#ue4-general

1 messages Β· Page 266 of 1

worn granite
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0/100 would not do

foggy raft
#

you mean remove parts of the project until it loads?

worn granite
#

specifically game classes

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eg

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Custom C++ and BP classes, along with BP types

foggy raft
#

Hmm, okay.

worn granite
#

I trust you understand why that's not sustainable

foggy raft
#

Yeah, if the editor runs at 100%, thats real bad.

worn granite
#

it shouldn't stay at 100%

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It just might hit 100% - especially during first load

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d'you know his specs?

foggy raft
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AMD FX8350 8core 4ghz
64gb ram
amd rx480 8gb

480 is a bit old, but everything else checks out

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I'd been specifically using the FX8350 for this project for quite a while, so I know the CPU isn't the problem.

worn granite
#

Yeah this sounds πŸ’― like your friend needs to coerce his AV into being reasonable :P

foggy raft
#

He's not a fan of uninstalling, but yeh, I'm telling him to at least make UE4 an exception

snow island
#

Hello

foggy raft
#

ohi

snow island
#

Is there a way to optimize packaging? even for a small game it puts my CPU to 100% and hits Max clock speed

frank escarp
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no

worn granite
#

Are you encroaching max safe temp @snow island ?

vital patio
#

Is IK foot trace worth it in your opinions?

snow island
#

yes @worn granite

plush yew
#

who can help with unrealbuild tool

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config

harsh tiger
#

does anyone know how to get input from a ps4 controller when i press in one of the analogs?

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i want to press the left one in to sprint for example

worn granite
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Gamepad_LeftThumbstick should be a key you can specify.

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That'd be pressing the stick in.

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There's also action events for the cardinal directions on the thumbsticks

harsh tiger
#

it was the bottom one haha, thanks

worn granite
#

k

graceful grove
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Probably GamepadLeftThumbstick Button ? πŸ€”

zinc bison
#

Anyone know how to get the canvas for drawing debug stuff?

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I have the HUD, and i see theres a set canvas, but I dont particularly want to set a canvas for debug

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i assume theres one that already exists, just not sure how to access it

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or do i just need to create my own hud with its own canvas, and I have my own debug functions in there to write to the debugCanvas?

zinc bison
#

looks like theres already canvases from the viewport that get set in HUD, so writing debug functions in there make sense.

zinc bison
#

bah, doesnt have a canvas by default. now gotta think about how i should be adding it. I guess it makes sense to just create it in the HUD, but Im not sure if it should be done in viewport

thorny cipher
#

Finding the bearing of another actor

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What would the math be to calculate the bearing of the top left red circle relative to the other actor

grave nebula
#

@thorny cipher Same problem as finding angle between two normalized vectors. Cosine of the angle is dot product between these vectors.

thorny cipher
#

Hmm

thorny cipher
#

I got this working, but it only goes to 180 before going negative

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Is this what you mean @grave nebula ?

queen arch
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try this pseudocode that helped me Josh

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if (angle_actor < 0) // First we convert the actor angle from [-180, 180] to [0, 360]
angle_bullet += 360;
angle_angle -= 180; // Next we flip the direction of the actor to point from the player to the shooter
if (angle_player < 0) // Convert the player angle to [0, 360] too
angle_player += 360;
angle_actorfromplayer = angle_actor - angle_player; //Now we subtract the player's world rotation angle away
return angle_actorfromplayer;

#

convert this into blueprints

thorny cipher
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There must be a non-conditional way of doing it haha

livid haven
#

Could always get the vector from the point of origin to the thing you want the bearing of, convert to rotator, use the yaw value

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And subtract your frame of reference's yaw.

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Only works for XY plane, obviously.

thorny cipher
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Yes I only need XY

queen arch
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it wont work

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it needs to be conditional

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or

livid haven
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The yaw thing would work.

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It's just limited.

queen arch
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you could get forward vectors, normalize, get dot product, which you must tranform with cos

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I've been through this problem a few days ago

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tried everything

thorny cipher
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But thats the forward vector

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So when the player rotates around

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It'll change

livid haven
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You're not going to have a full sense of direction by only doing the dot product of two vectors, that's for damn sure.

thorny cipher
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Well I have a compass, so the player knows the direction they are looking

livid haven
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If you take the vector between your frame of reference and the target and turn it into a rotator, you'll have the yaw value. You can then subtract your frame of reference's yaw, and you'll have the yaw of that vector relative to your frame of reference.

thorny cipher
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Trying to display the bearing of their teammates as a value

livid haven
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Got it?

loud vapor
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Use Atan2

thorny cipher
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Hmm

livid haven
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(TargetLocation - OriginLocation).Rotator().Yaw - OriginRotation.Yaw

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Again, simplistic, limited, but straight forward.

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You're never going to have enough info with just 1 dot product, plain and simple.

thorny cipher
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Rotation from x vector right?

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Trying to do it in bp

livid haven
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I'll let someone else do the translating to BP

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But the math is straight forward.

thorny cipher
livid haven
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Subtraction is backwards

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Always, always, always To - From

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Assuming the pawn is supposed to be the From here

thorny cipher
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Nice

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working!

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Thanks so much

livid haven
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πŸ‘

thorny cipher
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I am derp with math haha

livid haven
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Not the most efficient way, but it's not heinous either.

thorny cipher
#

πŸ˜ƒ

loud vapor
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Thats how I do it

{
    FVector direction = to - from;
    float angle = FMath::Atan2Deg(direction.Y, direction.X);
    if (angle < 0f) angle += 360f;
    return angle;
}```
thorny cipher
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Actually mine is wrong

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When i rotate around it doesn't work

loud vapor
#

Try the atan2 method ;)

thorny cipher
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will do

livid haven
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That method can't possibly work - it never has enough information to have a frame of reference as to what's forward.

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You'll get degrees from the world X axis, at best.

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You can use it with the - OriginRotation.Yaw bit though

loud vapor
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Oh hmm.. you're probably right. I'll look at what I used when i get to the office

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Apologies. Thats for getting the degrees between yourself and another person. I assume you can just get your bearing then add that value to it to get the final bearing

thorny cipher
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This works, but again caps at 180

livid haven
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Atan2 is the appropriate trigonometric function though, yes.

thorny cipher
#

Goes to negative

plush yew
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poster for game

thorny cipher
#

I dont think including my control rotation was correct

livid haven
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Math is right, but your inputs could be the wrong ones, yes. πŸ˜›

loud vapor
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@thorny cipher is your player pawn inheriting control rotation?

livid haven
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Could always test it without that factor, then try it with a fixed value of 90 or -90, see that it works correctly, debug from there.

thorny cipher
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yes kanga

worn granite
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so the issue is, it ranges from -180 to 180?

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and you want 0 to 360?

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Add 180

livid haven
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(Safest bet is really a modulus, but that will generally work for values within -180 to 180)

worn granite
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Get out of here with your robust code

livid haven
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πŸ˜›

thorny cipher
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0 = 0 though

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adding 180 to 0 = 180

livid haven
#

?

thorny cipher
#

?

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hahaha

livid haven
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What are the range of values you're getting and what are the range of values you want instead?

worn granite
#

you're so close to getting there.

thorny cipher
worn granite
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Add 360, then mod by 360

loud vapor
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Is that the max and min?

worn granite
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seems wasteful

thorny cipher
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What do you mean by "mod"

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% ?

loud vapor
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Ye

thorny cipher
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Nice

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Perfect πŸ˜ƒ

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Thanks guys

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❀

opaque salmon
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if I have a 2d project, that uses the xz plane, and therefore can't use nav meshes, how do I actually move my AI?

