is the problem?
I havent gotten any of the admins PMing me to stop posting stuff here
Fan-made stuff != ripped stuff
it's actually in the Discord group rules
Fan-made stuff is already on the edge
And we always advise people not to do that stuff here
But game-assets that you're using privately....
as long as you don't call it yours.
That's jut wrong
@latent granite - ripping assets from games you own, for your own private educational purposes is legal in most jurisdictions
models*
I am doing it for educational purposes
acquiring assets from elsewhere, or distributing assets on the other hand, is not
I am not publicly giving out this stuff
Publicly showing this stuff is already illegal
Purposes are completely irrelevant here
it's fine
It's not like it's under some non-commercial license
i've seen so many fan made games.
It's under a license that you flat-out cannot use it
just out of curiosity what's the difference between fan-made and a mod?
That'd depend
not trying to start shit just asking lol
When I say fan-made I mean assets someone makes themselves
know it all speaks for the 50th time
Sigh
You know
You could also take this and not be rude about it
Disagreeing is one thing
You are the only one who has brought up shit about this
Everyone was contempt about it until you said something
Calling me out on giving you absolutely justified comments about your illegalities... Wellp
@plain forge - you'd need to think about more specific terms, since arguably all mods are 'fan made', hehe
^
if you use an IP other than that of the game though, you're liable for trouble since it's IP infringement
I think the best example was the Halo CnC Generals mod
they were sort of supported by Bungie for a while
fanmade would be like fanart of an IP in game form
then smacked with a cease and desist later
That doesn't make them legal
Anyway im still going to post my stuff here
For download
From games.
mod would be modifying an existing game - including total conversions that are enough to be their own game
you dont see me posting child porn in this server....
I'm saying that 3d models from games isn't as exetreme
I'm just saying
It's for use of fan art ect.
the thing about fan made work is - it's up to the holder of the IP's discretion whether or not they choose to crack down on something. There's gray areas for a lot of fan-games out there so long as they aren't making a profit. With some exceptions that get occasional C&D letters.
yes i know
All of fan games that try and publish it
GiT was the only star wars game i can think of that was shut down
will be shutdown
they are but it's up to the IP holder's discretion
mainly because of the publicity stunt it tried pulling off
So like the recent halo online thing would be classified as fan made I assume?
Every other star wars fan game ive seen though hasnt been touched
even other bf3 remakes
Lets Play videos are technically 'illegal' - but they are in a gray area because companies decided they benefit them
Most companies give explicit permission for video footage etc
@plain forge - the recent Halo online thing was basically piracy
(and has been legally served)
yeah
It was still upsetting
it's been given a cease and desist order, so they ignore it at their peril
They explicitly give permission
I can't think of any examples but there are third party games full of IP stuff that companies dont C&D
like 'I wanna be the guy'
It's simple
Ive said it multiple times before
And check if they'll allow it
They know about the project
I like how Luke's so in denial
Pretty sure they won't
so many people have complained
I mean examples of companies actively tolerating fan games of their IP
I know, right?
he doesn't get it
I'm not the first to bring this up to him
Bungie knew about Halo Generals for years and even featured them on their website
I'm pretty sure I've seen this before with him
you are the first person to bring this up
we don't want people posting stuff like that, he doesn't care
some companies solicit fan game contests of their games tho - like the serious sam demake contest
still served them with a cease and desist order later, lol
if I were admin here, he'd be gone months ago already
Same
god how did i piss you off?
"Kiddo"
I've brought the same thing up months ago
"Know it all"
oh not you
you got a serious attitude issue
Saying we're flat out wrong when we're not
^
Calling one person out can piss others off, too, you know
I only have an attitude problem when people try to tell me shit without knowing the backstory
so, as the mods don't act
I just suggest you block him
When people are dicks to others here, that generally doesn't leave me liking them
that's what I did anyway
If you dont like me, block me
"If you share something that you havenโt made yourself, be clear about it in the text of your post. We believe that the artists, creators and developers of awesome content deserve to be credited, not the first one who happens to share a link. Discussion of piracy or pirated content is a touchy subject, if there is any hint of exchange of pirated content you will be removed immediately without warning. Do not encourage piracy of content, do not share pirated content. Distributing pirated content is a crime."
This is EXACTLY why I said it
it's right there in the Discord group rules
You're not allowed to get into the backstory
Richard Smith made ferroda
i always try to credit the creators of anything i post anywhere on social media generally speaking
Im just blocking you
this is getting really annoying
I hate it when people think they know everything that goes on without doing their research
like I said, Luke's in full denial
it's pointless to try to argue with him
just ignore him
isn't this room supposed to be about unreal engine chat tho - this seems like lounge room chat?
