#ue4-general
1 messages Β· Page 257 of 1
"Perma-alpha testing" I'm on that feel @safe rose
Still don't believe we don't have a stability release yet
That just focuses on bugs and PRs
(which from those PRs are surely come more bugs, but w/e)
will never happen
4.10 was, and it was supposed to be every 5 releases
4.15 came and that never happened and that promise went away quick
4.20 is anything, but stable.
Maybe 4.20.8
Well, if all goes bad, we'll see 4.20 have the most previews
I wouldn't mind it seeing 10 previews from now on
How can i update ue without downloading another 7gb
Because it's obvious that .0 release still are buggy
you can't @supple horizon , UE4 does not really do delta updates so it's gonna be a biggin. Plus each primary engine version is installed side by side
oof. Alot more "this shit is broke" posts on the 4.20p1 thread compared to "yay new feature" than normal
hello
Can someone tell me how can i make ue4 understand that I'm using an azerty keyboard
It is really annoying
Changing the shortcuts works once
you need to open it as an administrator to make the files writeable
i think
not sure
Is there any way to get an screen capture from a camera/CineCamera? Hopefully from editor
blaze it
Can Ue4 screen capture the editor?
you can capture a screenshot of the game using the editor, or just hit print screen on the keyboard if you want your actual screen
there is also this fancy ansel thing
can you folks upvote this one https://issues.unrealengine.com/issue/UE-60065 , please ?
@grim ore how using the editor? I'm using the PrintScr solution, but it's a pain
top left corner of the viewport is a drop down, menu. Near the bottom is high resolution screenshot
it looks like its also f9 for a normal screen capture of the viewport and you can also bind a key to the high resolution screenshot menu in the settings
Would someone here be able to guide me on the right path?
I'm designing a first person, nonlinear apocalypse strategy game. One of the key mechanics is to be able to use electronics such as routers and wifi extenders to create a LAN, as a way to communicate with survivors in your safe area, remote control turrets, and view security camera footage. Would this be possible in the Unreal Engine?
does anybody know if you can rotate the top view?
@vale silo how do you know what type to choose for Android?
like
ETC2 or ASTC?
?
well, in UE4 it's only ETC2 for Gear VR
ASTC requires ES3.1 renderer and it's not quite supported by Gear VR (although it Unity's ES3.1 works fine with GEar VR)
use ETC2 and you will be fine for all modern devices
but you just said ETC2 is for Gear VR
or use ASTC and ES3.1 render and you'll be fine on all flagship devices
I mean, Gear VR will only work with ETC2 UE4 builds
you can use ETC2 for any Android device
what is ES3.1?
π€¦
how do you know if you need a different option?
like where is the guide to which one to pick for what device?
thanks
@grim ore Awesome, thanks!
Do you know if it can be used with blueprints and a call-in-editor function?
Does anyone here have experience using MonoUE?
Looks like you can @unreal spoke https://www.google.com/amp/s/chiaroscorner.wordpress.com/2018/02/20/how-to-take-a-high-res-screenshot-in-play-mode-ue4/amp/
@grim ore great! Thanks
so the 4.20 preview came out
the rectangular lights are in fact, not rectangular
nevermind its deferred rendering only
Guys I am looking for 2 new game devs to start working with
where can i find them to make my first game
@kindred fable
yes you can shut off the bounds check if you want
π Psycho, I would help but I'm already inconsistent enough on my own projects
Also thanks MatthewW
2 new developers?
like just starting out?
I'd lurk in #introductions
maybe ask around, say in #blueprint or #visual-fx, or one of the other relevant channels.
might find some people on the forums
Hey yβall just made my new game Tortnite, itβs an original games where turtles battle each other till thereβs one left
I've taken UE4's input manager for granted. Unity's is such a mess.
Whats up, people? Does anybody know why deleting the light build data for a level deletes level itself as well? Never happened to me, I am confused why its happening
how do you do collaboration?
perforce
How expensive would it be to lerp between 2 transforms on tick constantly based on a value fed in from another process 0-1?
