#ue4-general

1 messages · Page 252 of 1

grim ore
#

technically sequencer is for anything, its your traditional timeline editor for making stuff do stuff

frail sun
#

Gotcha

grim ore
#

the problem you might have is the relative part. I know in the most recent update you can make it do things relatively but I haven't used it yet.

frank escarp
#

man im so sad epic games doesnt have SSAO in forward

#

ill keep trying to implement it myself in an unbelivably hacky way

grim ore
#

what you are trying to do is easy enough to achieve using timelines tho as it's all just changing parameters on stuff over time

plush yew
#

How performance heavy is some low quality HBAO+

#

That works in forward

frail sun
#

@grim ore I guess what I'd really like to be able to do is to slide a thumb up and down and see a preview of it happening in the world as the thumb moves along the timeline over the different keys

grim ore
#

yep you would want sequencer for that but I haven't tried the new relative stuff that was added in 4.19

frail sun
#

Nice, thanks for your time.

grim ore
#

and from what I am reading they added in relative blend stuff in 4.17 so you might be able to set it up with that as well.

plush yew
#

I thought sequencer was for films?
I'd use a timeline

grim ore
#

pretty much I haven't touched sequencer since it was introduced lol 😛

plush yew
#

Oh wait

#

They're moving a thump up and down?

#

Can just update on tick

grim sinew
#

Sequencer is for any sort of in-engine cutscene or whatever

plush yew
#

And lerp the value

grim ore
#

yeah but he wants to be able to visually set it up and you can't really do that with a timeline

plush yew
#

Is the thumb on a HUD or something?

grim ore
#

the little scrubber bar is what he means. basically being able to scrub thru the animation and adjust it in real time.

frail sun
#

Yeah my bad

grim ore
#

nah no bad 😃 just trying to clarify

#

I've got something to try and figure out later tho and see if sequencer works for what you want lol

#

it should but never tried it so ....

next badger
#

hmmm...i wonder if we'll see 4.20 p1 soon...there's new branch on GH appeared

grim ore
#

I expected 4.20p1 last week lol

next badger
#

yeah, they split it on 5.22th

grim ore
#

The goal was end of June release and this is cutting it way way too close now 😉

plush yew
#

hello, any tips on how to reduce game ram and vram usage, aside from reducing texture sizes which ive already done?

next badger
#

and yesterday they renamed main to 4.21

grim ore
#

whoo 4.20p1 this week then, you heard it right from @next badger

next badger
grim ore
#

if anyone has any "huh I wish I knew that when I started" tips or tricks or shortcuts feel free to let me know. Trying to find all the ones I might be missing or are important to pass on to new users of the engine.

worn granite
#

How important saving valid state is for BP

next badger
#

@grim ore new series?

worn granite
#

The fact that some nodes can have multiple targets, and why (it might not be clear)

grim ore
#

addendum to an existing series 😃

#

It's intended to be more higher level like "X is the shortcut for Y" type stuff or "this window is here and does this" or "doing this does this as a shortcut" but I figure important stuff should get snuck in as well if it's easy enough

worn granite
#

I'm sure you knew what I meant, but here ya go

#

Figure you're already gonna talk about binding keys for eg align left/right/etc

next badger
#

oh yeah, "new" key binding feature

#

i'm about binding for games

worn granite
idle garden
#

Hi guys, i was imported Infinity Blade Firelands assets but when I go play give me a little bug

left pelican
#

What would this mean? "You are not allowed to sale this asset on any other source code site."

idle garden
#

do you know how to resolve this?

worn granite
#

that oddly reminds me of a project I once worked on.

next badger
#

@left pelican means it has part of Epic Games code

worn granite
#

make sure its not colliding with anything, even invisible things

idle garden
#

its not colliding

worn granite
#

I've basically only ever seen that when it was

#

Check scale, maybe?

idle garden
fiery bane
#

hello people, my introduction has been placed in #introductions room, but if it's not an issue i would like to ask you something about blueprints, regarding incompability between old and most recent engine versions

worn granite
idle garden
worn granite
#

sounds a bit indepth

fiery bane
#

ok

grim ore
#

@worn granite I had actually forgotten about the smaller stuff in the graph editor so thanks for the reminder :)

worn granite
#

Yeah, that seems like the spawn is colliding

#

@grim ore I wanted to do a uh.. "course"

#

So I've got a lot tucked away

grim ore
#

@idle garden the sky sphere is set to idea in that example for some reason. You have to fix it.

#

Collide...

worn granite
#

@idle garden in the future, you can check if something is colliding really easily if you click on it, then in the level BP add a tick function. From the tick function you can loop through its overlapping actors (which you can get by right clicking with no wire- its selected in the level) and print their names.

#

Well

#

Begin play would be a better choice

#

w/e

#

Anyway, then once you've got the names of things overlapping it, you can select them in the outliner and check their settings or move them

grim ore
#

Yeah it's a weird issue with that example map. Took me a while to figure it out as well

worn granite
#

The reason why I know this is effective, is that I took a game to a show and somebody found a big map breaking bug. Our BSP blockout that was out of level had its collision corrupted and was causing an easily walkable ramp in the playable area. I found the issue after that day and we fixed it.

#

Never assume collision is not a factor - things can be invisible and still block collision channels @idle garden

next badger
#

@grim ore oh, i remember, translucency shadowing does not work with dynamic lighting...

idle garden
#

@worn granite I'm checking..

#

I found my character... he is "just" in the air...

grim ore
#

you need to fix the collision @idle garden

idle garden
#

i now that but still doenst work... however

grim ore
#

So you changed the collision to no collision on the problem item?

idle garden
#

the problem item is the character

grim ore
#

did you use an existing character for this or make your own? that looks like you have physics turned on for the character and you should turn it off

idle garden
#

and I turn it off give me the 2 errors , and not 4

#

idk where disable anymore

grim ore
#

It's saying the Body on the Character has it turned on, maybe disable it in there?

idle garden
#

the question is.. "what is the body?"

#

I disable in capsule, mesh...

grim ore
#

I get that error when I have it enabled on the character blueprint

#

you can always click on the character blueprint, click the blue Edit Blueprint button, and reset it back to defaults

idle garden
#

not today, its to forget

grim ore
#

@frail sun I got home and tested and yep you can use Relative tracks for Sequencer and animate parameters on the items. I have a cube in the scene and using a sequencer I can have it spin, then move relative to it's location, then change the material parameter on it.

frail sun
#

Oh awesome, thanks for verifying!

grim ore
#

yep I haven't tried it before so figured it was time to try 😃

idle garden
#

with mannequin doesnt works too, im feel much better with my character´

grim ore
#

did you disable the collision on the sky sphere?

pallid compass
#

oh

#

iv seen that issue before

#

Oh i think amthew got it

#

Something in the scene has collsion that should not

#

sky sphere, or giant rock or some crap

silent kraken
#

anyone know why if the default sky sphere if you go to far out, your actor will despawn

#

I am using the default third person map and removed a wall and if you jump out and fall, your actor will despawn

grim ore
#

I downloaded it again to show you exactly what to change @idle garden

vale halo
#

[Also posted in #blueprint without an answer] Is there a simple way to "abstract" a variable from a child class to a parent class or bulk-replace references (get/set) variables? Can't seem to find anything on this topic 🤔

silent kraken
#

I have tried the no collision thing, it doesn't work

vale halo
#

I believe that there is a limit on distances in UE4 - but don't quote me on that....it may very well be something else, but I do remember it being a thing at insane distances

grim ore
#

@silent kraken your hitting the kill Z probably

vale halo
#

^ That was it!

grim ore
#

World Settings, Kill-Z

silent kraken
#

oh, I see

#

thanks

#

can you disable the Kill-Z

grim ore
#

Go to Settings > World Settings and disable Enable World Bound Checks.

silent kraken
#

okay, how do you make the skybox move with the character as I have a ship that moves very quickly and people can get out of the skysphere

vale halo
#

Then....make it move less quickly 😛

silent kraken
#

yeah, they can still get out, it will just take them longer

vale halo
#

Anyway, are you talking horizontal or vertical?

