#ue4-general
1 messages ยท Page 249 of 1
hold on
It's easier in code than I'm making it sound :/
I need to be able to pick up the old weapon again if i need to
we line trace to a collision component
There's like fifty different ways to do this
@plush yew the texture is deformed because of bad UV mapping
And all of them are fine
@plush yew I would suggest/advise you to watch a few UV mapping tutorials from CG Blender or Blender Guru
Its a field or expertise of its own, but its very, very useful to learn at least the basics
I hated UV mapping more then anything lol
I generally don't like it too, but on some occasionals I'm going for pixel perfect ๐
@plush yew The sooner you start UVing the better, I wouldnt wait with it
Modelling -> UV mapping -> engine
well you need to learn texturing then too
sounds like a lot of work already, but you're skipping LODing and baking already
ofcourse
SO let's go the full thing right
Concept art -> Low-poly -> High-poly -> Retopo and bake -> Rig -> UV -> Texture -> Animate -> Engine
isnt it high poly -> low poly
he means the base mesh
@whole quarry but without textures it looks pretty good anyway https://i.imgur.com/todL3d4.png
In my experience it's equally often low-poly -> high-poly -> low-poly
for open beta good
First is basemesh, last is retopo'd
what is retopo'd?*
oooh, but thats with claying too
is that like the optimized but still good looking model basically?
@plain forge I googled an example
oh ok
Retopo is sort of like with 2D art
Doing a sketch
Then going over that sketch to make it really detailed
And then retopo is the phase after that
ah I get the name now lol
Where you look at it and remove all the unnecessary stuff
And just make it look good with as little as possible
the more tris, the more performance costs, with retopolgy and baking the high poly to the low poly, you get high graphic looks with minimum amount of tris
Sculpted meshes need to have a waaaay lower poly-count to be useable in-game\
a good retopo also helps a lot with animation. e.g having an proper edgeflow, support edge loops etc
^
Good topology can make joints look natural
Instead of a knee sort of bending inwards and stretching
Which isn't quite how knees usually work
so my knee isnt support to stretch?
<_< when you see some night vision goggles video and you think "man, the shader complexity is all green" you know you deved too long :p
@fierce tulip Thats what I had when I stopped to look at a tree bark thinking of "holy shit thats some awesome material work"
my animator friend once kept complaining about the hair of the woman in front of us because it wasnt moving realistically
๐
Lol
I do that sometimes
Just looking at stuff and going
"That doesn't make sense, it shouldn't work like that"
But ya know
It's real life
Doesn't get more realistic than that
Or does it
At some point I found that the roads look better than the roads in real-life
"wanna bet I can jump over that?"
oh oh oh @fierce tulip I question you might be able to understand, its PFX related
I want to make a PFX that looks like it forms a cube (plans appear and move to a center point to a cube)
ez, i know
Had to think about what pfx meant for a minute
but, would you spawn a cube after that and delete the planes? Or spawn the cube in the BP
i thought Popcorn FX for a fracture of an second ๐
I'd probably do that in materials?
really depends on the needs. could do it in one mesh and just move the vertices trough material :p
its autodesk, need to see if I can adept it to Blender
definitly a good jump start, thanks again ๐
I think someone made a plugin for it for blender
Building something cool? Tell us about it!
oooh that was some time ago in one of those community streans, totally forgot ๐ฎ
thanks for the 3rd time, you're too kind ๐
np hehe
You could just do it as a morph target
Or have unwelded vertices on the cube
And just manipulate those linearly
Lots of possibilities
Lots of options here
None of them too complex
So you should be able to figure that out
Enjoy :3
My initital idea was just use a plane 6 times and make it moving in particle system, once close enough, destroy the particle emitter and spawn a cube mesh
guys
when i jump
this happens
the character shrinks and all the animations have root mothing enabled
And i just figured out how to do weapon swap
When overlapping with gun, switch on enum to hide the other guns and use the variables set for that specific gun, same with the anim blueprint
Could work, havent done it yet though
Could also do switch on int with each int referring to a row in a data-table
But that's maybe unnecessarily complicated ๐
Easier to manage in the long run, though
I dont have that many weapoms
I have maybe about 5 different ones
I could see that working on something like Battlefield where theres 50+ weapons
Yeah, then it's a bit overkill
if you have 50+ weapons, I think you need to rethink they way you want to handle the weapon actors
i.e. a Weapon_Master with all the basic functionality (pick up, drop, switch), and with the child actors the weapons own charactistics and specs
I would still do it in the way I described, making additions even easier
even if there are only 2 weapons
but im lazy, i want it in a way that later on requires the least amount of work ๐
probably ending up using a datatable for the weapon stuff
when a particle effect just doesnt want to show up in the animation tab
maybe its waaaay to huge?
nah exact same as player, works when I place it in level
works when I move it to another emitter O_o
did you check if the "Annoy Luos" boolean is unchecked?
must be it
๐
So if I understand correctly, the current particle system is Cascade and the new one is Niagra
yes
but its been in the workings since... 4.7? ๐
i think they will not phase out cascade overnight.