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i'm thinking of setting a destination location in the aicontroller class and doing some type of teleport or lerp on tick?

plush yew
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anyone here know steamworks really well?

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how tf do i set a new depot to the live default without merging the old one

cerulean nova
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is the timeline from a float curve in ms?

visual hollow
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Hey guys I need help.
My Goal: Suppose you have a lamp on wall. Player comes and remove it and then when player take the lamp towards the same place where the lamp was before. Lamp get hang to that position

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It will help me a lot if someone can explain me in steps

fiery harbor
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so, that new media framework (added with 4.18)... it should be possible to constantly play a video across a level load, right?

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since that new media framework does not depend on UObject stuff?

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its not mentioned in the documentation how to use the media framework without dependency on UObjects I think? so how to use it without UMediaPlayer and without UTexture? @fallow cliff

visual hollow
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@whole quarry Sorry to tag but looks like only you see my msg πŸ˜…

plush yew
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UE4.19.2 keeps on crashing randomly for me and it is driving me insane

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Anyone know what might be causing it or a possible fix?

weak harness
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Logs?

silk torrent
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what's the most likely reason for why my input isn't being registered? I'm setting my input to be GameAndUI but nothing is happening when I click

runic dock
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ok i need some serious help

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i created a level yesterday but today when i open my project the whole level asset is missing

fiery harbor
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@runic dock thats 1 file with a size of 8 GB?

grim sinew
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I didn't even know umaps could get that large.

fiery harbor
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it actually says "8,19,409"

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I have no idea what why the number looks so weird

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should that be 819,409?

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whats windows doing there?

grim sinew
#

Huh, you're right

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Corruption maybe?

runic dock
#

different number systems in different countries

fiery harbor
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what country would use X,XX,XXX for a number?

runic dock
#

India

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πŸ˜›

fiery harbor
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and what does that mean?

runic dock
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its actually the same as the more common system just the commas are placed at different places

fiery harbor
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so its 819 MB?

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?

runic dock
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yeah it is 819 mb

polar hawk
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This pull request was 2 years in the making

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lets go

runic dock
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woah

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tried restarting

whole quarry
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Try importing

runic dock
#

won't work

fiery harbor
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@runic dock did you change engine version recently?

runic dock
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nope

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4.19.2

fiery harbor
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that file is probably corrupted then

runic dock
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😱

fiery harbor
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819 MB is unusually large for a level file, what do you have in there thats so big?

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should it be so big?

runic dock
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a map the size of the PUBG world :/

grim sinew
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Landscape, is my guess. That's stored in the umap, right?

runic dock
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but i don't think it should be this big

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yeah

grim sinew
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Check your incremental saves

fiery harbor
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was it always this big?

runic dock
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i made this landscape yesterday night , my editor was lagging like hell so it is very much possible

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but i doubt that it should be this big

fiery harbor
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having a 819 MB level file has to be horrible in source control

runic dock
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i am gonna have a look at the auto saves :/

fiery harbor
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also not sure if "incremental saves" are done that often for such a big file

runic dock
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oh it happens to me painfully often

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half my crashes are because of those saves

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it is one from autosave

fiery harbor
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you should never get crashes. if you get crashes, something is wrong

runic dock
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ah i just like to push my weak GPU a lil too much

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but yeah

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sometimes i click on a dropdown

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and the my UE4 freezes and crashes

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i have tried to verify and do all the other stuff

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but it crashes quite often

grim sinew
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It really shouldn't be.

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Unreal crashes maybe once every two months for me.

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It's something you're doing

fiery harbor
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in the past I had it crash very often sometimes, but that was mostly around ~4.9 time

runic dock
#

8gb ram with google continuously taking 2gb

silk torrent
#

How does AGameMode::ReadyToStartMatch_Implementation get magically called

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when ReadToStartMatch is called

runic dock
grim sinew
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I believe you when you say it is. I'm just saying that it shouldn't.

runic dock
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maybe it is just my specs 😦

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so now it is reading the Main level but since the file is corrupted it won't open

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now it isn't reading the Autosaves

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yeah they are all corrupted

honest vale
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install debuggin symbols

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then you can actually see where it crashes

cloud cobalt
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^

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And go back on a previous version with source control

stray goblet
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I have a question about reloading a level. In the editor it's almost instant and doesn't have any lag afterwards. However in a build the restart time pretty long (5 seconds or so) and afterward it lags for a few seconds. Is there any way to get the reloading performance of the editor in a packaged build?

vast pine
#

Anyone ever have an β€œissue” where players far away seem to@stop receiving dynamic light or just seem really dark?

sudden agate
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Indirect Lighting Cache is available in these areas? @vast pine

vast pine
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Not sure but gives me something to look for

sudden agate
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my bad. I guess you don't use baked lighting, right?

vast pine
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Honestly never heard of it πŸ˜ƒ I use mix of the two

sudden agate
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Just make sure your Player is within a Lightmass Importance Volume

vast pine
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Yeah they are

sudden agate
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otherwise the Indirect Lighting is not existent

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maybe the lights are too small and culled?

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there is a rendering setting that culls lights when they are smaller than some screen size

plush yew
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Our application is pretty gpu heavy and were trying to profile it but the ProfileGPU command doesnt give us enough information

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Ive tried nsight but its a lot of information and have no idea where to look

vast pine
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I don’t have a more current screen atm but I also tried using a second lighting channel but it was all@moveable at a high intensity and well didn’t work for further out guys

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But maybe that’s just because light importance is static right

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Gonna try baking the 2nd channel light

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Now I wait ...

grim sinew
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If your disk is at 100% transfer speeds at 5 mb/s, you have problems.

runic dock
cloud cobalt
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5MB/s isn't unrealistic for small files

sudden agate
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@vast pine where are your dark actors? oo

languid shard
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@runic dock do you have a mech hard drive or an SSD ?

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with an ol' hard drive this is kinda common values

runic dock
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HARD DRIVE

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oh boi

languid shard
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get an SSD

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these are so cheap nowadays

weary basalt
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Get an M.2

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πŸ˜ƒ

sudden agate
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Don't get a ssd

weary basalt
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I have 2 of them πŸ˜ƒ They are great

runic dock
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why @sudden agate ?

sudden agate
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buy enough RAM so your whole Filesystem is stored in the RAM

weary basalt
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lol

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Solid advice

vast pine
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Well second image you won’t see them since it’s editor window and not game live I’ll take a screen again when it’s done building lighting

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Time to shower and get my energy drinks for the day πŸ˜„ , lighting at production usually takes 20min

sudden agate
potent wing
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guys, how do i set a playable character?

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somehow i cant control the character i put in game

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please help

faint cedar
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place a player start instead of a character

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and set the pawn as the default pawn in the game mode

potent wing
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but i usualy put a character in it

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this problem occur when i create an AimOffset

vast pine
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When all is said and done it will use a player start

faint cedar
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yeah placing the character manually in the game is bad design and Epic really did a stupid thing by doing it in their templates.

potent wing
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yeah but..m

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the widget is gone

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the character is gone...