#

If it's horizontal (and probably vertical too), you should look into level streaming

plush yew
vale halo
#

(Since there's a limit on how large one level can be, I don't recall the exact dimensions though)

tribal pebble
#

does anyone here use Ue4+ Blender ?

next badger
#

@tribal pebble a lot of people, but better to ask on #graphics

hexed sphinx
#

Moved my question to lounge might be better since it dose not fit this chat

steady cipher
#

anyone know what InitViews means

radiant fable
#

is there still only support for wav in 4.19.2?
i'm seeking a way to read local files stored on my system, or an ogg stored at a url

plush yew
#

@radiant fable hey john. there are marketplace plugins for HTTP GET requests to download files such as .ogg files. you can also script up some CPP to download files, but you would need to do it manually or find git sources it for it an add the CPP into your unreal project. if you are using the ogg file for music or a playlist, i would recommend to download several ogg files into your computer, convert to 16 bit wav with audio converters online, and then import directly into unreal in your own audio folder. you can then use the native tools to use the audio. hope that helps.

kindred viper
#

FileManager.h has some stuff for... well... file management 😃 Combined with some other stuff like Archive.h and FFileHelper , you should be able to read / write files at will

tired island
#

free game

rocky kayak
#

Am I using child blueprints wrong? I was going to use it to make a boss version of a unit, simply scaled larger with a higher "EXPGiven" float variable and different loot on death. Scaling the Skeletal Mesh is easy to do but is there any way do this one tiny tweak to the variable that I want?

candid cypress
#

Anyone have much experience with the Sequencer that wouldn't mind trying to help out?

quasi star
#

@rocky kayak I'm no expert but it sounds reasonable to have some sort of hierarchy Mob Rat extends Mob Wolf extends Mob Dragon extends Mob each variation (Rat, Wolf and Dragon) are child blueprints of Mob with their own properties (on kill exp reward, possible loot items etc..)

#

In your case, it sounds like you just want to make sure your EXPGiven variable in your Unit blueprint class is editable so that your child blueprints can simply set their own values for that variable.

earnest cape
#

Would it be possible to convert a static mesh to bsp?

#

As crazy as that sounds

kindred viper
#

no

earnest cape
#

ok

kindred viper
#

could take a static mesh and rebuild a BSP from it though

earnest cape
#

Oh hey I remember you marc

kindred viper
#

shit what did I do?

#

looks scred

earnest cape
#

You helped me with stuff probably almost a year ago

kindred viper
#

ahh sounds like me. hope I helped 😃

earnest cape
#

Yeah nice to see you here still lol

kindred viper
#

yeah im like an old dog toy around here

worn granite
#

funny story, idunno if you were around for it marc

#

Somebody was absolutely livid at me because you said you were tired of googling for them

#

was quite some time ago

earnest cape
#

Sometimes even google doesn't have answers

kindred viper
#

sometimes I wake up after 3 hours sleep and use social media before coffee. This leads me to get a bit annoyed at basic things I shouldn't.

earnest cape
#

Is it possible to make the ue4 grid go to .5?

#

I've found ways around the issue. But it would be nice

kindred viper
#

not sure tbh. I spend more time in code than the level editor itself

earnest cape
#

Ah yeah that's fine

grim ore
#

so which grid? the one in the graph editor or the one in the viewport

earnest cape
#

in the main level editor viewport

#

So for example if I made a bsp that was 125 x 125 x 20 for a small floor piece, I could just set the grid to .5 and center it to a previously made 250 x 250 x 20 floor piece and it would just line up

grim ore
#

The viewport controls for that is in the top right next to the grid snap, it should be like 1/5/ etc right?

earnest cape
kindred viper
#

if you care more about snapping into position, then maybe Rama's Vertex Snapping tool would be useful to you. then the grid doesn't require so much attention

grim ore
#

yep if that is what he is referring to

#

er you are lol

#

you can change those in the ditor prefs -> level editor viewports -> Decimal grid sizes

kindred viper
#

cool

grim ore
#

I don't know if it will work for less than 1 tho, visually it sets it but...

earnest cape
#

trying it now

grim ore
#

yep it snaps in 0.5

#

it just doesnt really scale well visually below 1

kindred viper
#

I remember when UDK used Shader Model 3.0 for drawing it's grid lines and my video card didn't support it, so I had to work without gridlines for a year or so :/

earnest cape
#

you were right that the lines didn't scale properly

#

but it worked

#

So in my situation it's fine. But I can see why most situations 1 is perfect

grim ore
#

yay

earnest cape
#

Maybe there's a way to fix that by swapping out the grid lines

grim ore
#

I bet the material they are using is clamped at 1

#

man now I have to go look to appease my curiosity

earnest cape
#

Lol and maybe make a short tutorial

#

oh wait a minute, .5 does work after I zoomed in

#

.25 has issues though

#

it just refuses to go that far lol

#

Maybe because I can't zoom in that far

grim ore
#

yeah the near clip plane is probably the cause of that

earnest cape
#

I usually set that lower

grim ore
#

yeah it clips at 0.5 for me with defaults

#

the material is fine its just the clip plane I think

earnest cape
#

I set it to 1 and I'm restarting now

#

Same results for me

#

I think the only situation where you would need less than .5 is if you made a 62.5 floor, wall, etc piece, and honestly that would be too small to really justify anyway

radiant fable
#

thanks @plush yew , coding is beyond me
its strange how mp4 streaming is so fully featured, which i presume is containing aac audio
maybe sometime down the road they'll provide other formats, for now i'm having success pulling obscured direct urls to youtube videos (that work until youtube cycles them to deter hotlinking), and using the audio stream from them

plush yew
#

yeah maybe

#

hey boys

#

quick qustion about UE4

#

developing for Android

#

can UE4 interact with NFC

grim sinew
#

@plush yew It's in the editor settings, if you search for "show memory" in the window it'll pop up as a checkbox

plush yew
#

thanks

tribal pebble
#

i rotated the player BP but when i play the Position is totalyl different wtf

plush yew
#

@tribal pebble FPS template?

tribal pebble
#

third person

#

the camera is forced at zero during play mode

plush yew
#

Not player, but controller.

#

wait

tribal pebble
#

so how i'd have to change the cameras as its been coded around the player bp cameras

#

i need cameras basically

#

to rotate around the character

plush yew
#

@tribal pebble

tribal pebble
#

oh

#

where does that go at?

plush yew
#

it works for FPS

#

?

tribal pebble
#

its tps

#

but dunno

plush yew
#

try it

tribal pebble
#

try it where

#

i'm a noob

plush yew
#

Try it where you need it

tribal pebble
#

i don't code

#

soo

#

the get control rotation what's that connected to?

worn granite
plush yew
tribal pebble
#

@worn granite thx dude

#

lets go to blueprint?

plush yew
#

nah, I'm little busy

tribal pebble
#

cuz i don't get it i don't have enough context info

#

do i just attach get player controller to set control rotation?

#

nope not workin

pallid compass
#

ops wc

tribal pebble
#

goddammit

#

trying to use this program for art stuff

#

but its too complex ^^"

worn granite
#

Look into the archvis character

#

its already all done for you

#

if you just need to look about

#

and stuff

tribal pebble
#

where is that?

#

will it work with this character display? as its not supposed to be game but just a model display with you turning around that's all

#

i mean i can just move the camera in the blueprint but it does sometimes act weird

worn granite
#

Oh I don't know

#

I thought you were making a character

tribal pebble
#

no

#

does the camera have to aim towards the center of the sphere to zoom straight?