Niagara is still only partially working
there's a demo of it on Epic's Youtube channel, I think
I just found Programmable VFX with Unreal Engine's Niagara | GDC 2018 | Unreal Engine
yea its rather hnng
Hey all! Newest member here ๐
I am an animator and I've been meshing around with UE4 for the last couple of weeks hoping to be able to create a mini game or something one day. I have been watching all kinds of turorials on youtube and I've learned a lot so far but I have one question that remains. Do you think that making a game by using only blueprints is feasible? (yes, I am trying to avoid coding with C++ or any programming language) I know it depends on the kind of game and many other things but lets say a simple 3rd person action game with opponents to kill and tasks to complete.
blueprints are fine
yes
to quote allar
https://www.youtube.com/watch?v=flEtQBPtBTc
How to determine whether or not you should be using Blueprints or C++.
Haha! I can't say that I know what the profiler is but at least I know that there is light at the end of this tunnel and that really helps! Thanks and I hope to be able to help in the future maybe with some animation or something. ๐
damned, I want to watch that, but without sound at the moment.. :sigh:
It really depends tho. BP's do have their limits.
sure. no doubt.
Tho, the limitation of BP that appear late during development could mean the death of the project due to lacking C++ knowledge
The one thing that helps in my case I guess is that I've been working on 3D projects for a few years now and I have professional experience in animation.
@whole quarry In that case you either get over the restriction and make do, or you learn C++
The first generally works fine
You can usually work around things
For how far its possible, I try to google C++ code snippets that let me make a plugin to get what I want, or I ask someone to help me
๐
I guess if you really want to bypass a problem you can do a lot of googling and researching.
google is always step 1 in finding awnsers (or Bing if you prefer that)
There was something I needed that BP wouldn't allow, so I added it myself using C++
in some cases I need to know what expierenced people would do, those you cant really google
Great name you got there
I'm going to tag you from now on, so you can be my google
๐
I used to have a MC plugin that allowed you to Google inside MC on my server
I have some C++ knowledge
I developed a reporting program for my college using it
Then upgraded it and used C# the 2nd time
But yes, Google is your friend ^_^
Quickly, spam him friend requests
Crashes Discord
Google isn't my friend. They're a forced stepbrother
Who said Google is Male. It could be female :)
Why there are open betas but not open alphas when alpha is first letter?
Because alphas are generally not opened up
why even beta or alpha when Omega is more powerful?
Alpha is normally too unstable to be open
so Charlie is the full release? ๐
Echo is the first DLC
Since it gave indies a platform to sell there Alpha releases
you can buy people 
^
Release a game as early access, later release the finished game as a DLC Kappa
oh good idea
^ Paid DLC
but for early access i need steam account
And you need to invest $100 in Steam Direcy
Yes
so i cant
Then create one.
Ill just create website
And trailer
Also you need a bank account
How can you run a website but not have a steam account?
how can you not have a steam account? is like thรฉ question
So you make a second one
You pay $100 for Steam Direct. Upload, add a few pictures then easy
second one? I did it under my main ๐ฌ
i dont have 100 usd
@plush yew euro's are accepted too
theres are multiple ways to get yout game (or empty folder) onto steam
How are you going to provide a download link then
i dont have xd
then get a job? ๐
job? Like in working? Unacceptable ๐ฎ
Ikr, I work
get hired, be present, play around, get fired, first paycheck is sufficient
that got you thinking, right? ๐
^ Man with the plan
D:
It is pretty hard to get fired from this company. Someone screwed up yesterday and cost the company a lot of money and they still don't want to get rid of him
How about that
I know even a better and quicker way, it's what we get tought in RPG games. Get a bat, find a animal, bat it down, take loot!
Tbh, I have to work cause my mum forces me to xD
Isn't life awful
Body->SetCollisionProfileName(Fname("Ragdoll")); time to walk out in the street
Don't forget to enable Simulate Physics
Thats dangerous๐ค
it's a gun
looks great! I've made a couple of circles on the areas that I think could be improved
this is for a project but i LOVE this movie.
thanks
but then again doesnt it depend on the level of detail you want? If there are functional parts I guess you would need to add more detail. Like the scope.
So why isn't that cloth onn the back modeled in? Or the thing at the very back with the holes?
still working on it
im not planning on adding that cloth
wanna kind of give it a modern style
Also the front of the scope is wrong if you'er going off that reference
The barrel lost its compensator, and it lost that cut-out
i tried add my own things that i thought i will make it look better(and remove)
Also the back of the scope, the lens is too far out, it would get scratched immeditately
He said its a reference image, makes sense its not identical
no need to attack me
You asked what we think, nothing about this is attacking you.
Do you want me to be honest, or do you want me to be unconditionally supportive? I can only do one of the two.
He askes of opinion, not to find the differences
And I'm giving that opinion. I'm pointing out things that looked wrong, and then comparing it to the reference to see why it looks wrong.
Like the scope. No scope, on any gun, is symmetrical from the front to the back.
And I looked at the reference to pinpoint where the mistake was.
I can't be sure because this is just an image (consider something like sketchfab to show off your models next time maybe) but it looks like on the original gun there was a better grip for the hand (this might be only a detail). I've tried to make a sketch of what I mean here:
Right. Exactly.
i see it
See how the angle in the front is much more shallow, and how it goes on a much longer area?
There's also those mechanical clasps, that's how it was assembled. When making manmade objects, you always need to think about "How was this put together", even if it's a fictional interpertation
If you want to get the same grip as the reference I believe you need to fix your topology around that aread. Then again if the character is holding the gun from there, maybe you dont need to worry about this. As I said it's only a little detail.
