#ue4-general
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from actual professionals
and by actual professionals I mean
thats what people call us but they're crazy
Can someone help me get the barrel of my gun to rotate after pulling the trigger? I dont know how to set up the blueprints correctly, thank you
This is the Player Tree
@polar hawk I need help with a blueprint node I've been trying to use 
@queen junco after your shoot event, you could do add roll input with the target Zerg_Gun_Barrel-2_0, and the value would be the speed of the rotation, you can put whatever you want there.
Okay Iโll try that, thanks @tiny socket
Anyone have an idea why my texture colors are different in-game?
Lights.
Even in the material preview? There's just the built in light that i have no control over
Yes. There is.
What do you mean? I know there's a light in the material preview. You can hold L and drag it around but why is it affecting the color? For that matter actually this material is Unlit so it doubly-shouldn't be affecting the color.
The same texture also looks pink instead of red in my UI widget as well. Is that affected by lighting?
Tonemapper maybe
I dunno, could be a bunch of things. Whatever it is, you just need to work around it probably
Work around it, you say? ๐ค
That could work
๐
Disabling tonemapper doesn't seem to help
Well I figured it out
I had the Texture's Compression Setting at UserInterface... which I thought made sense. But for some reason that messes up the color in-game? No idea why. But changing it back to the default compression makes the colors correct.
is there a way to create delegates in BP level?
just an event I can fire in one BP and subscribe to that in another BP
@surreal viper You need an Event Dispatcher if you want to subscribe to something
you create Delegates by using the "Create Event" Node
I try to use it but could not get the dispatcher from other BP
also I tried to read something about it and a guide says that the object firing the event has to have a reference to the listener, wth?
4) To send a message to this event dispatcher from other blueprints, reference the listener GameObject from each and every blueprint that you want to send messages from
ok I get it, I just have to turn off Context sensitivity
any tutorial for blood drop particle system?
that's kinda vague
I want to get started with coding in ue4
but I don't know how to build code lol
can someone tell me
how to build code
Did you follow the youtube channel of Ue4?
They have tutorials that should get you started

๐ค
so
I got a very nasty crash when starting up my editor in 4.20
If anyone has any idea what could POSSIBLY be causing that, please let me know
Given the point it breaks on
I would guess that the Physics Scene it tries to create isn't valid
And since Epic isn't checking PScene to be valid or not, it crashes if it's not valid
Can't tell why this would happen though
Is that in a new project or in an updated project?
well yeah I see that the physics scene is failing, just can't imagine why. It's an updated project, about to test a new project.
of course createScene is part of the PhysX SDK so I have no way to dig into it and see what happens
crashes with just running the editor too
custom engine
hm, there are some differences in file sizes between the physix binaries I have at home (where it works) and the ones here at work (where it doesn't)
maybe some corrupted downloads
Yup, that was it
somehow the physx binaries got corrupted
this probably means there's tons more in this engine installation that's wrong...
Does anyone had this error before?
it happens when I build from VS
with the editor opened
So, I've got a question: How can I change the shadows from pit black to more transparent/lighter colour?
add a skylight
And the next question: how to make the materials smaller, I mean I put the moss-material on the plane, and it's too large
@plush yew you can use a texture coordinate in your material
And change the parameters of it to make it smaller
can someone tell me what is worng
I just started watching a tut
Its a bit outdated
Thanks a lot
Hey everyone ๐
am I misremembering or was there some online services that allowed you to just fill in a questionnaire and get a valid rating for most age rating groups like the ESRB?
For digital only titles
ah yes, IARC
I dunno about the recent changes the ESRB made, but you have to submit and pay for pegi and cero for those regions
Major platforms (perhaps execpt the trashbin Steam) rely on the official rating boards
on PS4, Xbox, Switch etc. PEGI is mandatory (or other for different regions).
how can I destroy an actor when another actor is destroyed?
for example
player leaves server (he basically destroys himself) and when he leaves, I want his weapon to be destroyed too
Can't you trigger a destruction of that player's weapon before he leaves the server?
Without using any external software?
I'm asking because you could create islands with World Machine and import them to UE4.
World Machine want money if you want sell game
my friend made 2d of map
but no 3d
The easiest way to create landscapes within UE4 is to use heightmaps.
This also applies to islands of course.
