#ue4-general

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plush yew
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dont want to create map yourself

tranquil bone
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It adds randomness to the game and makes it so its not all the same

pallid compass
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Oh to walk on

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Thats gets complicated

plush yew
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Minecraft maps are very cool for random

pallid compass
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Id figure out walking on a planet first, then worry about generating them

tranquil bone
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yea i think i know how to do a walking system on planets i found something a while ago on it

plush yew
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whatis planet

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in ue

tranquil bone
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what do you mean?

plush yew
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i dont know

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nvm

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so you wanna something to create the landscape alternative for you

tranquil bone
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what?

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Does that even mean?

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Do you mean random?

pallid compass
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if u can figure out hand circular landscapes

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the then rest is easy

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i mean

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figure out circular landscapes, and then random landscape generation

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however

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The landscape editor does not and will not run at runtime

viral herald
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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)

livid haven
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Source control is also known as version control

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It has stored copies of all versions submitted.

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Push is Git terminology and pushing uploads the specified versions to specified Git repo.

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It wouldn't do anything to what you've got locally.

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(Try not to ask multiple places simultaneously)

silver crown
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There's a free version if you want to try it

obsidian nimbus
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shameless self promotion ๐Ÿ˜„

silver crown
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(Yes that's an ad)

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But there's no modo on this server right?

obsidian nimbus
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they aint lookin atm, ur good ๐Ÿ˜›

silver crown
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๐Ÿ˜ƒ

whole quarry
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for BP support I need to buy it?

silver crown
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No

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wtf

whole quarry
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i thought the BP support was the Voxel Graphs

silver crown
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That's not BP

obsidian nimbus
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for 99.99 u get a free knife set

silver crown
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That's a custom graph system

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Made with lots of C++

safe rose
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I'll only buy it for $139.99

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Actually, $148.99

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I messed that up

silver crown
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Yup

obsidian nimbus
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mee too, ill just sell my body on the street

safe rose
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It's not a terrible price

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But I don't see any videos

silver crown
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๐Ÿค”

safe rose
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Or actual project examples

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But I love the website

silver crown
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You can click on the pics

whole quarry
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there is a video in 'Full Documentation' under Quickstart

safe rose
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Sort of hard to navigate with the bricks

obsidian nimbus
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it has a discord channel too ๐Ÿ˜›

whole quarry
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just found it ๐Ÿ˜›

safe rose
silver crown
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There's supposed to be a background vid

safe rose
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It it had some space between it

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If it had

plush yew
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@silver crown wow u r good and can create mods, i thought the opposite

silver crown
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lol

safe rose
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lol

silver crown
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You thought I was bad?

safe rose
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@silver crown Video isn't playing

silver crown
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๐Ÿ˜‚

safe rose
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In background

silver crown
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Yes latest chrome update broke it

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๐Ÿ˜  chrome

livid haven
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"create mods" - that's not a mod

safe rose
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Also @silver crown You need to somehow support 100+ Players

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Can you do it?

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๐Ÿ˜ญ

silver crown
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100+?

safe rose
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Players*

silver crown
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lol

livid haven
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Nope. You need to support numbers greater than 100.

safe rose
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I take that as a no

silver crown
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It might work

safe rose
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It's Battle Royale fever man

silver crown
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I haven't tested it

safe rose
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You have to take advantage of it

silver crown
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Will probably kill the server though

livid haven
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None of this (-infinity, 100] BS.

silver crown
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1k or nothing

obsidian nimbus
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where in the rules does it say battle royale has to be 100 ppl?

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2 ppl royale is fine right?

safe rose
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It would be intertesting to see this used with SpatialOS

obsidian nimbus
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nice and small circle(or square)

silver crown
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The multiplayer is made to be modular

obsidian nimbus
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mayB a triangle royale

silver crown
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Easy to integrate with your own networking solution

whole quarry
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@silver crown can you make an indie version for poor people like me? ๐Ÿ˜„

safe rose
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But anyway, it's nice you did a free tier so people could test it out

obsidian nimbus
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pentagram royale

silver crown
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Just need something to send data in a reliable way

livid haven
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@whole quarry It has a free version.

silver crown
whole quarry
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yes but some pro features are useful ๐Ÿ˜›

livid haven
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Did no one click the link? ๐Ÿค”

safe rose
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Indie Version supports 5 people multiplayer

silver crown
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^ awesome vid made by a free user

safe rose
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And only half the physics

livid haven
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"some pro features are useful" - I would hope so, that's the selling point. Literally.

safe rose
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It would be funny if you could do such a tier though @silver crown

livid haven
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I can't imagine the amount of time investment spent on this tech.

safe rose
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I mean, if other companies can

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Why not you?

whole quarry
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I don't need to multiplayer, just the physics and foliage stuff xD

silver crown
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Cuz I give full source code

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No matter the tier

safe rose
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Hmm

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2ez

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Still, good job though

whole quarry
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^ definitly

silver crown
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๐Ÿ˜ƒ

livid haven
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@silver crown Well, not the source for the not-included-features, obviously.