Unless you ever see it on the ground or with another player/ai holding it
Uhh
I think you need to finish your model and ask for feedback after you fully texture it, otherwise it can be complicated for you and not so pleasant for others.
For a gun, no
ok
and maybe post this in wip channel?
#work-in-progress
@fathom gale is that de same elpupper in yaseens server?
i need help packaging android.. is this error useful? i get a full build and port, it just crashes upon startup
LogPlayLevel: --------- beginning of main
LogPlayLevel: --------- beginning of system
LogPlayLevel: --------- beginning of crash
LogPlayLevel: 05-23 13:15:17.421 1524 3027 D Debug : !@DumpState : SHIP
LogPlayLevel: 05-23 13:15:17.421 1524 3027 D Debug : !@DumpState : debug level:0x4f4c
LogPlayLevel: 05-23 13:15:17.422 1524 3027 D Debug : !@Dumpstate : Finally, system will skip dumpstate
LogPlayLevel: Took 0.1473924s to run adb.exe, ExitCode=0
LogPlayLevel: Running: C:\NVPACK\android-sdk-windows\platform-tools\adb.exe -s ce091719832b4b2a037e logcat -d
LogPlayLevel: Took 0.2125644s to run adb.exe, ExitCode=0
LogPlayLevel: ********** RUN COMMAND COMPLETED **********
LogPlayLevel: BUILD SUCCESSFUL
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 102.842190
LogPlayLevel: AutomationTool exiting with ExitCode=0 (Success)
LogPlayLevel: Completed Launch On Stage: Post Launch Task, Time: 0.000017
LogPlayLevel: Launch On Completed. Time: 953.357433
If it crashes when you play, then the LOG of the game is important
Not the build log
@drowsy fox
how do you connect the oculousroghnessmetal in unreal?
R in occlusion, G in roughness, B in metal
@fathom gale my boi
thanks takain
hey guys, can anyone recommend a good screen sharing software for working with UE4?
teamviewer is too laggy^^
You can share your screen in private discord calls
oh ok nice ๐
alternatively, google hangouts
@plush yew only if paid
@frank escarp We use revshare
lol
Revenue Share is practically the R-word(s?) here :P
@plush yew #looking-for-talent
I've asked this in #linux but its pretty quiet in there. ... I'm upgrading our engine from 4.18 to 4.19, updated the linux toolchain, updated the environment vars, and regenerated project files. No Linux target is available ... what did I miss?
Got no idea why but nothing is forcing the server list to make it wonky, its just doing it on its own. Any ideas guys?
@lavish basin perhaps your camera near plane?
Where do I find beginners tutorials on getting a vehicle in game?
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
thanks for the links, will check them out
do u guys compile in visual studio or unreal
Is there a need for dynamic quest systems on the ue4 marketplace?
Jus thinking if i should publish my system
@regal mulch do you know how i access my Game Log?
Your game is saved on your Phone
Just check the files
Think there is a folder called Unreal Engine or Epic Games or so
theres no options to tick then?
when building
i saw something that said "include debug files"
alright thank you ill give it a go
There is Saved/Logs folder on the phone for your project
also, if the nvpack builds right, does that mean its the right one? im currently installing a new nvpack from the engine files. before i used the one from the android site
sorry haha
how one can have sequencer animation with physics?
not even sure if that is a right question
basically, college of mine, recorded a sequence of vehicle moving
but we have procedural animation on suspension
apply the animation only to the chassin maybe?
soo visual studio or unreal for compiling??
I have to "enable" it by a key press first :D
man, this is confusing
I've set sequencer camera as preview in viewport, but can't find how I did that ๐
ok, that one is fugred out
it looks like Event Tick, in which calculations for animation are done - is not being executed
so basically vehicle is moving like a brick on rails
how to make better looking ground in ue?
Hello everyone,
I hope you're doing well.
I found this chat, since I was trying to make a little game on my own and hit a problem, to which I didn't seem to find an (understandable?) answer and was hoping to find some help here.
Basically I have 2 widget blueprints and want to make them "communicate?". I want a function from 1 blueprint to be available for another one too. I tried casting it, but didn't know what object to use. I don't even know, if it's the right way to do so.
How would I set these up to have the A be the lead car and the others follow with limiting how much the others would rotate off the back end?
@tired urchin there's a good pinned blueprint communication tutorial in #blueprint . do keep in mind you can also use interfaces to have communication between blueprints. if you would like to have access to a global repository of functions and code, you can use the gameinstance blueprint class, and have your function inside there. then what you'd do is use (get game instance) -> (cast to gameinstance) -> access function here in the blueprint you want to access your function in.
How's things going?
bad
uh im invited home by some girl tommorow but shes shady i dont feel like going
and yes i have a very big project in unreal
goes very slow
but i do it 8h per day
If you don't feel it, don't do it ;)..
don't get yourself murdered
Yeah, was going to say.. Unless she's going to stuff you in a bag don't worry about it..
just made my own tps controller in c++(ah im so proud of myself
I need to ask all a question if you'd be so kind? I've been using Unity and Unreal for about 5 years now, I've been dev'ing games for nearly a decade and a half.. I'm trying to create my magnum opus as such which is a semi-openworld RPG.. I honestly can't decide which is the lesser of two evils between Unity and Unreal..