#

now if i zoom or rotate its offcenter

#

nope its all centered yet it zooms offcenter wtf

#

oh its cameraboom , its weird acting

#

yup the camera is always doing what cameraboom line does , insthead of being relative towards the character

plush yew
#

hey if I want to post in looking for talent what do I got to do?

worn granite
#

check the pins of that channel

weary basalt
#

They all explain how to use the Bot

serene shale
#

Anyone here familiar with sqlite? I used it year ago and I was able to populate the db however idk what I'm doing wrong this time around that it won't populate the db not even null creating the table works fine though.

#

REPLACE INTO Characters (SteamID,HealthMin,HealthMax,HealthCurrent,HealthDisplay,ManaMin,ManaMax,ManaCurrent,ManaDisplay,Level,CurrentExp,RequiredExp,RestExp,Location) VALUES ({0},'{1}','{2}','{3}','{4}','{5}','{6}','{7}','{8}','{9}','{10}','{11}','{12}','{13}); that's the query I'm using in a format text then to string and then executing SQL.

#

It's succeeding the execute but I'm getting not results in the DB

pine parcel
#

Is there a way to add a keyboard shortcut for 'project settings?' I couldn't find anything under editor preferences -> keyboard shortcuts

dire quartz
pine parcel
#

@dire quartz I just read that, but it didn't answer my question so I came here to ask.

#

There doesn't seem to be an option to add a shortcut to File -> Project settings.

dire quartz
#

K, gimme a few and Ill emulate it and tell you how

pine parcel
#

I suspect it's going to be a custom ini file unless I just missed the setting somehow.

dire quartz
#

And you already tried using the search function in there?

#

If that doesn't work, just add it to the engine.ini file instead of making a new ini file. My fiancee is using the PC otherwise I'd check it myself right now

pine parcel
#

Yes, I used the search feature. Tried numerous queries. It's not a priority for me right now, thanks anyways.

dire quartz
#

No problem. If I figure it out when I get off work I'll let you know

cloud latch
#

anyone happen to know the correct syntax for putting an array of string values for a variable in the ini file?

coarse wigeon
stoic ibex
#

Hello, im quite new to the engine, can someone help me with saving game settings (sensitivity)? I've been working on it for few days and couldnt figure it out! Thanks!

coarse wigeon
wary wave
#

"We just want to emphasize this is only a problem because Epic Games is the company that makes the engine we use and we pay a large amount of royalties to them."

#

That's why you filed suits against all those other games first, right?

edgy forge
#

I love how they complain about royalties but they only give 5% gross to epic

coarse wigeon
#

^

edgy forge
#

Valve takes 30% from game price

#

So its like

#

'why'

cloud cobalt
#

Because Valve is not competing with them and taking royalties from them

coarse wigeon
cloud cobalt
#

Epic is both profiting from PUBG and fighting PUBG with their own money, so I can see where they're coming from

#

Though really, no one cares

wary wave
#

it's definitely a bit suspect

#

but you could argue they had the same relationship with a number of their previous products, just less obviously

cloud cobalt
#

Overall, I think it's unhealthy to see your engine developer turn its game lineup over to compete against your own wild success

wary wave
#

I don't disagree tbh

#

at the same time though, they've not overstepped any legal boundaries

cloud cobalt
#

It's one thing to be doing similar games, but Epic actively remade Fortnite anew to match PUBG

#

So I don't really care about each and I'll probably never even play a BR game, but yeah I do get why PUBG are furious about it

fluid stag
#

they followed pubg into the mobile market which I think might have been the part that made them the most angry

edgy forge
#

You could say im a bit biased

#

Because pubg is shitty and fortnite isnt

#

I would probably have a different look on this if pubg lived up to its success

fluid stag
#

pubg is not really shitty considering where it came from

cloud cobalt
#

I think the lesson here is that Epic feels fine taking your royalties, showing their engine off with your IP, and then purposefully competing with you because your game started a new genre

#

It's not completely shocking, but it's also very unique in the business of game engines

fluid stag
#

it's one of those things where you are happy to see epic finally get a good win in the multiplayer game market

cloud cobalt
#

I'm actually happy that Epic has reasons to care about core game performance for their engine, rather than VR or archviz

languid shard
#

yo 😦

cloud cobalt
#

Next up could be lighting plz

fluid stag
#

I think its just epic had a more better and polished strategy the capitalize on their success, PUBG seemed to flounder and not know how to keep the ball rolling as well

#

the dance marketing this and that, it was like epic was fully prepared for this

#

surprising tbh

edgy forge
#

Pubg introduced cosmetics and loot boxes before even optimizing their game

#

Bluehole got greedy and screwed their game up

coarse wigeon
#

Hey @languid shard o/

languid shard
#

@coarse wigeon Hey !

edgy forge
#

In my eyes they failed and they deserve to be under fortnite in terms of well....everything

fluid stag
#

every game ever is doing exactly the same

wary wave
#

Fortnite capitalised by moving directly into GAAS

fluid stag
#

early access games launching with bugs and lootboxes

wary wave
#

PUBG seems to still be floundering in pseudo-early access and it seems they tried to capitalise on it with monetisation rather than content

fluid stag
#

ye

devout gulch
#

PUBG are just butthurt

#

they turned their game into Lootbox fest

#

didn't fixed it for months

#

and now they complain that they are loosing players for a game that actually works

#

people WANT to play Pubg because it is different game than Fortnite

#

( I would prefer pubg)

#

but in current state it looks like amateur job, which is not improving, not maintained and not beign fixed

#

in meant time Epic push new content and fixes every week

#

and any engine fixes end up in main

#

so PUBG is amateur piece of shit and they deserve to loose in every court

languid shard
#

any news about the project X or whatever it was called btw ?

#

BR game with a lot more players, bigger maps and eye popping visuals

devout gulch
#

that game on CryEngine ?

languid shard
#

yeah

#

I'm not sure how CE will handle 400 players though

#

Star citizen barely works with 30 players on their servers 😅

#

and they have a new netcode

wary wave
#

it uses SpatialOS for networking, IIRC

#

which can support large numbers of players

#

matchmaking for 400 players though xD

languid shard
#

but wait

#

"From there the goal is a 400-player, squad-based version and in 2019 a 1,000-player open-world sandbox, complete with single-player missions and objectives."

#

1000 player sandbox

#

soooo basically an mmo ? 🤔

#

it does look great though so that's that

#

waiting to see some actual pov gameplay

devout gulch
languid shard
#

ah so its name is mavericks

lone swallow
#

how do unreal units relate to real life units?

cloud cobalt
#

Centimeters basically

idle garden
#

@grim ore it worked 😄 thanks

astral pond
#

hm what is the best way to cast from one behavior tree task to another task? ... Aicontroller or blackboard keys? not sure at the moment what the reference is to cast from one "task" to other...

sudden agate
#

why do you want to cast from one task to another? You cannot cast between sibling classes

astral pond
#

yeah i know... the problem is i have a array index for "move locations" but the ki should check some hide spot/objects between... thats means the move task get aborted... and i just want to -1 from the index.. so the ki move to the right last location

#

at the moment if that happens he go to the next location

#

hm i could put the move target into the move task itself maybe

plush yew
#

what could be the issue if you made a model in blender>imported to ue4> and if you double click it, it displays correctly, but if you place it on map, it doesnt display?

