#ue4-general
1 messages · Page 252 of 1
Gotcha
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.
man im so sad epic games doesnt have SSAO in forward
ill keep trying to implement it myself in an unbelivably hacky way
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
@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
yep you would want sequencer for that but I haven't tried the new relative stuff that was added in 4.19
Nice, thanks for your time.
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.
I thought sequencer was for films?
I'd use a timeline
pretty much I haven't touched sequencer since it was introduced lol 😛
Sequencer is for any sort of in-engine cutscene or whatever
And lerp the value
yeah but he wants to be able to visually set it up and you can't really do that with a timeline
Is the thumb on a HUD or something?
the little scrubber bar is what he means. basically being able to scrub thru the animation and adjust it in real time.
Yeah my bad
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 ....
hmmm...i wonder if we'll see 4.20 p1 soon...there's new branch on GH appeared
I expected 4.20p1 last week lol
yeah, they split it on 5.22th
The goal was end of June release and this is cutting it way way too close now 😉
hello, any tips on how to reduce game ram and vram usage, aside from reducing texture sizes which ive already done?
and yesterday they renamed main to 4.21
whoo 4.20p1 this week then, you heard it right from @next badger
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.
How important saving valid state is for BP
@grim ore new series?
The fact that some nodes can have multiple targets, and why (it might not be clear)
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
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
talking about these
Hi guys, i was imported Infinity Blade Firelands assets but when I go play give me a little bug
What would this mean? "You are not allowed to sale this asset on any other source code site."
that oddly reminds me of a project I once worked on.
@left pelican means it has part of Epic Games code
make sure its not colliding with anything, even invisible things
its not colliding
i deleted and put a new one
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
might be better in #blueprint
but doenst work
sounds a bit indepth
ok
@worn granite I had actually forgotten about the smaller stuff in the graph editor so thanks for the reminder :)
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
@idle garden the sky sphere is set to idea in that example for some reason. You have to fix it.
Collide...
@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
Yeah it's a weird issue with that example map. Took me a while to figure it out as well
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
@grim ore oh, i remember, translucency shadowing does not work with dynamic lighting...
you need to fix the collision @idle garden
i now that but still doenst work... however
So you changed the collision to no collision on the problem item?
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
It's saying the Body on the Character has it turned on, maybe disable it in there?
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
not today, its to forget
@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.
Oh awesome, thanks for verifying!
yep I haven't tried it before so figured it was time to try 😃
with mannequin doesnt works too, im feel much better with my character´
did you disable the collision on the sky sphere?
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
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
[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 🤔
I have tried the no collision thing, it doesn't work
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
@silent kraken your hitting the kill Z probably
^ That was it!
World Settings, Kill-Z
Go to Settings > World Settings and disable Enable World Bound Checks.
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
Then....make it move less quickly 😛
yeah, they can still get out, it will just take them longer
Anyway, are you talking horizontal or vertical?
If it's horizontal (and probably vertical too), you should look into level streaming
(Since there's a limit on how large one level can be, I don't recall the exact dimensions though)
does anyone here use Ue4+ Blender ?
Moved my question to lounge might be better since it dose not fit this chat
anyone know what InitViews means
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
@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.
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
Guns of Icarus Alliance is the expanded and definitive edition of Muse’s flagship title Guns of Icarus Online, the original player-vs-player steampunk airship combat game. Alliance features all of the content from the original title, but with the addition of player-vs-envir...
463
free game
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?
Anyone have much experience with the Sequencer that wouldn't mind trying to help out?
@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.
Your child blueprints can go ahead and override those values
no
ok
could take a static mesh and rebuild a BSP from it though
Oh hey I remember you marc
You helped me with stuff probably almost a year ago
ahh sounds like me. hope I helped 😃
Yeah nice to see you here still lol
yeah im like an old dog toy around here
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
Sometimes even google doesn't have answers
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.
Is it possible to make the ue4 grid go to .5?
I've found ways around the issue. But it would be nice
not sure tbh. I spend more time in code than the level editor itself
Ah yeah that's fine
so which grid? the one in the graph editor or the one in the viewport
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
The viewport controls for that is in the top right next to the grid snap, it should be like 1/5/ etc right?