Graphically, with some shader expertise I can match the two:
@plush yew i thought you said you already had a gf..
with this amount of people who can't decide which engine to use, they must both be doing something right
Unity's terrain system is appauling, when it comes to Unreal you do anything outside of what epic want's you to do and you're in for a world of pain.. Also to say the QA and recent releases have been somewhat underwhelming.. I'm all for engine work but I don't want to spend most of my time fixing the damn thing..
Shadow, i had that choice when i made my 6dof game. i decided to go with unreal because i didn't really have a strong cpp background a year ago when i started. plus the graphics features and toolsets are out of the box very strong for my needs. also the turnover time is faster with unreal. you will spend less time devving toolsets that are already existent.
Dude the end of the day unreal and unity can both get amazing graphics. Sure itll take way longer in unith but if u enjoy c# then go for it. Unreal is a little less versatile but still more powerfull. U get most of the power from unreal straight outta da box but in unity prepared tk spend most ur time coding shader and stuff
C++ compile times are way too long though
Compared to unity that is
I could give two shits about graphics, that picture I posted is what I made in Unity..
It's all the bugs and arbitrarity walls you hit making large games that becomes an issue.
Gj good effect
yep. btw unreal has a great rpg template that i found on the marketplace not too long ago, i think they took it down though. it had a guy with a sword running around and it had hit detection and everything, user interaction and dialogue. some enemy chars as templates.
Their templates use code :(
Or maybe im blind
maybe.
lol
But vehicle template
Had lot of code
And i clicked on bl
Bp
well what i usually do karol is i go and research stuff and try to understand what i am doing before i come talk about it on the chat.
I do the same
good
I need to do rpg with cars
So ffirst i need to make car physics
Wish it was that simple, I'm not some noob asking which engine is better.. I know they both have their share of issues, I've worked on an MMO called lifeless in UE4 and two RPG's in Unity. I'm almost tempted to try and roll my own solution again, the biggest issues with Unreal is at the moment QA and static lighting..
why not just start with both engines and see how you like it?
you might drift to one. it kinda has to be a personal thing i suppose. i definetely found a home with unreal.
Already done three prototypes in both, I have to admit I think it'll come down to a compromise.. More of a static lit batman style game than trying to re-invent the wheel..
Hello @Everyone :), I am currently building a Bloodborne style arena fighter. I would like to know if anyone has any tips or tutorials for creating a great combat experience. As of now, it is a very simple 3 motion combo.
The #mobile then was seems dead. Has anyone here successfully packaged an android project?
Huh. Anyone tried to enable/disable a log category from the console before?
Can't seem to get this log category to actually display anywhere. Definitely hitting my code to log out, but the verbosity must be off
Unreal Engine is so much fun
I'm loving it so far
Glad its free though, I remember when it was 10 bucks or something
it was much better back when it wasn't free and fortnite hadn't exploded yet... epic people actually talked on the forum and stuff
Don't disagree there, when I was back in the beta you got real time one to one responses from the epic staff..
hello, I was wondering if anyone knew how to stop unreal from crashing on start up?
Hello, anyone can tell me if i can create a game like this for mobile with unreal engine ?
https://www.youtube.com/watch?v=G8nMocw1yxQ
@gleaming sluice UE4 can crash for ALOT of reasons, asking how to stop that as an general question is not helpful to anyone. Please elaborate on how its crashing. Please provide as much detail/screenshots as you can manage, posting the Crash Logs (which you can find in the Saved folder) is also helpful.
it's kinda hard to figure out what's wrong. I literally press launch, it loads then crashes before anything can even open
Well
If it wasn't for fortnite
I wouldn't have found out that you can use it for animation making
Fortnite trailers showed that to me
Actually, the fact that I could use a game engine for realtime rendering is amazing in itself
I cant wait for the engine to benefit from the massive increase in revenue. That money is gonna get soaked back in en masse and thats good for everyone..
hey guys can someone explain this error? is it trying to load amazon services on an android device?..
oi one sec too long
--------- beginning of crash
05-23 23:40:54.973 32413 32413 E AndroidRuntime: FATAL EXCEPTION: main
05-23 23:40:54.973 32413 32413 E AndroidRuntime: Process: com.developmint.mobilesurvival, PID: 32413
05-23 23:40:54.973 32413 32413 E AndroidRuntime: java.lang.UnsatisfiedLinkError: dlopen failed: library "libAmazonGamesJni.so" not found
Guys so I have my multiplayer stuff done from advanced sessions
how do i host a steam game
sooo this thing pops up, unreal didn't even get a chance to open
which file has the info you need to figure out whats wrong?
@bitter iris [OnlineSubsystemSteam] bEnabled=true SteamDevAppId=480 you need to place this in your defaultengine .ini file and look at the other config options to add a test app id, then you need to use the create session advanced on host and join session on client. it should work.
@plush yew when ive packaged or before
[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480
my engine .ini already has it
when you launch standalone, do you see steam connection logo on bottom right?
Yeah
okay, connection established. then you can test it on two different PCs with two separate steam accounts. you need two pcs to test
I have 2 pcs
But if me and a friend who lives in america and i live in uk how does he connect to a server
Also when I packaged the game, it just sends me back to main menu
but it works in editor
(standalone)
ok To use it in a shipping build you need to add an app_id.txt file in the .exe directory (not the first launcher exe, the actual .exe) that contains your appid or in the case of testing, the default 480 one.
