#ue4-general

1 messages · Page 267 of 1

grim ore
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the free quota is unlimited hours basically 24 hours a day for the month and we barely use any bandwidth because it's a small company with about 15 employees

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I did run into an issue with the 30 gigabytes of hard drive space but started using Dropbox to make sure we never had too much space being used at one time

plush yew
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you know what i did? lol

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i had TWO volumes running at the same time cuz i didnt understand free tier

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so i had t2.large

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cuz my game was 4.5 gb ram

grim ore
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Ah yeah

plush yew
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then i learned how to use project launcher, optimized it down to 120 MB

tulip idol
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Hey everyone, some time ago I decided to share some material functions I use in my own projects. You can get them all in this link: https://gumroad.com/l/CwzxH

So far here is the list of functions available, I updated the package today, more detailed description if you enter the link:

  • Tint Albedo
  • Change normal intensity
  • World masking
  • Tint Albedo with RGB
  • Tri planar projection mapping uvs
  • Z up mask
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Hope you find them useful, it would mean a world to me!

pale wing
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#blueprint Please can someone help me, I'm about to cry!

silver crown
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@manic pawn Stopped when I started to get scaling issues

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Cuz it's not fun

manic pawn
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aw

keen frigate
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Morning everyone 😃 found this on the web. It might interest you.

https://www.packtpub.com/packt/offers/free-learning
Free Learning - Free Programming eBooks | PACKT Books
A new free programming tutorial book every day! Develop new tech skills and knowledge with Packt Publishing’s daily free learning giveaway.
Beginning C++ Game Programming - eBook
Free for another 15 hours

lament kraken
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is it true that new version of ue4 will have future to make characters?

whole quarry
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I dont think so. it gets some option to edit meshes tho afaik

surreal viper
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any idea if there is a way to change DecalSize runtime?

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nvm, calling PushSelectionToProxy(); after changing the DecalSize variable did the trick

open isle
wary wave
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literally like he said - make a voxel model, then make a physx destructible with it

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I'd imagine he used one of the Max / Maya plugins to get the break pattern nice

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there's documentation for that somewhere

manic pawn
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physx destructible won't run anywhere near that well tho

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his thing seems to be more involved

whole quarry
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@open isle no need to ask it in multiple channels

open isle
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sorry

wary wave
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just looks like physx destructibles to me

manic pawn
wary wave
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0_o

open isle
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what is the magic behind it?

wary wave
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code.

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lots of code.

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no magic

manic pawn
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a lot of code

whole quarry
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the unknown is magic 😛

manic pawn
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didn't know collision with voxel data directly is even a thing you can do

open isle
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I see! C++ magic! he probably doesn't use .obj export

cedar snow
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tim sweeney follows him on twitter

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so he's in the mighty sourcerer's club

plush yew
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hello guys I want to make register and login pages or widget blueprint in unrealegnine for my game but I don't know how to do that-can you send me tutorial or say me how to begin this??

whole quarry
plush yew
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ааа

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I must to search for system not only

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okay

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not this system

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I want to make this in unreal engine

whole quarry
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there are multiple search results you can use to research how to make what you want to make

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there is no out-of-the-box solution or tutorial for your specific needs

plush yew
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when the player press "Start Game" to open other widget blueprint where the player if he doesn't register to transfer it to other widget blueprint and yeah

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I will find screenshot of some game to show you

grim ore
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technically you can buy the MMO Starter kit if you want, it has a login system setup

plush yew
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what I want-okay?

grim ore
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but if your asking how to do just multiple widgets you do just that. on click -> create widget -> add to viewport.

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if your asking for the code behind the widgets for networking, database access, and such then I don't think there is a free solution out there?

whole quarry
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VaRest plugin is free iirc

grim ore
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yeah you can roll your own but I think he wants a solution or a tutorial

whole quarry
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there are also some free to use solutions as long you dont take the project out commercially

grim ore
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ah neato that I did not know. I did my own using varest so I know it works

whole quarry
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but those are way out of skill level 😛

plush yew
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I know how to create these widgets

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I use for now widget blueprints in category UI

whole quarry
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for now? what do you plan to use in the future?

plush yew
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and I match them but I want to make these things that I describe

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I use them

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and I will continue to use them-i confused

whole quarry
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In my honest opinion, I'm thinking it's out of your current skill level, but what I said earlier: You'll need to google it and use several information resources and combine them so you can create what you want

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there isn't a tutorial specific for this as it uses multiple 'technologies'

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some use dedicated servers, some use php with database, some program the connection to db from client directly

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since you'll be collecting user information, you need to work the privacy part out to comply with the AVG as well now

grim ore
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I used socket.io / varest on the UE4 side then node.js with express and socket.io for the server side and mongodb for the database side if you are looking for more stuff to google

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now how well it worked is another question entirely lol

whole quarry
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if it works, dont break it ¯_(ツ)_/¯

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there should be a warning on UE4 saying "Even tho most games seem to be using multiplayer, its one of the hardest parts to make in your game"

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@plush yew try asking around in #multiplayer, those guys should know some about networking and could give some best-practice tips

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dont drop the question "how to make login system for my game", try to be specific

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'specific' is the key word for today 😄

plush yew
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okay

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I want to give me navigations or links not the steps-if I have problems I will find you- 😉

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I have these for now

winter wasp
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So you're tryin' to make an MMO?

latent terrace
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Hey guys, I've moved my project from 4.17 to 4.19.2 and the editor crashes when I click play, how can I figure out what's going on? 😛

plush yew
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maybe but not for now-I want to make the single player for now after some months to make the ultiplayer part of the game @winter wasp

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Hello guys
I am here back
again
lol
I want to make other things when I press the button "Start Game" after 5 secunds to load the other level to start the game and while we wait I want to make somethings as background and bar to show that the game loads-how to do this?

fossil ore
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Did anyone managed to extract Robo Recall audio files?

grim ore
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@latent terrace go back to the launcher and the installs tab and install the debugging symbols for 4.19.2 and see where it is crashing

latent terrace
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thx

visual hollow
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Hey guy is there anyway to scale down all the assets/actor used in my level at once ?

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Actually my player is too small and my level is too big in my VR project

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😔

terse skiff
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Shouldn't you then just scale up the player?

visual hollow
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You can't Scale up player in VR. I already tried it.

hardy pendant
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nope you can't

delicate needle
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Tomatoes?!

ivory gate
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@visual hollow when in the level in the top right u should see a list of everything in level click on top of list then shift click the last one and press r to resize

visual hollow
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@ivory gate thanks

stoic moth
zinc bison
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uhhh does hiding an actor in game set references to that actor to null?

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not that its causing a problem, it seems like it helps me if thats what its doing

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i mean things are behaving correct, its just not what i would have expected. i thought id have to do more work

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WAIT no nevermind, im dumb.

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I forgot disabling the collision is triggering overlap to end, which is updating the reference I was referring to

terse skiff
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Using the Event ActorBeginOverlap, how can I test for overlapping a specific Actor type using blueprints?

astral marsh
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hey all i need some help in my pickup and drop system which i made

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can any1 please help me?

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through screenshare?

delicate needle
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Whats screenshare?