safe rose
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I have been keeping an eye on it for awhile, need to remember to grab it sometime

whole quarry
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i have an idea for a game but need voxel, with that I can do it ๐Ÿ˜„

obsidian nimbus
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did u make 4 billion like notch allready? ๐Ÿ˜›

silver crown
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Yep I got a python script to remove those @livid haven

safe rose
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@silver crown you probably could do indie, and include voxel graphs but nothing else

livid haven
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Python script? Why not modules and just not actually distribute said modules?

safe rose
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Like, people are silly and will buy it

obsidian nimbus
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im in the voxel discord, but i dont really read and and havent tried the plugin yet, mayB some daty

livid haven
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I mean, it'd make some parts of more like plugins for your plugin, but...

silver crown
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It's too complicated

livid haven
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looks at entirety of UE4

whole quarry
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does Astroneer use this too?

silver crown
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Else there would be lots of copy paste

livid haven
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I mean... yes...

obsidian nimbus
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this is after astroneer i think

next badger
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@silver crown is it expensive in the terms of storing the voxel data?

plush yew
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Depends on the price

silver crown
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Here I just write a preprocessor macro and it's in or out of the pro version

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@next badger float + 4 bytes

safe rose
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@silver crown also... you claim VR Ready, but it's not ?>

silver crown
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It is

safe rose
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You show a video, but it's not in VR?

obsidian nimbus
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go test it urself ๐Ÿ˜›

safe rose
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I will ๐Ÿ˜ƒ

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And provide a better analysis

obsidian nimbus
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make some voxel zombies ๐Ÿ˜›

silver crown
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Actually some users tested it

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Let me find some screens

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Couldn't test it as my Oculus had a technical issue

safe rose
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You don't have to go through the trouble. I am just teasing

safe rose
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I'm sure it's fine. But just be careful of the wording and then example

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Well, that doesn't tell me or anyone else working in VR anything

silver crown
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True

plush yew
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looks hot

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empty like my life

silver crown
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@safe rose What would you expect?

safe rose
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Stat GPU/CPU

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Actual Profiling using a VR HMD

silver crown
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Ok

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Will do when I'll have one ๐Ÿ˜‰

safe rose
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Stat Unit on various landscape sizes

silver crown
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^ isn't that enough?

safe rose
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Aye, but again, not in VR

silver crown
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Ok got it

safe rose
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It's different, trust me

silver crown
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That's the CPU side

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Not GPU

obsidian nimbus
safe rose
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You also have to mention if Forward Render

obsidian nimbus
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wow look its owninator ready

safe rose
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capable

silver crown
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Isn't that obvious?

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I guess not if you mention it, but it seemed for me

safe rose
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Well, seeing how default for UE4 is deferred

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It shouldn't be taken for granted

silver crown
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Ok

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But a mesh is a mesh after all

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I'll mention it

safe rose
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I know, plenty of MP asset creators think the same

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But then we get it into pipeline and find out otherwise

silver crown
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I see

safe rose
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Instanced Stereo as well

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Dunno, there's a lot to VR that most people just assume is going to work

silver crown
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Seems it did here ๐Ÿ˜‰

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A last fancy screenshot:

plush yew
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looks good from distance

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but i guess thats not what will player see

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LUL.

silver crown
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That's what the player see ๐Ÿ˜›

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(not from me)

plush yew
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woah

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How to do grass like that?

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Is it foliage?

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looks neat

next badger
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isnt it a standard grass from kite demo?

plush yew
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oh lol idk kite crashed my pc once

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Was scared to use it

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I need to try

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then just see how grass was made

next badger
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yeah, kite main level require 24gb ram to load

plush yew
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y im not gonna load lvl

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just use assets

silver crown
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I don't know actually

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Not my work

next badger
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just delete or rename the lvl then open the project

plush yew
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well the map doesnt load automatically

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but i was curious

tough sierra
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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

plush yew
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Exactly

toxic wagon
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Can I have a project be in an arbitrary location rather than in unreal projects?

pallid compass
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u can stick em anywhere

toxic wagon
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how would I get the epic games launcher to see it

grim ore
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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

obsidian nimbus
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its magic

kindred viper
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its the tool tip widget from any widget in Behavior advanced category

pallid compass
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Anyone got anything good i can read in bed, engineering related or solid c++ framework examples

weary basalt
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@pallid compass

pallid compass
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Thank you :)

real laurel
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Are there any recommended classes to learn UE4. Maybe an online class. I don't care about any certification.

weary basalt
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Youtube

real laurel
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@weary basalt Cheers. ๐Ÿ˜ƒ That's what my boss just said.

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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.

rustic panther
real laurel
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YouTube it is. The UE4 documentation is not as in depth (for noobers) as I had hoped.

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@rustic panther , Thanks duder! I love the helps. ๐Ÿ˜ƒ

halcyon marlin
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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)

wild kestrel
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github build :p

nova wyvern
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Question, how do you stop the foliage from getting too bright at certain angles?

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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.