You can package in development to test without doing that if you wish.
so keep that in mind
you can try switching to packaing for shipping
So id actually need to upload it to steam?
well
yes
test server with 480 app id is local Lan test only
for actual game you need steam perm
yes - you will upload a build to your steam pipeline page - and then
you can test dl it on ur machine - then you tell your friend and they load it up
keep in mind.. that's another long process
(best way for steam pipeline upload is batch file btw)
Ill get it on steam then hopefully it should work in theory
i have a .bat that i use. so i literally package for shipping in unreal 4.19.2, then i run my bat.
you can DRM wrap files with one batch file, and build the file with another.
that build will send the entire thing to valve server
ive got the sdk from steam thats how i upload?
dou wana go to #multiplayer with me?
okay
if possible
ok
Wait
How come I can't see the inside of a cube
Nvm
Ill google it
Hi guys, I know its not the right channel, but I can't write it on #looking-for-work because its not really related for what the bot is asking
So here it is:
Hi everyone, I'm creating a FPS game in Unreal Engine 4, and I would like to collaborate with programmer(s). You do not have to know coding or something else, because its easy and to code it we will be using Visual Scripting. (I can help you if that's not easy enough for you). About the revenue: For now, I'm creating the game for fun and learning, but if it will be good enough, I'm going to publish it. the revenue will be from the game such as: The game will cost money, micro-transactions advertises and more (Just maybe, It depends on what we want to do)
I can communicate in a lot of ways.
Please send me a message if you want to be a programmer in the project. thank you ๐
@plush yew two sided material - the normals of the object have to face in proper direction for what you want. then y ou disable two sided.
in this example, i set the normals to be facing all the same direction - inwards. i need the player to be able to see the walls when he's flying in my level,m so i face the normals inwards.
oh okay
Thanks
so in your mesh you make in another program, make sure all normals are facing in teh direction the player sees it, and then deselect "two sided" in the material you apply to the mesh
Okay so this is really fucked up, please report this game https://store.steampowered.com/app/866890/Active_Shooter/
Active Shooter is essentially a dynamic SWAT simulator in which dynamic roles are offered to players.Pick your role, gear up and fight or destroy! Be the good guy or the bad guy. The choice is yours! Only in "Active Shooter", you will be able to pick the role of an Elite S.W....
Jun 6, 2018
VERY FUCKING INAPPROPRIATE
That has to be the most inappropriate game I years..
That is quite mind blowing
Quick question related to my last unanswered question
Should you disable plugins before distributing to a platform that the plugin isn't for?
Even if its unused
unacceptable
if you care about it being packaged (such as physical space), yes.
I'm having a crash upon startup
only when you disable it?
The only thing I see in my self printed log is related to Amazon
Can you get away with not?
But I'm building for android
Yea it was only in there from an old project
I don't think I even enabled it for this one..
Android is so difficult to deploy onto
I have all my ndks and sdks installed and all my signatures signed
Deploys fine, and is on my phone. But start instantly crashes
Seems like nobody does haha
Then you havent googled ๐
I cant believe this, there are people defending the game...
I mean, you have a right to be offensive, but that's just lazy.
its even lazy in its choice of music
Haha Google is always helpful, I'm just struggling to find my exact error. And I'm having trouble getting a crash log without manually creating one
And with manually creating one its keeping track of everything going on with my phone
So I have to search, etc. But I'll figure it our :) hopefully that guy that made the active shooter game gets removed soon
@bitter iris Are you serious?
I swear
People are so fucking ignorant until it happens to them
What do you mean "Are you serious"
I mean who would defend that type of thing
Sick fucks thats the type of people
One person said "whats the problem" another is saying if the game doesnt release hes gunna shoot up his school...
How did it even get on steam is the real question
Ikr
Just shows how fked valve is atm
Don't it have to go through greenlight?
no you pay $100 to get a game on steam now
Ya, valve is fucked up
Someone at valve personally approved this game.. As the games get accepted apparently by moderation
But hey im apperently wrong according to people
Aperrently the video doesnt show people getting shot inside of a school building
"Its a SWAT game"
Bruh
Oops
We are in the wrong channel
Where's the line when it comes to video game violence.
Dunno i just posted a video about it in lounge
Games on steam aren't moderated
Any errors with it?
See the error log?
Are you building lighting in the regular shading model view mode?
If it's mobile preview, I know that breaks it.
morning everyone:)
Are you sure it's static lighting? It's too pixel perfect, it could be dynamic. And the aliasing would just be from you running it at minimum settings.
morning
Piensken r u here all the time
yo
yes ๐
working time on laptop
otherwise on mobile ๐
die hard community guy
is it good practice to promote function inputs to a local variable?
Morning
morning
I often use local variables
@dark sparrow since something like 4.15 you can get direct reference to function inputs
Just start typing โget [name of input var]โ
awesome
when I have 2 copie's of something, and I need those 2 every time together, can I create something of it? to call it instead of creating all the nodes again and again..
@tranquil sierra what?????
๐ for my game I have 2 camera's that are in there for transmission. I need 4 copy's of those 2 camera's with there function and I alsno need 4 times the same interaction (on collision of box A enable overlap, on collsion of box B disable overlap) can I create (maybe a function) that instead of 4 or 5 nodes to perform the action I only get 1? combining these.. (maybe I need to google more)
Why do you need 8 cameras tho?
its 1 camera doing 8 different stuff depending where I collide.