#

i mean on viewport/scene

#

oh i think its model size, lol

tranquil sierra
#

joooow

tranquil sierra
#

how are you guys doing?

languid shard
#

what the frick

silent kraken
#

uhhhh, is that counted as advertising

#

<@&213101288538374145> @young bane just advertised, I think

languid shard
#

oh forgot the moderator tag 🤦

silent kraken
#

XD

frank escarp
#

@languid shard im a forum mod, not a here mod

languid shard
#

yeah that too my bad 😅

silent kraken
#

I love that, a here mod XD

wary wave
#

oh yay, spam

pallid compass
#

that game is literally a rip of the top app seller jesus

cloud cobalt
#

I would give advertising advice to you @young bane but I'm doubtful you care

young bane
#

Hey

weary basalt
#

@young bane Please read the #old-rules in regards to advertising. We have a strict policy.

ashen brook
#

beat me to it

cloud cobalt
#

It's also completely useless as a sales technique

languid shard
#

lol, and there he goes playing roblox afterwards

#

I don't even

cloud cobalt
#

🤷

grim sinew
#

He's probably just a kid that wanted to make a quick buck

plush yew
#

theres no quick buck in game dev

pallid compass
#

omfg

cloud cobalt
#

Someone's learning 😃

vast warren
#

What is plugins life cycle

plush yew
wary wave
#

you're only viewing lighting

sudden agate
#

top left corner. Click on Detail Lighting and change it to Lit

plush yew
#

Thanks ❤

tough ridge
#

packaging failed, i need help

sudden agate
#

I find it funny how you cook the project and only one error deletes all the cooked data :D

grim ore
#

the cook failed but those are only the warnings, you need to find the errors

worn granite
frail sun
#

I exported a static mesh, imported it in maya, added 2 bones, exported it, imported it to unreal as a skeletal mesh, now the pivot is off center, any idea why this would happen?

grim ore
#

The pivot for meshes is based on the origin point in your DCC program, make sure the 0,0,0 point in Maya is where you want the pivot and it should export fine. Alternately you can import it again and change the offset for it or open it up in UE4, change the offset, and reimport it

frail sun
#

Nice, thanks, got it figured out

#

Is Skeletal Mesh CCD slower than Static Mesh?

#

I'm having issues where my Skeletal Mesh is clipping through things that it wasn't when it was a Static Mesh. I adjusted the collision etc

#

Nvm, missed the ccd option for the collider whoops lol

patent ibex
#

how do i change anti aliasing method on the map now? this setting got removed from post process volume i see

fathom frost
#

Hey guys, can someone please point me in the right direction? I want to make a special effect (like a burning flame) under my moues cursor when I hold a button in, but I don't know where to start

grim sinew
#

@patent ibex It's in the project settings, the rendering category

patent ibex
#

@grim sinew i was hoping i still can set it per map, but looks like the only way is cvars

grim sinew
#

You can't do it per map anymore, no.

frosty bloom
#

@fathom frost I am not a FX guy so this might not be the best way to go about doing it.
After you've created a MouseButton ActionEvent you can get mouse position, do whatever calculation you may require and then you have an Fire Particle Effect in which you create a parameter that controls Size - That parameter is what you call & change value on to handle the effect. Dunno if it makes sense but it's always a starting point

fathom frost
#

It makes sense in a way! But it is a starting point. Thank you so much

frosty bloom
#

np, Good luck with the Effect

graceful grove
#

errata: blueprintue shows a node DeprojectMousePositionToWorld but in UE4.19 it is named ConvertMouseLocationToWorldSpace

#

Also starter content provides a nice looking fire emitter with which to test

fathom frost
#

Thank you SO much @graceful grove

graceful grove
#

NP, this sort of content was really useful getting to learn the engine

#

The function running in the timer should do the same linetrace this blueprint does and update the position of FireEmitterRef

#

Hopefully that makes sense

fathom frost
#

I just started UE4 3 days ago, still learning a lot. But it does 😃

fathom frost
#

What is the timer for

#

To make it loop in a way?

graceful grove
#

@fathom frost Yes, the timer is for looping execution. You could also use event tick to drive it but I find branching a bunch of tick execution gets to be kind of messy in BP. Either approach would be fine

fathom frost
#

Your BP is working amazing, I just struggle now to loop the spawn emitter at location to spawn everywhere my mouse is

#

But I am sure I will figure it out soon

graceful grove
#

You probably don't want multiple emitters, you can instead just move the emitter you create to the position of your cursor

#

Unless your intent is to actually spawn multiple flames in which case there's better ways as having a ton of emitters will be very laggy

grim ore
fathom frost
#

I can probably limit the amount of emitters he can spawn

graceful grove
#

Yeah, if you're looking for behavior like dragging a line of persistent fire then you can play around with the fire emitters position attributes (such as disabling local space) so that the fire lingers where you click. The very technical approach would be compositing render target data into materials and then maybe even driving emitters with that but I really wouldn't recommend that for a beginner lol

fathom frost
#

Yea that is exactly what I am trying to do. Drawing a line of fire on button down, but it is temporary as it disappears on mouse up. You've been a huge help, thanks a lot

plush yew
#

this guy looks young

oblique mason
#

Hi, is this the official server of Unreal Engine?

manic pawn
#

yes

kindred viper
#

technically its not official.

grim juniper
#

It's the most official one you'll find as there are EPIC staff and forum mods here

worn granite
#

Well official would imply epic are maintaining it. Few month's back I'd jest that it isn't maintained, but that's marginally changed.

grim juniper
#

Anyone know how long it usually takes them to release the next version once they change the main branch's version number? A few days ago it was changed to 4.21 and they've added 4.20 branches.

frosty bloom
#

Their aim seems to be a new version ever quarter of a year, it's all estimated time frames though.

grim ore
#

between 0 and 24^99th hours

#

I would be shocked if there was no 4.20p1 this week tho, simply shocked.

frosty bloom
#
Note: These are estimated time frames and are subject to change.

4.19: March 14, 2018
4.20: Q3 2018
4.21: Q4 2018``` grabbed from their roadmap
grim sinew
#

Q3 is a little pessimistic, realistically it'll be within the next month

grim juniper
#

Well, I could see 4.20 being released in July with previews in June

frosty bloom
#

June to August is Q3 so lets just hope early Q3

grim juniper
#

I mean, 4.19 was in preview versions for almost 2 months

#

I just really want to get my hands on the new geometry tools and the blueprint scripts associated with it.

#

Well, I mean, I've already compiled a build of it from source a while ago, but I have no idea how to use it since there's no documentation for it yet NotLikeThis

grim ore
#

probably won't be till 4.21 anyways 😛

kindred viper
#

Im no artist but im gonna spend a good month on Niagara doing some crazy stuff. Super hyped

frosty bloom
#

Programmable VFX got me pretty hyped as well

kindred viper
#

I was working on a prototype for a VR shooter and I wanted a particle effect where I could make the players weapon explode into particles and reform into another weapon. Had a quick go with Cascade and couldn't do it. got some advice which was I couldn't do it. Then I saw the demo of Niagara and they did it in the demo. I almost spat my coffee

frosty bloom
#

Hopefully it will be easy to do it through C++, since this far visual scripting got limitations (few but they are still there).

kindred viper
#

if its blueprintable, its codable so I dont see why not

frosty bloom
#

Yeah the disintegrate and rebuild effect will be my first target effect 😄

kindred viper
#

me first !

cinder iron
#

4.20 is supposed to be an in house version

#

at least thats what I've heard

frosty bloom
#

What does that mean exactly? Limited exposure to public?

kindred viper
#

multi-stage release as its modular?

cinder iron
#

not exactly, but a very stable version like 4.15 was for UT a base version.