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Oh and disabled the post processing stack too.

vivid girder
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Any way to store a linebreak in a string?

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Ohh, haven't tried using Text yet

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This is for UMG btw, Shift+Enter seemed to work previously

grim ore
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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

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yeah you can do it with a string or a text if you cheat

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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

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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.

worn granite
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there might be a setting somewhere (variable specific perhaps) that enables newlines

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directly

solar spoke
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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.

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are there any guides.

pine parcel
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Does anyone know what the status is with the wiki updates or when people may have edit rights again?

plush yew
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@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.

solar spoke
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heard it dun have good reveiws and i'm poor so it not worth the risk

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food is more important.

plush yew
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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.

solar spoke
plush yew
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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

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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.

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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.

solar spoke
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how would you take one object class, and use that class as an object variable?

plush yew
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you can have an array of actor objects

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i believe you can make an enum as well

solar spoke
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hmm

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i'll screen this conversation for future reference.

plush yew
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if you make an enum, i (think) you can iterate through it

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cool. honored to be screened lol

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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 ๐Ÿ˜›

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easier to copy paste text later

solar spoke
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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.

plush yew
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hey

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forget what i said about enum. sorry. lol

solar spoke
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mmk

plush yew
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here's how you do that

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array of class objects

solar spoke
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saves

plush yew
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you set them into the array and iterate through it after with a for loop with break

solar spoke
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wish i had money so i could just pay someone to do it for me

tranquil sierra
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haha sometimes I think the same. but when you find the sollution!! ๐Ÿ˜„ i

plush yew
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@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

solar spoke
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$10 to me is like $100 to most.

plush yew
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btw. it's rated highly

solar spoke
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it's very hard to have a spare $10

plush yew
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i don't get that lol. why? ๐Ÿ˜ฎ

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can't you ask your mom or dad?

solar spoke
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i was almost homeless a few years ago

plush yew
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i have a trust fund.. i haven't had a job in over 17 years

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i feel homeless though. lonely lol

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most of my friends are degenerates

solar spoke
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i'm permimently disable i can't get a job. art is all i have.

plush yew
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oh ok

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i see

solar spoke
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XD

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ill do my best either way

plush yew
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then you should make a great game ๐Ÿ˜ƒ

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have you started making a game yet?

solar spoke
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time and effert all i can offer.

plush yew
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when i first started my game, i had a choice between unreal and unity and after like a week i chose unreal

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time constraints. i love it

solar spoke
plush yew
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i have to get finished with texturing entire levelsets.. so time consuming

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at least the UV work is pre-done with 3ds max UVW modifiers

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still though

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i have to select each polygon from thousands and assign material ids lol

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good news is the selection process is largely automated with ctrl dragging, but still

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it takes hours per level

cloud cobalt
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Well, you don't need to have specific material IDs for every polygon

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Most assets work fine with a single material

plush yew
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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

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so i have to mass select the faces and assign IDs

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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

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but then it wouldn't be my own art. what a conundrum ๐Ÿ˜›

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Im getting so annoyed

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y

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Unreal really doesn't like my rigs ;l

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that sux

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did you try saving out the anim data to skel and importing in?

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No not like that

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like baking it or something (i used to do animation a few years ago, so you'll excuse my lack of current knowledge)

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Shape keys don't even work

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I know that unreal cant really pick up data that use drivers and stuff

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I cant get things to work

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what prog did u do the rig in?

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cuz i am fairly certain u can bake per vertex actually, and just import sequences of stuff in

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i know u can do stuff like taht in 3ds max, i've done it before for wing sims

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cloth sims that i had to bake the cloth per frame in

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and then export the fbx

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ah i looked it up. blender shape keys.

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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.

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you can try that right? something like that?

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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)

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ok imma test it

tranquil sierra
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does the maximo imort still work?

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import*

whole quarry
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afaik it still works

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just need to fix the materials

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animations need root bone fix if you want to use root animations

tranquil sierra
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ok.. on a scale from 1 to 10 ๐Ÿ˜„

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creating all new takes time..

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I can import it into blender for the rootbone?

whole quarry
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yes

tranquil sierra
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aha ๐Ÿ˜ƒ

whole quarry
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someone made a tutorial on youtube how to fix them

tranquil sierra
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yes yes i found it ๐Ÿ˜ƒ

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thx

plush yew
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Hold on lemme make a animation test

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hope it worx

plush yew
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Just finished making it

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OO

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I found this

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Will it fix it?

whole quarry
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imho its a bad practice to apply modifies at export

plush yew
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okay

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imma have one fbx with modifiers and one without

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Wait do I bake materials?

whole quarry
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depends on the situation

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for some models, its recommended, but for others, its a simple material than can easily be remade in Unreal

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in both cases, the material needs to be remade in ue4 anyways

plush yew
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oh okay

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alright this is the test animation ill be using

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issa basic one

lavish basin
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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. .

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Ping me if you have any thing to help

sudden agate
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you need a circular greyscale image.