Ok, check this to get an idea. From there on you will know what to google for in order to find heightmaps of islands or group of islands.
Here we checkout how we can use heightmaps to automatically generate landscapes inside of UE4. We cover the process of importing the heightmap then adjusting...
Remember that islands are sunken mountains so if you don't find the landscape you need you can always put a landscape with mountains below sea level. ๐
Question: Can I make a low poly look better than this without cellshading?
I mean can I make the shadows be smoother without making the model more high poly
edit the mesh normals
or apply/add a smoothing group if you haven't already.
Hard egdes appear by duplicating vertices. this is automatically done with Smoothing Groups.
To have smooth shading, make everythign a single Smoothing Group
Thanks, where I find the smoothing group`?
@plush yew There will be tools to assign smoothing groups in your 3D package (Blender, Maya, etc.) Just Google: "Assign smoothing groups in <3D Package Name>
I use blender, I'm just beginner and don't find it ๐
@plush yew https://www.youtube.com/watch?v=XzDELGf-hp0
(C) Blender Foundation
whoo for good videos ๐
Hey everyone, I was just trying to learn about Unreal Engine and continue making my RPG (following the Virtus Learning Hub RPG tutorial) and I got this glitch which makes it impossible to do any work. It first appeared a week ago, and I'm not sure if it could be related to the heat we're having in the UK meaning my laptop is prone to warming up faster. Has anyone else experienced this or know what to do about it? The laptop I'm using is an ASUS X555YA-XX119T and the project itself is saved on the laptop.
that looks like a broken GPU ๐ฆ
Thing is everything else works perfectly. It's just Unreal Engine that does this
that is odd, did you try to updating your graphics drivers?
definitely seems GPU/hw related. only time i've seen tearing like that is with a fried GPU
Hello! Can somebody please help me on this?
hello i had downloaded a 4.18.3 from giuthub and followed all actions as described on epic documentation for building the engine.
i have opened from source a
@short dagger Just updated the AMD Radeon R5 graphics, just not sure if that's enough. My friend lent this laptop to me and then once I'm sure it's the perfect laptop for me, I'll pay for it. But I'm not sure if I should return it and get a new laptop which is better for Unreal Engine...
what kind of r5? might be a wee bit underpowered.
any way to recover a level that was accidentally deleted? I'm working on a small project locally and then I notice my level is gone... I don't even know when I deleted it ๐ฆ
Why does alpha screws the performance on Unreal Engine so much? It there a way to avoid it?
@short dagger On About PC, it says "AMD A8-7410 APU with AMD Radeon R5 Graphics 2.20 GHz"
obviously depends a lot on your budget, but personally i would find that a bit underpowered. though, it's hard to find the exact specs for that. not an AMD guy so not sure how their APU's work.
boost i think is 850mhz on the gpu. it definitely should work, just a bit slow at points i'm sure
What laptop could you suggest for under ยฃ300? Maybe under ยฃ400 next Pay Day (have ยฃ350 in bank, ยฃ350 in savings)
i'm really not too sure, that requires a bit of digging, and i'm not EU so i'm not sure how the prices are over there. if you can find something with a 1050, you'd be solid. for comparison the boost on a 1050 is ~1.2ghz
Thanks. By the way, what's "boost"?
GPUs run at a lower frequency by default so they're not drawing so much power, especially important on a laptop. but the boost kicks in the second it realizes it needs the extra power, so it's effectively the speed of your GPU
anyone here work with the tensorflow plugin before? wondering if it will meet the needs of my project
I've also found with this it sometimes disconnects from WiFi after some time when my phone is fine, and can be pretty slow for the first few minutes after powering on... And nope, can't help you with that unfortunately
Anybody know how to load the paragon shinbi into a project?
laptop hdd's aren't known for being the fastest, SSD's are super fast but also $$$
Yeah, unfortunately I don't have the money like that rn. End of September after 2 pay days I will, but then I won't have had as much practise with UE4
my advice? save up for a bit and get a better laptop (or desktop, if that's an option). you will quickly find it frustrating to work with a slower machine. it may be alright at the beginning of a project, but as it grows it will become increasingly frustrating.
Thanks ๐ How much would you say in your own currency would be good for a good enough laptop? Don't have any space in my room for a desktop unfortunately...