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nevermind

plush yew
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In the advanced Driving template there is an antenna at the back of the car that moves based on your movment, does anyone know how thats done?

gleaming latch
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can someone quickly describe to me what a static mesh is?

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and btw no essays

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just quick answers plz

livid haven
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A static mesh is a mesh whose geometry doesn't change.

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Static as in unchanging.

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By comparison: Skeletal meshes have a skeleton used for animating them, which deforms the geometry.

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Caveat: Morph Targets can be used to deform a static mesh, but that's more like blending between similar static meshes. @gleaming latch

digital anchor
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hum... you can have morph targets on static meshes?

earnest junco
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CTRL ALT is box select, so what is box de-select?

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in the editor window

worn granite
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shift ctrl alt?

rose quartz
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is there somebodu that uses Make human? i have a problem with the Cothing Part i press like Demale CasualSuit and labcote but the Cloth is removing @ some parts how is that possible?

livid haven
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@digital anchor I think so? I mean, theoretically that should be possible.

digital anchor
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i though that geometry info is not available on cpu for static meshes, so u can only move it with WPO

grim sinew
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Think of it as the boxes perfectly snapping instead

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You'll feel better

whole quarry
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its a trade off that one cannot simply make

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i want straight lines ánd boxes!

livid haven
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@storm snow Right click an execution pin connected to that node that is properly aligned and select straighten

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Not the execution pin on the node.

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Some nodes just have janky pins. :/

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I wish all pins and nodes were forcibly snapped to the grid, but... nein.

graceful grove
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It's the very minute degeneracy of pins that don't align which builds up to cataclysmic blueprint spaghetti. The chaos emperor claims all kappa

storm snow
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oh that straighten is a thing 😮 that helps little with my perfectionism 😄

livid haven
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The few pins that don't align are pretty rare. Blueprint spaghetti is mostly people not giving a shit to organize things as they do it.

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Always use reroute nodes to straighten paths and form parallel raceways.

fiery harbor
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when trying to use BP nativization and running the packaged version of my game, I get this:

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is that a known problem with BP nativization?

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using 4.19

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well, related to BP nativization and event driver loader I guess. doesnt happen without BP nativization though

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I guess I just have to disable that event driven loader

livid violet
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in which channel should i ask for vector math help?

digital anchor
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here or cpp

fiery harbor
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disabling event driven loader does fix that crash above

livid violet
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so i have a known vector of CxCyCz, I want to split this into vectors A and B of which i know Ax, Az, Bx and By. Ay and Bz are the variables, how do i find them?

livid haven
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Is that not just A + B = C?

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I mean, you have both Xs, one Y, and one Z

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A.X + B.X = C.X
A.Y + B.Y = C.Y
A.Z + B.Z = C.Z

livid violet
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is it really that easy? xD

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lemme try it out

livid haven
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So A.Y = C.Y - B.Y and B.Z = C.Z - A.Z

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Vector addition is simple per-component addition

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Took a second to understand exactly what you were asking, was about to suggest some projections, but no - if it's a simple vector addition, it's that straight forward.

steady owl
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does anyone know the difference between the new rectangular area light in 4.20 and a point light that has a long length?

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Or if there are other benefits to using rectangular area lights?

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The results I'm getting are very close to a point light

silk sleet
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I'm making a blueprint actor component that stores flipbooks for different movement directions, and changes the animation accordingly
I need it to hold a reference to the actor's existing flipbook component, so that it can make the changes

how would I do that? If I do a normal object reference, the existing flipbook component doesn't show up in the dropdown menu

tribal relic
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Reading this chat...holy fuck I'm such a rank noob.

tall basin
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Hi all! I'm a non-programmer trying to get something working in Unreal for a sound demo. I'm trying to get a value out of the "VectorLength" node, but it is giving me two values? one is correct, one is higher. what's going on here?

glossy flame
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You're going to have to be a bit more specific as to what is giving you two values.

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I see two vector length nodes, but those are hooked up to different inputs, so it would make sense that those are spitting out two separate values.

tall basin
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ok! i'll try and give whatever info i need to

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i'm looking at the value that comes from the very end of this. I'm dividing one vectorlength by the other one and then printing the value i get from that

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This blueprint is a walkway you can run down. i'm trying to generate a value based on how far you've moved along. that ~0.48 value is me standing halfway along the walkway, which is what i want

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but i'm not sure what i'm doing wrong that's putting this other number (~15.7) in there as well

glossy flame
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Keep in mind that that math doesn't really do what you're wanting.

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If someone were to be laterally further away from the line between the start and the end, they would technically be further from the start, but might not actually be further down the platform.

tall basin
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that's fine, i also made it pretty restrictive, with guardrails on the side

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it doesn't need to be perfect, though i'm definitely trying to make the smartest decisions possible

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the number also moves around a bit if you're jumping :p

glossy flame
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Yeah, that makes sense too.

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Under what conditions are you getting that unexpectedly high output?

next badger
tall basin
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i'm just printing a string based on that vectorlength/vectorlength value

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this is connected to the Tick event, so i'm just seeing these two numbers all the time

glossy flame
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Oh, do you have multiple of that actor in the world?

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In that case, it could be that the second one is ~15x further away from the player than the distance between the start and the end :p

tall basin
glossy flame
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If they're always printing right next to each other at the same time, that definitely sounds like there's multiple in the world.

tall basin
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huh, i see

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i'll look

rotund scroll
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@glossy flame any chance you know about anything about anim notifies not showing up in the drop down in pawn BPs?

tall basin
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oh weird. i totally do have a second one

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well that's an hour wasted

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thanks haha

fiery harbor
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why has epic still not managed to make BP nativization actually work nicely, after such a long time?

manic pawn
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it probably works nicely in their projects

fiery harbor
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the stuff where it fails is so simple, I find it very hard to imagine that they can use it without issues

cursive dirge
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I haven't had issues with it

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curious tho, did you file a bug report?

fiery harbor
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I did not, I'm just trying to actually get it to work

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have used it last more than 2 years ago, where it was hard to get it to work

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I was quite sure they improved it during the last 2 years, but its still really hard to get it to work

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for example this:

inner yacht
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little help with wheeled vehicle please...What should i tinker with for more speed?

fiery harbor
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Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\FirstPersonCharacterVR__pf205484891.cpp(8034): error C2248: 'UMathBPLibrary::GridVector': cannot access private member declared in class 'UMathBPLibrary'
MathBPLibrary.h(18): note: see declaration of 'UMathBPLibrary::GridVector'
MathBPLibrary.h(13): note: see declaration of 'UMathBPLibrary'
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I call that function GridVector in one BP that I selected for nativization

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thats really not a complicated function

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but it tries to "access private member"?

glossy flame
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BP is weird and lets you call private functions with just a warning. When you nativize it, however, it has to adhere to C++'s rules about accessing it, which is why it fails.

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That is a private function.

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Classes default to private unless marked otherwise.

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I would personally like it if BP was more strict about access, but there's nothing that's really wrong about that error.

fiery harbor
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I never got any warning anywhere

glossy flame
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¯_(ツ)_/¯

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I've definitely seen warnings for it in the past...maybe function libraries or static functions in general are an exception.