Try it and see!
it's a trivial calculation, not worth worrying about
@kindred mountain think it'll make a difference if I have 10-20 actors lerping a single transform in each simultaneously?
I could reduce it down to only calculate on condition
not a problem with 10-20
the engine will be doing huge numbers of matrix calculations every frame....modern systems eat that sort of stuff for breakfast
basically, don't worry about it unless you have a performance problem and your profiling points you to it
awesome, thank you
Yeah, first preview
Hello guys I have a p[roblem with my movement- I had a correctly movement but I drecide to add sprint I follow the steps how to create and when I make it I start game and i can't move- then I decide to delete the sprint but again I can't move-can you help me
I will send screenshot of my BP
and these are the screenshots
where is the problem
I can't see any problem and also when I start the game I haven't got any errors-??
Anyone can help me?
can you show the movement input bp?
here?
no where in unreal to see to say you
I want to talk with you to understand each otehr-okay?
didnt you script the MoveForward and MoveRight ?
im at work..
if you press WASD
yes
where did you script what the game must do..?
I press them but I can't move-why?
in ThirdPerson
But I don't touch the buttons WSDA?
you know what... hold on
walk trough it
very that you've set everything correctly
gamemode, player controler, is input enabled, etc
so you don't need to keep overwriting the gamemode per level
a game can have different gamemodes too
I confused completely
π‘
I will start from the beggining with new project why we don't help me?
because im at work and have my own projects
I undertood the wrong
I remembered a few days ago, I waved there for the motion, watching how a mobile game like Subway Surfes is going forward and that's why I have done it on a different subject
this is normal or not?
Hey,
I'm encountering a major problem.
Somehow my triggers stop working as soon as i package the project.
In editor everything works fine and as expected. In the packaged version nothing reacts correctly.
First I found that some triggers did not work because the communication to my game instance didnt work correctly.
This was fixed by editing the DefaultEngine.ini (found another thread where somebody figured that out - if you rename or move the gameinstance blueprint the DefaultEngine.ini doesnt get updated)
But now also other triggers stopped working completely.
I need urgent support for this matter and hope somebody can help me.
I don't fix the problem again
that looks right
BUT I DON'T TOUCH THE MOEVEMNT AND ANIMATION IN THIRD PERSON CHARACTER-WHAT TO DO
I DON'T CREATE AGAIN NEW GAME MODE CONTROLLERS AND ETC
disable caps lock, thats step 1
I WANT WITH THE DEFAULT
okay
I raged
already
this problem is from 2 days already I can't do nothing for this problem
please help me
Where was the problem/
in ThirdPersonCharacter Blueprint or anywhere?
Why not try to remake the movement input using the link i gave?
It helps you understanding how it works
@plush yew Be sure to save your work often in source control, so that you can alwyas go back and compare what changes
C++ makes this much easier too because you can literally see the changes in a short and readable format
i'm quite impressed with UE4
i didn't know how well vertex painting translated accross different meshes so nice as a bp
its almost perfect and you can't tell where the seams are in and out of the puddles
@warm mountain it works well, until you use very low poly surfaces
then you can see the edges
this one is quite low poly
9 quads actually
thats why i was pretty impressed
it could get quite a nice result with just 18 tris
Which channel should I use if I'm looking for people to partner up with?
LF talent LF work
you could try join a team for a jam and see how it works π
how to add pc ads and in game purchases, tag me if you know
Hello. I'm new To Unreal Engine and I was wondering if anyone knew a good introduction video to blueprints, and how to use them.
With my current skills. I can really only make a light disappear if you collide with it.
@static lake just go look on the unreal engine youtube channel π
Okay, will do that
also check out: https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ by @grim ore
pretty neat learning videos
okay will also check that out. I like neat stuff
i will
please check #old-rules
oh
Else <@&213101288538374145> might take action
you accidently dropped the link? ^^
Okay so i just made a new project in UE and the vault items i am trying to add into my project are stuck in queue
just give it some time
how good?