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i follow that tutorial

whole quarry
#

@vast pine Looking good, awesome to see the game development progression πŸ˜„

vast pine
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o/

vast pine
sudden agate
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@vast pine i really don't see any anomalies lol

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Is your Material using Emissive?
Maybe your Emissive Texture/Mask is affected by Mipmapping? I.e. give it a negative LOD Bias?

vast pine
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i think i see where it is, i do have lights on the characters from previously trying to make them brighter. trying something new

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i imagine the culling on those moving actors probably whats fading out

whole quarry
#

@vast pine I think you should add a little arrow above players their head

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like a little indicator

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it does ruin any intention to hide somewhere on the field πŸ€”

vast pine
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ball pointer?

whole quarry
#

that too yes

vast pine
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i tried a few things but felt distracting, theres a center vicinity radar around the "aim" redicule and the radar on the bottom right to help for awareness

whole quarry
vast pine
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could maybe do in world near camera off to the side in a corner or something maybe

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ah

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yeah

whole quarry
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just an icon above the actor

vast pine
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just noticed the name stuff doesnt show haha probably because i'm playing as server and those are bots. there is a name thing over heads which is colored. one sec

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UI is a pain in the butts πŸ˜„

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super important tho!

sudden agate
#

BP or done via C++?

vast pine
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bp

sudden agate
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nice

whole quarry
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its in the works for a year now?

vast pine
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lol 2

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i never did gamedev before - well did quake maps hah

whole quarry
#

its visible that you take your time to make sure its right πŸ˜„

vast pine
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ahhh this is working better

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Closed guy does not have channel 3 on the other two do, channel 3 is only a directional skylight at a much higher then normal one to brighten just the players up

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since this isn't a typical game where you'd go inside something it works as i imagine in a cave they'd stay this bright since it wouldn't hit the walls haha

whole quarry
#

you're messing with the Light Channels?

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I always keep fighting with post processing xD

vast pine
whole quarry
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its a lot better

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The player in Dark Souls 3 is also seperated from world lighting πŸ˜„

vast pine
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yeah haha you d probably never see your character without these 'tricks'

frank escarp
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@vast pine i do a very similar thing with DWVR

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i use the 3rd light channel, wich has a light setup of 3 directional lights

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to llit the enemies

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the world is 100% fully static

vast pine
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niice

frank escarp
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and static light didnt look good, the skeleton enemies (wich are beige color) blended far too much into the map, at the darker places

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i did try the skylight approach

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but didnt like how it looked

vast pine
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Yeah this seems to work well, able to keep a mood of darkness without being super dark \o/

sudden agate
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why don't you just brighten the material though?

frank escarp
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@sudden agate looks like ass

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and i have multiple maps

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i dont want the same light setup on all

sudden agate
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but Inphidel has only one map

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should be easier to manage than a complicated LightChannel setup

frank escarp
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adding it as emmisive does look like ass

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if you added it through emmisive, but from a cubemap, it could work better

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but just brighten it on diffuse doesnt work, and brighten it on emmisive looks like absolute ass

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the light setup is what looks the best by far. Thats what it was designed to do

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its very common to have fancy lights for characters, and only characters, and very common for cinematics

vast pine
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yeah i didn't even think to do it till i was playing rocket league and noticed the cars don't really darken by the enviroment - a bud does a bunch of there level work so i asked him and he mentioned they use a separate channel for lighting the floor better and cars

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so i was like no shit i gotta try this

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asme a vlanco said too, all static except for the ones that effect the floor and cars

tough talon
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What class should the player be in a simple tower defence game? I just want player to be able to click on and build new turrets and camera location should be locked

whole quarry
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Pawn class?

tough talon
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Yeah but i dont need the player to move or have a mesh so isnt there any class thats better suited for this?

whole quarry
#

so the camera will be static?

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still would need a actor for the player, pawn is generally used class for the player

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if you want character movement, than character class

tough talon
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Yes camera will be static like in rts games, there wont be any visual representation of the player in the world

grave nebula
#

Looks like unreal engine is being released with more and more severe issues with each version. I don't even remember bumping into something severe pre 4.8

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4.19 and 4.20 has virtually a wagon of red issues.

wary wave
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target fix '4.21' 😐

knotty summit
#

Hey people, I have a question related performance.
I'm working on a building system. Currently when I want to spawn a new building part I'm spawning a new actor. That means if I want to make very big building such as castle, I'll spawn too many building actors.

However I have another idea. I can use Add Static Mesh Component for each building and there will be single actor that contains all the building parts. Would it affect the performance? But in this option controlling the buildings will be harder.

frank escarp
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@knotty summit do that, but with instanced meshes

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it is much better

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one actor with 10 components has Actor Overhead + ComponentOverhead *10

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but 10 actors are Actor Overhead * 10, + ComponentOverhead * 10

knotty summit
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Can I dynamicly change Instanced meshes' materials or control them easily?

digital anchor
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you can change only the transform

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not the materials (you can create one ISMC per material tho)

knotty summit
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Gotcha

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So if I use Static Mesh component for each building its already better than an actor for each building right?

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not ISMC

frank escarp
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yes

knotty summit
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OK. Then I won't use ISMC for now, I'll use static mesh components

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Thanks :)

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@frank escarp @digital anchor

plush yew
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Is there a way to run a build without directx and opengl depencies on a windows pc?

cursive dirge
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@grave nebula I'm curious tho, have you ever been able to turn off landscape collision?

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like, you most likely can still filter the static and skeletal meshes for it

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but that feels like something that engine developers simply assumed it would always be wanted there

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what I'm trying to ask is if that's truly only 4.19 bug or something that's been there from 4.0 and people just never bothered to change it

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landscape is a special component in many ways in ue4

grave nebula
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@cursive dirge Yep.

plush yew
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hi

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i wanna make a pubg game

cursive dirge
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dont

cloud cobalt
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@plush yew To be more general, you probably should avoid multiplayer in your first game

plush yew
#

boring

digital anchor
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what the fuck im watching

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how do i get the angle between two vectors, it cant be all this :D

polar hawk
#

dot

cloud cobalt
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@digital anchor (A.Rotation().Quat() / B.Rotation().Quat()).ToAxisAndAngle()

polar hawk
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wait

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im high

digital anchor
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sorry, im using HLSL

cloud cobalt
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Wall of equations it is then

digital anchor
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goddamnit xd

cloud cobalt
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@plush yew The reality of game development is that single developers are mostly going to do boring games, and first games are shit games anyway because you lack the design experience.

polar hawk
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bruh

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if vectors are normalized

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arccos the dot

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aka

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across the dot

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imagine a dot between the two vectors

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and you're walking across the dot

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arccos the dot

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#highmath

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(arccos is inverse cosine)

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hlsl is literally

digital anchor
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getting near

polar hawk
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acos(dot(vec1,vec2))

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oh hey

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like that

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Also I've been told the material compiler can't collapse nodes before the custom node very well so if you're ever concerned about that

sonic pagoda
#

@cloud cobalt that depends on the amount of time you are willing to spend though, I've been working on a game for about 1 year and 6 months and it is nothing boring... it just takes a LOT more time to do it alone than with a team

polar hawk
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Nonsense

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it can be hella fast if you give up quality standards

sonic pagoda
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@cloud cobalt but yea design experience is definetly an issue... because you only get better with pratice anyways

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LOL

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true

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yea theres a reason ive been working 1 year n 6 months... that one little shade of blue is just too blue, no, now its not enough blue

cloud cobalt
#

For what it's worth, my current two-man project is on its fourth year, months away from a final update. It's definitely true that you can have ambitious projects while alone or with a skeleton crew.