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
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
cool
I don't know if it will work for less than 1 tho, visually it sets it but...
trying it now
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 :/
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
yay
Maybe there's a way to fix that by swapping out the grid lines
I bet the material they are using is clamped at 1
man now I have to go look to appease my curiosity
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
yeah the near clip plane is probably the cause of that
I usually set that lower
yeah it clips at 0.5 for me with defaults
the material is fine its just the clip plane I think
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
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
yeah maybe
how do i enable this https://gyazo.com/c8b7a4ebcbcc651d6a17c0db9a111e4e?
hey boys
quick qustion about UE4
developing for Android
can UE4 interact with NFC
@plush yew It's in the editor settings, if you search for "show memory" in the window it'll pop up as a checkbox
thanks
i rotated the player BP but when i play the Position is totalyl different wtf
@tribal pebble FPS template?
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
try it
Try it where you need it
Then
nah, I'm little busy
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
ops wc
Look into the archvis character
its already all done for you
if you just need to look about
and stuff
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
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
hey if I want to post in looking for talent what do I got to do?
check the pins of that channel
Take a look at the @plush yew and the pins and the #more-resources.
They all explain how to use the Bot
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
Is there a way to add a keyboard shortcut for 'project settings?' I couldn't find anything under editor preferences -> keyboard shortcuts
@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.
K, gimme a few and Ill emulate it and tell you how
I suspect it's going to be a custom ini file unless I just missed the setting somehow.
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
Yes, I used the search feature. Tried numerous queries. It's not a priority for me right now, thanks anyways.
No problem. If I figure it out when I get off work I'll let you know
anyone happen to know the correct syntax for putting an array of string values for a variable in the ini file?
https://www.youtube.com/watch?v=VdxRQ0J9aac Came across this via r gamedev
GTSA is a new and fast standalone version of the Ghosttown maxscript, new nodebased interface with many possibilities. Final meshes can be exported to obj. I...
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!
"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?
I love how they complain about royalties but they only give 5% gross to epic
^
Because Valve is not competing with them and taking royalties from them
My reaction to PlayerUnknown and Blue Hole when they get their license revoked. https://www.youtube.com/watch?v=xn07GeZ7Psk
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
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
Overall, I think it's unhealthy to see your engine developer turn its game lineup over to compete against your own wild success
I don't disagree tbh
at the same time though, they've not overstepped any legal boundaries
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
they followed pubg into the mobile market which I think might have been the part that made them the most angry
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
pubg is not really shitty considering where it came from
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
it's one of those things where you are happy to see epic finally get a good win in the multiplayer game market
I'm actually happy that Epic has reasons to care about core game performance for their engine, rather than VR or archviz
yo 😦
Next up could be lighting plz
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
Pubg introduced cosmetics and loot boxes before even optimizing their game
Bluehole got greedy and screwed their game up
Hey @languid shard o/
@coarse wigeon Hey !
In my eyes they failed and they deserve to be under fortnite in terms of well....everything
every game ever is doing exactly the same
Fortnite capitalised by moving directly into GAAS
early access games launching with bugs and lootboxes
PUBG seems to still be floundering in pseudo-early access and it seems they tried to capitalise on it with monetisation rather than content
ye
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
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
that game on CryEngine ?
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
it uses SpatialOS for networking, IIRC
which can support large numbers of players
matchmaking for 400 players though xD
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
ah so its name is mavericks
how do unreal units relate to real life units?
Centimeters basically
@grim ore it worked 😄 thanks
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...
why do you want to cast from one task to another? You cannot cast between sibling classes
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
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
joooow
how are you guys doing?
what the frick
uhhhh, is that counted as advertising
<@&213101288538374145> @young bane just advertised, I think
oh forgot the moderator tag 🤦
XD
@languid shard im a forum mod, not a here mod
yeah that too my bad 😅
I love that, a here mod XD
oh yay, spam
that game is literally a rip of the top app seller jesus
I would give advertising advice to you @young bane but I'm doubtful you care
Hey
@young bane Please read the #old-rules in regards to advertising. We have a strict policy.
beat me to it
It's also completely useless as a sales technique
🤷
He's probably just a kid that wanted to make a quick buck
theres no quick buck in game dev
omfg
Someone's learning 😃
What is plugins life cycle
Anyone knows why mo colours dissapered but they are there when I click Play? https://i.imgur.com/1yznkXh.png
you're only viewing lighting
top left corner. Click on Detail Lighting and change it to Lit
Thanks ❤
I find it funny how you cook the project and only one error deletes all the cooked data :D
the cook failed but those are only the warnings, you need to find the errors
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?