#

In my personal opinion

#

I think that's... not something really good to take as it sounds

#

since I didn't hear it directly from someone from epic

frosty bloom
#

Yeah, will have to wait and see. I'm looking forward to it more than any previous version release either way 😄

cinder iron
#

I mean, its 4.20

#

#blazeit

kindred viper
#

they should make a new Unreal Engine logo for the 4.20 release with a nice leaf on it 😃

cinder iron
#

haha

thorn violet
#

Is there anyone who has some experience with testing dedicated servers? I put the question in #multiplayer as well, but I'm confused 😭

manic pawn
#

@frosty bloom didn't they mention during that presentation that you won't be able to use c++ in niagara stuff?

obsidian nimbus
#

i did a dedi server once but been a while

#

better get learning hlsl 😛

frosty bloom
#

@manic pawn They might have done that, I can't remember correctly. They might add it later on if it doesn't work on release, all we can do is hope at this point

manic pawn
#

it's because the effects get compiled to hlsl shaders so there isn't anything you can do with cpp

thorn violet
#

@obsidian nimbus It just confuses me that everything went perfect 'n then it just doesn't recognise ppl joining. I'm like... Wut

obsidian nimbus
#

like i said, it been w hile

frosty bloom
#

At this point BP feels weird to do logic in, I really hope they manage it in a good way

silver crown
#

Graphs ftw

#

really

plush yew
#

ha

graceful grove
#

Managing Niagara logic is really fluid, the Stack and Graph paradigm really splits it up cleanly.

#

Also a week ago I didn't know a lick of HLSL but it's been pretty easy to pick up and use in practice.

plush yew
#

how do you access niagra? i only use cascade in all my particle fx so far

graceful grove
#

I'd post some screenshots of the graph logic 'cause it's really fluent but I'm waiting on an engine rebuild

#

Niagara is available as a plugin for the most current source build of the engine (4.20)

plush yew
#

ahh it is a 4.20 plugin. ok cool.

graceful grove
#

Although it's been a hidden plugin thingy since 4.18 I believe. Only about a week ago it really started coming together.

plush yew
#

i saw some things about it on the unreal youtube channel. it looks really great.

#

much more code based stuff.

graceful grove
#

Believe the hype! lol

plush yew
#

haha

graceful grove
#

I've been mucking with it for a week and it's super cool. Going back to Cascade to test some Vector Field stuff and it was night and day

#

But yes, everything to do with the data in the simulation can flow freely in and out, you can sample data from just about anything in or even outside the engine assuming you can program a DataInterface for it

#

And data can flow out, as I said. You can sample particle velocity and aggregate it into a blueprint and do whatever with it. Really hard to get a grasp of the ceiling with this stuff.

plush yew
#

almost all of my code i use in my game are from code plugins on the marketplace. if i learn CPP better and begin to integrate it more into my game, i hope i can use it some day. it sounds great.

#

i will try to keep this in mind, thanks.

graceful grove
#

You can drive it with BP just as well. Here's hoping 4.20 proper gets finalized soon. And that the Niagara content examples get here soon 👀

queen arch
#

Help! My lights in all levels disappeared!

#

Have no idea why

#

just opened my projects and none of the lights work

#

what the actual fuck?

#

and I can't move the lights or anything in perspective mode

#

oh fuck, something is horribly wrong with my project

#

please someone tell me that 6 months work isn't gone

grim ore
#

You should be able to roll back to the last commit to your source control I would hope

#

That is weird tho, it looks like your physical assets are missing on the disc

queen arch
#

Source control? (Oh gods, why didn't I implement source control)

#

also all icons (like the icon for lights and player start, or anything that has an icon on perspective view) is 2D and parallel to the floor. It's kinda hard to describe

manic pawn
#

you can't be serious about not having version control or at least backups with 6 months of work

grim ore
#

someone else had that issue and it was the near clip plane

manic pawn
#

:v

queen arch
#

near clip plane... yeah, i did mess with that

#

and yes, unfortunately I am that stupid as to not have version control

grim ore
#

welp turn the near clip plane back and see if it helps on a restart, cross yourself.

queen arch
#

Uh!

#

Thank you!

#

That was it!

#

Oh dear gods, I'm so happy

manic pawn
#

now go set up version control !

queen arch
#

YES!

grim ore
#

if you just want cheap and easy sign up for bitbucket and use their free private repos. if not just copy/paste that sucker into another folder every day lol 😛

queen arch
#

Will check it out!

#

oh man, again, thank you again! I don't know what I would do if I lost all of my progress!

obsidian nimbus
#

alt f4 fixes it

grim ore
#

start over and learn to use source control I would guess

queen arch
#

Get stupidly drunk for a night, cry a lot, start over the next day and learn to use source control*

plush yew
#

I wait for packaging my project for hours

#

and it stuck

#

damn son

#

and its doing nothing

#

stuck compiling shaders stuck everything

#

i have no idea what to do

obsidian nimbus
#

find the problem and fix it 😃

shell knot
#

I've been searching for a while but can't seem to find an answer :/

plush yew
#

i cant find the that problem

#

its always stuck at a point

obsidian nimbus
#

how many maps does it have?

plush yew
#

1

#

and its not too big

obsidian nimbus
#

what cpu?

plush yew
#

let me check

#

Intel Core i7-3630QM CPU 2.40 GHz up to 3.40 GHz

obsidian nimbus
#

well i dont know much about the project could be a whole bunch of things

#

can u package a 3rd person template?

#

like ever had a succesfull package?

plush yew
#

hmm i will try package a blank project

obsidian nimbus
#

working on something for a long time and than when finished package it is generally a bad idea

plush yew
#

its a picture of my project

#

where can i get logs

#

i can package a normal project

#

but i cant package my project sadly :/

#

and i have no idea why its not packing

obsidian nimbus
#

sometimes it helps if u migrate the map to a new project, but i dunno, might wunna ask in packaging channel

placid kraken
#

Hey guys, I'm desperately trying to find someone who can help me ... I worked the whole day on some BPs (normal actor classes, nothing special) closed the editor and saved them upon closing. Reopened them right now and all the stuff that I worked with doesn't show up in the folder view, although the files are still there in my windows explorer ... any ideas are welcome

cinder nest
#

Anyone know anything about getting Chinese text imported into UE4?

grim ore
#

If the files are in the explorer but not in the content browser in the editor then maybe you opened it up in an older version of the engine.

winged crypt
#

Any console devs around?

placid kraken
#

@grim ore hm I'll try that out tomorrow thanks for the suggestion

unreal spoke
#

I'm trying to help to help a guy that has problems with the graphic memory because his game has more than 4000!!! textures. Now I'm curious. Do you guys know if any AAA has published the number of used texutes? GTA? Fallout? Assasin creed?...

obsidian nimbus
#

you can open up robo recall and check

#

thats sorta AAA

queen wolf
plush yew
#

@queen wolf i tried using custom fonts too - apparently there is scaling issues and the feature is still beta. if you install a .ttf of the font, and use gimp or photoshop to apply the font to an image, you can use the font on a material. in game engine fonts are most commonly used in marketplace previews of various items, and that sort of thing - they are usually not used in practice in a production run. hope that helps. oh by the way almost forgot - you can also use a UMG widget and add the widget to your screen, widgets support custom fonts on the widgets themselves, and you can change text there, like if u have a UI or something.

queen wolf
#

I skipped a part

plush yew
#

oh and one final thing -

queen wolf
#

I had to reimport the font

#

now it looks better

plush yew
#

if you want to have text in 3d - you can use 3d widgets as well

#

cool

queen wolf
dark jasper
#

alguem tem o link do discord da unreal br ? me manda no pv

umbral tartan
#

I read that ggxrd characters are around 40k polys. Anyone know if that includes the inverted hull?

#

@plush yew By 3d you mean 3d space, yeah? Afaik, widgets don't support actual 3d (text) meshes.

#

So far as I've seen the only way to simulate a 3d mesh in a widget is to use the scene render component.

plush yew
#

yeah 3d widgets, oh non mesh, just a text render

umbral tartan
#

Cool.

plush yew
#

i meant like that type haha

umbral tartan
#

Yeah. They're super useful for VR

plush yew
#

yea

plush yew
#

hello

#

oh yeah, I bet

plush yew
#

hey guys I got a question

#

How can I set a playable area so that my pawn camera doesn't go off the platform?

#

you could create 6 invisible planes, right?

#

@plush yew blocking volume

#

not working on the camera

#

the camera goes off the platform

#

you can set camera collision like this and create a blocking volume that blocks movement for it

#

if yuou use a spring arm for the camera

#

it will scrunch in

#

yes I do have spring arm

#

@plush yew so the param gotta be exactly like this right?