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However, I also realize that I've went from single to married in that time, moved twice, etc

polar hawk
#

Oh shit I missed the addition of MrHibbitts. 'ello.

#

Whats he/she do

cloud cobalt
#

It's not healthy to work on something for so long

sonic pagoda
#

i agree Stranger

#

ive developed arthritis, and a bit of physcosis from lack of social life lmao

#

definetly need to factor in time for excercise, and spending time with your family, etc.

cloud cobalt
#

The core issue with a first game is that you have absolutely no idea what your scope should be (and to be fair, even after that, it's still hard)

#

People think about multiplayer or open-world, stuff that makes your game wayyyyyy harder to create, as if it was a simple option

#

So my advice is to keep it as small as you can imagine

grave nebula
#

psychosis from lack of social life? It is social life that gives you one.

grim ore
#

man I feel bad. My first games were all small in scope and went off without a hitch to near 0 audience lol

sonic pagoda
#

but did you do the marketing Mathew?

grim ore
#

but then all my projects are small in scope because fuck working on something for more than a few months at a time

#

nah I never planned on making anything from them, the goal was to just get an actual finished product done and done πŸ˜ƒ

cloud cobalt
#

Near 0 audience is also what you can expect as a first project even if it's a huge MMO that took 5 years of your life

grim ore
#

make it small and make it fast, use it to learn and move on. eventually you get in a groove where you can make good games that way

sonic pagoda
#

im currently on a break from my "main game", as I am moving, and making a game i plan on releasing at the end of next week

#

i feel like its a important step, like Mathew said, just to get something out there and gain some market experience

#

self publish on steam

grim ore
#

take a lesson from making a kid. They only take 9 months then you spend the rest of your life iterating over it, learning, and improving it πŸ˜ƒ if you make another one you learn from what came before, it still only takes 9 months, but you do it better the next time hopefully.

sonic pagoda
#

thats a good comparison, I currently own a kid as well.....

#

JK I love her and care for her

#

and i did participate in her design process

grim ore
#

I've got my 5th kid coming later this year. It's not even an effort at this point to raise them it's all routine lol. Kinda like adding headers or templates to a project that you worked on the last few years and starting out with a good base πŸ˜ƒ

sonic pagoda
#

wow, you are brave soul Mathew

grim ore
#

It's a good way of not getting stuck doing the same project for too long πŸ˜‰

sonic pagoda
#

hahahaha

#

im sure they keep each other entertained and they help each other as well... thats what humans are "programmed" for

grim ore
#

good motivation too. The first app I did was for ios for the wife on the first pregnancy to track baby stuff, pick out baby names, all that fun stuff

sonic pagoda
#

thats pretty cool

#

what are you working on now?

#

this is my "pet project" ... i've been using it to learn a lot of things that i could use in my main game.. like procedurally generated splines, QTE's, and experimenting with some AI stuff... this was day 2 of production... im currently at the end of the first week... got a lot done but still lots to go

grim ore
#

I work on learning materials right now, no real game project for the rest of the year.

sonic pagoda
#

materials... yeahh i definitely need to spend a lot of time learning that part of the engine

#

everytime i learn something new i just add it to everything, like when i learned the fresnel function.. like everything gets a fresnel outline now

polar hawk
#

#voicechatparty

grim ore
#

heh I guess punctuation would have been helpful. I am working on making "learning materials" for the engine lol

sonic pagoda
#

ohhhhhhhhh

#

yea

grim ore
#

but learning materials is part of that lol

sonic pagoda
#

I learned everything I know from youtube and actually reading the ue4 documentation, as well as massive experimentation until things worked... i've seen some Udemy stuff and was not impressed. a lot of people like to talk & ramble on videos ... and as a game designer, I have no time for that...

#

my current difficulties with the engine is that my main game is a top down shooter, and unreal engine is not really MADE for that, althought you can and people have definetly done it, its just every bit of learning on the internet is focused on FPS or TPS style, and optimizations for those game styles

#

and im a huge fan of Shadow Complex, which is a unreal engine side scroller, i just wish they would explain more of how they made it

grim ore
#

most of the higher end "focus" on the engine is generally behind closed doors with private parties doing the consulting or optimizations unfortunately. Not a ton of that stuff has leaked out from Epic or the community yet

sonic pagoda
#

yea, i mean its okay though... if the game runs at 60fps on a good machine and 30fps on consoles at least i will consider it a success on my part... i wouldn't be making games if it wasnt for ue4 so i can't really complain about anything... its definetly a great time to be alive as a 1 man team

grim ore
#

yep yep. there are a ton of options now to actually make games with "ease" compared to 10 years ago and before

sonic pagoda
#

oh Mathew Wadstein, i had an ideia it was you, i've actually followed a lot of your tutorials

#

great stuff!

#

the wtf is htf stuff REALLY helped me

#

sorry i went on youtube and then saw your profile pic, and was like ohhh thats him haha

grim ore
#

πŸ˜ƒ

sonic pagoda
#

Yea man, thanks for teaching us all that stuff

grim ore
#

glad it helped, it's fun to do πŸ˜ƒ

#

I am way behind right now due to other crap but hopefully back to a normal cadence again soon

sonic pagoda
#

well I still haven't watched all your videos anyways so theres a couple of days worth of content still to catch up with haha

grim ore
#

lol

sonic pagoda
#

im even more impressed now that i know you have 5 kids dude...

#

alright enough ass kissing from my part, sorry... keep up the great work man, I'm definetly a fan! and now i get back to work..

grim ore
#

well only 4 kids right now, the 5th is not till september πŸ˜›

sonic pagoda
#

ah congrats man!

#

God willing it will go great

grim ore
#

so far so good, and thanks

pale wing
polar hawk
#

for a limited time only I'm offering to say all your blueprints are shit in voice chat for free

sonic pagoda
#

lmao @polar hawk

#

ive got kids around me... or else i would

#

my blueprints are beautiful also...

#

ya ya i know, not enough functions.. blame unreal engine for making copy paste faster than writing functions

polar hawk
#

You used question marks in your variable names

#

you might as well throw away your entire project

digital anchor
#

lol

paper kernel
#

non-aligned comment boxes, light the trashcan on fire after you're done throwing it away

grim ore
#

Dog bp not inheriting from animal bp, toss the on fire trashcan into space!

digital anchor
#

neat

paper kernel
#

that looks like my sleeping schedule

sonic pagoda
#

@polar hawk does are booleans

#

those*

polar hawk
#

yeah

#

exactly

#

fuck your question marks

sonic pagoda
#

i've compiled projects be4 with success

#

using ? on booleans

#

on both windows and mac

polar hawk
#

Oh, I understand that its currently a valid thing to do

sonic pagoda
#

it actually only works for booleans

#

i thought booleans in c++ also used question marks

polar hawk
#

nah

#

nah

cedar snow
#

clojure does πŸ˜›

polar hawk
cedar snow
sonic pagoda
#

dude im a professional programmer (only uses blueprints)

#

πŸ˜ƒ

polar hawk
#

what is this, python

paper kernel
#

🍿 coxDerp

cedar snow
#

πŸ€–

polar hawk
#

what is this, visual basic

sonic pagoda
#

blame ureal engine for making the entry level for amateurs like me so low

cedar snow
#

NAH, SPARTA

polar hawk
#

it takes awhile to learn that you don't need to debug code if you write it right the first time

cedar snow
#

yeah, that's rich hickey's motto

manic pawn
#

the code that works on first try usually has the worse hidden bugs

cedar snow
#

not in his case

#

tho for everybody else πŸ˜„

sonic pagoda
#

the thing is: inheritance , all of these common c++ programming techniques... that are used to save time and etc.. dont really save time if you can just copy and paste everything in blueprints

#

what do you save with inheritance from parents?