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which has a gradient from 0 to 100%

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use this to blend between your Empty and Full Bar according to the percentage

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White = 100%, Black = 0%

lavish basin
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Ok but I saw a tutorial where there was some problems with ps generated gradient

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Like it not being full when the float is 1

sudden agate
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Make sure it is fully white RGB(255,255,255) and fully black RGB(0,0,0)

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also no sRGB then

plush yew
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You can generate the gradient in material using VectorToRadial

sudden agate
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^

plush yew
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Texture probably has some filtering issue

lavish basin
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Ok

tranquil sierra
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somebody exp with Icool7??

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Iclone7*

somber pendant
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Yo would someone be willing to help me in a simple issue?

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Im making a simple shop

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I have an m4a1 iin the ground and i want to do If i have money and i Press E i pickup the weapon

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I Already did the if i have money but i cant do if i Press E

pallid compass
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wth is m4a1

somber pendant
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a weapon

plush yew
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a gun

somber pendant
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i will send a print of my code

plush yew
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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

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you can also use outlines to show that it's the target for pickup

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might help ya

whole quarry
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I dont like how the outline is visible trough other objects

pallid compass
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gotcha

somber pendant
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this is my code right now

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I wanted to add If i press E

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and expand the actor box a little bit more

whole quarry
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that casting doesnt seem to work

plush yew
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yeah.. and the cash var

pallid compass
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yeah u might wann plug something in too the cast

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and use its output

whole quarry
somber pendant
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i didnt had it all plugged in

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Im still changing the code

whole quarry
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well, if you come here, and ask for help because something doesnt work, and you show that screenshot... well... what were the expectations?

somber pendant
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yeah its giving the error

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If i go inside the colission box i pick up the weapon

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I just wanted to know how can i make a branch with the condition If i press E

whole quarry
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you can make Input Actions

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when you press E, the Input event gets triggered

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no need to make a boolean to check if E is pressed

somber pendant
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oh ok

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The boolean i have is only to know if i already bought it or not

whole quarry
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thats not what you just said..

somber pendant
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In my code

plush yew
somber pendant
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im trying some things out but ty i think i know what i need to do now

plush yew
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@somber pendant try that

somber pendant
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yeah i will

plush yew
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and expand your code

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k

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make sure to store your money var in some place you can always access it. like either your pawn character or game instance .

somber pendant
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i just need to put the Cash part working out

plush yew
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store cash in your pawn.

somber pendant
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i have it in my pawn char

plush yew
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k

somber pendant
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but i cant manage to acess it in this bp

plush yew
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here's a quick code i whipeped up for that

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just get all actors with tag, add a tag to your pawn

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cast to the pawn

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and get the var

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sorry get should be 0

whole quarry
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@somber pendant I just posted a link to the Blueprint communications tutorial, you should watch it

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no point in asking here every step

plush yew
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^

somber pendant
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Yeah i will watch is as soon as i have time

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but i only wanted this to finish my game

plush yew
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@somber pendant dont forget to save my pic to figure out how to get your cash var from your pawn before you leave

whole quarry
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but this "only" is multiple steps you need knowledge of

somber pendant
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i have manage to put the game to work so

whole quarry
#

perhaps I sound mean, I'm definitly not and I really like helping out, but you need to learn the basics

somber pendant
#

ofc i understand

plush yew
#

i love helping. makes me better haha ๐Ÿ˜ƒ

somber pendant
#

im only asking for help cause i need to finish my project in the next week

plush yew
#

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

somber pendant
#

I already finished basicalyl every thing

plush yew
#

just be sensible

#

good

somber pendant
#

I just need to add a "Zombie wave system"

#

or a type of gamemode

whole quarry
#

and thats why you need to learn the basics ๐Ÿ˜‰

plush yew
#

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.

somber pendant
#

i already have a timer

plush yew
#

if its based on remaining enemies, just spawn an enemy each unit time and decrement from enemy count total per wave

somber pendant
#

i just need to do like each x seconds spawn x number of actors and go spawning more and more

plush yew
#

yeah, do reroute node and pipe back into the same code

#

and exit the cycle if the condition is reached for wave limit

#

brb

somber pendant
#

i basically have 1 week to add the gamemode and create a map

whole quarry
#

im not sure if timer is the way to go

#

aren't they framerate depending?

somber pendant
#

dunno

plush yew
#

ah didn't tnhink of that. you can use timelines instead if you want

somber pendant
#

my pc has no trouble

#

but when i finish this i will need to present it in school with shitty pcs so

whole quarry
#

if they're depending on framerate, someone with 120 will play the game 4 times faster then someone with 30 fps

somber pendant
#

okay i already have the weapon switch part ๐Ÿ˜ƒ just need to add the Cash code and all good

plush yew
#

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

somber pendant
#

whats is the GET?

plush yew
#

gets the first element of the array

whole quarry
#

๐Ÿ˜

plush yew
#

if you dont wana use get all actors of tag, you can pass in a reference to your pawn. that's the proper way.

somber pendant
#

how do i use GET

#

If i search get or i try to hook it up i cant

#

doesnt let me

whole quarry
#

@plush yew respect for your patience and willingness ๐Ÿ‘

plush yew
#

@somber pendant you can also use interfaces to communicate between objects and send messages. learn that now in your early stages.