#

yeah you gotta have the collision test enabled, and you gotta make sure there's an offset or it wont scrunch when it hits edges

#

either length or offset should both scrunch, i only had a Z offset to make the camera go above my pawn by default for third person view

#

@plush yew one more thing friend. so if my is a rts style? would I need 1 bound or 4 for all four sides?

#

@plush yew and also for the rts style, I think i would have to mess with the x and y offsets.

#

so you can place the blocking volumes wherever you wana block camera movement. you can also use camera blocking volumes where necessary. you would place them on each side like you say, 4 separeate vols for a planar with 4 edges.

#

and yes you would basically change offsets for that style, and focus the camera on whatever you have selected. you can either jump to selected char, or move the main viewable position around liek they do in starcraft.

#

@plush yew thanks buddy. I will give this a try and if its okay, i will get back to you shortly.

#

here i'll DM you ok

#

ok

idle mango
#

Hi there!

plush yew
#

Why is the Job board full of royalty garbage?

#

Shouldn't it be limited

fluid stag
#

I think the bot does it, so there is no real way to seperate good royalty projects from bad ones

weary basalt
#

What criteria would you use to determine if an Royalty project is good or not?

cloud cobalt
#

"Royalty" really means "for fun"

plush yew
#

Umm, I'd prefer a limit of 2:1 to paid projects

#

I've been a part of 4 royalty projects so far, disappointed with every single one

#

But more than happy with 1 paid project

cloud cobalt
#

Royalty is something you should engage with if you really know the team and have great motivation and a realistic project and the skills

#

Was our case with a friend, royalty project where we actually paid ourselves

#

OR if you don't care and want to learn

plush yew
#

But the problem with It is that they overscope

#

Waste time on Production

#

No Gameplay whatsoever

cloud cobalt
#

Well yeah

#

Most people here aren't professionals

plush yew
#

We're 6 people on current project, we know we can make a Demo, but idiots just won't agree

#

They think they can make next PUBG in 1 month and make millions

cloud cobalt
#

Like I said, either you're learning and don't care, or you know you're working with pros that have a real shot at it

#

If that's not the case then just avoid them

#

99% of amateur game projects fail

plush yew
#

I can do it, but I expect Job Board to be more Filtered

#

It never hurts to have 2-3 projects for fun and 1 paid

cloud cobalt
#

Well if you have the time and patience to filter the channel, try getting on the mod team 😃

#

I know I wouldn't

plush yew
#

Heh

#

No one wants

#

I'd report though

cloud cobalt
#

At least people only post in one channel, so I just mute it and work on my own

plush yew
#

I consider Royalty projects like spam emails

#

Job board is full of them, always

cloud cobalt
#

You might, others don't

plush yew
#

Never hurts checking a spam out

#

It's not USEFUL though

cloud cobalt
#

It's not useful to you

#

It might be useful to others

plush yew
#

Maybe, maybe

cloud cobalt
#

I know I actually led two royalty projects, one of which recruited exactly like that

#

One was very much like what you'd expect with half the team dropping out mid-course, still end up released

#

Other was just with a friend

plush yew
#

Whenever I join up with such teams, I test the water with 1 simple question

#

What's your Documentation and Roadmap

#

If both are ticked, it works

#

No matter others join or leave

cloud cobalt
#

You might filter by proper grammar and project that's not a zombie MMO battle royale

#

Works too

languid shard
#

oh my

#

the demand in that post has a crazy amount of samples 😅

cloud cobalt
#

Can't wait for it to be merged in engine

#

The struggle is real, looks great and works faster... It's going to be awesome once it's available with source

languid shard
#

@cloud cobalt with the hint that luoshuang might be finally working for epic, this is completely possible

cloud cobalt
#

Yeah I saw that, amazing if confirmed

tired island
#

Hey I had like to learn C++ any advice for a noob with only 3 hours of experience on it?

weary basalt
#

Watch lots and lots of tutorials

cloud cobalt
#

For C++ it's really all about these years of experience

wary wave
#

'just keep programming' and 'try new things' is generally the jist of it

plush yew
#

Hi guys is it normal i have no record button when i 2x click Skeletal Mesh?

#

because on youtube i see they have it

#

nvm found the button below, lol

tranquil sierra
#

peaople here created there own character? Im stuck :p

plush yew
#

i do it now

tranquil sierra
#

idk how to start.. I think using blender?

plush yew
#

yes

tranquil sierra
#

I would like to try a high poly char

#

but the tutorials seem so hard..

plush yew
#

ohh idk i do simple low poly stickman lol

tranquil sierra
#

:p

#

Im close to pay for it god damn

plush yew
#

i love simpliity

tranquil sierra
#

i like scripting and stuff. hate medeling

#

moddeling

plush yew
#

y i hate it too

tranquil sierra
#

:p cool

#

do you create the animations also in blender?

plush yew
#

im not there yet but ill use ue for this

tranquil sierra
#

Iclone7 seems nice :p but not that original in the end

tired island
#

@weary basalt @cloud cobalt @wary wave thanks will do :)

keen pawn
#

Hey everyone

#

Were looking for a way for UE4 to handle alot of small objects at once

#

without killing FPS

#

we are basically spawning bullets but its killing the frams

#

any tips?

tired island
#

Isnt that the processor?

#

Or Ram of each computer?

keen pawn
#

erm were not entirely sure we are looking into it now

#

but we need it to be wayyy better

tired island
#

I know some videos about experiments with it

#

Like trying to break ue4

keen pawn
#

yeah

#

we dont want to break it lol

vale osprey
#

@keen pawn you need to do pooling instead of spawning bullets in real-time

keen pawn
#

please enlighten me!

vale osprey
#

Is not amount of bullets but the spawning process

#

Google UE4 object pooling

keen pawn
#

right i see

#

ok man ill take a look

#

thank you

vale osprey
#

And there is at least one plugin on MP for this. But it’s not too complicated to setup such system on your own

whole quarry
#

@tranquil sierra if youre not picky you can use Adobe Fuse to make a character and use animatioms from Maximo

keen pawn
#

Thank you dude this looks like it will do the trick @vale osprey

vale osprey
#

having some major issues with a sequencer

#

I guess I just have no clue what it can do or it's really underdeveloped

#

as a part of one rendering feature, we need to set material parameters every few frames

#

you can animate material parameters with Sequencer but I don't see a way how they can be recorded

#

yesterday, I've made a temporary component that could store material parameters variables. But such variables have to be vectors, as sequencer doesn't even give an option to record variable if its a Linear Color

#

if I store material parameters as vectors, they do get recorded but then you can't copy/paste them into material parameter track as they are of different type....

tribal pebble
#

why do i have missing materials in an HTML5 package

#

everything works but only 1 item has missing materials

#

in Ue4 it shows correctly tho

vale osprey
#

check packaging logs, just search for that material name

tribal pebble
#

i know the name as i see it visually

#

what then?

#

i read online that Mobile rules apply so dunno something needs to be done to match mobile dunno

vale osprey
#

look for warnings related to that name in packaging log

tribal pebble
#

k lemme repackage i'll get back to you

#

i don't see any error where do i find the error about the material?

#

could it be that i named the material with an italian letter? its called Pokèball (the real way of writing it)

vale osprey
#

could be that easily

tribal pebble
#

lets try

vale osprey
#

the other thing to check that it doesn't print warning when you compile material, maybe you are using something in material that is not supported on mobile

tribal pebble
#

nope , it gave me the same issues when i had just a 512 x 512 diffuse map

plush yew
#

how do i make my CharacterMovement not have acceleration/deceleration when flying?

tribal pebble
#

@vale osprey Oi mon worked! changed removed the Italian letter and it worked out!

plush yew
#

should one test game on other pcs regularly or only at the end of development?

cloud cobalt
#

Well, you should test as much as you can afford

silent kraken
#

Anyone know of any good blender character tutorials

plush yew
#

Have question about collision

#

parent SceneComponent has checked checkbox "ignored" for all.