Guys, It's obvious an pointless waste of time to argue with that dude. Just Ignore him and move on in life. No need to clutter the channel.
yeah..
oof
I'm not contributing anything to this so I'm one to talk. I poked in to see if there was anything interesting unreal related posted here to check out
hello guys i wanna make a video about my new multiplayer game and i need people for playing with. game info: https://www.youtube.com/watch?v=LHlgkVblDkY&t
โฌโผโฌโผโฌโผโฌโผโฌโผโฌโผโฌโผโฌโผโฌโผโฌ TIMESTAPS: 0:02 - FIRE FIGHT 2:25 - Troll โฌโผโฌโผโฌโผโฌโผโฌโผโฌโผโฌโผโฌโผโฌโผโฌ Beyond Fantasy | v0.0.0.8 Pre-Aplha Preview โฌโผโฌโผโฌโผโฌโผโฌโผโฌโผโฌโผโฌโผโฌโผโฌ Beyond Fant...
Nah, there wasn't
Well im still posting content here, and I will still be giving credit to people who worked on the assets
nice
as per rules
@prime grove taking a peek decode!
ok thanks ๐
looks cool
new subject is also breaking the rules
oof
It's advertisement, and the sixth time I've seen this in the past few days
ok then
:/
new verison
?
So yeah, mainly, Decode, post a bit less often ;3
What the video post?
@prime grove might wanna post ads for your project in #work-in-progress instead of #ue4-general (see server rules)
tbh, I think we should have showcase instead of work-in-progress
Did you use blueprints?
Where could people post something like that feasibly tho
Yeah
as work-in-progress isn't so suitable for finished projects
ok
ohhh right yeah #work-in-progress would be perfect for that
Not in this server, that's sort of the thing
But if anywhere, #work-in-progress
And not every day
ok
.
^ Us talking to you
long as I'm here I might as well read what mods and others have to say about conduct for the rooms - i am going to be doing gamedev work in unreal soon and so will be frequenting around here more for learning and tips
For learning and questions this is an awesome place to be
General game-dev discussions as well
Showcasing without wanting any negative comments, bit less
not for showing off work though
Basically
There's a reason there's an explicit rule about advertising
youll just be interrogated
Aaand now you're just running with it and exagerating
Im having my fun...
if you want to show off your work, there's a channel for it
luckily I have nothing to show off
Im away for a few min and things explode..
haha
yeah pretty much
welcome to discord
where the other person your tlaking to is always wrong no matter what
I think thats just the internet
I havenr seen @plush yew so it cant be that bad right?
if you dont share the same opinion as them, oh well, your an idiot
Hehe, its worse when dutch people spar over an idea
We should just get a #dutch-ideas channel
also before anyone says anything else
Im def not the worst person you will meet in your life
"Your idea is stupid, you are stupid and your hair is stupid".
sums up the world pretty much
Wouldnt be fun if there is no challenge
oh
speaking of which
I had this one crazy lady trying to talk to me
seriosuly pissed me off today
It wasn't me, right? ๐
she just followed me around insutling me lol
no
it was in public
Like she just started following me and screamed at me calling me a douchebag, i didnt even know this person lmao
sounds like someone has a crush on you
LMOA
i mean
shes not wrong that im a douchebag, i know i am
But this lady was CRAZY bro
you wouldve had to have been there, at the end I just told her to fuck off and she went away. Still, people in this world dont understand that doing that isnt acceptable
So I asking in animation but it doesnt seem like anyone there knew, is there a way to modify animations without breaking bones in UE4 or do I need to it in blender?
blender
Basically I just want to take the fps template hands and turn it into a punching animation
although you want to do animation in maya, its alot easier
@plain forge In that case you would want to make a new animation in Blender
Shouldn't need to break any bones? Why would you need to do that?
he literally wants to break the characters bones
Maya might be easier, but it's very expensive imho
I figured I would have to make a new one, when I try to modify the skeleton in UE I can rotate no problem but when I try to move joints they come apart
IE: I want to move the hand out it comes off the arm instead of the arm flexing with it
is anyone valible ot help me out?
https://i.imgur.com/AJ51HVe.png on left default blender box model and on right my tree from blender, why texture works this bad for tree?
its same texture
im having some troublw with my anim bp
the character goes to idle, though the movement wont work
The default rig is absolutely horrid for blender users
Oh, @whole quarry
like i would walk forward bit it doesnt register in the animtion blueprint
lol
i cant find any short tutorial
Swap out the weapon mesh, if need be, swap out the animation blueprint
https://youtu.be/GvthAFhlZiM?t=1m42s anyone know how to get something similiar to this, where you go near a weapon, widget shows up, then you can swap the weapon (sorry for ear rape in advance)
Yup, I had some more tucked away. (I seriously apologise for the earrape level of the audio. The footage must've been captured like that. I've ran it through...
And change some rate-of-fire properties which you store in whatever way you want
Ah like that
Uh
Linetrace or sphere overlap or whatever
And then you drop an actor for the current weapon
And delete the actor for the one you're picking up
jesus the bass in that video
And take on the properties for the one you're picking up