#

haha ๐Ÿ˜›

somber pendant
#

Yeah im new to unreal

plush yew
#

youll see that some things are context sensitive, so you gotta drag out from the rightg nodes to access stuff.

somber pendant
#

in my school they teach us pascal and visual basic

plush yew
#

going good?

somber pendant
#

No

#

xD

#

I Cant reference the cash variable around blue prints

plush yew
#

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

somber pendant
#

im seeing some forums

#

and they say to make the variable public

plush yew
#

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.

somber pendant
#

where do i put the code?

plush yew
#

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.

somber pendant
plush yew
#

ok you know how you have a main char, right

#

the guy picking up your m4

somber pendant
#

yes

plush yew
#

ok

#

add a tag to it

somber pendant
#

to Playerchar?

plush yew
#

to the pawn itself. yes.

somber pendant
#

how do i add a tag

plush yew
#

name it MyChar

#

ok here

#

i googled "add tag to character unreal"

#

and i found the answer

#

do that

somber pendant
#

i googled it aswell im seeing xD

plush yew
#

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.

somber pendant
#

oh ok

plush yew
#

then you can refernce to your object by tag. like in my code.

#

yuep

#

try it out and it should work.

#

gotta go.

somber pendant
#

to the playerchar (self )

plush yew
#

yep the top most one

woeful oar
#

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

plush yew
#

under the actor panel on right, after clicking on the top left for self.

somber pendant
#

yeah

#

i know

#

i added a tag

#

i was waiting for you to say what next

#

Its Tag number 0 with no name

plush yew
#

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

somber pendant
#

yeah

plush yew
#

k

somber pendant
#

i added you

pallid compass
#

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

plush yew
#

๐Ÿ˜ฎ maybe try recompiling game source with a rebuild all? restarting?

sudden agate
#

UE-59605
UE-59590
UE-59571
UE-58908
UE-58813
UE-58041
My tickets in the last few days :D

pallid compass
#

Rebuild seams a bit drastic

#

99% of the time its the user not the editor

keen frigate
#

Hey guys ๐Ÿ˜ƒ

pallid compass
#

gonna throw my engine out the window

pallid compass
#

im running out of things to try D:

#

@wary wave you around for 2 mins by any chance?

wary wave
#

yeah, sure

pallid compass
#

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

wary wave
#

odd

#

I'm afraid I can't help you much with that :/

pallid compass
#

If u scroll up a little i posted two images

wary wave
#

but if it works in native code, you could at least wrap it in your own functions?

pallid compass
#

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.

wary wave
#

from the screenshot I can only assume that 'target type' is incorrect when passed into 'find'

pallid compass
#

That is the target type being printed

wary wave
#

weird

#

looks valid

pallid compass
#

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

plush yew
#

phew

#

finally i finished

#

you guys see how the mesh is kinda broken?

#

anyone knows how to fix that?

next badger
#

@plush yew you mean the skin issue?

plush yew
#

mhm

#

like you can see the mesh deforming weirdly

next badger
#

well, it looks like skin weights broken

plush yew
#

idk how to fix that

#

It works perfectly in blender

#

is it the export settings?

next badger
#

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)

harsh plaza
#

hi gayz

fathom gale
#

hello

turbid escarp
#

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?

faint cedar
#

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?

leaden onyx
#

@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

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.

leaden onyx
#

wonder if triggering Garbage Collection would've helped

#

seems like there is cache indeed and it is put on pendingunload

fierce tulip
#

<_< just spend two hours adding functionality to a shader that already had it

leaden onyx
#

@fierce tulip still good practice imo, what's the functionality? ๐Ÿ˜„

fierce tulip
#

simple to explain hehe.
I want to have a treshhold in which a noise texture starts eroding/masking away parts of a mesh

leaden onyx
#

ah I see, sounds like a dissolve material you're going for

fierce tulip
#

the front/end part needs more (randomized) erosion

#

now to redo the color overlay on em

leaden onyx
#

got it, surely looks more interesting

fierce tulip
#

its an optional feat, but having it opens up more variation

leaden onyx
#

looks pretty, is it Cascade? Have you tried Niagara? Wonder how well/easy that is compared to Cascade

fierce tulip
#

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

leaden onyx
#

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

gentle plume
#

Looking for modelers -- unpaid -- unappreciated -- you send us the money and the models -- we block you

fierce tulip
#

a lot of what you learn with cascade will be usefull

#

@gentle plume whut

gentle plume
#

It's commentary on how poor the #looking-for-work channel can be but I guess it wasn't good enough

fierce tulip
#

ยฏ_(ใƒ„)_/ยฏ

teal lintel
#

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?

dim merlin
#

Hi, anyone knows where to ask questions regarding 'datasmith' and 'unreal studio'?