#

So will child component checked for collision?

frail sun
#

Are timelines instanced in the event graph per event?

dark flax
#

Good morning. So I'm trying to make a VR utility program and I'm confused about where start approach it from. I want the program to be able to run while other VR games are running so I'm not sure if I would make this like a normal game or if a special approach is needed.

pallid compass
#

a VR utility program?

silent kraken
#

Yeah, uhhh

#

I don't think UE4 is capable of this

#

I think maybe your referring to something like Anarchy Arcade, where you can play your games in a game. But somehow using utilitys. Uhhhh, really don't understand

dark flax
#

An example would be like Oculus Tray Tool

#

I would like to be able to access the oculus/ touch controllers in an application that doesn't get in the way of the user launching another game in VR

#

Basically a non game application

silver crown
#

I'm not sure Oculus allows this?

dark flax
#

This is what I'm trying to find out.

silver crown
#

You should look into the sdk docs then

dark flax
#

yeah. You're right.

delicate lintel
#

hey guys

#

how's it going

simple pebble
#

anyone hit me up with a solution. i cant scale anything in ue4

delicate lintel
#

optimisation question: how much does it matter to have 3 materials on a character compared to same textures but divided into 10 materials. how much does it help?

cloud cobalt
#

It doesn't ? The number of materials has a cost

#

though not big

#

Not sure what you're doing exactly

delicate lintel
#

a character with clothing that was created with mixamo pipeline, so i had to split the materials into about 10

#

so theres one mat for shoes, one for body, one for beard, one for pants, one for torso, one for gloves etc

cloud cobalt
#

Well, if you need these parts to be swappable, that works

#

If it's a unique character it works too

#

Just don't be doing 10 materials per object in your game

delicate lintel
#

ah yea for sure

#

😃

#

so there wouldnt be much impact if i were to merge them into 2 or 3

plush yew
#

dang cant find good animating tutorial

#

if i move bones manually and press record it looks pretty bad

delicate lintel
#

its very easy to animate in maya

plush yew
#

nah that cost milions

delicate lintel
#

should be plenty of blender tutorials on youtube

#

thats your best bet

plush yew
#

but its done inside ue4 lol

cloud cobalt
#

UE4 is not animation software

#

Animation both requires

  • plenty of experience, usually art school for character animation
  • great software (Maya is the gold standard, Blender probably does a decent job too as usual)
#

Since it's just a stickman you can get away with shit animation, but you might want to look for professional animation, either using the UE4 default skeleton or buying assets

plush yew
#

oh thanks

grim sinew
#

Also Maya does not cost millions, it's either $190 per month for the full version or $30 per month for "Maya LT", a really cut down version of it.

plush yew
#

do you think builtin animater feature in eu4 is bad?

grim sinew
#

Yes. Unquestionably. Don't bother.

plush yew
#

really

grim sinew
#

It's meant for blockout at most, they even said do not use it for production animations.

cloud cobalt
#

I would go further

#

UE4 is not meant for content creation

#

It's meant for integration of content

grim sinew
#

That is also true. UE4 itself is not meant to generate any content on its own, and that will never change. You're supposed to import every single asset from other programs.

cloud cobalt
#

We had that discussion the other day with a developer using materials as an image editing software. Having UE4 does not make a 3D modeler, 2D editor, code editor irrelevant

#

It requires these software tools and integrates with them

grim sinew
#

The only thing Unreal can make on its own is Blueprint code and material code.

#

That's it.

plush yew
#

oh ill try blender for animations then

#

didnt know it can do it

cloud cobalt
#

For animation, your best bet is to use the Epic skeleton

#

Rig your mesh to that

#

You'll have literal hundreds of animations at your disposal

grim sinew
#

*assuming your mesh is a biped with no special requirements like hair/cloth bones

plush yew
#

@cloud cobalt hm but i will need to implement attacking with gun or sword

cloud cobalt
#

Though hair & cloth can also work with physics 😃

plush yew
#

is it there?

grim sinew
#

More reliable using bones for it, those can self collide properly

plush yew
#

i mean if there is animation already

#

for using melee weapons and ranged

grim sinew
#

What he's saying is, there might be one or two animations here and there.

cloud cobalt
#

Most of the anim sets on the marketplace are rigged to the Epic skeleton, including a pack from Epic that has dozens

#

You can spend less than what a concept artist will ask for two paintings, and get away with enough production-quality anims for your entire game

obsidian nimbus
#

you can do a lot of animation stuff in UE4, just need to set up some bps

gilded crest
#

did anyone else notice the +7 days that were added on the voting for the ue4jam?

cloud cobalt
#

@obsidian nimbus You can do a lot of animation integration, scripting, tweaking - foot placement, aiming, etc. You're not going to do a walking animation in UE4 though.

obsidian nimbus
#

nah ur crazy if ur gunna keyframe stuff like that

smoky stream
#

well, im a madman

#

i keyframed a 1 minute full body animation

#

for 6 diffrent characters

#

in blender

#

it was not fun

obsidian nimbus
#

you can however record phyics anims and stuff like that

smoky stream
#

it was also god awful

obsidian nimbus
#

like dropping hitting a wall after car impact

#

stuff like that

cloud cobalt
#

Keyframing isn't crazy, really. It's how you do stuff that's not mocap-friendly. Keyframing with UE4 is crazy though 😃

plush yew
#

@smoky stream so blender is guut for that?

smoky stream
#

blender can do just about anything

#

blender is great for animation

#

the controls are just somewhat unintuitive

plush yew
#

ok ty ❤

obsidian nimbus
#

my keyframed anims allways turn a bit wonkey

#

i can turn the default walk anim into a trex anim tho 😛

#

if u wunna do some super custom stuff like world warZ zombie hordes u could should consider all options and UE4 is one of em

plush yew
#

idk what that means

#

imma try to set epic's animation with my stick

#

to avoid headache

#

but i like doig things from scratch

cloud cobalt
#

Then do

silent kraken
#

@plush yew if your going to add animations, then create them using your character or you could get some funky results

#

Don't use premade animations and premade items like guns and swords, the animation will most likely not work

cloud cobalt
#

That's why the Epic skeleton exists

silent kraken
#

Especially with guns

#

Yeah, but the gun they use was made for that model so it works

#

It will work, it will just probs look bad

cloud cobalt
#

Obviously you need to make sure the assets you're going to create respect the assumptions made for that animation set

#

If it's a rifle animation, then you might want to look at where the hands are and work from there

#

Anyway, the thing with character animation is that everyone sees animated characters all day long all the time during their lives because that's what we are all. That's how you can say that someone wears uncomfortable shoes, or is drunk, or is depressed, etc. Any subtle defect is instantly detected, aka the uncanny valley.