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Dunno.

fiery harbor
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well, thanks, I'll make that public and see whats the next thing it fails with

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the problem I'm actually debugging is that I had the same function in BP, and nativized it always returned 0

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no matter what the input is

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so for fixing that, I moved that function (GridVector) to C++

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seems to be the only way how I can be quite sure that whatever problem there is with nativization, it will fix it

fiery harbor
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moving the function to C++ did fix the problem

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for some reason after a few minutes I always get this crash, but no idea if thats related to nativization, probably not

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seems to be because of this in the log:

[2018.06.30-02.35.17:964][ 56]LogObj: Warning: Object MediaPlayer /Game/Movies/Tools/ToolVideoPlayer.ToolVideoPlayer (0x0000021b974559c0) from cluster Material /Game/Movies/Tools/VideoMatReg.VideoMatReg (0x0000021b98ad8040 / 0x0000021bcae9a1c0) is referencing 0x0000021b98ce6800 MediaPlaylist /Engine/Transient.MediaPlaylist_8 which is not part of root set or cluster.
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but I'm quite sure thats a general 4.19 problem, not related to nativization

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though no idea how to fix that

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VideoMatReg is a material with a TextureSample set to a MediaTexture inside

idle stump
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After trying to alter the Supported Agents in the Project Settings > Navigation System, my AI does not move at all anymore. I tried resetting them to default and restarting the editor and my AI is still broken

pine parcel
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Uh oh... it's starting. First they get rebellious.

marble spire
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guys

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to add like a knife in my game

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to my model to be more precise

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ive added a socket and all

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but how should i add that in my bp?

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another static mesh?

pine parcel
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Add a static mesh component to your blueprint hierarchy, then select the mesh from the details panel.

marble spire
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im a little sad

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ive followed a tutorial about how to make a post process to make the anime 3d model a little better in Ue4

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but do not make any difference in my game at all

pine parcel
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@marble spire is your post processing volume set to apply to the whole map?

marble spire
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Yes

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im getting this errors as wel

marble spire
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how can i make

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my AI

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dont stop following me

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when i jump behind him

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im using a AI perception with vision

grim sinew
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Cheat. Make it so if the player jumps, until he lands the AI just automatically knows where he is.

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If he already knows about the player.

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You could also do it with sound, but the AI would look pretty dumb if he waited until after the player landed to continue the chase.

signal compass
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Does anyone know of a way to show/hide the visibility of a vector variable's 3D widget via blueprints? Say, a boolean toggle. I can't find anything on doing that.

dawn linden
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Do you want to fully disable editing it? If so search for an example of EditCondition. That will disable the property, which I would guess would also turn off the widget.

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Hmm, sorry that's c++. Not sure if a blueprint equivalent exists.

signal compass
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I think I figured out a workaround, I'm setting it up now to see if it works.

cerulean nova
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i have 2 diffrent things that lead to setting the max walk speed to the same number but the speeds are diffrent how is that possible?

signal compass
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Welp, looks like my workaround works. It doesn't do what I want, but it works well enough. Thanks again for trying @dawn linden

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Since I couldn't toggle the visibility of the 3D widgets globally, I just changed how they were generated so that only the ones I specifically wanted to modify were made.

regal mulch
polar hawk
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or in Hey Unreal

plush yew
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Hello guys
I want to make other things when I press the button "Start Game" after 5 secunds to load the other level to start the game and while we wait I want to make somethings as background and bar to show that the game loads-how to do this?(реда

visual hollow
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@plush yew you need to create a loading screen for that. Right click and go to UI and create the widget.

polar hawk
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Its voice chat time again

latent moth
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all... is there a way to convert a BP spline to a landscape spline? i'm trying to smooth a river BP

plush yew
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Okay but How to create loading bar

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And how to add random tips as in the games ClashRoyale or LastDayOnEarth

manic pawn
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did you know google exists

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these are common questions you can find answers for

polar hawk
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loading screens are actually hella annoying

tardy holly
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hi

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can i find the team here

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?

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ComunelloGroup
Why you should join ComunelloGroup?
If those who need money we search for any gigs and we work as a team so that way one of our own team members can get paid. We know now days money is what many people need and so by having a team we can establish that. The game which we are developing wont have lots of donate,because we are making games to play,not to spend all money.
Current Project: Existence
Description of Project: A Survival game with the elements of Battle Royal.You must to survive,using any strategy.While you are travelling the map , you can find drones,night vision goggles and many other interesting things.The best will be - the last men standing.
If you are interested in it,contact me please.
Developers needed:
Terrain Developer
Blueprint
Characters and Animation
3d Modeler
VFX Artist
Unreal Engine 4 Coder
Graphic Artist
3d Modeler
Developers already acquired:
UI Designer.

For contacting email danilkoval2004@gmail.com or contact my Discord Testy_keks#6208

tall pendant
polar hawk
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battle royal

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nice

tall pendant
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BR's are only nice when they have lootboxes and mtx tho

tardy holly
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my previous team broke

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so i want to find new one

fossil ore
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nvm

tough barn
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im new to UE4 but i have found since I started attempting to make a game i play games far far less lol. Also morning everyone

polar hawk
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aye

dense galleon
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the perils of gamedev

astral marsh
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hey all i have a problem in my unreal engine 4 so im going to release a prototype of my game to build testers and after packaging the game when i click on the exe all i see is a black screen i can use the ~ key and when i type "open" all i see is " Open Entry" and "Open [someip}"

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can anybody help me out fixing this?

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i've checked the maps&modes

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in package settings

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the game default is the map which is for testing the game.

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when i try making another project and package it

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the game works fine

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why not with the project which i have

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please help? anyone?

grim ore
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thats a hard one so time to debug it. Make a new map in the project, the default one is fine, and make that your default startup map for a packaged project and see if that loads.

astral marsh
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i've tried it

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it didnt work

grim ore
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then you should be able to cross off the map as the issue. I would think. When is the last time you packaged it for testing and it did work? what did you do since then

astral marsh
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all i did was package project - windows 64bit - and it worked

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it was like 2 weeks ago

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mathew if you want i can show you all my settings

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through screenshare

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so you can see what mistake i've done

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im a bit new to ue4

grim ore
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well if you havent change any settings since then, just work on your project, that's not really going to help. you did no major changes just content work?

astral marsh
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not sure on what your speaking

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lemme screenshare

grim ore
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i am not able to do that or I would have said I could

astral marsh
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oh

grim ore
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if a new blank map is not loading up then some setting you might have changed with the base game might be causing a problem

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like changing some of the other parts of the game mode or default settings

astral marsh
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i can show you the settings of the packaging settings

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im sure something's changed in packaging settings

grim ore
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did you change any of those in the last 2 weeks?

astral marsh
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but i dont know what

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i think ya

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im not able to remember

grim ore
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do you happen to be using source control and you can check the change logs?

astral marsh
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i dont use source control tho

grim ore
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well you can paste screenshots if you want, someone might be able to see something. Else if you know a new project works compare the default settings to your project?

astral marsh
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i think

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i'll see other projects

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game settings

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i'll see whats the difference

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if thats the thing causing the prob

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i'll change

grim ore
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about all I can think of is maybe you told it to only package certain items and the maps are not some of those

atomic forge
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Are there any guides that can be recommended to optimize for mobile?

astral marsh
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if you look through fortnite news section

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you'll see some android guide

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for optimizing

frank escarp
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@atomic forge know the hardware

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thing #1, pixel rate is low as fuck, so pixel shaders are too expensive

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thing #2, due to the tiled renderer, drawcalls are extremelly expensive

atomic forge
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@frank escarp I'm trying to optimize for Oculus Go

frank escarp
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you need to lower your drawcalls a huge amount

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and last, the CPU is low, so make sure to not use any ticking in blueprints, and avoid physics that take too much cpu

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@atomic forge Go runs 150-200k polygons and 50-100 drawcalls

atomic forge
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OK. Thanks @frank escarp and @astral marsh !

heavy relic
gentle crypt
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whats nativised blueprints? whats different from normal bps?

