#ue4-general
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It adds randomness to the game and makes it so its not all the same
Minecraft maps are very cool for random
Id figure out walking on a planet first, then worry about generating them
yea i think i know how to do a walking system on planets i found something a while ago on it
what do you mean?
if u can figure out hand circular landscapes
the then rest is easy
i mean
figure out circular landscapes, and then random landscape generation
however
The landscape editor does not and will not run at runtime
hey guys
when you would push something on the source control
would what you were working on get erased and replaced?
or would it get updated (add the new stuff without erasing yours)
Source control is also known as version control
It has stored copies of all versions submitted.
Push is Git terminology and pushing uploads the specified versions to specified Git repo.
It wouldn't do anything to what you've got locally.
Better asked in #source-control
(Try not to ask multiple places simultaneously)
@tranquil bone You might be interested by my plugin (https://voxelplugin.com ), can generate planets
There's a free version if you want to try it
shameless self promotion ๐
they aint lookin atm, ur good ๐
๐
for BP support I need to buy it?
i thought the BP support was the Voxel Graphs
That's not BP
for 99.99 u get a free knife set
Yup
mee too, ill just sell my body on the street
๐ค
You can click on the pics
there is a video in 'Full Documentation' under Quickstart
Sort of hard to navigate with the bricks
it has a discord channel too ๐
just found it ๐
There's supposed to be a background vid
@silver crown wow u r good and can create mods, i thought the opposite
lol
lol
You thought I was bad?
@silver crown Video isn't playing
๐
In background
"create mods" - that's not a mod
100+?
Players*
lol
Nope. You need to support numbers greater than 100.
I take that as a no
It might work
It's Battle Royale fever man
I haven't tested it
You have to take advantage of it
Will probably kill the server though
None of this (-infinity, 100] BS.
1k or nothing
where in the rules does it say battle royale has to be 100 ppl?
2 ppl royale is fine right?
It would be intertesting to see this used with SpatialOS
nice and small circle(or square)
The multiplayer is made to be modular
mayB a triangle royale
Easy to integrate with your own networking solution
@silver crown can you make an indie version for poor people like me? ๐
But anyway, it's nice you did a free tier so people could test it out
pentagram royale
Just need something to send data in a reliable way
@whole quarry It has a free version.
Unreal Engine 4.19 Plugin : Voxel plugin free version https://voxelplugin.com/ Full Blueprint
yes but some pro features are useful ๐
Did no one click the link? ๐ค
Indie Version supports 5 people multiplayer
^ awesome vid made by a free user
And only half the physics
"some pro features are useful" - I would hope so, that's the selling point. Literally.
It would be funny if you could do such a tier though @silver crown
I can't imagine the amount of time investment spent on this tech.
I don't need to multiplayer, just the physics and foliage stuff xD
^ definitly
๐
@silver crown Well, not the source for the not-included-features, obviously.
I have been keeping an eye on it for awhile, need to remember to grab it sometime
i have an idea for a game but need voxel, with that I can do it ๐
did u make 4 billion like notch allready? ๐
Yep I got a python script to remove those @livid haven
Apart from that it's clean code: https://github.com/Phyronnaz/VoxelPlugin
@silver crown you probably could do indie, and include voxel graphs but nothing else
Python script? Why not modules and just not actually distribute said modules?
Like, people are silly and will buy it
im in the voxel discord, but i dont really read and and havent tried the plugin yet, mayB some daty
I mean, it'd make some parts of more like plugins for your plugin, but...
It's too complicated
looks at entirety of UE4
does Astroneer use this too?
Else there would be lots of copy paste
I mean... yes...
this is after astroneer i think
@silver crown is it expensive in the terms of storing the voxel data?
Depends on the price
Here I just write a preprocessor macro and it's in or out of the pro version
@next badger float + 4 bytes
@silver crown also... you claim VR Ready, but it's not ?>
It is
You show a video, but it's not in VR?
go test it urself ๐
make some voxel zombies ๐
Actually some users tested it
Let me find some screens
Couldn't test it as my Oculus had a technical issue
You don't have to go through the trouble. I am just teasing
I'm sure it's fine. But just be careful of the wording and then example
Well, that doesn't tell me or anyone else working in VR anything
True
@safe rose What would you expect?
Stat Unit on various landscape sizes
20 asteroids fall on the map every second, while the player edits it at 30Hz (30 chunk update per second). Even with that, the voxel plugin is able to stay a...
^ isn't that enough?
Aye, but again, not in VR
Ok got it
It's different, trust me
You also have to mention if Forward Render
wow look its owninator ready
capable
I know, plenty of MP asset creators think the same
But then we get it into pipeline and find out otherwise
I see
Instanced Stereo as well
Dunno, there's a lot to VR that most people just assume is going to work
isnt it a standard grass from kite demo?
oh lol idk kite crashed my pc once
Was scared to use it
I need to try
then just see how grass was made
yeah, kite main level require 24gb ram to load
just delete or rename the lvl then open the project
Whenever I try scaling up the density on foliage grass for large amounts like that I usually get overlapping uvs. would really be interested on how to do large amounts of grass like that
Exactly
Can I have a project be in an arbitrary location rather than in unreal projects?
u can stick em anywhere
how would I get the epic games launcher to see it
you can click on the .uproject and open it assuming you have never opened it before, after you open it once the launcher will remember it
its magic
Can anyone tell me if this is supposed to be greyed out?
its the tool tip widget from any widget in Behavior advanced category
Anyone got anything good i can read in bed, engineering related or solid c++ framework examples
Thank you :)
Are there any recommended classes to learn UE4. Maybe an online class. I don't care about any certification.
Youtube
@weary basalt Cheers. ๐ That's what my boss just said.
Thanks. I don't have to know the engine as in depth as the other people I work with for my job with sound developments, but I'm working on my own project now and I realize how little I know.
@real laurel https://www.udemy.com/unreale4/
YouTube it is. The UE4 documentation is not as in depth (for noobers) as I had hoped.