languid shard
#

here is fine too

dim merlin
kindred viper
#

yeah why archviz only? Every designer can benefit from datasmith ๐Ÿ˜„

dim merlin
#

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

kindred viper
#

im not sure datasmith works with 3dsmax yet does it? I thought it was Maya

#

im probably mistaken

#

might be thinking of livelink actually

dim merlin
#

the documentation is actually talking about 3ds alot (the datasmith doc)

#

i also installed the export plugin for 3ds

kindred viper
#

yeah im probably wrong. it happens a lot

dim merlin
#

so, in my opinion its pretty relaxed to use splines to buildup a shape..

kindred viper
#

why not use splines to build up a shape in Unreal? We have splines too and they do magical things ๐Ÿ˜„

dim merlin
#

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)

fierce tulip
languid shard
#

looks like dreams a bit

#

all PP I guess ?

fierce tulip
#

prolly

cloud cobalt
#

Looking good

frank escarp
#

it is a postprocess

faint cedar
#

This is a nightmare

#

trying to play a replay

#

that includes manual level streaming

#

it's absolutely horrifying

dim merlin
#

๐Ÿ˜ƒ

nova wyvern
#

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..

tranquil bone
#

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

grim sinew
#

Why would you want that

wary wave
#

optimisation?

grim sinew
#

Can't just do distance culling instead of clamping view distance?

cloud cobalt
#

@tranquil bone Culling volume

plush yew
#

hey anyone use source control for custom engines before?

tranquil bone
#

@cloud cobalt would that increase performance?

#

if it culls alot of the islands

cloud cobalt
#

If your performance is currently bad because of distant actors displayed in your game, yes

#

Else not

tranquil bone
#

Ah okay

cloud cobalt
#

Profile first, then optimize

tranquil bone
#

rn im just trying to figure out of to infinitely generate islands

#

but i cant find anything on it

grim sinew
#

Well you just wouldn't spawn things super far in the first place if you're doing anything infinite

tranquil bone
#

ik

grim sinew
#

k

tranquil bone
#

Im just trying to get a grip on how i might do it

cloud cobalt
#

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

tranquil bone
#

yea its just an idea since rn im generating a set amount of islands when the level is started

cloud cobalt
#

If someone could you could too

#

Whether it work as a game is another story ๐Ÿ˜ƒ

tranquil bone
#

Yea

#

Idk

#

imma just try some random shit and see if it works

cloud cobalt
#

Game dev 101

nova wyvern
#

By default Unreal uses HZB occlusion and HW occlusion, so like everyone else says if it becomes a problem then deal with it :)..

plush yew
#

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?

grim ore
#

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

woven sphinx
#

you may find it easiest to use an existing grass and replace the textures with your new ones

cloud cobalt
#

Be sure to look into which textures are used for which graphics feature, too. Look for PBR textures if you can.

woven sphinx
#

the existing grass types will have the materials set up correctly, which you can explore to learn about making new grasses from scratch

nova wyvern
#

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.

cloud cobalt
#

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

nova wyvern
#

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..

cloud cobalt
#

Yeah

next badger
#

I'm looking for Aaron's synth project from GDC 2017, can anyone share a link?

glass imp
#

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

plush yew
#

what

glass imp
#

also when I add a sensing object it shows to the right

#

like the right side is the front side

rocky kayak
#

rotate it by 90'

glass imp
#

ok, but why its wrong at start

rocky kayak
#

not sure myself

glass imp
#

empty actor, drop Arrow Component into it

#

it show the front in the right view....

inner cloak
#

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.

plush yew
#

maybe reach steam support

#

dang i hope your boss wont fire you for this little issue

inner cloak
#

ok, guess i'll try that, thanks. However, the overlay does work when i start my packaged game.

#

nah, he won't

karmic igloo
#

How do I import new animations when reimporting a mesh?

tough sierra
#

@inner cloak make sure your logged into steam

inner cloak
#

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

next badger
#

@karmic igloo you're using packed FBX for storing multiple animations? (i.e. export from Motion Builder)

karmic igloo
#

Yeah it's a single FBX with the mesh and animations all in one file.

next badger
#

then ue4 will import them all along with the mesh

#

animations checkbox should be enabled

karmic igloo
#

But what about when I'm reimporting?

next badger
#

@karmic igloo just reimport, every new animation will be added

karmic igloo
#

Can I make an independent cloth asset, say, curtains, collide with the player?

nova wyvern
#

As long as it's imported as a skinned mesh, sure..

karmic igloo
#

How would I do that?

#

I've made the curtain but it doesn't collide with the player.

rapid path
#

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.

karmic igloo
#

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.

rapid path
#

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. ๐Ÿ˜„

karmic igloo
#

The UE4 community is fairly helpful. There's this Discord, the Forums, and the AnswerHub where most of your questions are answered.

rapid path
#

Looking more into it... I see C++... I'm not going to have to use that am I? ๐Ÿค”

#

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.

kindred viper
#

if you dont want to use C++, quit.

rapid path
#

Ahah.