I ment camera states?
Its kind of important to be full, else i think you need 8 cameras
ok sorry
how do I make it more abstract?
hire davinci
@tranquil sierra avoid hard coding
@plush yew davinci isnt really known for doing abstract.... not at all actually..
how can you know
I attended school
That explains a lot..
No, just a normal avarage brain
I tried to work on my game without coffee
but there was like no force at all
so im making it now
for extra diarrhea*
then you're not making it right
or you have cheap coffee
(someone is writing his or hers lifestory)
Hi! I'm on the way to try out UE but I have a question that is bothering me. I'm reading that there isn't much difference or that the graphics in UE4 is technically better than in Unity and this is probably just me but when I'm comparing graphics in games created in these two engines and UE4 maybe is more realistic but it looks very "candy", I just have a feeling that graphics in Unity is looking more natural, what can be a reason of this feeling?
Is it just because post processing is using in that way?
UE4 can achieve a wide range of realistic to super sci-fi'isch look, it depends on the artist
you can make it real-life like, or very bloomy with lots of lights, or very minimalistic
in the end, UE4 is just better
ยฏ_(ใ)_/ยฏ
you can do that with both tbh ยฏ_(ใ)_/ยฏ
it's not that much on the engine
ssst, ue4 is better ๐
on ue4 u have some nice 3d ootb
Hehe, maybe it is, I'm just starting in UE so I don't have my opinion for now. I spend some time with Unity but I just have no nerves for some graphical tools in this engine, UE4 seems to be more full.
But I always liked Unity because somehow it looked more natural for me. I will spend some time with UE4 and will have some fun with graphics, thanks for help ๐
I find ue4 more intuitive
@vague ore Well, I currently working on a project, but yeah, I want to a programmer in your team
with a trigger box, how come OnActorBeginOverlap starts from the beginning of the level? so It activates when the game starts and when I hit the trigger box.. can I disbale that?
nvm :p
I found a work around.. ๐
Hi guys! I'm really new to this entire thing and I'm having a bit of an issue. I've imported a model from Maya to Unreal and everything seems fine besides the lighting on the hair. I don't know why the shadows are appearing in these places, but this clearly wasn't my intention. Does anyone know a way I can fix this?
place of the light? :p just guessing
Haha yeah, I thought that was the case too. The light is infront of her though
@fathom hollow did you use the Hair type in the Material settings?
specular looks bit low ๐ค
Forreal. It's not my model and I was wondering if I was being noob-ish for thinking that also
try adding power to it
It helped the colour, but not the shading. Also, I'm looking for the "material" tab but everytime I double click the material, it brings me to the material editor
Can't remember how to access it lmao
not sure what you're trying to access
This menu, sorry
click eneywhere in the material graph
on the left side, that navigation menu gets visible
Wow, oops
under the preview viewport
Overlooked it
Right, so here's the result. It's made it look a lot more realistic, but the lighting problem is still there. I've also lost the vibrancy to the colours ๐ฆ
I think a Skylight is missing in your scene
Ahh. So this isn't sufficiant?
add a skylight with it
It's added a very nice bloom, but the problem still exists
Hey, how do you disable the background in the material editor preview ? https://gyazo.com/647d158e6088093d36bf2838ea7103b5
unchecking doesnt seem to work
sounds like a bug
:^(
Well, at least you helped me add something nice to my scene. Thanks for the help!
@smoky pilot There doesn't seem to be an option other then the show background and that doesn't seem to work. It does work in the mesh editor but not in the material. Weird.
Hows everyone
does a cube count as a platform?
@tranquil sierra A platform is something you can stand on so it can be anything you like.
ok thx ๐
challenge try tryping 4 stars without any break
starstarstarstar
Anyone knows why my vehicle is not moving? I followed epic tutorial. it spawns but i cant move and i dont think its blocked by anything, i even spawned it in air https://i.imgur.com/ioKAhVq.png
Did you disable the handbreak?
@plush yew
@plush yew Did you set the Input keys? Enabled physics?
enabled physics of what?
im following this and checking where i made error https://docs.unrealengine.com/en-US/Engine/Physics/Vehicles/VehicleUserGuide
funny thing, in ue4 two scale parameters for camera speed exist...one can be changed while in flight mode by scrolling the mouse wheel (no visual representation of the value exist)
Whats your guy's approach to developing a game? As a lone indie developer I find myself bouncing between different things from modeling 3d assets one minute to blueprint scripting the next. Is it better to focus on one aspect of the game first like making all graphical assets first then working on game mechanics or vise versa?
depends on what the projects focus is
@tough sierra not sure if there's certain answer...but making a playable demo/mockup first is better imo
e.g a walking sim doesn't need/have involved mechanics
on android launch (moto e4)
on .apk install (motoe4)
on my note4 it works fine on .apk install. anyone know what'sup?
I guess a better way to ask the same question would be: when implementing a new feature say adding jumping to a character would you start with the mechanics behind it and then model/animate the character?
Functionality > Graphics
What I would suggest is : do the pure, mechanical gameplay elements first with as little art as you can manage, because most of the gameplay will end up heavily changed after trying it out
Then move on to a vertical slice with real graphics, and then you can actually complete the game with all levels, characters, etc.