@rustic panther , Thanks duder! I love the helps. ๐
Has Epic figured out how to let us update the Editor in-place and choose which projects to update to the latest version yet? (as opposed to a new version coming out and installing separately so you have two and then have to convert projects individually)
github build :p
Question, how do you stop the foliage from getting too bright at certain angles?
I've tried a metric ton of stuff at this point, disabled SSS / shadows / translucency / displacement / normals.. Disabled two sided foliage lighting, messed around with the directional light settings / had it moveable / static lit and it always gets too bright at certain angles.
Oh and disabled the post processing stack too.
Any way to store a linebreak in a string?
Ohh, haven't tried using Text yet
This is for UMG btw, Shift+Enter seemed to work previously
I know you can somehow and I know that doesn't help lol. I had a variable I would use that was a string or a text that was a newline
yeah you can do it with a string or a text if you cheat
if you make a literal string and shift-enter in it you have a newline, you can then set that to a variable you can use anywhere you want
probably work the same with a text as well, the make literal was the key when I was doing it. I just made a literal whatever with the newline in it and set it to a variable in the pre construct for example.
there might be a setting somewhere (variable specific perhaps) that enables newlines
directly
why is it so hard to get a base turn based jrpg like system set up in unreal4....not tactical turn based like fire emblem... the old school turn based combat systems like legend of the dragoon, golden sun ect.
are there any guides.
Does anyone know what the status is with the wiki updates or when people may have edit rights again?
@solar spoke i just found something for turn based rpgs on the unreal marketplace. i am sure if you look around there you can find a template to start from.
heard it dun have good reveiws and i'm poor so it not worth the risk
food is more important.
you would basically need to have states for every character. so (turn base) state. you would have an array of all characters in the scene, and you would iterate through the array to determine if the player is active. then you can perform actions to targets, so the player has to move in the direction fo the target and attrack it for example, you would have to write up the functionality for that. that marketplace one does most of that i think.

apart from that, you would have to have a camera at the edge of the screen, and not targetted to any one character, so there's a player domain to watch, similar to a fighting game
all my work involves cameras on spring arms attached to my character, so i am not really familiar with the details there, but basically you can try to parent the camera to a spring arm attached to a floor object to get it to work right.
apart from that it's just visuals, you have good models you use and proper animations for all characters when attacking, you have UI elements to indicate health, etc.
how would you take one object class, and use that class as an object variable?
if you make an enum, i (think) you can iterate through it
cool. honored to be screened lol
you can also copy paste discord text and put it in into notepad txt files btw. i always do that for convos that have info ๐
easier to copy paste text later
I'm an concept artist/ 3D modeler so getting stuff like combat systems started has been a struggle since no one does tutorials on turn-base only action games and grid based games.
mmk
saves
you set them into the array and iterate through it after with a for loop with break
haha sometimes I think the same. but when you find the sollution!! ๐ i
@solar spoke why not save up to get that marketplace asset? it's $9.99 and can save you the time. you can open the blueprint up and learn from it too i love using templates / tutorials in a ton of my work
$10 to me is like $100 to most.
btw. it's rated highly
it's very hard to have a spare $10
i was almost homeless a few years ago
i have a trust fund.. i haven't had a job in over 17 years
i feel homeless though. lonely lol
most of my friends are degenerates
i'm permimently disable i can't get a job. art is all i have.
time and effert all i can offer.
when i first started my game, i had a choice between unreal and unity and after like a week i chose unreal
time constraints. i love it
just testing some assets atm
i have to get finished with texturing entire levelsets.. so time consuming
at least the UV work is pre-done with 3ds max UVW modifiers
still though
i have to select each polygon from thousands and assign material ids lol
good news is the selection process is largely automated with ctrl dragging, but still
it takes hours per level
Well, you don't need to have specific material IDs for every polygon
Most assets work fine with a single material
yeah i welded a ton of polys together to form an outer shell for a 6dof game where the player flies through tunnels kinda like the descent game from the 90s
so i have to mass select the faces and assign IDs
don't get me wrong i don't mind the work. i just kinda thought kinda like chibi did for a sec where i wish i could hire someone to do the tedium lol
but then it wouldn't be my own art. what a conundrum ๐
Im getting so annoyed
y
Unreal really doesn't like my rigs ;l
that sux
did you try saving out the anim data to skel and importing in?
No not like that
like baking it or something (i used to do animation a few years ago, so you'll excuse my lack of current knowledge)
Shape keys don't even work
I know that unreal cant really pick up data that use drivers and stuff
I cant get things to work
what prog did u do the rig in?
cuz i am fairly certain u can bake per vertex actually, and just import sequences of stuff in
i know u can do stuff like taht in 3ds max, i've done it before for wing sims
cloth sims that i had to bake the cloth per frame in
and then export the fbx
ah i looked it up. blender shape keys.
I think you should re-consider your methodology here. if you do all of the animation and development work for your timelines in blender, then you save out each animation file to blend files. then you can go ahead and import in animation into unreal, and use it as animation data as normal, instead of modifying in unreal. if unreal can't pick up driven data - you should look up the way to bake per vertex or bake each polygon somehow from your driven data. i am sure you can do that in blender i know it's possible in 3ds max, as i mentioned for my cloth wing sims that i baked per frame.
you can try that right? something like that?
i've only done animation in 3ds max (i really got into it like really heavy a few years ago before i started my game, but my game its a 6dof with no moving chars, just space ships so i'm unfamiliar with the UE anim pipeline only 3ds now)
ok imma test it
afaik it still works
just need to fix the materials
animations need root bone fix if you want to use root animations
ok.. on a scale from 1 to 10 ๐
creating all new takes time..
I can import it into blender for the rootbone?
yes
aha ๐
someone made a tutorial on youtube how to fix them
imho its a bad practice to apply modifies at export
depends on the situation
for some models, its recommended, but for others, its a simple material than can easily be remade in Unreal
in both cases, the material needs to be remade in ue4 anyways
Is there a good tutorial out there for a circular progress bar..i have got two images of empty and filled which I want to use. .