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should i enable it?

digital anchor
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They turn into C++ so its a little faster, turn it on only for BPs that you actually need performance improvements, sometimes it causes problems so dont turn for all

gentle crypt
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oh i see. Thanks @digital anchor.

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does this happen at the end of the project or does it during development?

digital anchor
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On packaging

gentle crypt
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oh right. for a moment there i thought it might be permanently turn into C++ can't be edited.

grim sinew
#

You can't really ever see the C++ results, it's not something meant to be human readable

velvet ravine
#

is there anywhere where i can request a feature for the launcher?

astral marsh
#

guys

#

i made a pickup and drop system

valid flare
#

Hey guys! New here, just quickly wanna hear opinions on some proper facial mocap methods? Free ones if possible seeing as the budget is quite tight. :/

astral marsh
#

im currently having few problems with it

#

can anybody help me fix it

#

please

#

i'll screenshare

idle stump
#

For an input Axis, let's say 'MoveForward', there will be a MoveForward Event and a Get MoveForward Value. So you can just grab the current value from anywhere. I don't see anything like that for an Action input. This seems like a oversight. That would be pretty useful. Currently you have to wire up your own bool variable to the action event to keep track if it's pressed or not... That shouldn't be necessary. Correct me if I'm wrong; is there a way to get the current value (bool pressed) of an action?

zinc bison
#

any advice on when to submit an application to the dev grant program? I would like to apply at some just not sure when that point is

#

is art necessary? Because Im not an artist, but looking to get artists on board down the line

velvet ravine
#

@astral marsh what's the problem?

astral marsh
#

@velvet ravine

#

when i click on Q { They key which i set for dropping the object[crowbar] ]

#

when thecrowbar isnt even picked up

#

it already drops out a crowbar

#

i dont understand why that happens

zinc bison
#

look at your drop object function

velvet ravine
#

also are you running a server? locally might need a Custom event to Run on the server,

grim ore
#

@idle stump an axis is a polled event that returns back a value no matter what basically. so it's probably going to be 0 or some other value based on the value of the input. Action inputs are actions, they do something for that one frame/event and that's it. The action event does not fire every frame as compared to an axis event. You would have to track it yourself like you said or you can hard wire a key into the Is Input Key Down node. now with that said you can do some magic with the output of the InputAction key pin and store it later to check for an the input for is input key down node and then you have an automatic bool basically

idle stump
#

@grim ore Yeah, but at the end of the day an Action input is really just a series of button/key mappings. Rather than manually check "is key down", there could be a "is action down" that checks all those assigned keys for you.

grim ore
#

well you can make that or you can use the is input key down node which does it for a single key

idle stump
#

true, i'm just thinking as a quality of life improvement. i don't think that's exactly something i could do without getting into the engine source

#

of course, it's not necessary. just would be nice

grim ore
#

yeah I guess. the system has that in place I guess it's just not in one node as it would take 2 to do it

fair violet
#

Damn Epic really go all out on their shader microdetails!

#

Insane quality

grim sinew
#

Detail normal maps.

#

Pretty standard.

fair violet
#

Of course but the fact that this detail isn't visible unless you are viewing at an extremely close angle is unusual

#

Like the camera has to be a few cm away for it to be visible

#

And that's on a 4K screen. At normal 1080p with a third person view, it'd likely never ever be seen

#

Impressive that they still went to the effort of doing it

grim sinew
#

Every game does this.

#

Especially on characters.

frank escarp
#

what game is that pic?

fair violet
#

It's just one of the Paragon assets

#

TwinBlast skin

grim sinew
fair violet
#

That's the in game model?

#

damn

#

I know Ghost Recon has some pretty detailed microdetails too

#

It's cool to see considering a big giveaway of realism is very low res normals / detail maps

frank escarp
#

@fair violet Paragon was created as a ue4 showcase basically

#

so its overkill in details and material complexity to a huge degree

fair violet
#

For sure- even zooming out to regular close levels, you can't even make the details out anymore

#

Goes beyond the mid scale detail mapping that I usually see

plush yew
#

hey guys trying to export FBX from blender but when i import to unreal it says multiple bones detected im fairly new so i don't really know how to fix this someone help?

small oar
#

anyone know why GetMovementComponent()->StopMovementImmediately(); is crashing my game?
or is there some easier way to stop my character from moving

sharp crest
#

Hey I'm trying to setup the OnlineSubsystemSteam for my multiplayer Steam game but when I compile I get this error:
OnlineSubsystemSteamPrivate.h(28): fatal error C1189: #error: Steam SDK not located. Expected to be found in Engine/Source/ThirdParty/Steamworks/{SteamVersion}
Thought I do have the folder there... http://prntscr.com/k1bd68
Please @ me if you answer

Lightshot

Captured with Lightshot

small oar
#

@sharp crest did you change ur defaultengine.ini?

sharp crest
#

@small oar What do I need to change in it?

#
bEnabled=true
SteamDevAppId=480
GameServerQueryPort=27015
bRelaunchInSteam=false
GameVersion=1.0.0.0
bVACEnabled=1
bAllowP2PPacketRelay=true
P2PConnectionTimeout=90```
small oar
#

yeah that

#

did you enable it in plugins menu?

sharp crest
#

Yea last time I was able to open the project it was enabled so should be

#

And those options are already there :/

modern sinew
#

So...I'm trying out UE4 mainly because it uses C++ and that's what my university teaches. What are the- how hard should it be to learn if I already know a years-worth of Java?

grim ore
#

between not hard and harder than a man giving birth to a cat

modern sinew
#

Ouch

grim ore
#

and I say that with all honesty because we don't know what your skill is at learning

modern sinew
#

¯_(ツ)_/¯

grim ore
#

on the range of easy to hard for languages however C++ is on the harder end of the scale

#

add onto that, the C++ implementation that UE4 uses is heavy on macros and templating and has it's own system on top of normal C++ that has to be learned as well

modern sinew
#

How much can UE4 do without touching any code?

grim ore
#

make a game

dark depot
#

quite a bit

grim ore
#

well I guess it matters what you mean by code as even using blueprints requires coding knowledge

modern sinew
#

I know Unity I could....walk around an island

grim ore
#

but without C++ you can make a feature complete game

modern sinew
#

but that's bout it

#

How different is it from coding in, say, Gamemaker Studio?

grim ore
#

C++ is 100% different, blueprints are 80% different

modern sinew
#

ok

dark depot
#

i think the best way to compare would be to try it

modern sinew
#

I am

dark depot
#

👌

grim ore
#

watch an intro to ue4 and blueprints video from Epic or any other dev and an hour or 2 later you can see how it works 😃

worn granite
#

Yeah I watched the official blueprints tutorial during download

#

Was a good introduction to the structure of the engine as well

dark depot
#

yeah the learn tab has alot of examples for you to look at

grim ore
#

well there ya go now you know how it works. Now just make a game!

modern sinew
#

I can try

worn granite
#

that was quite some time ago the editor looks different if you happen on the same series

modern sinew
#

How hard would it be to have, like, a terrain map of a snowy mountain, you click a spot, and then ski down from there, with a key to toggle between third and first person. For example

worn granite
#

Well you could get something like that up and going in a few hours

dark depot
#

i think the answer to that depends on how much you know

modern sinew
#

0

worn granite
#

You can just set the default character to have almost no ground friction

dark depot
#

yeah you could get the basic setup pretty fast

worn granite
#

Getting it to feel right will take far longer

modern sinew
#

How can you make it so that you can drag and drop the character from the mountain view tho

worn granite
#

Eh?