How good are we talking
tbh i think it could be epics server tho. no matter how your inet is hehe
Anybody know how to turn off the setting for when you duplicate an object in level and it offsets it slightly?
Does anyone know about an online matchmaking system?
Pls suggest something...it would be great if it its free..
free
everyone wants free
π
You could try GameSparks and PlayFab
initial cost is free
small dev teams free up to point
Maybe some marketplace asset
Is it a system like fortnite?
-__-
/me clears throat
@trim oar I am sure if you beg enough Epic Staff, someone is bound to give you their source code so you could make a Fortnite Matchmaking
not really
cause it was made for the game to work with that game
highly doubt they used some prebuilt matchmaking system
I mean
Fornite doesn't do shit really
Literally there's no ranking/elo
It just grabs people based off region and platform
just find nearest server with peeps
you know, any relevant improvements/streamline stuff that fortnite COULD lend to a generic game.... its already being released into UE4.
everything else would be too specific
You'll need a backend
to keep all that up
Which is why I suggested GameSparks/PlayFab
But again, there's a Marketplace asset
you'll just need a server
Material Editor is broken in 420p1
not broken per se, but it seems to compile materials as soon as you delete inputs and will open a new window with all errors
where can i find the 4.20 relese notes?
PREVIEW!
Preview 1 of the upcoming 4.20 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community
not a full list ofc because its in preview only
Thxs β€
@vale osprey hey man ! So I'm testing out your suggestion with lower framerates but..
Are you sure of the command "MaxFPS" ?
NVM it was "t.MaxFPS"
what kind of behaviour should I expect regarding physics ? π€
should have no effect
@languid shard Suspension behaving erratically, vehicle@moving faster or slower than at normal FPS, steering faster or slower than at normal fps
well, I guess you either lucky or hover code is done well there
I'm gonna test it out with networking asap, I guess we should see if its solid enough with latency
high speed collisions were not throwing the AG vehicles everywhere
more like bumper cars
are stats like this normal? any idea why is total so huge but nothing else?
is there something potentially not counted what I should be aware of?
interesting, total is about 2ms larger than the rest when you add it up... that's not normal
yeah, 8.6 is the sum
Ctrl+Shift+,
that does not work without editor or at least I did not manage to make it work
did some profiling with stat startfile/stopfile, at least those numbers add up
Hey, I havent opened a project for about a month and now whenever I compile a blueprint with childs it takes way longer than it used to
Any way to fix that? @ me please
Anyone want to help make mobile game please message me.
@ivory gate why aren't you going in sequence m8
if you're gonna hit all the channels just go in line
omg
Noob question: Is there a "Go to Declaration" option in the Blueprints editor to quickly find where a node is created? (like VS has)
@vale osprey first network test is flawless ! low ping with ADSL host, connection through public IP
now just need to make a real lobby waiting for players π
heh, I should grab that plugin then and see what is going on there π
@languid shard https://jagt.github.io/clumsy/
oh very interesting tool @next badger !
β€
Just wanting to confirm. I've been searching on how to remove uninstalled vault content from the ue launcher, but it seems that's not possible. Is that correct?
From what I can tell the bottom part of the launcher for the vault content is bound to your account, it's a record of your purchases. You can probably ask Epic to remove something if you really don't want it.
That's alright, not important really, just an aesthetic thing. Thanks
@vale osprey actually it went flawlessely for half of our players
one guys in the same country had no problem
another one in another, close country is having sluggish controls while connected to the host, but no problem when offline
now I'm confused π¦
sluggish computer is fairly low end though
you need a platform that supports that crap
is it possible in pc?
There used to be flash ad services, not sure if PC itself really has one.
UWP manages it just fine =D
microtransaction?