Ping me if you have any thing to help
you need a circular greyscale image.
which has a gradient from 0 to 100%
use this to blend between your Empty and Full Bar according to the percentage
you need a texture like this
White = 100%, Black = 0%
Ok but I saw a tutorial where there was some problems with ps generated gradient
Like it not being full when the float is 1
Make sure it is fully white RGB(255,255,255) and fully black RGB(0,0,0)
also no sRGB then
You can generate the gradient in material using VectorToRadial
^
Texture probably has some filtering issue
Ok
Yo would someone be willing to help me in a simple issue?
Im making a simple shop
I have an m4a1 iin the ground and i want to do If i have money and i Press E i pickup the weapon
I Already did the if i have money but i cant do if i Press E
wth is m4a1
a weapon
a gun
i will send a print of my code
you just have an input action to pick up the E key and if it's within a certain distance to the char you pick i tup dpeneding on the money
you can also use outlines to show that it's the target for pickup
might help ya
A demo video showing outline effect in UE4. Tutorial can be found here: http://www.michalorzelek.com/blog/?p=260
I dont like how the outline is visible trough other objects
gotcha
this is my code right now
I wanted to add If i press E
and expand the actor box a little bit more
that casting doesnt seem to work
yeah.. and the cash var
Announce Post: https://forums.unrealengine.com/showthread.php?101051 This Training Stream takes a look at Blueprint Communication. We find that Unreal Develo...
well, if you come here, and ask for help because something doesnt work, and you show that screenshot... well... what were the expectations?
yeah its giving the error
If i go inside the colission box i pick up the weapon
I just wanted to know how can i make a branch with the condition If i press E
you can make Input Actions
when you press E, the Input event gets triggered
no need to make a boolean to check if E is pressed
thats not what you just said..
In my code
im trying some things out but ty i think i know what i need to do now
@somber pendant try that
yeah i will
and expand your code
k
make sure to store your money var in some place you can always access it. like either your pawn character or game instance .
i just need to put the Cash part working out
store cash in your pawn.
i have it in my pawn char
k
but i cant manage to acess it in this bp
here's a quick code i whipeped up for that
just get all actors with tag, add a tag to your pawn
cast to the pawn
and get the var
sorry get should be 0
@somber pendant I just posted a link to the Blueprint communications tutorial, you should watch it
no point in asking here every step
^
Yeah i will watch is as soon as i have time
but i only wanted this to finish my game
@somber pendant dont forget to save my pic to figure out how to get your cash var from your pawn before you leave
but this "only" is multiple steps you need knowledge of
i have manage to put the game to work so
perhaps I sound mean, I'm definitly not and I really like helping out, but you need to learn the basics
ofc i understand
i love helping. makes me better haha ๐
im only asking for help cause i need to finish my project in the next week
then pls watch the blueprint communications tut for more info on how to get vars from your pawns etc.
u will figure it out
in a day or two if you sit there and work on it nonstop
with no meals
jk lol
eat. do eat
I already finished basicalyl every thing
and thats why you need to learn the basics ๐
i did a wave system for my game. you need to set a timer or timeline and figure it out that way. use a timer / macro
i got that working in my game.
i already have a timer
if its based on remaining enemies, just spawn an enemy each unit time and decrement from enemy count total per wave
i just need to do like each x seconds spawn x number of actors and go spawning more and more
yeah, do reroute node and pipe back into the same code
and exit the cycle if the condition is reached for wave limit
brb
i basically have 1 week to add the gamemode and create a map
dunno
ah didn't tnhink of that. you can use timelines instead if you want
my pc has no trouble
but when i finish this i will need to present it in school with shitty pcs so
if they're depending on framerate, someone with 120 will play the game 4 times faster then someone with 30 fps
okay i already have the weapon switch part ๐ just need to add the Cash code and all good
look at my code for getting a reference to your pawn. you can also pass in the reference by function call.
that i pasted above
whats is the GET?
gets the first element of the array
๐
if you dont wana use get all actors of tag, you can pass in a reference to your pawn. that's the proper way.
@plush yew respect for your patience and willingness ๐
@somber pendant you can also use interfaces to communicate between objects and send messages. learn that now in your early stages.
haha ๐
Yeah im new to unreal
youll see that some things are context sensitive, so you gotta drag out from the rightg nodes to access stuff.
in my school they teach us pascal and visual basic
going good?
what you should do is just take a minute to look at your code, watch that blueprint tut, and then come back tomorrow or in a few days and ask again
again, that code i pasted will work - if you add a tag to your main char and remmber to cast to it to access your var. it will work.
where do i put the code?
well the good thing about my code i pasted is you can use it anywhere without passing the object reference. there is more than one way to get a ref to a var though. you just gotta experiment.
thats part of the fun, failing a bunch of times and coming up with something that works eventually
interfaces is another way to go if you want to send a message on overlap of your m4 item.
yes
to Playerchar?
to the pawn itself. yes.
how do i add a tag
name it MyChar
ok here
i googled "add tag to character unreal"
and i found the answer
do that
i googled it aswell im seeing xD
but to answer your question, you open the character pawn, click on the pawn itself, and add the tag to the root parent. NOT A child.
in the heiarchy on top left, add the tag to the topmost item.
oh ok
then you can refernce to your object by tag. like in my code.
yuep
try it out and it should work.
gotta go.
to the playerchar (self )
yep the top most one
Anyone have any tips on why I can't see my plugin I created from within the edtior? (Add Component) I can see it from code fine
@somber pendant here is where to add the tag.
under the actor panel on right, after clicking on the top left for self.
yeah
i know
i added a tag
i was waiting for you to say what next
Its Tag number 0 with no name
now in your code, go into get all actors of tag, paste that name into there, connect the execution flow, and go from there
gotta give the tag a descriptive name
here, do you wanna DM me?
that way we can leave these chatters in peace
yeah
k
i added you
IS FGameplayTag in tmap broken?