#

drag and drop?

#

If you wanna do that it'll take longer

dark depot
#

^

#

try breaking it down

worn granite
#

Gotta learn way more to do drag and drops

modern sinew
#

ok

#

Also wow it takes a while to install XD

worn granite
#

tuts time =D

grim ore
#

I dunno its not that bad. You can just move the actor location to the cursor point. making it not collide and stuff is harder but making it just draggable isnt that bad

worn granite
#

@grim ore's channel is a good one when you jump in

dark depot
#

^

worn granite
#

its the best if you get stuck not knowing how to use a node

grim ore
#

nah it's just good. It would be best if he would get off his ass and finish the missing nodes

dark depot
#

haha

worn granite
#

pffft nobody uses those (they're not sure what they are =D)

modern sinew
#

Also, hmm, 5% royalty? oof Would be fine if there were some free assets like Unity, but there are none :/

worn granite
#

You really think you're gonna hit the 3k / quarter floor?

dark depot
#

there are alot

grim ore
#

5% of what you make over a certain amount reset each quarter. If you hit that amount you really aren't gonna have a problem with it 😃

dark depot
#

also like lambda said but i would also add its worth it when you realize the support that is there

#

there are alot of free assets

#

and other things

modern sinew
#

Gamemaker Studio has no royalties, so clearly it's fine to do

worn granite
#

Not to be a huge downer but I'd say UE is well worth it

grim ore
#

GMS charges for the engine & each export option

worn granite
#

Well hey you know, it can be a factor. If its a dealbreaker nobody is forcing you to use UE4.

grim ore
#

Unity requires pro if you make more than X amount

#

Lumberyard locks you into the amazon ecosystem

#

Cryengine takes money and is horrible to use

#

After that there are a ton of smaller nice to use specific engines for sure that don't have a fee

worn granite
#

CryEngine: You pay CryTek so they can generate tears in your eyes.

modern sinew
#

What about JMonkeyEngine3?

heavy relic
#

i got two gamemaker licences anyway

#

won one of them

#

and a gms2 licence

#

i make 2d games with it

modern sinew
#

GM2 is absolute garbage tbh

worn granite
#

UE4 is awesome, but if you're making 2d games just stay away

modern sinew
#

The UI is so bad

heavy relic
#

it's... not great to work with

modern sinew
#

that stupid system

#

ugh

grim ore
#

eh every engine has plusses and minues. I use Construct for example for my 2D stuff because webgl is fun

heavy relic
#

write all your scripts in a little box, weird blackbox drawing system

modern sinew
#

Nah, I'll use Gamemaker Studio 1.4 for my 2D Games, but prob UE4 for 3D if it turns out to be good

#

how well is support for it?

worn granite
#

There ya go

#

What, 2d?

#

There's an outdated and barely supported plugin/module

#

Its uh.

#

its not great.

dark depot
#

all engines out there have there uses no need to fanboy over it.. Whatever helps you get your game made is the thing you should use

worn granite
#

Persona has animation notifies - but Paper2D doesn't have that. In fact, it doesn't have any sort of animation tooling besides the fact you can have what's called a flipbook.

#

The entire AI system is geared around 3D

grim ore
#

Paper2D works to make 2d stuff on the screen. After that you get to play with extending it to fit your needs 😃

worn granite
#

And not even a flexible 3D

modern sinew
#

Gamemaker Studio 1.4 is best for 2D and nobody can arguew

dark depot
#

i mean we all can

#

but there isnt a point to

modern sinew
#

Effectively

grim ore
#

Unity is pretty sexy for 2D and I dunno if there is any actual argument to that

worn granite
#

I really could make a good case for not touching either.

#

But only really for myself.

grim ore
#

man the new lightweight runtime with Unity and 2D is amazing for mobile

modern sinew
#

My main problem with Gamemaker is really only the splash screen before each game

#

that goes "made with Gamemaker"

worn granite
#

meh

#

comes with the territory

modern sinew
#

Does UE4?

worn granite
#

I mean those kinda tools have always done that

dark depot
#

i would say there is more issues then that but every engine has its own problems

worn granite
#

Nah, you'd have to add that if you wanted it

manic pawn
#

no player has ever given a shit about the splash screen

worn granite
#

Actually.

#

ACTUALLY

#

yer wrong

#

I've had a critical review entirely centered around a 2s splash screen

manic pawn
#

wat rly

dark depot
#

yeah there is always that person

worn granite
#

ye

#

And that person isn't worth caring about

#

those are the people who assume unity is shit just because of all the games that are made with it

modern sinew
#

If UE4 had a splash screen

#

just

#

like we're already paying them

#

why be an advert too

worn granite
#

Those people and fellow devs are the only people who will notice.

manic pawn
#

people add the unreal splash screen on purpose

worn granite
#

^

modern sinew
#

but why?

dark depot
#

it does but they saw how it messed up unitys rep

worn granite
#

And actually a fellow dev can figure out what you're using by the lighting

dark depot
#

you have to get approved to use it

worn granite
#

Or some other giveaway

#

Like I can spot games sometimes that are using CharacterMovementComponent

manic pawn
#

or you could just look at the folder and instantly figure it out

modern sinew
#

are there any like, presets that you can use?

#

or

worn granite
#

Oh cmon you're killing the fun

#

that's the easy path

#

wym @modern sinew ?

#

as to why the lighting is a giveaway?

modern sinew
#

Like demos that you can build off of

worn granite
#

oh

#

Yeah tons

#

learn tab

#

go there

modern sinew
#

free?

dark depot
#

yeah there are templates as well as stuff in the learn tab

#

yeah

worn granite
#

Explore your launcher.

modern sinew
#

ok

#

I could probably study those at least

worn granite
#

You won't believe what you'll find there next!

#

3 tricks Game Developers DONT want you to know!