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
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
how do i change anti aliasing method on the map now? this setting got removed from post process volume i see
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
@patent ibex It's in the project settings, the rendering category
@grim sinew i was hoping i still can set it per map, but looks like the only way is cvars
You can't do it per map anymore, no.
@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
It makes sense in a way! But it is a starting point. Thank you so much
np, Good luck with the Effect
@fathom frost I haven't tested this blueprint but it should provide some direction as to handling it https://blueprintue.com/blueprint/btu8yhj0/
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
Thank you SO much @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
I just started UE4 3 days ago, still learning a lot. But it does 😃
@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
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
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
check this video out as well with chris showing how to use render targets and particles to do something similar. It's a bit more robust than what you want but the basics are there https://www.youtube.com/watch?v=67z5u8ZcEcw
Epic's Chris Murphy explores how Unreal Engine's Blueprint allows developers to create high-end effects that impact many areas of the game environment withou...
I can probably limit the amount of emitters he can spawn
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
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
this guy looks young
Hi, is this the official server of Unreal Engine?
yes
technically its not official.
It's the most official one you'll find as there are EPIC staff and forum mods here
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.
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.
Their aim seems to be a new version ever quarter of a year, it's all estimated time frames though.
between 0 and 24^99th hours
I would be shocked if there was no 4.20p1 this week tho, simply shocked.
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
Q3 is a little pessimistic, realistically it'll be within the next month
Well, I could see 4.20 being released in July with previews in June
June to August is Q3 so lets just hope early Q3
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 
probably won't be till 4.21 anyways 😛
Im no artist but im gonna spend a good month on Niagara doing some crazy stuff. Super hyped
Programmable VFX got me pretty hyped as well
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
Hopefully it will be easy to do it through C++, since this far visual scripting got limitations (few but they are still there).
if its blueprintable, its codable so I dont see why not
Yeah the disintegrate and rebuild effect will be my first target effect 😄
me first !
What does that mean exactly? Limited exposure to public?
multi-stage release as its modular?
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
Yeah, will have to wait and see. I'm looking forward to it more than any previous version release either way 😄
they should make a new Unreal Engine logo for the 4.20 release with a nice leaf on it 😃
haha
Is there anyone who has some experience with testing dedicated servers? I put the question in #multiplayer as well, but I'm confused 😭
@frosty bloom didn't they mention during that presentation that you won't be able to use c++ in niagara stuff?
@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
it's because the effects get compiled to hlsl shaders so there isn't anything you can do with cpp
@obsidian nimbus It just confuses me that everything went perfect 'n then it just doesn't recognise ppl joining. I'm like... Wut
like i said, it been w hile
At this point BP feels weird to do logic in, I really hope they manage it in a good way
ha
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.
how do you access niagra? i only use cascade in all my particle fx so far
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)
ahh it is a 4.20 plugin. ok cool.
Although it's been a hidden plugin thingy since 4.18 I believe. Only about a week ago it really started coming together.
i saw some things about it on the unreal youtube channel. it looks really great.
much more code based stuff.
Believe the hype! lol
haha
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.
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.
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 👀
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
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
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
you can't be serious about not having version control or at least backups with 6 months of work
someone else had that issue and it was the near clip plane
:v
near clip plane... yeah, i did mess with that
and yes, unfortunately I am that stupid as to not have version control
welp turn the near clip plane back and see if it helps on a restart, cross yourself.
now go set up version control !
YES!
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 😛
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!
alt f4 fixes it
start over and learn to use source control I would guess
Get stupidly drunk for a night, cry a lot, start over the next day and learn to use source control*
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
find the problem and fix it 😃
Hi guys! Does anyone know how to use netCDF files? I would like to create a height map from the dataset on this website: https://data.nodc.noaa.gov/cgi-bin/iso?id=gov.noaa.ngdc.mgg.dem:11511
I've been searching for a while but can't seem to find an answer :/
how many maps does it have?
what cpu?
let me check
Intel Core i7-3630QM CPU 2.40 GHz up to 3.40 GHz
detailed information https://ark.intel.com/en/products/71459/Intel-Core-i7-3630QM-Processor-6M-Cache-up-to-3_40-GHz
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?
hmm i will try package a blank project
working on something for a long time and than when finished package it is generally a bad idea
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
sometimes it helps if u migrate the map to a new project, but i dunno, might wunna ask in packaging channel
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
Anyone know anything about getting Chinese text imported into UE4?