I keep getting failed to find constantly
I am failing every time
But the weapon is 100% equiped
bashes head
i dont even
๐ฎ maybe try recompiling game source with a rebuild all? restarting?
UE-59605
UE-59590
UE-59571
UE-58908
UE-58813
UE-58041
My tickets in the last few days :D
Hey guys ๐
gonna throw my engine out the window
im running out of things to try D:
@wary wave you around for 2 mins by any chance?
yeah, sure
I am getting some weird ass behaviour right,
TMap with a FGameplayTag key & GPE value right
now i know for a fact
TMap.Find
works fine in c++
but for the life of me, it returns false every single time in bp
If u scroll up a little i posted two images
but if it works in native code, you could at least wrap it in your own functions?
Yeah i think im going too
99% of the time its a user error
and i cant figure out what im doing wrong, its so simple.
from the screenshot I can only assume that 'target type' is incorrect when passed into 'find'
as u can see its in the TMap
flor the sake of it
im looking at the underline code
FORCEINLINE bool operator==(FGameplayTag const& Other) const
{
return TagName == Other.TagName;
}``` is the == operator for tag
FORCEINLINE ValueType* Find(KeyConstPointerType Key)
{
if (auto* Pair = Pairs.Find(Key))
{
return &Pair->Value;
}
return nullptr;
}```
Am i blind, because i dont see any issues?
It would still use the struct operator == right?
oh wait fuck there is like 3 find functions for TMaps
jesus
phew
finally i finished
My first animation test in UE4! ๐คค
Had to use a old rig due to it using bones instead of drivers
(UE4 cannot read drivers unless you use its coordinates and make a whole blueprint system off of it)
What I need to fix:
-Broken mesh
-Broken morphs https://t.co/4r...
you guys see how the mesh is kinda broken?
anyone knows how to fix that?
@plush yew you mean the skin issue?
well, it looks like skin weights broken
ue4 only understand bone animation and morph targets, if you importing mesh with bone animation and it's broken - it's not properly set in blender (probably you have to remove all the modifiers, controllers etc)
hi gayz
hello
hello
i have a question someone here may be able to answer
if all the elements of my game inherit from ACharacter, is that a problem performance wise?
Hey guys, quick question - I have a level that I am streaming in an out in a relatively short interval (0.5s) in an attempt to reload that streamed level to its initial state. To my dismay it loads up with the previous state, with some actors destroyed etc. Anyone know a way to resolve this?
@faint cedar just a weird guess, maybe there is something you can do by implementing OnReset events in your actors and then fire them when you want actors recreated
comments says "/** Reset actor to initial state - used when restarting level without reloading. */"
but you'll have to implement it and reset it yourself (since its null implementation)
Also did you try to UnloadStreamLevel before trying to load it again? @faint cedar
Yes, but the problem is that ULevelStreaming retains a cached ULevel* which has been painfully difficult to clear as the function to do so isn't exposed to ENGINE_API. Had to tweak the source a bit.
wonder if triggering Garbage Collection would've helped
seems like there is cache indeed and it is put on pendingunload
<_< just spend two hours adding functionality to a shader that already had it
simple to explain hehe.
I want to have a treshhold in which a noise texture starts eroding/masking away parts of a mesh
ah I see, sounds like a dissolve material you're going for
the front/end part needs more (randomized) erosion
https://i.gyazo.com/1153b92205415bef17c11c36659f29e7.gif and now they have it
now to redo the color overlay on em
got it, surely looks more interesting
its an optional feat, but having it opens up more variation
looks pretty, is it Cascade? Have you tried Niagara? Wonder how well/easy that is compared to Cascade
all just mesh and shader atm
havent really tried niagara yet, need to finish quite some stuff first so I can fully concentrate on it
cool, would be nice to see what community can come up with that, just wondering whether to start with Cascade or right off with Niagara, but the problem is that there is less info about the later
Looking for modelers -- unpaid -- unappreciated -- you send us the money and the models -- we block you
It's commentary on how poor the #looking-for-work channel can be but I guess it wasn't good enough
ยฏ_(ใ)_/ยฏ
Hey there! Not sure whether to post this in #packaging or #graphics so I hope it's alright here! :)
Does anybody know what could be the reason for foliage only sometimes being loaded when I connect to our dedicated server?
Hi, anyone knows where to ask questions regarding 'datasmith' and 'unreal studio'?
good that u say #aec-visualization .. why would it be arch-viz only ๐ ?
yeah why archviz only? Every designer can benefit from datasmith ๐
just having a very simple shape in 3dsmax right now (made out of splines) and was quessing if i could import the shape into unreal using datasmith
i doubt actually about 3dsmax splines.. i might move to cad
im not sure datasmith works with 3dsmax yet does it? I thought it was Maya
im probably mistaken
might be thinking of livelink actually
the documentation is actually talking about 3ds alot (the datasmith doc)
i also installed the export plugin for 3ds
yeah im probably wrong. it happens a lot
so, in my opinion its pretty relaxed to use splines to buildup a shape..
why not use splines to build up a shape in Unreal? We have splines too and they do magical things ๐
i usally then add a 'surface' modifier in 3ds and then i got the mesh
@kindred viper yeah i know about the splines in ue
but there''s not a good solution for it.. yet
ive been investigating it alot
e.g. i could use runtime mesh to make the mesh and create a fbx from it
however drawing splines in unreal is not that great, should be imported from 3rd p software
(like cad or 3ds or any spline tool)
prolly
Looking good
it is a postprocess
This is a nightmare
trying to play a replay
that includes manual level streaming
it's absolutely horrifying
๐
I didn't get an answer but found the answer to this: Question, how do you stop the foliage from getting too bright at certain angles?
I was building this project a top of the shooter demo and it turns out there's some custom shading happening to try and "mimic" shadow angles..
Not very accuratley mind due but at least I sorted it :D..
What chat would i ask in if i wanted to not be able to see actors if i am over a certain distance away so its would be like render distance in say minecraft
Why would you want that
optimisation?