#

Instructors HATE him

modern sinew
#

it's only downloaded 10% wtf

manic pawn
#

be patient

#

it's big

dark depot
#

i tell everyone that wants to use unreal to look at the "content examples" project that is under the learn tab it shows how alot of stuff works

modern sinew
#

is there good support for UE4 or not really

grim ore
#

the content examples project is the most fun thing to just screw around in

worn granite
#

Any basic question you can encounter - anything at all

#

Let me make you a promise - You can find the answer with 10s of googling.

grim ore
#

How to makes Battle Royale?

worn granite
#

ue4 <thing you want> bp

#

example

#

ue4 player bp

dark depot
#

yeah between here and answerhub you should be able to get help with anything you need

worn granite
#

ue4 collision bp

#

ue4 input bp

#

ue4 battle royale template

grim ore
worn granite
#

Heck you can even do ue4 tracer dash

modern sinew
#

One feature that I do actually like from this Ski Resort Tycoon game from like 2000, is to make a ski lift you click for the bottom, and then click for the top, and it automatically builds it to match the terrain- how hard would that be to program? XD

worn granite
#

thanks to those guys cloning game mechanics

#

That..... that's more complex =D

#

Done any programming/scripting before?

grim ore
#

it might not even be that complex. the road terrain example on the learn tab could be used for that

modern sinew
#

besides Gamemaker and using Java? nah

worn granite
#

Oh?

#

Well hey make sure to check that out

modern sinew
#

I know that's more complex, that's why I asked

worn granite
#

Well see, now I gotta know more about you and how much you (don't) know.

#

To give you a hardness rating

#

But if there's an example that might be adapted its low-medium

grim ore
#

in the grand scheme of things its not too much more complex. You can use a spline, you can align the points on the spline to the terrain using linetraces, then plop your conforming mesh to the spline

modern sinew
#

taken a year of java, and some Python, and some HTML and CSS

#

@worn granite

idle stump
#

@modern sinew "is there good support for UE4" you're actually in the presence of one of the best UE youtube channels: @grim ore https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ

#

XD

modern sinew
#

Neat

#

How hard is it to learn tho?

idle stump
#

It completely depends on how interested in it you are + how dedicated you are. Personally for me, it's been pretty easy to learn because it's all I want to do... obviously, it can get really hard if you make it hard for yourself. You have to have small goals when you're starting out

modern sinew
#

ok

crisp fable
#

Anyone know how much coherent ui is these days?

#

It used to be $20 a month but they don't do that anymore

inland shell
#

I'm not sure how I enabled it

#

can't figure out what to call it so I cannot seem to find any google results on how to turn it off

idle stump
#

@inland shell Never seen that before in UE but those little color squares is a color checker chart, like in photography or film they use it to match exposure and lighting and do color grading

inland shell
#

Ah color checker chart sounds more accurate, whatever it is, it seems very helpful as it follows my cursor and looks considerably useful

#

Well ue4 crashed when pressing random shortcuts trying to figure out what I pressed and it's gone, wish I found out the key combo though as it looks handy

grim sinew
#

it's just a static mesh in the content examples, you can drop it anywhere

inland shell
#

I wasn't using any content examples and it suddenly started following my cursor though

#

I couldn't drop it anywhere, it just followed my mouse

idle stump
#

I'm confused on DamageTypes. They can have their own variables and functions, but when you apply damage you only get to pass a class reference not a DamageType instance, so how can you set a variable on a DamageType. Like, you have PoisonDamageType and it has a Duration. How do you set that before passing it in to TakeDamage?

#

I guess you just have to roll your own damage functions... I had some wrong assumptions on how damage types work

idle stump
#

Why is their a damage type for KillZ if it doesn't apply damage but goes straight to destroying the actor?

grim sinew
#

It's called KillZ, not DamageZ

#

It's meant to clean up stuff that falls out of the world, like players that glitch or physics objects

idle stump
#

@grim sinew That was my next thought but if i have a physics object, like a falling crate, fall into the kill z it does not get destroyed

grim sinew
#

"apply damage" isn't aggressive enough for a last line of defense against memory leaks.

#

or leaks in general

#

It's super low for a reason. Just make your own hitbox below the level if you want more control

idle stump
#

I see. The World's KillZ DOES destroy objects. But if you put a KillZ volume it will kill the player but not other objects

#

still tho, the kill z volume does not apply damage, it just calls destroy

grim sinew
#

What on earth is a KillZ volume

#

I think you just made that up

idle stump
#

lol no i didn't it's in the Volumes tab of the Modes panel

grim sinew
#

huh, cool that actually exists

#

But yeah, it's supposed to destroy things

#

It's not a damaging box

#

That's by design

#

You're looking for the pain causing volume

#

Just give it more damage than the player has health, like 999999 or something

idle stump
#

My first question still stands, though. If you look at the World Settings and expand the hidden options under KillZ there is a KillZ Damage Type which you can set to whatever DamageType you want... but where would you ever even get this info because it doesn't apply damage it just Destroys

grim sinew
#

No idea, but the tooltip specifically says "any actor falling below this level gets destroyed". It can't do damage, since not all actors can -get- damaged.

idle stump
#

That's not true, though. TakeDamage is a function of AActor

grim sinew
#

Damage on an actor with no health does nothing.

#

Whatever, good luck.

idle stump
#

True. But I would assume something with a damage type deals damage. Regardless

#

I can see a use for a DestroyZ... for like you said, destroying things that fell out of the world... but a KillZ would be something else. I know I'm just questioning the design of the engine and there's nothing we can do about it but i just thought either I am missing something or it's funny that KillZ has a damage type when it doesn't deal damage

solid basin
#

Can i get an invite link

modern sinew
#

UE4 has been downloading for like 6 hours now

#

Is this normal?

worn granite
#

6 hours eh?

#

OOF

#

That's enough time for me to have gone to a metal concert and come back.

modern sinew
#

RIP

#

Err, @worn granite or anyone else, do you know if it's hard to make a terrain editor like in RTC3, and if so, how hard?>

worn granite
#

You're gonna have to supply your own terrain solution - you can't use the landscapes as they come with the editor. if you just integrate a plugin it shouldn't be too difficult even though you're having to make the entire interface for shaping the terrain.

#

If you've gotta implement your own tech from the ground up, I'd ask @silver crown

modern sinew
#

But you know how it is in RTC3, like a raise terrain button and if you hold down on an area it creates hills, or a smooth button, or a lower button, etc?

worn granite
#

Not really

modern sinew
#

RTC3 even lets you pull the grid corners around

worn granite
#

Iunno what that means

modern sinew
#

the ground is gridded

worn granite
#

Any sorta terrain morphing

modern sinew
#

and you can pull the corners of each box up and down

worn granite
#

You'll have to do your own tech

#

The landscape as it ships with the editor can't be used.

modern sinew
#

Is there any tutorials tho?

worn granite
#

Probably not

modern sinew
#

why?

worn granite
#

Not for UE4 specifically

modern sinew
#

wouldn't a lot of games do this tho?

worn granite
#

not really, no

#

and its not a dead easy mechanic

#

so that's why there won't be a tutorial on it

modern sinew
#

I know, it seems hard

#

but

#

still

#

any tycoon game pretty much needs it

worn granite
#

Its really not too hard, it just seems that way.