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.
Any console devs around?
@grim ore hm I'll try that out tomorrow thanks for the suggestion
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?...
Hi I need some help. I am making a name tag for my character with a custom font. I used this post: https://answers.unrealengine.com/questions/282513/how-to-make-clean-big-text-renderers-with-custom-f.html to help me set up the custom font but the outcome is this: https://gyazo.com/7a95f6e2d855e0469faddd38292075ec anyone know how I can solve this?
@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.
I skipped a part
oh and one final thing -
alguem tem o link do discord da unreal br ? me manda no pv
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.
yeah 3d widgets, oh non mesh, just a text render
Cool.
Yeah. They're super useful for VR
yea
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.
@plush yew So this is what I have on the spring arm
here i'll DM you ok
ok
Hi there!
I think the bot does it, so there is no real way to seperate good royalty projects from bad ones
What criteria would you use to determine if an Royalty project is good or not?
"Royalty" really means "for fun"
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
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
But the problem with It is that they overscope
Waste time on Production
No Gameplay whatsoever
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
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
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
Well if you have the time and patience to filter the channel, try getting on the mod team 😃
I know I wouldn't
At least people only post in one channel, so I just mute it and work on my own
You might, others don't
Maybe, maybe
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
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
You might filter by proper grammar and project that's not a zombie MMO battle royale
Works too
attachment
Disclaimer:
This is a very simple and early version of my GPU lightmap baker. Don't expect much from it! =)
Binary Installation:
4.19.1:
oh my
the demand in that post has a crazy amount of samples 😅
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
@cloud cobalt with the hint that luoshuang might be finally working for epic, this is completely possible
Yeah I saw that, amazing if confirmed
Hey I had like to learn C++ any advice for a noob with only 3 hours of experience on it?
Watch lots and lots of tutorials
For C++ it's really all about these years of experience
'just keep programming' and 'try new things' is generally the jist of it
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
peaople here created there own character? Im stuck :p
i do it now
idk how to start.. I think using blender?
yes
ohh idk i do simple low poly stickman lol
y i hate it too
im not there yet but ill use ue for this
Iclone7 seems nice :p but not that original in the end
@weary basalt @cloud cobalt @wary wave thanks will do :)
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?
erm were not entirely sure we are looking into it now
but we need it to be wayyy better
@keen pawn you need to do pooling instead of spawning bullets in real-time
please enlighten me!
And there is at least one plugin on MP for this. But it’s not too complicated to setup such system on your own
@tranquil sierra if youre not picky you can use Adobe Fuse to make a character and use animatioms from Maximo
Thank you dude this looks like it will do the trick @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....
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
check packaging logs, just search for that material name
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
look for warnings related to that name in packaging log
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)
could be that easily
lets try
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
nope , it gave me the same issues when i had just a 512 x 512 diffuse map
how do i make my CharacterMovement not have acceleration/deceleration when flying?
@vale osprey Oi mon worked! changed removed the Italian letter and it worked out!
should one test game on other pcs regularly or only at the end of development?
Well, you should test as much as you can afford
Anyone know of any good blender character tutorials
Have question about collision
parent SceneComponent has checked checkbox "ignored" for all.
So will child component checked for collision?
Are timelines instanced in the event graph per event?
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.
a VR utility program?
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
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
I'm not sure Oculus allows this?
This is what I'm trying to find out.
You should look into the sdk docs then
yeah. You're right.
anyone hit me up with a solution. i cant scale anything in ue4
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?
It doesn't ? The number of materials has a cost
though not big
Not sure what you're doing exactly
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
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
ah yea for sure
😃
so there wouldnt be much impact if i were to merge them into 2 or 3
dang cant find good animating tutorial
if i move bones manually and press record it looks pretty bad
its very easy to animate in maya
nah that cost milions
but its done inside ue4 lol
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
oh thanks
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.
do you think builtin animater feature in eu4 is bad?
Yes. Unquestionably. Don't bother.
really
It's meant for blockout at most, they even said do not use it for production animations.
I would go further
UE4 is not meant for content creation
It's meant for integration of content
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.
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
The only thing Unreal can make on its own is Blueprint code and material code.
That's it.