<@&213101288538374145> AkaN00B#3226 is trolling on job boards
unrelated see also: post above that one and similar in marketplace
@primal matrix delete please, you can post it in #work-in-progress , if you're here just to spam, dont post it at all. #old-rules
@whole quarry posted on #fab is actually stolen content
uploads from marketplace content
oh he spams it in multiple channels...
- it's leaking marketplace assets - illegal
new on discord, spams that stuff, and is offline now...
@fierce tulip easy ban on a golden platter? ๐
aswell the guy at job boards
<@&213101288538374145> are taking their time :E
He's gone โ
also trolling in #looking-for-talent and #looking-for-work @upper heart
right, yeah I'm on that too
fun fun fun
I'm at IKEA :D sorry, hopefully banned the right one, cheers.
if not, then we pretend you got the right one ๐
I blame discord
enjoy the swedish meatballs!
did you know they sell their food at a loss?
no? they're expensive ๐
it's all a cunning trap
like 4 euro for a few balls
it's customer acquisition
and also psychological manipulation; if the food is cheap, the other products must be too
And that was the last anyone ever heard of ambershee
oeh, netherlands #6 on cheapest list
well, got my baby room for a few hundred euro from ikea, so that sounds about right
wow my country is #1 at something
<_< im preparing dinner and cant rush to discord when I need to take delicate care of the heat for mah steak
90-120 seconds each side, then a few minutes resting in a oven.
I prefer it almost with a heartbeat hehe
hehe
thats quick
you should've fixed it instead
for maximum learning
debugging is an essential proces
its only impossible because you don't know
y
so by trying things out to solve it, you learn what things do and once you fixed it, you know a solution
adding to the knowledge, ready to be used in the future
that is one tiny image... cant read that
android .apk results in this white box with black text on one of my devices, but LAUNCHING to the device allows all broken sprites to load properly. anyone have a lead for fix?
I'll open it again and take a better screen shot
@soft garden checked if the material is compatible for mobile?
install them
instal what?
the debugging symbols!
how?
google 'how to install debugging symbols ue4'
should be an option on the engine launch button.
assuming i have armor blueprint and car blueprint, how do i set this armor to car?
not using the binary version tho. so could be different by now.
Or just try another engine version, see if that works
@whole quarry but it should be separate object so i can assign it to enemy cars too
components can be added .. read in to them, they're a time saver
hi guys im wondering where do people save audio, video setting changes etc so it is accessible between game modes and also in the main menu?
im thinking it is the game instance but im not sure if that would be correct?
There is the Game User Settings which can be used for the Video Settings. Audio settings can be saved out to a save game object. If you just want it persistent in the game then yes you need the Game Instance which is the only real object saved between level loads
I'd have it all managed through config files, but this may mean making some adjustments in native code
gotcha thanks ya i would like it persistent through the game or any game modes the user plays
anyone know if its possible to hook a UObject::Rename event so I can intercept any overridden functions that call it?
without editing source btw ๐ฆ
engine source *
btw @grim ore thank you for your help again yesterday super useful thing to be able to do with materials
might be able to access it from somewhere, but it depends where it lvies
*lives
and what kind of access you actually have (i.e how it's encapsulated etc)
well its based on Obj.cpp and overriden in UObject.cpp and each implementation overrides its own
im thinking I cant do it unless there is a delegate defined, because I kind of need to delegate the function with either BindObject() or AddDynamic()
ahh screw it ill get a brew and debug it for a while before I realise its not possible and I cry
hehe
so currently i have the logic for my menu access done in the character should i be moving that to the game instance ?
if its multiplayer I like to keep it in the game instance. Probably because thats how I learned it during multiplayer training
UE_CLOG(!CurrentInitializer, LogObj, Fatal, TEXT("No object initializer found during construction."));
^^^ Looks like the Dutch have their own logging system.
heh
right yes its a mp game, im trying to figure out where would be the correct place for storing portions of game logic.
for example i plan on adding a map widget to the screen and should i move as much of that logic to the game instance or is it ok to have it in the character bp
im not sure it matters too much in the case of create/remove widgets for a menu that is only relevant to the local client. If there were some replicated menu stuff (like interactive chat system menu) then I would definitely put it in the game instance
ah right that does make sense.
@topaz quest awesome glad the material stuff got worked out ๐
there's no real right or wrong place to put stuff, just good bad and sometimes really wrong lol ๐
lol thats both worrying and nice to know ๐
I usually use the HUD class for widgets in MP personally because it's client side only and most UI stuff is client side so it's easy enough to make sure i am only doing that stuff on the client that way.
if you cared about bytes in memory to the point you had to squeeze everything out of it, then its probably better to keep it in the game instance rather than have several instances of the function created on a per client basis. But then its minimal really
MP is one of those things where there is so many ways to do it that you pretty much just pick your poison and go with it lol
if say i wanted to add a marker on a map that would be shared with other players would the hud still be ok in that case or just move that separate piece of logic to the game instance ?