#

memory?

polar hawk
#

im

#

burning

#

this

#

channel

#

down

manic pawn
#

you save not having to update 5 copies of the same code when you find a bug in one

paper kernel
#

πŸ˜„

cedar snow
#

well, we should be in #lounge anyway

sonic pagoda
#

i mean, if i have a fucntion i want to run on everybody and they are all characters, sure

cedar snow
#

also try merging blueprints

#

πŸ˜„

paper kernel
#

well, still engine related

cedar snow
polar hawk
#

you're right

#

every time I want to get in a car

#

its better to invent the wheel four times

sonic pagoda
#

no

#

copy paste

#

the wheel

#

from another blueprint

cedar snow
#

and stick it onto the axles

sonic pagoda
#

or at this moment, command+c

polar hawk
#

suddenly I require half my wheels to have spinning rims

#

whelp

cedar snow
#

with leather

polar hawk
#

time to get the rim factory started

sonic pagoda
#

well the wheels should be components in the first place

cedar snow
#

my airbag is on the wheels. yours?

polar hawk
#

oh no wheel 3521 had the wrong spinning rims

#

why does wheel 2134 contain a wheel

sonic pagoda
#

i generally think... does the game run at 60fps...

#

everything is fine

#

does it not crash

#

everything is fine

polar hawk
#

does it not entertain?

manic pawn
#

game displays a black screen at 60 fps. everything is fine

sonic pagoda
#

lmao

cedar snow
#

has this already been posted?

sonic pagoda
#

entertainment is a matter of taste.. some people like suffering

#

liek dark souls 3 players

paper kernel
#

I think learning the importance of inheritance is a spirit journey everyone must take. It's about 2 weeks of refactoring before you start looking for ways out

polar hawk
#

its customary to puff puff pass the spaghetti

sonic pagoda
#

you are probably right... i think humans only learn things when they are forced to though.. and the fact everything ive made has worked so far, hasnt forced me to learn inheritance

#

dont get me wrong.. i do have a baseclass for characters in another game, and i use it whenever all of the characters will do something

#

like bleed

#

or die

#

or ragdoll

#

but , in most cases for me i havent needed much of it

#

there are currently 3 animals in rat ratles, and they are all so different

frank escarp
#

what you need is components, not inheritance

#

inheritance goes to shit real fast

sonic pagoda
#

i have components also

#

in this new game, i use health components

#

hunger componenets

#

components are super useful... want to make a platform apply physics on touch, components

#

stuff like that i do use

#

but Rat Tales has 3 animals and 1 human

#

working on a base animal class for 4 different animals is pretty much a waste of time for me

#

the rat is the player, the cat is the enemy, and the dog is your friend, and the human - a npc that doesnt do anything but cut scenes

#

im taking this too serious

#

lmao

polar hawk
sonic pagoda
#

i think a lot of people are counting on it not to work, thats their entertainment

maiden swift
#

I like composition over inheritance and the introduction of Blueprint support for custom components was exciting initially, but the engine is still heavily skewed towards inheritance.

#

If you try to go all in on composition, you feel it pretty quick.

fluid swallow
#

I'd say that I'm the opposite. I prefer inheritance. The beauty of Blueprints is that you can use both.

#

There are times when composition is so much easier

maiden swift
#

Indeed. I often opt for a hybrid approach.

fluid swallow
#

Ideally, I think that should be the goal. Learn both and use what fits the situation

maiden swift
#

That's the best way I've found to work in UE4.

#

Using both where appropriate.

fluid swallow
#

Yea, I've noticed the engine is progressing more towards 'tools' vs prefabs

#

We have a ton of different options for accomplishing the same thing

maiden swift
#

The engine is definitely going in a promising direction.

#

Every new feature being added as a plugin, etc.

fluid swallow
#

Yes. I remember when 4.0 was out and plugins were spoken of like the loch ness monster

maiden swift
#

lol

#

A lot of things were really different back then.

fluid swallow
#

I agree, but I think the updates benefit everyone honestly

maiden swift
#

Pre-4.7 was a whole different UX paradigm.

fluid swallow
#

Definitely so

gleaming lotus
#

Is migration broken at all? Trying to migrate some particle effects from a pack I bought and they keep appearing with a black material

#

Not getting any warnings when I open up my project

sonic pagoda
#

have you checked required

#

to see if the material is there, and clicked on the material to see if the texture is there

gleaming lotus
#

although, the material IS in the same folder as the particle effect

#

I've never really touched on particle effects in UE4, how do I assign the missing asset?

sonic pagoda
#

go back to the particlewindow, click on required, find the material and assign it, double click on the material, the texture will most likely need to be clicked on and found again

gleaming lotus
#

ah

#

That got it, thanks!

sonic pagoda
#

you are welcome

polar hawk
#

In 1972, a crack blueprint unit was set to a voice chat by a millitary court for a crime they didn't commit. These men promptly escaped from a maximum-security voice chat to this current voice chat. Today, still wanted by the government, they survive as soldiers of blueprint. If you have a problem, if no one else can help, and if you can find them... maybe you can hire... The BP-Team

sonic pagoda
#

i have no idea how to voice chat

#

can make video games , can't voice chat... :/

winter wasp
#

How do I fix this message: The asset '/Game/StarterContent/Architecture/Pillar_50x500' (Pillar_50x500.uasset) failed to save.

Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.

sonic pagoda
#

you

#

are

#

probably running 2 versions

#

of the editor

#

at once

#

@winter wasp

#

either that or just quit the program and restart it.. you shouldnt need to worry about anything since that is starter content and not your own work so just pres continue, save everything

#

and quit

#

your 2 running versions of unreal editor πŸ˜›

#

@winter wasp i wont rest until we figure out this game breaking mystery of your unsaved start content pillar

plush yew
#

Hello guys

#

I want to put background imgae for my user widget blueprint

#

but how to do this?

#

and in front of the background to see these things:

#

can you help me?

wintry raptor
#

anyone know which chat i should go to for optimization questions?

polar hawk
#

voice chat

plush yew
#

can you help me?

sonic pagoda
#

this chat is way too advanced for my brain

#

@plush yew

#

sort order

#

on the right window tab, there is a thing called sort order,

#

that controls what elemetns go over others

#

@plush yew .. i imagine you want that crusher image spread out over the background?

plush yew
#

I want to these things that I screenshot to be in front of the background that I will paste-okay?

#

but I don't know how

#

Iand I don't find the sort order

fiery harbor
#

is anyone here familiar with how the new media framework works?

safe rose
#

@fiery harbor What's the issue?

fiery harbor
#

@safe rose trying to use it and doesn't work

#

why did you get exclamation marks? πŸ˜„

worn granite
#

Visibility on the user list? ->>

fiery harbor
#

ah πŸ˜›

#

@safe rose I'm trying to use the new media framework without UMediaPlayer

#

so directly with FMediaPlayerFacade

#

and for some reason the detection of supported rates isn't working

#

so play doesn't start since it thinks a rate of 1.0 is not supported

honest rune
#

looking over movement stuff and wondering: if you want to be able to apply movement in an abstract way (regardless of whether it is a player-possessed character or an AI character), do you pretty much have to write your own movement functions?