Can't just do distance culling instead of clamping view distance?
@tranquil bone Culling volume
hey anyone use source control for custom engines before?
If your performance is currently bad because of distant actors displayed in your game, yes
Else not
Ah okay
Profile first, then optimize
rn im just trying to figure out of to infinitely generate islands
but i cant find anything on it
Well you just wouldn't spawn things super far in the first place if you're doing anything infinite
ik
k
Im just trying to get a grip on how i might do it
Do it first, then worry about performance
Most of the time stuff doesn't work for pure gameplay reasons, and most of the time performance can be made okay
yea its just an idea since rn im generating a set amount of islands when the level is started
Im just wondering if i could do something like this https://www.youtube.com/watch?v=29vUp09JDAg
This video shows process of creating Unreal Minecraft-like cubic World in Unreal Engine 4. You need to know It cames from twitch.tv/Tefel where I had this Li...
Game dev 101
By default Unreal uses HZB occlusion and HW occlusion, so like everyone else says if it becomes a problem then deal with it :)..
Hello everyone, i'm new here.
I trying add some grass in my map and i have downloaded this gram from a website and came with this formats. Someone know what i can add in the unreal engine?
You should be able to drag/drop those .tga files into your content browser in UE4 and they will import as textures. Alternately you can use the add button or right click and import. Once you have the textures you can create a new material and plug those textures into the correct outputs
you may find it easiest to use an existing grass and replace the textures with your new ones
Be sure to look into which textures are used for which graphics feature, too. Look for PBR textures if you can.
the existing grass types will have the materials set up correctly, which you can explore to learn about making new grasses from scratch
Meh, anyway decided to stick with Unreal again for my next project.. At the beginning of every game I evaluate every engine, because y'know things move on and Unity at least is fast to get things done. Too many "quirks" still though.
Sticking with your current engine is usually not a terrible idea
Unless you're sure it can't work with your next project
It's easy to look the many flaws of whichever engine you use and then find out others also have their own
Aye it's six of one half a dozen of the other, always wanted to make a super high fidelity openworld RPG but no current engine (bar one I shall not use or name) will do it out the box.. So I might do a pre-lude to the actual game whilst working on my own limited but lightweight / functional PC only engine. Engines like Unity / Unreal have to be jack of all trades by nature so of course there will always be pro's / con's..
Yeah
I'm looking for Aaron's synth project from GDC 2017, can anyone share a link?
Hi, any idea why when I add an actor in the viewport, even a sphere, the front is not the front?
I add an Arrow to see the front, and it shows to the right
what
also when I add a sensing object it shows to the right
like the right side is the front side
rotate it by 90'
ok, but why its wrong at start
not sure myself
hi everyone, i have an issue that i dont understand which is related to steam overlay in a way. When i start my game in standalone, i'm not getting the overlay anymore, and i used to have it working.
ok, guess i'll try that, thanks. However, the overlay does work when i start my packaged game.
nah, he won't
How do I import new animations when reimporting a mesh?
@inner cloak make sure your logged into steam
I am, if i play any steam game, the overlay is showing
and it used to show when i was starting game standalone in editor
@karmic igloo you're using packed FBX for storing multiple animations? (i.e. export from Motion Builder)
Yeah it's a single FBX with the mesh and animations all in one file.
then ue4 will import them all along with the mesh
animations checkbox should be enabled
But what about when I'm reimporting?
@karmic igloo just reimport, every new animation will be added
Can I make an independent cloth asset, say, curtains, collide with the player?
As long as it's imported as a skinned mesh, sure..
So I spoke to someone in passing and they had mentioned that they find UE4 easier to use as a whole package than Unity, I thought this notion to be ridiculous but honestly I haven't really gone in deep with UE4 to really know, so what would you guys say? Is it simpler to use than Unity or a better pipeline? Also, the projects I mainly want to do are multiplayer + VR, so that would be a consideration when playing with this.
I think Unity is simpler, but UE4 is better in general.
The main benefit of UE4 is that it doesn't try to cram everything onto one screen, so you can have lots of space for editing objects.
And you can edit blueprints in an editor instead of having to put them in a level.
I see, but one should consider that Unity is the most widely used in general, so it has nothing but resources upon resources. How big and solid is UE's dev community? I mean lord knows I'll be Googling every single thing no matter how big or small every 5 seconds. If I can't find answers I'll be dead in the water. ๐
The UE4 community is fairly helpful. There's this Discord, the Forums, and the AnswerHub where most of your questions are answered.
Looking more into it... I see C++... I'm not going to have to use that am I? ๐ค
I heard Blueprints can do literally everything, whilst I do like being able to switch between visual and scripting, I would do all visual if I had to.
if you dont want to use C++, quit.
its true
That's why I said good answer. ๐
you can skip past it, get someone else to do it, of course... but for real power you need real tools ๐
@rapid path multiplayer + VR? UE4 definitely.
Actually UE4 is easier because it's accessible by non-coder people and has its framework already fully developped. Actually I this the framework makes a big difference, in unity if you need help, the help you'll get will depend on the framework you wrote and you use. I don't know if there's a usual framework, maybe.. But in UE4, as everybody uses the same framework that comes with the engine and aaaaall the features within (without a lot of addons to do what you want), everybody can help each other .
I will say this @rapid path . I never wanted to learn c++.... until I was forced to and once I did, it opened up Unreal Engine like nothing else. Now I only feel restricted by external limitations. Otherwise I can go into the engine and do whatever
So you're saying UE4 is less jury rigged together, more universal framework because it's just that good?
Because that's how I Feel about Unity and I hate it, I love that it's easy to start but if you want to use the stuff people give you, it's just all glued together and... yeah.
its limiting in some ways. Depends what you are doing. However any limitations you find from the engine side, such as expected methods and so on, can be worked around with additions to the engine source.