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
*assuming your mesh is a biped with no special requirements like hair/cloth bones
@cloud cobalt hm but i will need to implement attacking with gun or sword
Though hair & cloth can also work with physics 😃
is it there?
More reliable using bones for it, those can self collide properly
What he's saying is, there might be one or two animations here and there.
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
you can do a lot of animation stuff in UE4, just need to set up some bps
did anyone else notice the +7 days that were added on the voting for the ue4jam?
@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.
nah ur crazy if ur gunna keyframe stuff like that
well, im a madman
i keyframed a 1 minute full body animation
for 6 diffrent characters
in blender
it was not fun
you can however record phyics anims and stuff like that
it was also god awful
Keyframing isn't crazy, really. It's how you do stuff that's not mocap-friendly. Keyframing with UE4 is crazy though 😃
@smoky stream so blender is guut for that?
blender can do just about anything
blender is great for animation
the controls are just somewhat unintuitive
ok ty ❤
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
idk what that means
imma try to set epic's animation with my stick
to avoid headache
but i like doig things from scratch
Then do
@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
That's why the Epic skeleton exists
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
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
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
Taking the time to create a decent walking animation is like, take six months to learn animation
Well, then do it. Everything will take time to make, just put the time and effort in
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.
Tbh, I rather do it myself
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
Yeah, I know. But at least your know how to do it. Then you can easily make changes later
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
pivot the game to not require animation is always my answer lol
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
@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
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
tbh animating walking in "Pivot" was really easy
but its just a weird tool
not for modelling
lol
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
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
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
I have been coding for years
And learning models and animations
And I created a model
Then go on learning
I can show you in PM when I get home.
Yeah show me too ❤
Your have to add me
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
Oh yeah, it will take time
i added u google
The hardest thing is coming up with the characters xD
now we are fri3nds
Coming up with stuff is yet another job description
But since you're already the master of four different jobs, what's a fifth 😃
@silent kraken what is the point of learning to animate ?
if you are not dedicated animator
you can be an integrated one 😄
you are not going to achieve even 1/10 of quality of those marketplace assets
yeah right
Probably also an elite C++ programmer
I just said I don't like relying on them actually
then you are just playing around instead of making prouct
best work done is the work you don't have to do
there is enough shit to create for game
not mocking
i say
pick few things
and focus on them
Yeah, and I don't like relying on other people's work
then why are you using unreal engine ?
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
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
if you like to create the assets yourself i think it is totally okay to do so
I agree
you are in games so your first focus isn't business most likely in the first place
I just disagree with the permise do everything yourself if you are trying to actualy finish something 😃
you don't have to, but you can 😄
It would just take longer, which I don't mind
also everyone is always crying about asset flipper games all the time and now you want to convince @silent kraken to do that
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
usually if an ex-animator makes a game on his own that looks damn amazing 🤔
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
yeah, but you can still code and do music if you are e.g. Alec Holowka 😄
Yeah, it depends really. They are some really good low quality games
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
on completly unrelated note
Skyrim made me laugh my ass off because of shitty animation three minutes into the game, and that was professional work still
I almost successfuly integrated grpc into engine
that was an serious test of my patience and stubornnes
Skyrim? what about Gothic/Elex then 😄
how the animations look like is usually not on the engine 😄
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"
too bad western 2d animation is basically dead
disney themselves dont really have 2d animators any more
they retrained for 3d
And then they fired a ton of the 3d staff too
man wth how do u make unqiue FTimerHandles for instanced objects
@grim sinew indians are cheaper
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.
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.
rip
only asians do 2d animation this days
for anime
as in traditional-ish 2d animation
not flash
Yeah. The 2d Disney animator I know says anime is the only true successor to what they did
its merged with CG lately a lot
but there is only really 1 example of a CG anime that looks right
Well so did Disney, like in the Lion king, that stampede
The Lion King had a ton of computer effects
and that one has pastel handpainted backgrounds, and they kind of drawed the animation in 2d and then posed the 3d models accordingly
- The anime is scheduled to air on October 7. - Studio Orange --Cast-- ● Tomoyo Kurosawa ● Mikako Komatsu ● Ai Kayano ● Ayane Sakura ● Mutsumi Tamura ● Saori...
this one
beautiful anime
They had even a super early crowd sim on the stampede
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
That animator I know says that was the last one he worked on there
I think he said he worked on the villian
the villain is literally 50% cg
he is a cyborg
robot parts are CG, flesh part are 2d