#

You can fiddle with RuntimeMesh - there'll be tuts for that

#

you won't find a tut to walk you through the entire thing

idle stump
#

If I have a vector to launch the character, let's say 250 units upward and 500 units forward, and now I want to make that relative to the floor normal, how would I do that? I already have the floor normal. I'm just not sure how to do the correct rotation.

modern sinew
#

???

worn granite
#

Its not like its that request - where there;s prolly like 20 tuts on doing that

#

:P

#

@idle stump make rot from Z

#

Use that rotation to RotateVector O, 0, 1 and multiply that by 250, and then use the same rotation to Rotate Vector 1, 0, 0` and multiply that by 500

#

the Z you supply will be the floor normal

#

You can also make rot from ZX - supply floor normal and actor forward

idle stump
#

Thanks, i'll try that

#

First problem: it's actually going to the left, not forward

worn granite
#

wrong

#

don't use the actor vector

#

use literal vector 0, 0, 1 and 1, 0, 0

#

second thing

#

if you use GetActorForwardVector here, it should be used to MakeRotFromZX

modern sinew
#

That UI looks like Gamemaker 2's :L

#

ugh

worn granite
#

Oh I wonder why

#

Maybe this one was first

#

:P

modern sinew
#

AFAIK it's an absolute garbage setupo

#

also, UE4 finally finished installing

idle stump
#

@worn granite Yeah I had tried it this way first but it always goes the same direction no matter which way i face:

worn granite
#

I'd hesitate to say its absolutely garbage.

#

@idle stump Yeah gotta use MakeRotFromZX, then

idle stump
#

@worn granite Then what do I do with that rotation? How do i turn it back into the correct vector?

worn granite
#

Do you see this node

idle stump
#

ya

worn granite
#

replace this node with MakeRotFromZX

#

Now you'll only have one input filled

#

The second input will be a X vector

#

This is where you need GetActorFowardVector

idle stump
#

Yep. Got that. Now the output is a rotator. What do I do with that? Take my old method and then RotateVector?

worn granite
#

screenshot it again

idle stump
worn granite
#

idk how you go from replace this node to entirely different graph

#

gl I guess.

idle stump
#

I did replace that one node, i just put it next to the old implemtation for reference

#

because i don't know what to do with that rotator that comes out of ZX

#

nvm, i think i get what you meant now. gonna try that

#

@worn granite I think it's working great now, as far as i can tell:

#

Thanks a million

modern sinew
#

How do you have like, different scenes

idle stump
#

@modern sinew Depends on what you mean by scenes. If you mean like a level or map... in Unreal it's called a Map. You can create a new one in the content browser

modern sinew
#

so say I want to eventully have a ship editor like KSP, but also a world where you can fly that ship around?

worn granite
#

that goes beyond such a simple question IMO

modern sinew
#

I'm saying just two scenes

worn granite
#

If you're not counting all the editor stuff

modern sinew
#

switching between one area

#

and another

worn granite
#

Its dead simple

modern sinew
#

how

worn granite
#

Just have two levels/maps

#

And then you can either stream them both in, or you can travel from one to the other.

modern sinew
#

can you make it that by flying into something with the flight control demo, you travel to the other?

#

and how?

worn granite
#

Just get in UE4 and play with it a bit

modern sinew
#

is what I described hard tho?

worn granite
#

That's not what you're looking for, but seriously do it.

#

no

#

its not hard

#

its only a matter of how your specific game might work

#

there' s 100+ ways to do taht

idle stump
worn granite
#

being transparent with you, nothing you 've asked about is terribly hard @modern sinew

modern sinew
#

I just don't know how to do it

#

also

worn granite
#

ye

dark depot
#

^its the same as everyone has been saying its not that its "hard" it more we cant tell you how to do it like you want because that depends on the game

modern sinew
#

how do youy switch from blueprint to code?

worn granite
#

Only way you can fix that is just fucking with it

dark depot
#

^

worn granite
#

cause like

#

to me

#

C++ vs BP vs ENGLISH

#

is like

#

second nature

#

Iunno

modern sinew
#

I'm gonna try adding Q and E roll control to the flying controls. Shouldn't be too hard

worn granite
#

You don't get to this level by asking me how you do it

#

So when you ask me how I swap from Bp to C++

#

I just do

#

But you're gonna have to internalize the difference.

idle stump
#

@modern sinew Check out the unreal engine youtube channel, they do a live stream i think every week and they usually cover some topic like "C++" or "AI" and they have tons of other tutorials too. You're not going to get anywhere anytime soon by just asking a bunch of questions that are wayy down the line. Try to follow along with some tutorials first.

modern sinew
#

But like, is there a button

#

you press

#

to switch editors

worn granite
#

No

modern sinew
#

how then

#

help

worn granite
#

sigh

dark depot
#

right click make new c++ class

worn granite
#

Wanna hop in voice?

modern sinew
#

no working mic XD

#

Can use TTS tho

worn granite
#

so?

#

I've got the mic

#

I'm the adult here

dark depot
#

i think you skipped a part before starting

idle stump
#

@modern sinew Check out a video of how to get started with C++. You have to have Visual Studio set up and there are other things you gotta know too.

modern sinew
#

I just opened up the flying template

dark depot
#

it has alot of basics that will teach you this

modern sinew
#

testing tts

#

I can't hear it

#

no, I can't hear the tts

dark depot
#

learning what buttons do what is important and can help you discuss this once you learn some of the terms used

modern sinew
#

RIP

dark depot
#

and it goes over alot of what we have been discussing

modern sinew
#

The blueprint scares me tbh

dark depot
#

so start small

#

look at the starter content

modern sinew
#

I don't care about the coding language, I can jump into it, any code makes sense to me after a bit

dark depot
#

make a door

modern sinew
#

but this blueprint thing scares me

dark depot
#

then use C++

#

😛

modern sinew
#

I can't find it

#

:/

#

I would

#

if I could

#

is that not included in the base install?

modern sinew
#

yea

worn granite
#

join the voice chat volkiller

dark depot
#

i would but im working sorry

modern sinew
#

No coding in the base install at all?

worn granite
dark depot
#

click the getting started and download visual studio and you will be good

#

good luck

modern sinew
#

I don't know C++, but I bet I can figure it out faster than I could Blueprint

dark depot
idle stump
#

@modern sinew Well, then you're obviously not good at betting... don't go to Vegas

dark depot
#

omg kenmore hahaha

modern sinew
#

I know Java

#

I can look at the code and at least tell what it's trying to do, even in another language

#

Blueprints is just

#

pfft

dark depot
#

then dont use it

worn granite
modern sinew
#

yea

#

Code is more intuitive tbh

#

ok, VS community just installed

#

I have 2 current ideas for a game, one seems much harder than the other but idk

#

How can C++ scare anyone more than blueprints lol

#

I only know Java, Python, and HTML/CSS tbh

idle stump
#

It's not really about which one is better. They are both good for different things. I programmed with C# and Javascript before I ever touched UE4 and I was able to start making stuff in Blueprint with very little tutorials. If you know how to program, you know blueprint

modern sinew
#

My Voice Chat quality is going between green and red, green and red, green and red

#

Yes but you cut out when it switches to red

#

Goin to college next year and they give you an ethernet port so IIRC I'll have a better internet connection

#

Boulder

#

University of Colorado

#

lol

#

moving halfway cross the country, lol

#

but some friends are going too

#

did not coordinate

#

just luck

#

err

#

san diego

#

lol

#

I have a friend in TN, so that's close

#

One of my two game ideas is multiplayer

#

TABg

idle stump
#

My name is actually Kenmore. I have no idea the origin though. No relation to the company.

modern sinew
#

huh

#

My first name is unique in the US and then my middle and last names are generic AF

#

because my mom's from Europe, so there's that

#

/shrig

#

¯_(ツ)_/¯

#

Either of you guys still reading this chat? @worn granite @idle stump

#

Ok, so I installed VS

#

What now

#

yep

#

Trying to find Unreal shortcut

#

Desktop is a mess

#

because my screen recorder savbes to it

#

*saves

#

no

#

BlueJ

#

BlueJ for Java

#

I made a Text Adventure game tho

#

Pfft

#

BlueJ is nice

#

Ehh, tried it I think?