I was going to say that look what windows store has to offer
as it's full of mobile crap
i believe there's a plugin for ue4 even...to add ads in the game
short answer : yes its possible
longer answer: its possible, but you are probably going to have to do a good portion of the work.
I think those are all for another ad service
most of which are mobile
@worn granite probably
Is possible to have a blend between 2 cameras in a Sequence? Not lerping from one camera transform to the other, I mean blending the images of both cameras.
ui opacity
But does UE4 support having 2 cameras rendering at the same time?
you can't render two views on top of eachother efficiently with ue4
you can make a scenecapture from other tho
and then render it on top, fade it
but full res capture is expensive
its free
scene capture is expensive...also has some issues with PP
how can i add in game purchase
@plush yew well, you could use android or ios integrated platform that ue4 has, or integrate own one...like sdkbox
@cursive dirge Thanks
afaik Oculus, HTC have their own sdk for IAP
How to play a sequence completely ignoring the player input? The Disble Movement Input and Disable Look At Input checkboxes don't seem to work for me :/
@unreal spoke use http://api.unrealengine.com/INT/BlueprintAPI/Input/DisableInput/
Disable Input
Thanks
@unreal spoke but don't forget to add a trigger that will switch it back
Sure π
Enable Input
@unreal spoke https://www.youtube.com/watch?v=93amgAv5d7c
This UE4 tutorial is an answer to a request how to stop the movement of a character when he is in a particular animation state. See my social profiles here G...
more in depth https://www.youtube.com/watch?v=HguI4RPURYc
What are the Enable / Disable Input Nodes in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
@next badger can i use that in my pc game?
@plush yew what that?
the android in game purchase
@plush yew um...probably no, since it uses android SDK for that, and you can't compile a windows version with it
Hey guys. Anyone here ever work with the Sponza model in UE4?
hai
so im trying out some lan multiplayer using blueprints
i have a beginplay which tries to cast the player state to my gamemode player state then set it as a variable
however, when i run through it using those breakpoints
playerstate is none
but only for the second player
quite strange
any help would be so so so very much appreciated
hello guys
I have a question I was have yeterday third person character that was broken and one person said me that I must to migrate it from new project- I did this but how to choose the new character with it to play?
Hi @plush yew , In your game mode BP you can set your default player controller class
okay I will try it
Omg I have 3Characters
I will delete all and then add one person-okay?
okay 
@plush yew you can set it in the game mode you are using, or in your world settings on the right side details panel.
it is late for already π
and keep in mind there are some good MP assets you can try out if you wana get some stuff tested without too much code work to start with.
I delete all the chcracters because I had 3 -omg
well what did you do in your project? you can simply start a new third person project and use "migrate" to migrate assets to that new project.
by right clicking on the asset in the old one and selecting migrate.
I did that with the migrate
and?
you have to migrate all dependent BPs
I will migrate again because i deleted the 3 characters
k
but only the character BP or all the folder?
no i am saying if you make a new third person proj, you can migrate any custom code from the old proj into the new one.
so like any movement code or anything you have in there
you migrate those BPs
and you might have an extra pawn, but you can get that code from the extra pawn and copy paste it into the new third person pawn that works.
I confused already completely- why π¦
can you talk to say me thestpes to fix this because I confused?
I made yesterday new project to migrate the new character BP
if your character is broken, i would recommend making a new third person project. then what you do is you look at your current project that has the extended code you like, and you will take those assets and select them in the content browser and migrate them to the new project (OLD -> NEW).
trying to migrate a working pawn to an existing project can work too, but you just have to make sure to select the right assets when you migrate from NEW -> OLD. if your existing project has a TON of code, that makes sense to do.
the choice is yours.
okay
thank you
I must to migrate the new not bug ThirdPErson BP to start from the beggining with the BP
i migrated it
yup
and now what?