$1000 CAD
Ooh, that's around ยฃ577 here. Yeah, I'd be able to pay that sometime in October (since I also need to pay for the bus pass to get to college being ยฃ539 a year)
i'm not sure what the AMD equivalent would be, but i would aim for a gtx 1050. they're on the cheaper side, but will run UE4 quite smoothly. get something with a HDD and upgrade it to a SSD when you have the cash. even epic highly recommends SSD for developing
I dont know if you have any of them available to you where you live but look at stuff like the dell outlet, or hp refurb sections. I got a laptop with a 1060 and SSD for ~600us a month ago
and the ones with the 1050/ti were $100 or so cheaper
anyone here work with any deep learning algorithms or tensorflow plugin specifically? looking to see if it will meet my needs, which are to have AI navigate a map, capture objects, be smart about where they place flags, kill people, defend points.
guuys
can anybody teach me
how to make a BP object to break another object
like Crowbar able to vreak the plank
break*
Make the crowbar a weapon, that deals damage, every actor can receive damage, when the plank receives damage, if its strong enough it breaks
how do i make the sky a different colour than black?
that is like 5 different stuff, may take a couple of hours to set up everything, start searching on how to make a melee weapon, and how to Apply damage and Receive damage on blueprint @astral marsh
is rx580 or gtx 1060 is better for unreal engine?
hey guys, quick question, a friend of mine (already a developer) would like to learn game dev, where should he start ?
@short dagger I've realised I might be able to get a desktop, what specs would you suggest I should look for?
how do i give a sphere brush physics?
the same, really. gtx 1050, quad core, 16gb ram is what i'd aim for
gtx 1060 rx580 what is better for unreal engine?
about the same performance, 1060 will run cooler
okay
I would stay 4.x.0 releases are mostly stable, by and large.
There's always hotfixes, but overall I've never had a terribly messy experience with them.
@maiden swift Hoping the same here
#blueprint hey my editior doesnt show prints string and all tht anymore and im not really sure why
how to get good human charakters ? i cant sculpt/model humans its realy difficult to get porpotions right so they dont look like monsters and dont get me started on the Hair... is there a "easy" way ? i tested "Make Human and Manuel Bastioni Lab" but both are kind of looking weird and hair was only aviable at make human and there was only a few hair cuts...
i've had 2 .x.0 builds that constantly crashed on me over and over. hotfix got them working. since the second one i stopped running .x.0 builds
Rise and Shine Mr.Freeman...
4.20 is on schedule to release this week so fingers crossed we don't see a preview 6 lol ๐
Really looking forward to it!
hey guys I'm a little confused about the EULA and the royalty rules for making money from Twitch for UE4 streams:
The only problem is, what happens if I give subscribers a skin in the game specifically made for my subscribers when it's released
well that is in regards to streaming and making money on twitch.
and you giving someone would not directly give you revenue as well
selling your game or dlc would be the revenue earner
If your game is free and your skin is free then you make no money so you cannot owe any money. If your game if paid and your skin is free then you might owe based on the sales. If you are earning money showcasing games with twitch you should not owe any money according to that.
Who here is good at unreal engine
now seeing as how subbing to your channel is not a direct income according to them and is not eligible for royalties then giving out something for subbing seems like it would not be an issue as well
I'm glad @grim ore
Thank you for that explanationj
my game is free and the skin is free, but other skins cost $
I get worried about this rule
its a good question tho and I can't guarantee it is correct but they do say that twitch donations are fine for non royalty
they treat crowdfunding as selling the game pretty much is why
its direct revenue for the game
twitch is a service, your watching someone do something, and its not directly making the game "in theory" lol
Who wants to help on a battle Royale game project?
Epic should get one of their company lawyers on the stream to do a AMA, that would be fun
@grim ore They did have their legal team on the stream once.
yes please ^
Talked about a lot of misconceptions. It was pretty informative.
^^
sounds like we should pester them to do it again then!
..
Royalties are only due if you offer any form of access (tiers) to the product tho afaik
like access to alpha/beta for backer tiers etc
That's right.
Section 5c. in the EULA:
"Gross revenue from any Kickstarter or other crowdfunding campaign which is directly associated with Product access or in-Product benefit (e.g., in a multi-tiered campaign, if an amount is established in an early tier solely for Product access, your royalty obligation will apply to that amount for each backer with the same access, but not on additional amounts in higher tiers based on ancillary benefits);"
It has high res textures, shadows and an obscene amount of reflection and particles so it must look good! Never mind the fact that I just ripped a model and placed it in a generic UE4 enviroment and I can't animate for shit! oh and lets throw in a retarded flame effect on the barrel to make it look even better!