#

For example, I see defined in pawn is void APawn:AddControllerYawInput(float Val) but this depends completely on a PlayerController being present

#

So if I want my AI character to turn (yaw) I have to write the functions for it?

grim ore
#

well an AI character would have an AI controller so it can use a movement component.

plush yew
#

I'm thinking about starting a kick starter, does anyone know anything about Kickstarter to build indie games?

honest rune
#

but the above function requires it to be a PlayerController

#
void APawn::AddControllerYawInput(float Val)
{
    if (Val != 0.f && Controller && Controller->IsLocalPlayerController())
    {
        APlayerController* const PC = CastChecked<APlayerController>(Controller);
        PC->AddYawInput(Val);
    }
}
#

or do you mean that CMC contains an equivalent function for yaw input?

grim ore
#

well I guess the question would mainly be why would you want to use the add yaw function to rotate it instead of just rotating it directly?

visual hollow
#

During pacaking my project, I'm sseing a lots of Libcurl error : could not resolve host name.
Can anyone explain what I have done wrong/ why this problem occur?

honest rune
#

@grim ore I might just be looking at a poor example. in the cpp 3rd person template thats how they pass turning axis input to the character

#

and the character gets rotation from the controller

grim ore
#

yes because the player has a controller object that controls the player, the controller does more than just "move" it as it has other settings and it can be adjusted

#

the AI has nothing controlling it really, no physical input

honest rune
#

ah k thank you. I noticed that the AI controller could be extended to have the same behavior but I havent looked much into if it would be worth it

grim ore
#

if you want to rotate an AI you can use something like the AddActorLocalRotation node directly on it if you want to just add some rotation on an axis to the existing rotation

#

you could probably make your own nodes to mimic what the add X input nodes do but you would basically be just making the direct code to control the AI that way anyways

honest rune
#

Ok thank you. I'll look into it more then.

wintry raptor
#

I'm trying to improve my framerate and my lights are the issue. i have 19 dynamic point lights. none of them are casting shadows and its taking about 20 ms to process them. making them static didn't make a noticeable impact. Any suggestions?

grim ore
#

making them static should have completely removed the cost for them

wintry raptor
#

weird...

#

i'll go ahead and do it again and rebuild

delicate needle
#

My movable lights are showing up in the viewport, but seem to go away once I play my level. Is there something simple I am overlooking?

grim ore
#

about the only thing I could think of is you have too many overlapping in the scene which means it would disable the extras

pallid compass
#

@delicate needle come in to voice chat 4help

queen arch
#

How do you keep going when you're tired of working for something that ultimately sucks?

grim ore
#

Work on something else

queen arch
#

That way I won't get better at level design and I will always make sucky games

rocky kayak
#

skip the level design and just push forward with the actual game then, you can always pretty things up later

maiden swift
#

If you keep making games, all the way through, you will eventually make not-sucky games.

#

Experience is the only way to fix that.

#

But I second Mathew's advice: when you're burning out on one task, switch to another. πŸ™‚

delicate needle
grim ore
#

If you stop working when you get tired and work on something else you will be doing something else. I don't see how you would never get better unless you never went back and if that is the case then there is no reason to get better if you will never do it again. When you do go back tho you will now be rested and still have the previous experience which means anything you redo will now have that experience behind it for you to do better. Even if you do this 100 times you should be getting better each time. Even if you repeat the same steps over and over you are just fine tuning those steps and improving yourself.

#

you might not ever make a game but man can you make a .h file perfect every time πŸ˜‰

delicate needle
#

MathewW - Thank you for your YouTube videos.

grim ore
#

no problem, hopefully some of them were useful πŸ˜ƒ

delicate needle
#

I like the fact you have snippet videos for individual nodes, etc.

grim ore
#

I do as well! It makes working really easy πŸ˜ƒ

delicate needle
#

I wish I could right click a blueprint node, and have it link to one of your videos for that node.

#

πŸ˜ƒ

queen arch
#

Yeah, those videos are godsend! They are the main reason I don't watch tutorials on "how to do X" and instead I try to figure things out myself

#

I mean instead of watching "How to open a door in ue4" I watch a video on how casting works

grim ore
#

aww man having access to the docs pages right in the engine would be awesome and then having the videos on the docs page would be double awesome.

delicate needle
#

I'm still very very new to unreal Bluescript, I'm trying to learn it fast, and well as my current test proposal project has him and a client super excited.

#

him* = my boss

honest rune
#

lesson 1: Its called Blueprint πŸ˜ƒ

#

@grim ore Oh, you're the WTF videos guy? Nice work. Love your tutorials

grim ore
#

that I am, thanks πŸ˜ƒ

burnt vault
#

Hopefully a simple fix but does anyone know why these object appear light when they shouldn't?

#

they all have the same material

#

suggestions?

pallid compass
#

THESE HERE PEOPLE

#

IF U DONT COME IN TOO THE VOICE CHAT

#

ALLAR IS GONNA GET IT

#

WE GONNA TAKE

#

ALL HIS

#

DALLAR

#

IF U DONT COME SEEK HELP

grim ore
#

my Dallar is offline so take all his, means less in circulation πŸ˜ƒ

plush yew
#

ERROR: UnrealBuildTool Exception: Windows SDK v8.1 must be installed in order to build this target.

#

Please :x

grim ore
#

have you installed Windows SDK 8.1?

delicate needle
plush yew
#

Maybe, idk

random mulch
#

did you try to copy the whole thing and put it into google search?

#

and click on the first link

plush yew
#

Ya

#

Now, i'm unistalling sdk 10

#

For install sdk 8.1

grim ore
#

no reason to do that, SDK's sit side by side

plush yew
#

?

random mulch
#

did you read the whole answerhub thing?

#

if you sort by newest first, the third entry explains how to install them from Visual Studio

#

there is no need to download them from the microsoft site, which I assume you are doing right now

plush yew
#

ow..

#

could u give me the link ?

random mulch
#

Close Visual Studio, go to windows "add or remove app" settings, locate your visual studio, click on modify, Visual Studio installer opens, click on modify again, make a check in "Tools and Windows SDKs" (under Windows 8.1)

manic pawn
#

or just press windows key, type "visual studio installer" and press return kappa

random mulch
#

welp, I copy pasted the comment ;P

#

but you're damn right

harsh mango
#

Hiya everyone. New here. Is umodel talked about here too or no?

plush yew
#

New pc, but have this error again..

grim ore
#

the interwebs say its a driver issue

vivid girder
#

Anyone have an idea why my Character is floating a couple cm's above the floor?

#

It starts on the ground

#

floor is bsp

coarse osprey
#

Does someone know why hot reload don't work when I change some value like some float?

manic pawn
#

hot reload doesn't work in general

livid haven
#

Don't use hot reload

manic pawn
#

though I'm still not sure how or why it disappeared

coarse osprey
#

so every time i change something i have to reopen the project?

livid haven
#

Code? Yes.

worn granite
#

@coarse osprey @polar hawk @pallid compass FVehicleInputRate

charred dove
#

has anybody ever placed navlinks inside an actor? seems really aquard to do, you cant see where it goes ?

charred dove
#

ahh, found if you go into project settings, and draw failed navlinks, you can then see the navlinks in editor

frosty bloom
#

Scene Fusion makes me wish I had friends that work as Game Devs, looks bloody awesome

manic pawn
#

@silver crown btw did you get the blueprint screenshot thing working?

flat plover
#

Hi i want to make a background image with w 2d png character slowly moving on it as a loading screen or as a cutscene in a game, how do i do that

#

Like.. The character would move slowly so its not a boring loading screen

grim ore
#

use a timeline and either change the sprites or change the position or do both.

flat plover
#

Idk whats a timeline

#

Any YouTube tutorial suggestion?