#

Taught myself save/load functions just for it

#

not taught in class

#

UML?

#

¯_(ツ)_/¯

#

the map?

#

oki

#

It's a bit of a mess but it works lol

#

Not yet

#

it was a bit of a WIP

#

yea

#

I used a 2D array to make a game map

#

so you could go from room to toom

#

but moving up down left right in the array

#

We didn't have any rules, we just had to make use of our class time

#

tho he conggradulated me in front of the class for figuring out save/load

plush yew
#

r u talking to urself??

modern sinew
#

no

worn granite
#

voice chat

#

u dum dum

plush yew
#

oh

idle stump
#

no he's listening to voice chat

plush yew
#

lol

modern sinew
#

VC

worn granite
#

join us

idle stump
#

GAHHH

worn granite
#

im desperate pls

modern sinew
#

I'm also using this to write a program to learn the language of my mom's old country because nobody teaches it lol

worn granite
#

pls let me hear u

modern sinew
#

I would hop on VC using my phone, but then I can't use bluetooth for this computer

#

Lemon Iced Tea is the best beverage

#

out of all beverages

#

ever

#

no questions

#

XD

dark depot
#

no one reply so panda looks even more crazy

modern sinew
#

hahahaha

#

tts

#

How hard would making a GD clone be lol

dark depot
#

GD?

modern sinew
#

Geometry Dash lol

dark depot
#

ahh ehhh depends

modern sinew
#

my computer is lagging

#

ughhh

#

what about a KSP clone XD

#

Nope

#

Spectrum

#

RIP

#

they build the internet cables for my entire town tho

#

Mine used to be TWC

#

I have a first-gen i3 powering my desktop XD

#

RIP me

#

hey?

#

guys?

#

-_-

#

Booting up UE4

#

What now?

#

@worn granite

#

I think I found it

#

but it's making me reinstall VS

#

??

#

I hit install on the thing and it's doing something

plush yew
modern sinew
#

Oh, you had to check something?

#

It never said you had to

#

brb, getting some ice cream

modern sinew
#

back

#

guys I'm back

#

@worn granite @plush yew

#

heyy?

#

If you read this say "RedPandaz" In VC

#

Guys, still here?

#

Wanna hear my newest idea for a game?

#

Wanna give opinions on my newest idea for a game real quick?

#

I'mma just gonna leave VC if you guys aren't reading this RN

#

Ok

#

but you could of said yea or nah

#

but ok

#

so like, you create a superhero, with a power, can customize how they look, and you're thrown into random team capture the flag matches?

#

but there's a bunch of superpowers

#

and it would be kinda sandboxy?

#

so you can win in many different ways

#

does it sound fun tho

#

It's one of 3 main ideas

#

Destructable arenas?

#

My other ideas are a Ski Resort Tycoon game, and a MORPG that you can build your own custom ship too

#

I know the MORPG is the hardest

#

by far

#

I know

#

The code is hard -_-

#

you have multiplayer

#

but you also have custom ships

#

and walking inside the ships and on planets and stuff

#

and in Unity, idk if UE4 has this problem, but in Unity, trying to build anythign bigger than a big island, the camera couldn't zoom out far enough to build anythign else

#

Honestly the hardest part might just be getting the assets tbh

#

models

#

idk how to do that

#

¯_(ツ)_/¯

#

ok yea

sinful narwhal
#

so...

modern sinew
#

Hey

idle stump
#

so?

modern sinew
#

What’s up

potent wing
#

I have a question. Do we need to create a license for our game?

tall pendant
#

License? Can you elaborate?

chrome ivy
#

@ebon saffron Greetings,

My name is Michael and I am a game developer trying to achieve a dedicated server for my game. I have some questions about your Wiki post here: https://wiki.unrealengine.com/Dedicated_Server_Guide_Steam

My first question is:
If I use the Advanced Sessions Plugin, do I still have to create the CreateCustomSession.cpp and the other files? On short do I have to create any code file? I have modified the OnlineSubsystemSteam code files as written in the tutorial, but I don’t know if I should also create those C++ files.

Second of all, I cannot get my server to show up in the Server Browser. However, I got it to show in the Steam Master list.

This is how I create the session:

  1. MainMenu Level BP - on event begin play, if is dedicated server, then open the ThirdPersonExampleMap level with the parameter “listen”.

  2. ThirdPersonExampleMap Level BP - on event begin play, if is dedicated server, then Create Advanced Session with bUsePresence set to false and bAllowJoinViaPresence set to false as well. Maximum players are 100.

I Find Sessions using the Find Advanced Sessions node.

When I open the log, for the client, and I search for a server, it appears that the Results array length is 0.

Note: I open the level first with parameter “listen” and only after this I am creating the actual session because I heard that the session could be lost if switching levels like that without Server Travel.

I truely hope I can get some help from you!

Best regards,
Michael

vale halo
#

@plush yew Please don't spam + please DO read the rules. You sent that exact same message in another server too ^^

warm mountain
#

@modern sinew i like the ski resort one but i would prefer a modern era zoo tycoon with the essence of the first game and the features of the second haha. The 3rd one is too restrictive. As for superhero arena i once thought about it but when i ran surveys and market data it turns out it was pretty niche and not a lot of people wanted it. Which is why many multiplayer superhero games fail. There just isn't enough players. And if my time in DCUO taught me anything. This community REALLY hates pvp

chrome ivy
#

@vale halo You mean in another channel?

vale halo
#

Nah - another server (I just so happened to be in too), but the message appears to be gone

#

(Oh, and by the way....I wasn't saying that to you Midsoft.....there was a message posted after your message that I'm talking about, but this message has since been removed)

cerulean nova
#

Whats the best thing to do Clothing with for Bulletproof wests and other Clothing stuff and boots for example?

plush yew
#

Please

#

I have choosen third person, but i'm having first person...

#

Please help me :x

cerulean nova
#

just set up another project and be sure u select it right this time ?

plush yew
#

I'm sure to have selected third person.

cerulean nova
#

if u have done it it would not show first person^^

plush yew
#

I'm in first person

#

Im new in unreal engine..

cerulean nova
#

i know my brain never forgets anything

#

i even know that u dont have a gpu and use your Intel Graphics from the cpu

plush yew
#

wtf

#

it worked now.

cerulean nova
#

magic

manic pawn
#

must have misclicked the first time

plush yew
#

maybe

#

i5 7400 with gtx 1050, it's cool for use UE4 ?

steady owl
#

Sure it is @plush yew

#

The more the better tho

plush yew
#

What ?

cerulean nova
#

dont forget ram

steady owl
#

Yeah RAM is very important

#

And disk speeds for sanity

#

Just buy the best you can