DUDE NINTENDO SHOULD HIRE YOU MAN THIS IS EPIC!!!
cryzenx fans in a nutshell
:P Whaaat, recreating a game exactly the same by throwing bad shaders and meshes into UE4 is not skill?
But I was working on recreating FF:Mysic Quest and now you tell me this ๐ฆ
Steam is bad for devs
30% commission when they don't even necessarily advertise or handle phyisical copies
If you sign up with a formal producer they handle everything and charge the same amount - steam is great for gamers but horrible to devs
Has anyone here had problems applying multiple materials to Procedural Mesh Components with multiple sections. 1 material per section. Not sure what I am doing wrong.
In the materials display of the Procedural Mesh Component it shows them in their respective elements, but it draws the mesh as 1 material.
Am a bit shame asking for your help again. But i will try to be quick . Am stuck on an issue on VR on iOS
that;s the issue now:
- People from forum suggest to add a "//" to a codeline on the GoogleVRHMD.cpp . But am having issues compiling it for 4.18
-Tried to instal source code, comment(//) the line in google vr cpp file and build ue4 again. The plugin has binaries for win64.
now how can i use this on my ue4 launcher version to work with it on my project? , i tried adding it to marketplace and it asked me to compile from source!
-when i open from source a project and add the plugin it runs fine...
please help i cannot understand how this works...
thanks again, even for reading this..
sorry and goognight!
Hello am trying to make my Android Ready Phone VR/Touch for iOS also. The issue am having is that (still on development .ipa) :
- Device needs to be ROTATED
@supple tartan Why did you just spam that across 5+ channels. Read the #old-rules
if you want priority check out #looking-for-work plenty of people to to get hired
That does not entitle you to spam messages
as i understand you i guess you can also understand me
am not an inteeded spammer
sry for distrubing the channels rules
also sry for my english ๐
hm
can someone help me out with some math here
It's 3:45am I am hardly functioning ๐
I basically need to take an arbitrary XY vector and snap it to the closest 0.1 step size
Seems right
Apparently yes
TIL
return FloorToFloat((Location + 0.5*Grid)/Grid)*Grid;
So basically Round
no idea
but let me run an idea by you j ust to double check that I'm not being stupid
Say I am tracing around a location and storing the result in a render target
the issue is, the RT is pretty low res, so sometimes the traces miss small objects and corners, and things flicker in and out of the render target because of that
obviously the issue is that the player's movement is smooth
so you hit the area "between" pixels
but, say you take the width of your render target and do (2 * TraceDistance * PI) / RenderTargetWidth
that would give me how many world units are there per pixel on the render target
and if I use that as my snap size, I ought to always hit "on pixel", right?
snap size for trace locations that is
I love Unreal Engine.
i keep getting Attempting to replace an object that hasn't been fully loaded on a Outer=ProceduralMeshComponent ProjectileArc_GEN_VARIABLE when starting up unreal, making me having to rename the actor to be able to open
anything known?
i will try to add the component in the constructor, seems like the workaround
Its almost 5am and I've been working on placing down my spline in the entire open world level of my game ALL NIGHT. Please tell me there are others that hate spline placement as much as I do?
@gleaming lotus if placements are as bad in C4D i know how you feel
hey, whats a nice way to get good lightmaps for lots of meshes quickly?
@storm venture
- Open Mesh in 3D App
- Unwrap 2nd UV Channel properly
- ???
- Profit
Keyword is "quickly", lol
Good or Quick. Choose only one
Steamroller, lol
Apparently it's a script to auto flatten the maps for channel 2 on a mesh
but i'd like to potentially import, say, 30 meshes, all into one project, steamroll them all, then export
This would achieve both good and quick, but i dont know how to do it
hey, anyone know might cause an issue like this? the lightmaps look fine:
what is the problem @storm venture ?
The small glowing under the door, shouldnt be there
looks like there is a light source
agreed but nothing is there ๐ฆ
tried rebuilding lights?
@storm venture typical lightmass behaviour
what version of UE are you on ?
and can you post your lightmass settings ?