@kindred viper I'm the same as you atm. I dont want to learn c++. But I feel like ill be forced to very soon ๐
better sooner than later. I didn't start learning it until I was about 36 or so?
I see. Well I'm not the best programmer but I'm happy to script, I'm used to doing that. I didn't even wanna do C#, I was all in for Javascript but I realized C# does such a good job. ๐ But C++? It just seems to unnecessarily complex to script with.
@brittle gulch couple more times and maybe we'll hear you
LOL
oh my
lag is wonderful isn't it
probably phone spam. it happens ๐
Yeah I know how that feels, it's just funny ๐
C++ isn't complex. C++ programs are complex. The tools are the easy part
Sorry about that guys ๐
mostly you will be using Unreal C++ which is a special typed variant, so a lot of horsework is done for you
its almost like scripting in fact
so I just learn it like I did C#? just enough to script with ๐
yeah thats what I do
learn what I need, when I need it
its like a journey. I start with an idea. I visualize it. Then I try structure it logically in code. Then when I get into the code and realise I don't know where begin, I start reading classes and following the footprints. Eventually, with a lot of trial and error, it either works or it doesn't. It's the journey that is important though because next time, I have information to start with
Should we start learming C++ In general to be able to code in C++ in UE4?
it cant hurt
knowing the difference is probably the most important.
damn, my issue was due to me having 2 UE4 launched !
been there. its fun ๐
"We" non c++ users. Okay I think I'll dig into it for my next game. I'll with something fairly simple to see shat I can do
ah
the c++ tutorials on Tom Looman's sites will get you going. Give you an idea of the base code of a game in Unreal
Yeah, I'd start in with good ol C++
he's throwing me in with him because we're both clueless.
I really wonder how long this will take to go ๐
some days I think im clueless, it inspires me to keep learning though ๐
I suppose, my dream is to create something, so I don't really want it to be unreasonably unattainable y'know?
there are goals, and then there are stretch goals...
then arm yourself with the right tools and you should be sweet
@rapid path yes I did hahaha!
But if you want to just create something maybe you can start with BP, I fimd it an easy path to learning UE4. And you can do a lot of stuff.
I might be wrong but to me its not just a C++ thing, you need to understand a lot of the decorations and limitations too, no ?
I would absolutely say start with Blueprints. And once you are comfortable, learn how to make a Blueprint Function Library in C++. Its real easy and useful and gives you a base to test things out
Well the thing I want to create is pretty big, and I am willing to work to get there, it's just that C++ leaves such a bad taste in my mouth, I just hope I'd be able to get over it now. But if you guys mean it when you say scripting is just as easy as Unity, the syntax is just different (C++), then I'll give it a shot.
That's true right, same scripting, just different syntax, right?
i agree with @kindred viper
@rapid path think of it as "just another API". You learned one, then you are halfway to learning every other api
I'm personally having a hard time with C++ in UE4, mostly because of all the decorations
I don't love C++, for game logic at least I'd rather use a managed language but Epic took a lot of the sting out of it via automatic GC and memory management. It's API and documentation that counts the most IMO..
the GC isn't even hard to manage though if you don't use UPROPERTYs and stuff
I guess thats whats great about it too. If Unreal C++ is in the way of something, you can drop straight back into regular C++ and even Native C
I managed to get the native C code from TrackIR SDK integrated into the engine without much of a hitch. Just needed a wrapper for the types
Agh, all I know is that if I somehow find the desire within me that if I do make any progress here, I'll be a full fledged junior programmer ๐ if I keep pressing on, I'll be a pro haha
Has anyone used skookum by the way? Quite curious.
not yet but maybe someday
i kind of see scripting in this engine as superfluous. It's already got a language and it works fine. I can see advantages of it, but if it becomes a crutch then maybe its a bad choice
im pretty sure there are gonna be heavy advantages to having native Python in the system tho
Eh? Python in UE?
If by already got a language , you mean BP, I mean yeah. it works.
But I can't blame anybody for wanting a text-based scripting lang
I jumped ship from Unity like 4 / 5 years ago and I have to admit going back to a somewhat archaic AAA infrastructure engine with C++ was pretty hard. Although I need performance and flexbility more than I need fast efficient workflows.. If I was doing a small(ish) game though it would be a no brainer, whatever gets you there faster.
What kind of game are you trying to pull off here?
@worn granite no I mean C++ :p BP is great though
Oh.
Something Unity couldn't handle..
Well yeah, but it doesn't get the boon of quick compiles
you're still stuck waiting for longer compiles even with hot reload which doesn't really work all the time
@worn granite then you need https://molecular-matters.com/products_livepp.html
Live code C and C++ applications.
I have a question. I programmed a flocking Ai system in BP, with vectors and maths. The code is fairly simple but when I spawn too much agents (over 50) it starts lagging. It's because of the foreachloop that runs at each ticks. Would it be hard to convert such a system in c++?
Or is it better to find another way of doing foreachloop at each tick? If that is the case I can't figure out how I'll make a coherent flocking movement without realculating the COM of the flock at each frames...
I really don't think having two competing hot reload solutions trying to patch a live dll is a good idea
I try not to do anything on tick if possible. Timers and Events are mostly better in operation
@worn granite I hear very good things about it, and you can turn off hot reload if its an issue
@kindred viper even with a timer that fires every 0.011s it's still better tham the event tick? I thought it would be the same ๐ค
yeah if your framerate is higher than that accounts for? Then you dont have irrelevant frames doing things
so what kinds of projects are you guys running?
I assisted on an MMO for a bit, then moved on to my own pet project which is kinda like Fallout??
I see.
Or should I say Crysis Vs. Fallout..
Well, how was the MMO? how tough was it?
Reason I'm constantly pratting around with lighting trying to push graphics.. Spent quite a bit of time learning arch viz..
I'm working on a plugin
which will give BP more stuffs
https://www.unrealengine.com/marketplace/blueprint-quaternion-library < this the one I already did
@kindred viper yeah assuming the framerate is 60 fps.