#

Good answer.

kindred viper
#

its true

rapid path
#

That's why I said good answer. ๐Ÿ‘

kindred viper
#

you can skip past it, get someone else to do it, of course... but for real power you need real tools ๐Ÿ˜„

brittle gulch
#

@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 .

kindred viper
#

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

rapid path
#

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.

kindred viper
#

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.

brittle gulch
#

@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 ๐Ÿ˜…

kindred viper
#

better sooner than later. I didn't start learning it until I was about 36 or so?

rapid path
#

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. ๐Ÿ˜„ But C++? It just seems to unnecessarily complex to script with.

#

@brittle gulch couple more times and maybe we'll hear you

#

LOL

rocky kayak
#

oh my

rapid path
#

lag is wonderful isn't it

kindred viper
#

probably phone spam. it happens ๐Ÿ˜ƒ

rapid path
#

Yeah I know how that feels, it's just funny ๐Ÿ˜„

kindred viper
#

C++ isn't complex. C++ programs are complex. The tools are the easy part

brittle gulch
#

Sorry about that guys ๐Ÿ™ƒ

kindred viper
#

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

rapid path
#

so I just learn it like I did C#? just enough to script with ๐Ÿ˜„

kindred viper
#

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

brittle gulch
#

Should we start learming C++ In general to be able to code in C++ in UE4?

kindred viper
#

it cant hurt

worn granite
#

I would

#

you say "we" though

kindred viper
#

knowing the difference is probably the most important.

inner cloak
#

damn, my issue was due to me having 2 UE4 launched !

kindred viper
#

been there. its fun ๐Ÿ˜„

brittle gulch
#

"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

worn granite
#

ah

kindred viper
#

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

worn granite
#

Yeah, I'd start in with good ol C++

rapid path
#

he's throwing me in with him because we're both clueless.

#

I really wonder how long this will take to go ๐Ÿ˜„

kindred viper
#

some days I think im clueless, it inspires me to keep learning though ๐Ÿ˜ƒ

rapid path
#

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...

kindred viper
#

then arm yourself with the right tools and you should be sweet

brittle gulch
#

@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.

inner cloak
#

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 ?

kindred viper
#

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

rapid path
#

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?

inner cloak
#

i agree with @kindred viper

kindred viper
#

@rapid path think of it as "just another API". You learned one, then you are halfway to learning every other api

inner cloak
#

I'm personally having a hard time with C++ in UE4, mostly because of all the decorations

nova wyvern
#

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..

kindred viper
#

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

rapid path
#

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 ๐Ÿ˜‚ if I keep pressing on, I'll be a pro haha

nova wyvern
#

Has anyone used skookum by the way? Quite curious.

kindred viper
#

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

rapid path
#

Eh? Python in UE?

worn granite
#

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

nova wyvern
#

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.

rapid path
#

What kind of game are you trying to pull off here?

kindred viper
#

@worn granite no I mean C++ :p BP is great though

worn granite
#

Oh.

nova wyvern
#

Something Unity couldn't handle..

worn granite
#

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

kindred viper
brittle gulch
#

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...

worn granite
#

I really don't think having two competing hot reload solutions trying to patch a live dll is a good idea

kindred viper
#

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

brittle gulch
#

@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 ๐Ÿค”

kindred viper
#

yeah if your framerate is higher than that accounts for? Then you dont have irrelevant frames doing things

rapid path
#

so what kinds of projects are you guys running?

nova wyvern
#

I assisted on an MMO for a bit, then moved on to my own pet project which is kinda like Fallout??

rapid path
#

I see.

nova wyvern
#

Or should I say Crysis Vs. Fallout..

rapid path
#

Well, how was the MMO? how tough was it?

nova wyvern
#

Reason I'm constantly pratting around with lighting trying to push graphics.. Spent quite a bit of time learning arch viz..

worn granite
#

I'm working on a plugin

#

which will give BP more stuffs

brittle gulch
#

@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?

nova wyvern
#

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.

rapid path
#

It released? What was the game?

nova wyvern
#

Lifeless / rigidsoft..

#

Not sure what happened to it ultimatley.

rapid path
#

@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 ๐Ÿ˜„

nova wyvern
#

Lol... So it did well then.

rapid path
#

game's old. And that sucks because it looks really amazing.

nova wyvern
#

Aye, it was made around the time Unreal was in Beta.. Hadn't even been released yet.

brittle gulch
#

@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?

rapid path
#

It was actually a card to work in junction with your GPU. ๐Ÿ˜„

#

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 ๐Ÿ˜„ 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.

nova wyvern
#

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)..

rapid path
#

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.

nova wyvern
#

It's not all that bad wouldn't recommend rolling your own networking system though.