Is there a plugin so you can see what you have done in c++ but then show it as Bleuprint?
How can you do that?
I Mean not the funtions but All of it the connection to the Next function like if you do like i use a key and print a string so you see the line and all
my brain just melted
so you want to use BP nodes?
and you code stuff in C++?
Then you need to expose them to BP like @languid shard said
this is exactly what you want to do
you code your node in C++, then use it in the blueprint editor
i dont want to use it but i see if the connections are right only read
what??
I think he wants the easy readability of the BP, but not want to use BP?
yes thats it Remco
@rose quartz Simply put, BVS is a 'coding language' of its own, build with C++. You can extend the BVS functionality by adding your own Blueprint Nodes made with C++.
You can make your game using BP and C++, but you cannot C++ in BP like you cannot BP in C++ (if that makes sense).
(BVS = Blueprint Visual Script)
yes it make sense i thought that there was a plugin that you can see like a blueprint or something
Afaik there is not.
You can, however, read the source code of UE4 to see how the BP nodes are made in C++
Or, you can nativize the Blueprint to C++ at packaging
oke because if it was there it will be asome for the people that normaly they use BP and now want to use C++
if you want to use C++ just learn the language
^
You can make something in Blueprint (like prototyping), once it works, you can try to translate it to C++ manually
I know more people do that ๐
@languid shard i would love to use code::blocks for ue4 ๐
@tall pendant used it once I think, like 5 years ago
cant even remember what kind of code we were even doing
i have an on clicked umg button which removes the umg widget from viewport, then creates a level sequence player - > play - > delay -> open level ..... if i set my delay to 2, it pops the level open every time. seems if I set delay to 25, which it needs to be more often then not it wont open the level
anyone know whassup with that
well
@plush yew
Think about this
how can a script open a level after you kill the script? ๐
widgets are destroyed at level transition anyways
@whole quarry does removing the widget attached to the button which starts the script kill it? if so why does the delay -> open level with 25 seconds inconsistently successfully open the level
because of the garbage collector
bloody garbage collector
interesting
Btw, I always thought that buttons are attached to widgets instead of the other way around ๐ค
in the viewport i have widget loaded on begin play which has a 'start button' which plays a sequencer scene and removes the start button
supposed to load level after a delay as well as i was saying but ill figure out another way
and when i say it removes the start button, i meant it removes all widgets when pressed
curious question - consider an actor with a child actor
if the parent actor is for example occlusion culled, what happens to the child actor?
So
has anyone here had bitdefender screw them over?
It detected a compiled .exe as malware and it did not just delete it
but even after disabling all the shields etc. I still can't write to the file path anymore
even though I deleted the original file and folder
just get an "access to path is denied" error
Would anyone recommend this desktop for unreal engine/game development? I'm not sure what difference 2GB and 4GB for GTX 1050 is so I wasn't sure. https://www.pcworld.co.uk/gbuk/computing/desktop-pcs/desktop-pcs/hp-pavilion-power-580-015na-gaming-pc-10164793-pdt.html
@wary wave Not certain, but I don't think there's any special relationship in that respect.
It's just a case of child root component being attached to parent component.
you'd think so, I mean the parent actor still exists, so the child probably should
but the parent->child actor relationship isn't as simple as just the child root being attached to the parent, there's more to it than that
(and as such, child actor components have a long litany of woes)
Yeah, I don't use them at all tbh ๐
But in general, most rendering level stuff like that is determined per-component.
yeah
to be more precise, I'm looking at an issue where we have an actor with a child actor that contains a directional light component
I mean, you can set a parent component to be explicitly hidden, without necessarily hiding attached children
in specific circumstances (geopgraphical, but we're not exactly sure which circumstances), the directional light disappears
which leads me to suspect it's being culled by something
notably both the parent and child are both always relevant actors
Disappears locally, or only networked?
haven't been able to determine the exact circumstances, but it seems to occur locally on a given client
most reliable repro is when they enter one of the caves on the map
But never happens on server/single player?
well, it's a dedicated server based environment, so we don't know
but it only occurs on a given client, it's not for example happening to all clients simultaneously
Okay. Yeah well networking stuff is done on the actor level as you know, so I'd guess that it's far more likely being dropped on the replication level than the rendering level.
well after match start, there's no changes to replicate, and both actors are always relevant
so it seems unlikely it's being dropped on the replicated level?