I found new bug- when I start the game from the MenuMap the character doesn't move, when I start the game from the ThirdPersonExampleMap I can move-what?
wow
I understood the wrong
when I setting the gamemode and simillar things then I can't move-why?
hello guys- I found in the problem with mu movement character that when I setting the game mode ans simillar I can't move-why?
i understood one more thing- I created new map only for the menu when the game start and there when I click on the button Start Game it
transfer to the other map and there I can't move-why?
but if I stay only the menumap I can move but I must to transfer from one map to other for my game-what to do?
the map... where you cant move
you need to set the GameMode in the World Settings
to the gamemode you want to use
the one you made?
okay
MenuGameMode ??
then these or other?
when I choose the menugamemode it appear these-are they right or wrong
its better to make a NEW game mode for your level that ISNT the menu....
these are very basic, you should google it to follow some basic tutorials
okay
help me
are they difficult?
to create new gamemode ?
okay but why not to use this menugame mode that I created 30 minutes ago?
because you made the MenuGameMode for your MENU
okay
I must to create a gamemode for the menulevel?
I created t only I don't touch setting, to know
its hard to understand your broken english
okay
don't worry I understand
I created the gamemode menu and don't setting it
you understand
@whole quarry say hwo to do to work -please
because if I don't fix this problem I can't continue
I told you, you need to make a new game mode for your level
okay the smae tyepe but other name??
yes
New BP -> GameMode type -> give it a name that makes sense
okay
for the menu level to create new gamemode ??
or for the thirdperson example level
....
I'm not going to repeat myself, good luck π
okay
thank you
very much β€
I can't move again
when i Choose the new gamemmode
π‘
Read the documentation I send..
Hoping and keep asking here wont do you any good
Reading documentation and following tutorials will do you good
Did you set the Pawn/Character and Player Controller in the GameMode you just made for your level?
And did you set the GameMode in the World Settings at Override GameMode ?
maybe
maybe isnt a option, its either yes or no
yes
omg
I can't fix it this-why ?? anyone can talk to show him and to fix to stop write for this because I don't want to annoy you
in the new level gamemode I have this
Show me the World Settings
okay
main screen of UE4, on the right side, under the level components
so that makes sense it uses MenuGameMode (its the Menu level after all)
that looks right
the up map is for when I start the game is on the first level and it appears a menu and you choose start the game and it transfer you to the down map of the screenshot but when it transfer you I can't move
still not? Because I can see you just changed it to the right GameMode
press Start
so you see the Third Person Character?
thats a big win, then we know the GameMode is working
did you try to click in the Viewport to make sure the game has the focus?
okay I will do it
after pressing Start, just click somewhere in the viewport and try to move
how to reach to the viewport?
its the window that opens after you press Start
if you dont see your mouse, it has the focus
did you change anything in the ThirdPersonCharacter blueprint?
we can brute force it, its a bit hacky, but works 100%
first make a new PlayerController, call it something like LevelPlayerController
then, in your LevelGameMode, set the Player Controller to LevelPlayerController
okay
and it then will fix??
where to create this new controller
okay I knew
reay
then open the LevelPlayerController, on the Class Default there should be a Posses on, set it to uhmm... forgot the names
Level and Spawn or something like that
i dont have UE4 on my office... cant check it π
yes
can you open the LevelPlayerController and make a screenshot of the Class Defaults (on the right side)?
set this value to Placed in World or Spawn
oh it might be in the Character blueprint instead, my mistake (doing it out of my head π¬ )
or Auto Possess Player on Player 0
one of the 2.. π
I haven't got Pawn?
its in the Character Blueprint instead, my bad
yes
change Disabled to Player 0
I must to setting it to the character 0?
okay
readfy
i compile it and save-now what?
hit Start/Play and try!
okay
I hope to fix
yes but no
π¦
I can't move
when I start the Game the character doesn't move and it likes that is bug
look
why?
its not a bug, just something not done right
im at work for another 7 hours
10:03 now
I might be able to help tonight if you havent figured it out yet, but cant promise
got a kid too
π
lol
okay
I can talk now and then I am at school to 6:30 pm in your time- you can talk at this time not now then?
now what to do with the character?