That's a cool hint! I really thought each tick ran at an interval equal to the number of ms that the frame needs to be calculated. Thanks for clarifying that!
@rapid path Im working on a zombie game where you control a horde of zombies directly with the joystick like a flock. And you?
The project was originally made in Unity, but it was so large the Physx system crapped out and the editor wouldn't open :D.. At the time Unity was 32-bit, in Unreal there were quite a few rendering issues to deal with.. They've sorted it recently but there was a lot of overdraw and their implementation of a TDR wasn't exactly "efficient".. Also the particle system had too much overhead and the cooking system seemed to break a lot.. Without a dedicated guy working on the engine I doubt it would of ever got released, I used to work on rendering pipelines so I mainly focussed on that path and also pleaded with Epic for a FR+..
There was A LOT of challenges and it was in no way easy, especially for a team of 8.
It released? What was the game?
@brittle gulch I want to make a VR multiplayer shooter, 50 player instances maybe, the number can of course change, I'd like to go as high as I can with my skill set in programming in combination with the engine. It always puzzled me that physics calculations like a car hitting another car or just moving in general doesn't take that much power so the server can run all of that. I never knew that, I was thinking off the old knowledge when PhysX first showed up that it needed a dedicated card, the Physx Aegia card I believe. Was so badass at the time, I'm certain.
this happened ๐
Lol... So it did well then.
game's old. And that sucks because it looks really amazing.
Aye, it was made around the time Unreal was in Beta.. Hadn't even been released yet.
@rapid path dont even know about this graphic card haha! I dont know that much about multiplayer, I just know that UE4 has great built in tools for making it "easily" then, the number of guys amd stuff doesnt depend on the power of the server itself?
It was actually a card to work in junction with your GPU. ๐
Well I suppose, but there should be upper limits since servers can only get so powerful, of course with good programming there is a pretty infinite limit, but I mean just how good do you think I am ๐ I don't even know C++ (yet)
Plus it's VR so there's going to be hands and head transforms constantly being synced, so three points being syned maybe 30 times a second.
isn't that how you would go about it?
Gosh I could talk about my ideas forever but then I'd spam the channel, so I'll try to keep it hush.
The biggest issues are console and the median level of technology in PC's.. I mean if everyone had a GTX 1080 TI in their machines it would be graphics / real-time galore without all the performance fudges..
VR is even harder (dependant on your game)..
I suppose, I meant server performance haha.
The things that are scaring me is being able to sync up and run physics for a lot of things.
Think GTA: Online or APB: Reloaded, but VR. Of course that's very broad, but it helps you figure out what systems I'd need to be running.
It's not all that bad wouldn't recommend rolling your own networking system though.
Also the anti-cheat systems can get pretty dry..
What solutions does UE have or have built for it?
that's fair, but for what I described, if you're envisioning all the technicals of it, do you think that can be reasonably done in UE's networking default library?
50 users on a server more like just a multiplayer rather than an MMO?
Shouldn't be an issue, I know they've made a lot more improvements since the last time I used it as well.
Well, they're not all in the same area of the map, it would be an expansive map so they don't all see eachother at once, but theoretically they could if they wanted to.
Yes not like an MMO, I mean idealistically? Hell yeah.
Realistically? We'd likely have to split people up, I mean fairly, right? I'd like to not do that though, one large zone would be lovely. I mean with the networking we're running, just how high do you think that number could reasonably go?
I think they used Photon for that specific project.. It's been a while, but I 'm sure Epic's solutions was used for a MOBA anyway so I bet it can scale pretty high.
Be careful not to bite off more than you can chew though, I've been making games on and off for well over a decade and even with a semi-openworld RPG I know I'm taking on more than I can probably handle.
I am not really a fan of Photon, I'm sure it's good but their documentation is terrible.
Probably Shadow, what I want to do is crazy, crazy crazy crazy. There is no doubt I am way in over my head.
However, even if only to make the base systems to get me something, to just build the things that will help me learn and just get me feeling fulfilled for what I have, maybe I can keep moving steps forward and forward until I have something that can really drum up interest. ๐ tl;dr baby steps, right?
@rapid path for the hands and head transforms there's actually some components pre built in UE4, and you can durectly attach objects to it like any other scene components
Oh yeah, I'm always saying people should take on stupid projects because it's how you learn.. I started by making a game engine :D..
Oh my, I've met people like that.
Hey I'm not saying it was good one :D.
As for the game, I mean I'm demanding a lot of it, such as body sliders and clothes that can fit to the same mesh, yeeeepppp....
Yep it is a LOT of work.. I hope you do it though ;).
Oh yeah Shadow, no doubt ๐ but it's ambitious. And at least you're making something attainable now.
Do you truly? I mean, I'm pretty sure I'd damn near die at that point.
I can transform some boxes stuck together and call it a day ๐
I mean, does UE4 handle character sliders well? Is it almost default? The problems arise when you start using third party stuff to try and jury rig it in. I don't want to do that if I can avoid it.
Depends on why you're doing it? I mean if it's for money and has to be done in the next five years then sorry but I doubt you've got a cats chance.. If you're doing it to learn or like me just to keep my brain active then yeah you'll get there eventually.. You'll get to the point (if you stick with it) where all of this will start to fall into place, it's never easy but you get there.
Yes it does morph targets ;).
@frank bane slacker
Ohhh mannn.! I've hit the stutter bug in 4.19..
Before I start making any real traction on this you think it's worth downgrading to 4.18.3 and sticking with that version for the project?
Depends on your production timeline. 4.20 is going to be released next month. Maybe that will fix the issue? But if you have to ship before next month, do whatever you need to in order to get it working. Keep in mind however, that any assets you have in 4.19 will not be usable in a lower version of the engine.
Ok, It'll be a couple of years before anything gets released.. It's just a rather annoying bug.
I'd ignore it then.
๐
@cunning umbra next month? it's not even in a preview
I was under the impression that the next release would be in June.
maybe the rumor was wrong.
@cunning umbra oh 4.20 nrxt month?๐ Where did you see this?