#

Also the anti-cheat systems can get pretty dry..

rapid path
#

What solutions does UE have or have built for it?

nova wyvern
#

Sorry to just send you to docs, but there's a lot of good info..

rapid path
#

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?

nova wyvern
#

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.

rapid path
#

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?

plush yew
#

im creating mmo too

#

but its tough

fathom gale
#

i just deranked in csgo

#

;-;

plush yew
#

i mean its possible, but a lot of content

#

to learn

nova wyvern
#

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.

rapid path
#

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. ๐Ÿ˜„ tl;dr baby steps, right?

brittle gulch
#

@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

nova wyvern
#

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..

rapid path
#

Oh my, I've met people like that.

nova wyvern
#

Hey I'm not saying it was good one :D.

rapid path
#

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....

nova wyvern
#

Yep it is a LOT of work.. I hope you do it though ;).

rapid path
#

Oh yeah Shadow, no doubt ๐Ÿ˜„ 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 ๐Ÿ˜‚

#

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.

nova wyvern
#

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 ;).

abstract marsh
#

@frank bane slacker

nova wyvern
#

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?

cunning umbra
#

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.

nova wyvern
#

Ok, It'll be a couple of years before anything gets released.. It's just a rather annoying bug.

cunning umbra
#

I'd ignore it then.

nova wyvern
#

๐Ÿ˜ƒ

next badger
#

@cunning umbra next month? it's not even in a preview

cunning umbra
#

I was under the impression that the next release would be in June.

#

maybe the rumor was wrong.

brittle gulch
#

@cunning umbra oh 4.20 nrxt month?๐Ÿ˜ƒ Where did you see this?

next badger
#

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

cunning umbra
#

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

next badger
#

i think the only person from Epic who can tell you the release date is Mike Fricker...

tall pendant
#

iirc 4.20 is due to in july

cunning umbra
#

whenever it is, it's the one everyone is waiting for.

winged crypt
#

Anyone package patches before?

cunning umbra
#

like, game updates?

next badger
urban meadow
#

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

cunning umbra
#

๐Ÿ˜• I used to modify the engine source code, but it got to be burdensome to update the engine and keep applying my engine modifications.

winged crypt
#

@cunning umbra Yeah

nova wyvern
#

@urban meadow what is the most stable version at the moment?

#

Once I've dug heels in I ain't upgrading.

urban meadow
#

4.18 imo

nova wyvern
#

Cool thanks.

urban meadow
#

i am hoping i am wrong about 4.20 i'd like to get new shiny things

cunning umbra
#

@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

urban meadow
#

if they stop at 4.20 and iterate for a bit i will be happy

cunning umbra
#

but... make extra, extra sure that you are not compressing your package!

winged crypt
#

@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:

nova wyvern
#

Quality over quantity, no point making a game if it flops over like soft cheese..

cunning umbra
#

That error is too out of context. I can't be of any helpful use to you here.

nova wyvern
#

Yep, it literally means something is missing..

winged crypt
#

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

cunning umbra
#

Hummm. That's weird. Are you doing a full rebuild? Have you tried packaging an empty project with your settings?

nova wyvern
#

Does it pass a data validation?

#

Have you re-cooked it?

winged crypt
#

I can package the project as a full build without problems. Can't create a patch though ๐Ÿ™„

nova wyvern
#

Oh ok :)..

cunning umbra
#

Hmm. I don't know then. I don't have any experience with creating manual patches.

sacred dune
#

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 ๐Ÿ˜ƒ

cunning umbra
#

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

winged crypt
#

@cunning umbra I'm referencing the original package like this:

bold heath
#

yo

winged crypt
#

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

cunning umbra
#

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.

smoky stream
#

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

cunning umbra
#

uh oh... I think my programmer art is gonna go into production release.

worn granite
#

oh no

#

Worst I've had in that regard is a publisher looking at my art

cunning umbra
#

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

next badger
#

USE EPIC GAMES ASSETS!

#

there are plenty of assets in the examples from learning section and on marketplace (free)

glossy beacon
#

yea

silent kraken
#

anyone know how to create a skybox

queen arch
#

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

nova wyvern
#

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 :)..

queen arch
#

I should try that

#

But I just feel like there should be an easier way of doing this

nova wyvern
#

Not that I know of but it only takes half a day / maybe a day at most.

queen arch
#

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

nova wyvern
#

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.

queen arch
#

I'll see what I can find, thanks ๐Ÿ˜ƒ

nova wyvern
#

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.

plush yew
#

How are you shadow

nova wyvern
#

Not bad how's you?

worn ocean
#

my UE4 crash as i was importin an 175mb FBX file with around 3 million polys and 5 million vertices

manic pawn
#

might have run out of memory?

#

mem requirements for importing and processing the mesh are much higher than the file size

worn ocean
#

i got 16gb RAM and my VRAM is 1GB

storm venture
#

how do you make a slot for montages?

#

least intuitive thing ive had to do in a long time

manic pawn
#

1gb vram is very low

#

gbuffer + some textures + shaders + a mesh with 5 million verts might be enough to run out of vram?

lyric mica
#

I think on three different occasions I was like "okay, today i'm finally gonna figure out montages" and then didn't, haha

storm venture
#

lmao i feel ya

#

theres a bunch of 10-20 min videos but i know its just 3 clicks and done

#

but where

lyric mica
#

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..."

storm venture
#

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

lyric mica
#

yesss