Can you verify the input keys at Project Settings?
okay I will check and even send screenshot
what category to choose to find the input key?
Iirc, Engine > Input
and these are the default that I setting as I watch the link that you send me
what is lirc?
yes
it is π
I will send you screenshot
this is the input
what to do?
eho
are you here
what to do now
you see the inputs?
@whole quarry
open the Action and Axis inputs
open that too, to see what keys are binded to the actions
the mappings
gamemode is set right, also in the level
player controller is set right
character is been set in gamemode (and spawns on Player Start)
auto possess player is set to 0, which is right
did you add any widgets?
then no, if yes then the Widget might be taking the input instead of the character
When i start the game in the Menu Map it appears menu-the user chooses start the game and it transfer tothe level that we setting it- and when it appear in the level
it shows this
this is the hud in the level
thats a widget
alpha versions are usually not 1.0.0 but 0.0.1 π (not the problem here tho)
I don't know
for first way I make this
but alpha version doesn;t have 1.0.0?
0.0.1 is very very anything I think
in the Character blueprint, add a Event Begin Play and after that add the node Set Input Mode Game Only
I have this already
oh
lol
sorry
i don't see
i think that I was have
in the befre project
i will make it
be sure to set the target of Set Input Mode Game Only to the node Get Player Controller
no, thats the wrong one
try this
now when we setting the player controller and these things I can't move all of the levels on the menumap and on the this level-omg
(with my awesome mspaint.exe skills)
press Play and try
im not sure π€
omg
why do I do now as I create this project for the second time and still does not become the first run of the buggy project so I started doing it this morning and now it is working again - it actually worked until we put the gamemodes and etc.
If I haven't any gamemode in my new project I can move-is there a way to don't have gamemode and simillar things ain my game with the menu and can move?
are you using UE 4.19 or 4.20p1 ?
?
looking through one of activision's oldest games, they didn't pack their files so you can look up the assets straight up
learned quite a few things on game design
one of those things is how they managed to optimize character interaction on the communicator with a percieved high detailed (for that time) by using a set of stills
the characters look 3d but in reality they are not
i got a feeling they 3d modelled the chars and took screenshots of the most important keyframes
and swapped out the pictures rapidly to give an idea of the characters talkimh yo uoi
talknig to you*
this seems to be how they handled caustics as well back during the opening of the 2nd millenium
a set of transparent decals that were dynamically swapping tiny 128x128x photos and not actually being affected by lighting
@warm mountain very, very common technique
games like Diablo also did that for their characters
their characters were sprites, and they had the animation backed into atlasses
to do that animation, they just recorded it from maya
you can do that with blender or any other software this days
its how Dead Cells works
they have 3d models with 3d animations and render them into "pixel art" textures
that site looks like it came out of 1997
becouse it pretty much did
gamasutra is the classic equivalent of 80.lv
it has tons and tons and tons of great equivalents
and its less art focused
on gamasutra you can find proper articles from time to time hehe
a lot of the gamasutra articles are very high quality
a lot of the 80.lv articles are straight up ads
80.lv is "look, I made a level" territory most of the time, gamasutra is probably the best source for in-depth game development content
4.17.3 Ρ ΠΊΡΠ΅
Yup. Gamasutra is a pretty neat source.
4.18.3 I use @whole quarry
Nifty!
And def good to know!
Guyz my lighting build is taking so much time not getting forward from 0 %
Any suggestion?
add a lightmass importance volume
Are there any interesting opensource games made in UE4? I'd like to collaborate.
jebus, gone for two weeks and https://i.gyazo.com/9f62ebc15926e46666d2bfade9bb5fd6.png
welcome back Luos π
awww hehe
Should have everyoned announcing, that you were leaving, Luos.
hey @ everyone, im back!
walking on thin ice ><
apparently since last discord update you'll get a "you really sure you want to @ everyone?"
but not gonna try
the person who told me might be trolling XD
senpai is back \o/
somewhat, mostly me being lazy and sweating
thanks for asking
how is everything here?