#

I noticed timelines dont work on widgets

#

So i cant use it in hud

plush yew
flat plover
#

Oh thx

grim ore
#

yeah sorry. I didnt assume you were using UMG so "timelines" in the graph itself would work or yeah you can use the "timeline" in the UMG editor to do keyframe animation

#

technically you can cheat and use timelines from a graph and push the data to a umg widget but that's just ugly lol

plush yew
#

lol yeah he could have meant either way. after he said widget then i knew haha

#

@grim ore i have no idea how to do timeline or timer stuff in CPP so i always use them for that case

#

then again i am completely new to cpp but i like it so far. the udemy stuff on it is really helpful to learn.

grim ore
#

hey I don't know how to do it in CPP either so πŸ˜ƒ

plush yew
#

do u use CPP at all?

#

i am in the process of converting over some code to CPP to reduce net lag

grim ore
#

I use CPP only when I want to feel bad about myself

#

for UE4 I don't use it at all, I really really really don't want to deal with it lol

plush yew
#

lol

#

the syntax for referencing things is the only thing i think its confusing

grim ore
#

replace that with "It's all confusing" and I agree with you

#

I don't want to deal with pointers and references and the stupid -> notation I just want to draw pretty pictures with lines and have stuff work

plush yew
#

yeah

maiden swift
#

I don’t use cpp either. All Blueprint over here. 😁

plush yew
#

i have to use CPP for some stuff with steam API if idont use the plugins that are available, as well as possibly some things with my net code, or my game will lag.

#

i wrote 100% of my code in BP and it looks good and single totally works, its just the multiplayer optimization is all lol

#

mathew are u doing a game?

grim ore
#

oh yeah I totally understand the need and why you should use CPP but I just draw the line at torturing myself willingly

#

right now nope just making learning materials for peoples and stuffs.

plush yew
#

ah ok i forgot if i ever asked u that before. i ask everyone that πŸ˜› lol

grim ore
#

not enough time to work on game stuff till summer is over

proper merlin
#

when you guys get stuck on a problem that google can't help with, what do you do?

plush yew
#

ask on here and/or unreal answerhub. double hit

proper merlin
#

i keep running into small blueprint problems that feel too specific to research easily

plush yew
#

answerhub tends to have more thoughtful responses, but the chance of a response is a bit rarer IMO

#

@proper merlin did you try debugging the nodes?

grim ore
#

I figure out what is going wrong then fix it normally πŸ˜›

proper merlin
#

im not getting a true error, just created something wrong

plush yew
#

might be some simple logic thing you're missing. try watching all floats and debugging the exec flow of what you're doing

#

yeah, debugging to make breakpoints on nodes

grim ore
#

yep if its not working right then debug ahoy

#

debug until it works then debug some more for what you broke fixing it πŸ˜›

proper merlin
#

im still at the stage where its very hard to understand the blueprints im using, since i'm copying off tutorials etc

#

and it feels inefficient to debug when i have so little base

grim ore
#

ah yeah if you just copy tutorials, or the tutorials don't tell you what you are actually doing, your gonna have a bad time ⏰

proper merlin
#

haha sadly this was from a tutorial on the official UE channel

#

and even the comments mentioned the bad blueprint

grim ore
#

well that just means it's on the official channel....

proper merlin
#

my point is i expected a solid tut from their employees

grim ore
#

well you know what happens when you assume things πŸ˜›

plush yew
#

epic is great, sometimes they can be zealous but they are good people.

proper merlin
#

assumptions create efficiencies for humans πŸ˜ƒ

plush yew
proper merlin
#

i think it was just them brushing over something real quick for concept purpose

grim ore
#

Epic tries and does well for the resources they put into the work they do

proper merlin
#

i'll take a close look at it and then make a post

plush yew
#

yeah. i'm so glad with the fortnite windfall. Marc Rogerson and everyone was saying how amazing it will be for profits.

flat plover
#

What else the player wants in a combat openworld game

#

I meant swords game

proper merlin
#

im just trying to make an FPS from scratch as fast as I can, this learning curve is proving tough

plush yew
#

@flat plover you can possibly go to the MP to get some stuff going for that.

#

same advice to you dschu, MP has some great templates.

proper merlin
#

like project templates?

plush yew
#

start from a template or you will be in a constant amoeba state for a very long time unless you know what you're doing

#

yep mp assets, on the marketplace

proper merlin
#

im not concerned with anything cosmetic too much yet, but i know there are blueprints/meshs etc

flat plover
#

Yeah but like generally, what's the most fun things ppl do rather than fighting

plush yew
#

they are a touch more advanced than the epic engine starters

proper merlin
#

i worried that taking a template project would just get screwed up as i edit it to my purposes

plush yew
#

but offer customization as needed. just choose the right one. for example you don't buy a gamesparks MP asset if you use EC2.

proper merlin
#

i have the exact mechanics for a game i want to make, id throw money at it after i exhaust my own abilities lol

#

but i need to gain knowledge for expectations etc first

stiff nest
#

Hi guys, anyone ever tried to use load stream level within the game instance ?for my case it worked while play in editor but not using launch. Thanks.

plush yew
#

@flat plover racing, FPS, 6dof, there's a lot of genres. RPG.

flat plover
#

Hmm hes a Knight, so horse racing? I don't think so

proper merlin
#

hmm ill take a look at these MP assets but it will be hard to pull the trigger

flat plover
#

I want to add horse but horses from MP are too advanced :/ my game is simple

proper merlin
#

ill grind out making it myself for now

#

and im curious to get estimates on getting someone else to do the work

plush yew
proper merlin
#

thanks, i'll take a look

#

but i fully expect it to not be worth the cost

plush yew
proper merlin
#

kinda expect a 15 year old that uses duct tape and works slow at an overpriced hourly rate πŸ˜ƒ

plush yew
#

the good tut links

proper merlin
#

thanks, i appreciate it

#

its been fun even ironing out basic stuff so far, but i see it ramping up very quick

#

i used to map on valve hammer editor, so some carried over

plush yew
#

you can expect to spend 1+ years on a single game if it has a fair amount of detail, so hope that your faith is well placed

proper merlin
#

yeah, which is why i'd love to be tempted by the prospect of efficient paid labor

#

i make good money, but have little time and am passionate about making a protoype even for fun

plush yew
#

if you ever put your game on steam keep in mind they accept sole propietorships, so you can reap all the benefits for yourself if it sells.