I don't think I've ever heard of UI stuff not being client side :p
ya i guess mess it up real bad and try to fix it along the way somehow ๐
ya i was thinking of being able to share hud data like a map marker for example with other plauers
well the logic for tracking the marker would be somewhere central I would think if everyone is supposed to have it, somewhere the server can push it to everyone else. the logic for showing the marker could be in the HUD or the player or the controller or a separate game object or uh... the level if bored lol ๐
the UI stuff is client side, but there is a method to have the creation/removal functions on the game instance. Its how Wes Bunn did it in the multiplayer tutorial he made so I think its kind of become something people think is standard now
googling this Wes Bunn guy ๐
yeah. Its nice to be able to create plugins/modules that persist too if you need multiple singletons to keep things tidy
sounds wrong that... multiple singletons ๐
wes is one of the neato people at epic ๐
yeah hes easy to follow in tutorials. seems to just get on with it
nice thanks guys i got myself something decent to watch now that the expanse is cancelled ๐ฆ
aaaand im sadfaced again
aww
me too. i was so looking forward to some studio making a game out of it also
they did mention they were gonna try sell it to another producer. Which could be worthy or ruin it entirely
"Next week on SyFy .... mediocre CGI and budget issues in ... The Expanse season 3"
They're very much in the process of looking for a new home, with a fanbase that actually just sent a miniature ship in space for advertising
its just odd it was cancelled when it was acclaimed
wow
If that's not dedication I don't know what is
I do hope it gets a new home. its an awesome series
I said to my Dad once, "Dad... One day I want to be shot into space".
He replied "You would've been son if I hadn't been so drunk"
lol
I want to specify two color values in a material and subtract all the colors between those values from a texture to use as a mask. I asked a few days ago and got some good feedback but im just wondering if anyone had any other ideas?
I'm still not entirely sure why you'd want to do this or what you'd expect the results to be :p
but as mentioned before, your first problem is defining what a 'range of colours' actually is
Extract hueA from color A, hueB from color B, test if it's inbetween
Which is tricky because defining what's "between" two hues, on a circle, isn't obvious
A range of colors
Ya it would seem that defining the range is the key problem.
ok so, currently i just pick a color and subtract that from the texture and get my output. is there a way to add several colors i select to an array instead of specifying each color separately ?
Unreal editor says d3d device is lost, I'm still googling for answers but if you guys have any idea what I should do to fix it I'd be greatful
Did you try to turn it off and on?
turn what off and on?
Your computer
I can try, kinda scared tho because once it said it wasn't installed anymore after restarting
Never let your computer running 24/7
yea, but my key board gets messed up every time I turn off my laptop so I tend to leave it on
still crashed
what's clockdown gpu?
Because the hardware is running, wearing it down, making its lifespan shorter
nah battery will die first
but i guess u r right + it takes electricity
thats why i use hibernate
omg found great RPG tutorial for ue4 onYT โค
Electricity gets magnatic, pulling in more dust, increading the risk for a short circuit
Another risk it the glogging of fans, less cool air and increases heat, adding to possible short circuit
And overal loss in performance
Fatal error: [File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 182] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
Like a human ๐ค
and just like a normally functioning human, you have to occasionally drag it out of its bed in order to replace it with a clone of itself (reinstall).
Immutable
You got 5/10 mins sometime today, i would like you to roast me on something
will do
is it truth that Notch (minecraft creator) has more money than Bill Gate?
Sure..
it seems like a lot of people have the d3d device lost problem
but no way to resolve it? a lot of people say it's a gpu thing
@gleaming sluice I had that from the utterly crap Nvidia drivers in the last release. I rolled back one version and it was fine. Im not updating again ๐
@plush yew Don't believe everything you read on the internet - Nicola Tesla 1720
Uhh? What happend with my name?
I loaded a backup version of the .Uasset :p
Omg xD
I lauphed because of that while my wife messed something up
And that i was lauphint her out
so I found out, you can't under or over clock intel graphics
Why would you even try
so I'm still stuck, even if that was a soluton
Wait were you trying to use the UE4 on intel graphics?
Unreal editor is crashing because d3d device is lost
yea
so I dunno what I should do, can I even use Unreal editor?
intel hd graphics
Yep, that's not happening.
uuuugh
UE4 requires DX11 GPU minimum, onboard graphics isn't going to cut it
this is disheartening, I'll have to wait for my brother to get home to ask if his old computer has a compatible graphics card and if not, buy one and see how to install it
installing a GPU in a desktop is easy. installing one in a laptop is impossible, they're soldered onto the motherboard.
putting a GPU in a desktop is maybe the easiest thing you can do
good to know, that eases me a bit
easier than plugging an usb stick into a usb port without looking at the sockets
XD
Be sure to have at least 8gb ram when youre at it
And a mouse. You'll need one of those.
Unreal Audio: Features and Architecture
Aaron McLeran - Lead Audio Programmer - @minuskelvin
Tim Slager - Community Manager - @Kalvothe
Amanda Bott - Community Manager - @amandambott```
Gonna be a good stream! ๐น ๐ต
What are they streaming today?
Audio features and architecture. Alexey just linked it right above.
If you work with audio in UE4, then hell yes.
I don't and still want to see it. The new audio system seems awesome
i took a chance and asked about GAS audio hookup since this guy works in audio
What collision setting would cause an AI's hit to knock me back?
nvm was physics asset related
im naughty programmer
same
Anyone know anything about low poly planet generation im trying to do procedurally generated planets and its my first time doing it anyone help?
Just need some tips like what i should use for the generation and how to do it
Like if its materials or something IDK
It means to generate something from data
oh
Lol you lazy
How?