Two weeks, and they aren't afraid of the hammer anymore π¦
lol
well in that case, you point at people, ill ban em. you get 50 picks
XD
(disclaimer: nope)
@fierce tulip the Discord staff saw your everyone fiasco and implemented that just for you
lol
anyways, I was just at home mostly but it was soooo warm I just couldnt work, so hang out with friends, bbq-ed a lot and tomorrow celebrating bday by giving a massive bbq party.
had the chance to bbq for a big soccer team their staff, that was insane.
Is possible to set the angle snapping to 1ΒΊ?
Massive bbq party, sounds good. Can i bring my kid with me?
there might be a few more kids hehe, but its mainly drunk people
i hope you got the right meat ready?
lol
@whole quarry do you forget my bug project?
<- looking at his Txogitxu ChuletΓ³n SidrerΓa in the fridge hehe
hamburgers, chicken wings, 10 kilo of spareribs, and a 3 kilo short rib rack
@unreal spoke noooot sure
@plush yew no i havent but i cant think of any other solution
Hmm,i call shotgun on the wings!
omg
what to do as advice
i start this project for second way this morning
when I return from school I will start it from the beggining and i will wreite you when I start the menu-okay?
Dont pin me on it, i need to have time for it
oh for sure haha. one woman complained the sausages wherent ready, while they where pre-cooked (thats how I recieved em from the caterer) and another complained the sashimi was too raw O_o
I hope we get some rain, been 27-30 degrees the last few days
raw sashimi.. how dare you π
Where can i find Studio or group of game makers interested in or looking for some good ideas
@red orchid #looking-for-talent #looking-for-work
yes but most of them or individuals or offers
Studios won't accept ideas from outside anyways
yes can try submit
if they interested may take it
will i am aiming to be Creative director
best way to show off ideas is to make templates, that way people can actually try them. if there is interesting stuff that might turn you into a gameplay designer. but just passing along ideas isnt done much if at all
If you want to share idea, pass it on twitter, tagging every major dev group. If you are intending to turn that into profit... I'm afraid that won't work. World is full of ideas as it is.
It is particular skillset that is of value.
yes will try but scared some people might just steal the idea π
because its a great idea?
also don't be that guy who uses +5 hashtags on single tweet
dont, nobody cares, have done it before, and ideas come a plenty.
yes instead of showing off i want to offer it as a proper plans
classes weapons, enemies, skills etc etc
Like a writer or designer? π€
writer maybe idk i am new at this
I don't know how you even become a writer for games or a gameplay designer
recently i was contacted by a studio but i answered and after that didnt get reply
well just trying man if dont work i will learn and makes game myself
What position did they contact you for?
go for it anyways, experience is always good
sounds shady and amateur
Probably dodged a bullet
yup they are small studio made some games as well
not sure what he was looking for anyway
also it is not unreal so i will end the conversation about it
lol
well just like Luos said will try make some template with samples
or examples
π
need gff
try a dating site, this isnt the place for that π€
i would say go for the intel
after reading that 3 times I'm still not sure what you're saying
personal preference
8 Core 16 Threads AMD 4.3 GHz (with turbo) AMD Ryzen 7 2700X Socket AM4 4.3GHz
6 Cores 12 Threads Intel 4.7 GHz (with turbo) Intel Core i7 8700K Socket 1151 4.7GHz
this may not be looked well upon but
is there a way to take a game made in ue4
and rip it to see the code and blueprints?
figured i could use that to learn faster
i know there is a way to rip meshes but i don't think the same method applies?
You're not seriously expecting an answer to that question?