#

i applied as that and my game got on

proper merlin
#

still bound by UEs cut though of course

plush yew
#

yup which is fair i think

#

valve takes 30, epic takes 5

proper merlin
#

it sounds fair, but you never know with budgets when things get spread thin

#

hmm jeez

plush yew
#

you could release the game on an independent site like itch or gamejolt though. there it's less

proper merlin
#

and ive already gotten the vibe that like anything creative, there are plenty of people who fall into thinking they have a big thing

#

and toss money and expectations and stuff at it

#

so im trying to fight the bias and be reasonable

#

but also keep a good pace... i have a full idea that i want to make

plush yew
#

i just bought $500 worth of stuff from the marketplace during their summer sale and my life didn't change right away. it's all about implementation. if you work with the team and foster it, anything is possible i suppose.

proper merlin
#

id definitely utilize a steam likely

#

yeah i have no perspective yet

#

i realize how much money goes into these AAA games

plush yew
#

yep the process is fairly simple, you put the game on steam, then you list it for sale as early relese or on sale. you can set the price. you upload builds via the steam sdk.

#

and when you are beta testing with steam, you can give steam keys to people for free to get them interested

#

thats what i did

#

i got a ton of people helping with early alpha stuff

proper merlin
#

thats great info but even that is out of my periphery

plush yew
#

i did lose my first launch vis round though

proper merlin
#

i have a "stage 1" im trying to accomplish of basic game stuff I wish was easier

#

ah shame

plush yew
#

not totally lost, just chose to delay the early release until end of year

#

once its in early release i believe i get another.

proper merlin
#

which is why I wonder especially too, if i have a small grocery list of basic mechanics

plush yew
#

and then listed on sale, one more. and i get 4 ad buys

proper merlin
#

it might take me 100 hours but someone experienced 5

#

was yours a multiplayer?

plush yew
#

the ad buys are artificial vis rounds you can use 4 times per any game you have

#

yep

#

and im fixing the netcode rn

proper merlin
#

what genre

plush yew
#

now that's all BP, so i really need to fix up some CPP into it to get it to be less lagged up on my ded server

#

as i was rambling about earlier lol

#

i use an ec2 t2.micro right now, and it has ever so slightly noticable lag once more actors / pawns get into the game. i believe the reason is heavily due to unoptimized code.

proper merlin
#

not my type of game, but damn man a lot goes into that

plush yew
#

as you make your game, keep in mind ec2 is a great way to go. avoid gamesparks though, people are yelling about it not being up to date RN

#

lol just work day by day i guess. not that hard really

#

but yeah dedicated servers are def hot rn. people are complaining about listen servers being lagged for the host. so look into ded servers. those will help

proper merlin
#

lifes short, gotta make choices to save time haha

plush yew
#

have you built unreal from source yet?

proper merlin
#

i dont want to spend 2 years specializing in something i should have delegated

#

no sir

timid swift
#

Have you looked at any of the gamelift stuff?

proper merlin
#

if i ever got to that point i'd get dedicateds of course

timid swift
#

through aws

proper merlin
#

im unfamiliar with any of that

timid swift
#

AWS tailored to games

plush yew
#

jedh yes i looked at it. ec2 was the better choice in my case because the code was all raw and you dont have to have custom REpped events like in gamesparks or the others.

timid swift
#

apparently, looking at it right now

plush yew
#

try that. it will help you learn unreal.

#

build unreal from source for 4.19.2 or the 4.20 version from github.

proper merlin
#

im confused on what that helps with

timid swift
#

Are you running individual EC2s or are you ruinning them in an ECS cluster or something like that?

plush yew
#

just the process of source building. the build process for UE is similar to game building, and you will need to do that if u use code plugins

#

@timid swift i have one t2.micro instance operating at $0 right now for the first year

#

as long as i stay below quota

timid swift
#

ah

plush yew
#

latency is good serverside, i get great pings consistently from the ip

proper merlin
#

hmm ill take a look, but i dont highly estimate my skills to learn anything new technical haha

timid swift
#

This isn't deployed then? Just for dev?

plush yew
#

its for dev, but its currently running 24/7 i never stop it.

#

it has a 1 gb cap, so its definetely for testing only

#

ram cap taht is

#

the cost scales to $10, $20, $40, $90 for more ram

#

and you will ned more ram once u get more players / bigger level in the ded instance

timid swift
#

So if you don't mind me asking what goes into getting a dedicated Unreal instance on an EC2?

plush yew
#

that's my guide on it

#

full list of al the steps to make a ded server from source building the engine, source building the game, using project launcher for the unreal server.exe, and finally getting the ec2 instance working

#

the steps are slightly broad per item, but you should be able to adapt them to your needs with some research

#

i made that when i went through the process

timid swift
#

Ah awesome thanks, high level is exactly what I've been looking for

plush yew
#

yep. i am like the only one who wrote that lol. it's not on the web πŸ˜ƒ

#

you're lucky you ran into me

#

lol

timid swift
#

Haha indeed

plush yew
#

there are bits and pieces on the web, but my guide is fairly a complete pipeline

#

as you can see

#

i leave it running all the time

timid swift
#

ah nice

plush yew
#

yep

timid swift
#

what did you use for an instance?

plush yew
#

i use remote desktop instead of SSH / SFTP to connect lmao

#

it takes me 20 mins to upload stuff

timid swift
#

haha

plush yew
#

t2.micro

#

you mean what type?

timid swift
#

Sorry, amazon, ubuntu etc

#

yah which ami

plush yew
#

you'll want to use 2016 server AMI

#

its the most raw one, fairly new, and doesnt have bells and whistles

timid swift
#

Perfect

#

Haven't used a windows ami in awhile

plush yew
#

yep you got to if the ded binary is .exe, plus it's just more familiar

timid swift
#

Right

plush yew
#

as long as you kill the procs on the instance you dont need you'll be good

#

kill win firewall and kill defender

#

lowers ram

timid swift
#

Do they have a linux instance of a server?

plush yew
#

yep

timid swift
#

You got dockerize that no?

plush yew
#

huh? nope i dont use that

timid swift
#

Ah ok

plush yew
#

you really have nothign to lose when the ded server is free.. πŸ˜›

timid swift
#

Very true

plush yew
#

you can just start one without a game even to test it running

timid swift
#

Especially when Amazon reps give my studio lots of credits πŸ˜„

plush yew
#

i never said amazon. i said ec2 πŸ˜› lol

#

if i give that way its like i'm advertising. get it? πŸ˜›

#

so i try to be politically correct on here

timid swift
#

heh

plush yew
#

this really is a great place to learn though

#

i would have never done that guide if someone named jtxp didn't help me make my first ded server

#

i come from zero programming background

#

so you can hang around here or #multiplayer and i am sure u can get ur ded instance up and running once you package it out.

grim ore
#

I've got a work project on a free ec2 server on Windows 2016 and my god one gigabyte of RAM is horrible to work with

plush yew
#

lol yeah

grim ore
#

I wanted to run Linux for the project but in the event that I explode spontaneously I needed to make sure my replacement who may not know Linux could remote in and maintain the project

plush yew
#

you killed your win firewall / defender right?

#

that helps a bit

grim ore
#

yeah the biggest problem is because everything is being done for free we use Dropbox for backing up backups and Dropbox Loves memory

timid swift
#

Bash for Windows works pretty good now

plush yew
#

lol ah that sucks

grim ore
#

It certainly blows but everything runs in the server for free and that's a good thing LOL

timid swift
#

I'm one of those Windows people at work...

grim ore
#

And considering we've only had one outage that lasted 10 minutes in the year we used it that's pretty good up time for free

plush yew
#

you never exceeded quota? :X

timid swift
#

I mean dropbox is just an s3 bucket

plush yew
#

my bill for the first month is $21 rofl. i made some stupid mistakes

#

it should be $1 cuz i went over quota a tad