419p1 was released on jan 16, and 4.19.0 was on mar 15
also, niagara will be on 4.20...it's a major release
That's what someone was saying at my local UE4 meetup. But they're totally not an epic employee, so it's 100% unreliable. Now that I think about it, it is a bit odd that no preview release has been made prior to such a close release date. Maybe the 4.20 release will be later on this summer? July/August time frame?
anyways, in retrospect I consider it an unsubstantiated rumor and most likely to be false
i think the only person from Epic who can tell you the release date is Mike Fricker...
iirc 4.20 is due to in july
whenever it is, it's the one everyone is waiting for.
Anyone package patches before?
like, game updates?
i'm on master...but i'd love to get those features from niagara branch
Ouroboros, always chasing the next version. 4.20 will be buggy, then left buggy while everyone chases 4.21, just like 4.19 is pretty shitty atm, and probably will be left that way
๐ I used to modify the engine source code, but it got to be burdensome to update the engine and keep applying my engine modifications.
@cunning umbra Yeah
@urban meadow what is the most stable version at the moment?
Once I've dug heels in I ain't upgrading.
4.18 imo
Cool thanks.
i am hoping i am wrong about 4.20 i'd like to get new shiny things
@winged crypt You you package your game like normal and then when you upload it to your distribution channel (such as steam or oculus store), the distro channel should be running a diff against the versions and send only the deltas to clients
if they stop at 4.20 and iterate for a bit i will be happy
but... make extra, extra sure that you are not compressing your package!
@cunning umbra The platform I'm packaging for doesn't streamline that process and forces us to generate small patch files via 'generate patch' (using ProjectLauncher in my case), I wish it were that easy
I'm either getting a successful package but my output folder is empty, or this error:
Quality over quantity, no point making a game if it flops over like soft cheese..
That error is too out of context. I can't be of any helpful use to you here.
Yep, it literally means something is missing..
That error happens when I specify the original release build file (so it can compare and only package the differences). When I don't specify it and only specify the folder it's in, the process is successful but the output folder = empty
Hummm. That's weird. Are you doing a full rebuild? Have you tried packaging an empty project with your settings?
I can package the project as a full build without problems. Can't create a patch though ๐
Oh ok :)..
Hmm. I don't know then. I don't have any experience with creating manual patches.
Hello;
one quick question: if ihave to make a wall with windows in my blockout, but we dont care abour the inside, do i make a plane for the wall and put Boxes (with correct sizes) for the windows, or i have to but into the wall all the windows even i dont want to see behind ?(modifiรฉ)
thks guys ๐
Though, if I think about it, probably what has to happen behind the scenes is that it needs to update the pak file with any assets which have changed, so it needs to do the diff comparison against an existing package. If it doesn't see any diffs, maybe the output is empty? I'm totally shooting in the dark here, but I'd look for some setting which points to another version of the package. Or, just to get the workflow right, I'd try to package an empty project, make a change, then create a delta patch
yo
With the path to it
Except if I add the package name at the end of the path, the error gets thrown
If I just leave it as the folder for where the package is,
No error but no output
Strange
it looks like you're getting a null reference exception, so a pointer is empty. So, if the pointer is being populated based off of a file path, then I'd look to see if the file path is correct, formatted correctly, and being read in correctly.
an unreal update that is dedicated just to ironing out bugs and cleaning up code would be very nice
not a single feature, but more stability
that would be nice
uh oh... I think my programmer art is gonna go into production release.
I am a terrible artist. Normally, I'd hire people to do this for me, but I can't afford it. I'll just consider it "good enough for now" place holder art for the MVP
USE EPIC GAMES ASSETS!
there are plenty of assets in the examples from learning section and on marketplace (free)
yea
anyone know how to create a skybox
damn creating a leaning system is hard
if i don't disable all input, something that I don't wanna do, it is very easy for the player to clip the camera through the walls
Don't rely on collision..
Do it the old way, calculate the distance between two vectors.. When the camera hits zero near it's closest relation freeze the transform.
Simple system to find nearest object..
You could use a layer mask to seperate the walls from objects which I suppose you could use collision for.
Experiment :)..
Not that I know of but it only takes half a day / maybe a day at most.
I'm trying 2 days now
But I'll give your idea a try tomorrow
The only problem I can find with the idea is that, if I disable the input when camera hits zero, I will also disable the ability to look away
There's a tutorial I saw years back for lightning effects hitting the ground and spawning particles, the methodology is similar..
No you can look away, you just can't get any closer to the wall.
When I say "freeze" you only need to lock it on the axis closest..
There's a million Unity tutorials on how to do it as well as it's a relatively basic thing, you can then just convert.
I'll see what I can find, thanks ๐
No probs, here's the thing all engines essentially work the same irrelevant if they call a raycast a trace or whatever.. Sometimes it's good to look outside of specifics for an engine, tons of cool resources then :).
Most of the issue is in the how, not the actual implementation.
How are you shadow
Not bad how's you?
my UE4 crash as i was importin an 175mb FBX file with around 3 million polys and 5 million vertices
might have run out of memory?
mem requirements for importing and processing the mesh are much higher than the file size
i got 16gb RAM and my VRAM is 1GB
how do you make a slot for montages?
least intuitive thing ive had to do in a long time
1gb vram is very low
gbuffer + some textures + shaders + a mesh with 5 million verts might be enough to run out of vram?
I think on three different occasions I was like "okay, today i'm finally gonna figure out montages" and then didn't, haha
lmao i feel ya
theres a bunch of 10-20 min videos but i know its just 3 clicks and done
but where
hahaha "hey youtube, im back with another video, this time we're gonna talk about montages. so first thing you do is launch unreal...and let's build a scene here..."
omg, found it
usually when an issue is solved, there's that "eureka!" moment and everything is all better
not here
So to make a new slot, i have to make one with a the default name, which gives an error, click a small button to the side which will then open the super secret "Anim Slot Manager" box, and then i can rename the slot
yesss