@plush yew I'd go with intel. But i'm a long time intel user so my view is probably biased.
Not quite, i understand it isn't exactly right
i used to take apart warcraft scripts to find out how people made custom spells
and mechanics for their mods
i found i just learned best observing and eventually making my own
You can reverse engineer into things like C but result is probably not readable
but if it isn't possible i respect that
fair enough
its all good, i can look around as well and see if there are other artist that may have the solution and see if i can get leads from there.
main thing i need right now is a way to create a rain system and the materials are able to react to it and form puddles and dry afterwards
There's a bunch of things involved in that
But most of the stuff would be driven from a render target or a parameter in a Material Parameter Collection
Yo everyone
π
understandable tommy
i've seen the video on material parameter collections, i believe i'll need to do something along those lines with the materials reacting to it being the hard part
the weather part is fairly easy as i could start and spawn rain particles based on time
Yeah tedious part would be adding the functionality to each material that needs it
indeed
Unless you have a good base material which you can instance
i saw a video from youtube of someone pulling it off, he pointed to a substance tutorial
the problem with that tutorial though is that it requires to player to manually control it at runtime
i'm trying to figure out where i could come in and find a way for it to react based on the same time variable that triggers the rain weather
You can just make a parameter and accumulate into it when it's raining
Ideally in the 0-1 range to make it easier to do lerp operations in the material
Hello
hi
If you need more help with it, can ask over in #graphics or #visual-fx
My actor can walk fine on simsome floors. But it falls under some. Why is that?
ideally what i'm hoping to achieve is similiar to something i did in warcraft
Where after a certain period of time the game will start to open an array and pick a random integer every minute and if the integer hits a certain range it will trigger rain at that particular timing and it doing so the materials change with it
and gotcha
i'll go there if i still keep failling to resolve this haha
Amateur problems vs pro problems
oussama
those floors you fall through
make sure you build collision
if you started modelling them as a plane chances is when you bring it to UE4
it didn't build collision
@supple horizon
How can i build collision? My actor only falls through meshes
the mesh that you keep falling from
double click it
and enter the editor
and build collision
I'm double clicking on it but nothing appears
Is the editor supposed to be a poo up
double click it
and this should appear
then you see convex decompos at the lower right hand corner
click apply
it should work
alternatively
on the top left hand corner
you can click collision
and add a collision type of your choice
can you screenshot the mesh?
add one of these collissions
from this menu
and cover your object with it and save
Sorry but could you only show me where the menu is
then you've to look at the Collision channel and its settings
look at it on the right
open up that menu i clicked
choose a collision type
and put your mesh inside it
or click Convex Decompos and click apply
there is clearly something with your mesh
not the engine
and most likely the collision wasn't built right
so you have to do it manually
Do i have to do that with every single mesh?
only the ones you fall through
The mesh is just the default box
You could also just use blocking volumes instead
then add a bos collision
box collision*
make sure the collision box covers your box
Just go for blocking volumes, no one will know π
^
also if your box is a bp box
Its a lot cheaper too then having i.e. 20 times a plane mesh with individual collision
A volume that blocks objects from going trough
Its invisible on its own in the game
Like invisible walls
Using the sphere collision pushes my character away and it spawns very high
Makes sense
Thanks. Box collision worked. But what about oddly shaped meshes? Can volume boxes that their shapes or something
for odd shape ones
you can use multiple collision types to block it/ blocking volumes
or
this
Like blender?
is that a yes?
So never creates meshes in ue4 again?
Thanks
I thought setting collision for stuff is important for a game engine
Can i at least make collision automatic when creating a mesh?
But mine never does
you can make it automatic by using the Collision complexity setting
BUT
big but there
it's usually more expensive in performance than making proper collision
Performance as in increasing the resources the editor uses or even after compiling
both
Thanks
hey guys, am investigating splines in unreal , and was asking : does datasmith use unreal splines for rendering mesh at any time?
or is it converting splines to mesh?