#

I also like doing stuff myself from scratch, but I also stay away from animated characters because I'm aware I'm not going to produce something good-looking

#

Marketplace assets can fill the gap, provided you work carefully around them

silent kraken
#

Yeah, but sometimes the animations look really bad. If your going to take this seriously, put the time in and create your own, then there will be no problems

#

Unless of course it is like a pack

cloud cobalt
#

Taking the time to create a decent walking animation is like, take six months to learn animation

silent kraken
#

Well, then do it. Everything will take time to make, just put the time and effort in

cloud cobalt
#

Sure, some fields are just less approachable than others. If you've got yourself one year to create a game, learning animation from scratch is going to eat up most of it and you'll end with animating skills, and no game.

silent kraken
#

Tbh, I rather do it myself

cloud cobalt
#

Doing a chest opening, door opening animation is fine, you can learn animation and have a decent animation done at the end of the day. Walking, running, aiming is a wholly different game

silent kraken
#

Yeah, I know. But at least your know how to do it. Then you can easily make changes later

cloud cobalt
#

Sure. Same goes for sound, music, 3D assets, programming, network skills, advertising, accounting, hiring, etc

#

At some point you really need to pick your battles

plush yew
#

i need to face my shadows

#

so lets do it

grim ore
#

pivot the game to not require animation is always my answer lol

cloud cobalt
#

For what it's worth I'm definitely of the "do it all yourself" school, so I write code, do 3D art, and the business side too. However i'm not touching animation, music, and I suck at sound too - despite having spent a decade learning the rest

silent kraken
#

@cloud cobalt basically, you don't want to put the time and effort in. Your rather get it done quickly

#

I am basically learning all of what you just said

cloud cobalt
#

I spent a decade learning programming & 3D art, so I feel like I do spent time

#

My current game is 4 years in dev, mostly finished, available for sale

#

However these 10 years were not enough to look at music & animation

plush yew
#

tbh animating walking in "Pivot" was really easy

#

but its just a weird tool

#

not for modelling

#

lol

cloud cobalt
#

Now if you've got your own game to show off with your own music, animation, C++ code and 3D assets @silent kraken I'd love to see it

#

I'm just saying I've never met someone who could do all of these decently

silent kraken
#

The biggest thing with premade assets is if they break, you have to wait for them to be fixed and sometimes they never are

#

We have 2 tracks so far xD

cloud cobalt
#

What I did for my game is : no animation, based on which kind of game it is, and music done by a third party

#

Like I said if you know someone who codes, animates & models at a proficient level, that's great, I'm just saying that's rare

silent kraken
#

I have been coding for years

#

And learning models and animations

#

And I created a model

cloud cobalt
#

Then go on learning

silent kraken
#

I can show you in PM when I get home.

plush yew
#

Yeah show me too ❤

silent kraken
#

Your have to add me

cloud cobalt
#

I'm just saying character animation isn't realistically something you learn in a month

#

That's it

#

Now if you're okay with delaying your game by 6 months to learn animation, cool, do it

#

Same goes for any skill

silent kraken
#

Oh yeah, it will take time

plush yew
#

i added u google

silent kraken
#

The hardest thing is coming up with the characters xD

plush yew
#

now we are fri3nds

cloud cobalt
#

Coming up with stuff is yet another job description

#

But since you're already the master of four different jobs, what's a fifth 😃

devout gulch
#

@silent kraken what is the point of learning to animate ?

#

if you are not dedicated animator

surreal viper
#

you can be an integrated one 😄

devout gulch
#

you are not going to achieve even 1/10 of quality of those marketplace assets

cloud cobalt
#

Nah, he said marketplace assets were shit

#

I'm sure he's much better

devout gulch
#

yeah right

cloud cobalt
#

Probably also an elite C++ programmer

devout gulch
#

i'm sure he is better than Kubold,

#

who used mocap ;

silent kraken
#

I just said I don't like relying on them actually

devout gulch
#

then you are just playing around instead of making prouct

#

best work done is the work you don't have to do

plush yew
#

why are you mocking him

#

lul

devout gulch
#

there is enough shit to create for game

#

not mocking

#

i say

#

pick few things

#

and focus on them

silent kraken
#

Yeah, and I don't like relying on other people's work

cloud cobalt
#

That's fine

#

I don't either

devout gulch
#

then why are you using unreal engine ?

silent kraken
#

It is a game engine, it is completely different to a model breaking over time

#

And plus at least I can say I made it rather then saying used premade assets

devout gulch
#

you can say you made a game

#

in the end of the day

#

it's all that matter

#

unless you are targing very specific position

surreal viper
#

if you like to create the assets yourself i think it is totally okay to do so

devout gulch
#

I agree

surreal viper
#

you are in games so your first focus isn't business most likely in the first place

devout gulch
#

I just disagree with the permise do everything yourself if you are trying to actualy finish something 😃

surreal viper
#

you don't have to, but you can 😄

silent kraken
#

It would just take longer, which I don't mind

surreal viper
#

also everyone is always crying about asset flipper games all the time and now you want to convince @silent kraken to do that

cloud cobalt
#

I think what really makes it an issue is animation specifically, because that is a really fucking huge job where quality has to be absolutely godlike to feel fine

#

Same goes for music, IMHO

surreal viper
#

usually if an ex-animator makes a game on his own that looks damn amazing 🤔

cloud cobalt
#

Programming, 3D art - depending on what you do it can be easy

#

Animating a character, that's not easy / amateur material, at all

#

I'm confident non-programmers can do my job just fine

#

Saying that as a rather experienced one

surreal viper
#

yeah, but you can still code and do music if you are e.g. Alec Holowka 😄

silent kraken
#

Yeah, it depends really. They are some really good low quality games

cloud cobalt
#

Music, animation, realistic graphics, these are heavy hitters because we spend literally all day experiencing that in the world, so everyone has a crazy high threshold of what's good

devout gulch
#

on completly unrelated note

cloud cobalt
#

Skyrim made me laugh my ass off because of shitty animation three minutes into the game, and that was professional work still

devout gulch
#

I almost successfuly integrated grpc into engine

#

that was an serious test of my patience and stubornnes

surreal viper
#

Skyrim? what about Gothic/Elex then 😄

devout gulch
#

Elex is using engine from Gothic 3

#

while those are shit on technical level

surreal viper
#

how the animations look like is usually not on the engine 😄

devout gulch
#

they have charm to them that sucks you in

#

Skyrim is just plain bad

#

without mods

cloud cobalt
#

Yeah, nothing to do with the engine most of the time

#

Look at Disney animation from their old 2D movies

#

That's hand-drawn

#

It's also still absolutely delightful

#

No one's going to watch the Lion King today and say "lol, them graphics"

frank escarp
#

too bad western 2d animation is basically dead

#

disney themselves dont really have 2d animators any more

#

they retrained for 3d

grim sinew
#

And then they fired a ton of the 3d staff too

pallid compass
#

man wth how do u make unqiue FTimerHandles for instanced objects

frank escarp
#

@grim sinew indians are cheaper

grim sinew
#

Every single person I know that used to work at Disney animation, every 2d and 3d animator, all got fired in mass layoffs when their departments were shut down.

frank escarp
#

but disney still makes movies?

#

who makes them now?

grim sinew
#

They do. I don't think they shut down the entire 3d team, but I do know for a fact the one that made Tangled and Bolt is dead.

frank escarp
#

rip

#

only asians do 2d animation this days

#

for anime

#

as in traditional-ish 2d animation

#

not flash

grim sinew
#

Yeah. The 2d Disney animator I know says anime is the only true successor to what they did

frank escarp
#

its merged with CG lately a lot

#

but there is only really 1 example of a CG anime that looks right

grim sinew
#

Well so did Disney, like in the Lion king, that stampede

#

The Lion King had a ton of computer effects

frank escarp
#

and that one has pastel handpainted backgrounds, and they kind of drawed the animation in 2d and then posed the 3d models accordingly

#

this one

frank escarp
#

beautiful anime

grim sinew
#

They had even a super early crowd sim on the stampede

frank escarp
#

other technique i really like is merging 2d and 3d at once. 3d backgrounds on 2d characters

#

its become quite popular lately, pokemon X anime did that for all the battles

#

instead of the cheap ass motion lines, they had a 3d render of the battle arena, and did cinematic 3d movement and shit

#

pokemons and humans still fully 2d

#

in the Treasure Planet disney movie

#

they had TONS of CG

#

basically all the robotics was CG

#

all of it

#

the human/organic characters 2d

#

backgrounds depends

grim sinew
#

That animator I know says that was the last one he worked on there

#

I think he said he worked on the villian

frank escarp
#

the villain is literally 50% cg

#

he is a cyborg

#

robot parts are CG, flesh part are 2d