Hmm, networking details not my area to be honest.
that's fair
I had considered replication as an issue, but since both are always relevant I couldn't see how that would be the case
When the light goes off, is the whole child actor disappearing? If you don't have anything else visible, might be worth adding something to it in order to test.
hard to say - but it's also mostly happening on a console environment making it way, way harder to debug -_-
thing is, when the light goes, you can't see anything at all, heh
Haha. Well you could add an unlit sprite component or something.
But yeah, if you can't easily repro it on PC, that's a real pain.
well, the actors are underneath the map xD
but the sprite could be at an offset or something
thing is, by doing that, if it WAS being culled, it won't be now!
Child Actors are very usefull though
I wish we could get some form of prefabs
like unity
child actors and instances are close, but not really useable
yes
yeah looks like it could do the trick
i use it to edit blueprints in the normal world
its extremelly useful for my procedural generator
becouse the blueprint edit window fucking sucks
I wonder if it works well with his HISM tools
I wish I could have use for these in my day job
kinda miss school days where me made small "indie" format games and game jams
guys I am looking for high quality free game assets . Characters, Foliage , cars , doors , basically everything. Any directions anyone can point me into
high quality, free, pick one
actually the paragon assets are free, you might find something there
I have the paragon and kite demo assets already. I was just curious as to where everyone gets their assets to add to games.
Sure I could buy a pack or 2 a month but that will bring my development to a snails pace
Mostly people make their own assets, because you can't build a quality game with great original visuals without that
It's fine to use & tweak some assets to fill in the gaps
Using only that is a bad idea
free assets should only be used for prototyping and/or as placeholders imho
depends on how heavily you edit them, imho
I can't model to save my life, but I can texture pretty good
i.e. this was just a free 3d model with no textures
you'd never be able to tell looking at the source
that looks like a very resource expensive tree
the overdraaaw
it's not in production, was seeing how good at was at texturing lol
just saying shrug I don't see a problem using assets as long as they aren't just slapped in haphazardly
it could be in production, if that tree was the only thing in the game ๐
^ rofl
Tho problem with free assets is that you cannot decide on the art/graphic style of your own game. Plus many free assets are horrible LOD'ed and bad texturing and/or bad UV mapping. In the long run of the game development you will want to replace them anyways.
Also, for the Kite Demo assets, arent they insanly high demanding?
that's very true, yes. it's hard to 'make it all fit together' without some altering
Okay okay I get it. Well I am starting out and I bought world machine to start learning to create landscapes . I then want to populate the world with foliage and then go from there creating a cabin then adding weather and so on. that way I have a base so work with and It will let me learn the editor. I'm not a complete noob to importing assets , navigating the editor creating textures but I have allot to learn so I was just curious. amazing advice though thanx
is it possible to add command lines to the device launcher?
@kind temple Imho and my advise to you: Start learn to model. Study the art of lowpoly for a day, follow some basic Blender or 3D Max/Maya tutorials, and create your own models. Even foliage is pretty easy to make ๐
lowpoly = quickly done. So no snail pace if that bothers you
For a 1-man dev team, any higher than lowpoly is out of scope (imho)
Okay okay. sounds good I will have a look at that
unless you dont mind spending years on 1 project ๐
hahaha I just want to learn for now. Really interested in landscape . making it as pretty as possible . My God how pretty God of war's world was ..
even the new death stranding .. Man that world is super pretty
Horizon even.
those games are made in a big team support by an large established game developer company, its not what you can reach alone within a few months
I understand 100% I would just like to get there in the next couple years. Thats why I am interested in creating the world 1st, but I will definitely look at creating my own assets
general rule of thumb as a starting dev
keep things in scope
meaning you may have this GRAND idea of all these things you want
starters have no idea how the scope looks like when thinking of your first game to work on
but in reality you should only be doing about 10% of that
dream -> ambition -> motivation -> exploration -> arrrggg what did i start
hahaha exactly
hahahah
"Keep things in scope" is the most important skill to learn. Literally more important that absolutely anything else.
so here is the most important question. where to start
^
A game like God of War or Horizon ? Literally absolutely impossible for a small team
Not even a question
If your project is "open-world game with vegetation and human characters with a story" then your project already failed before you start
first, I write about a 3 paragraph summary of what I want to do
sit on that idea a bit
then start breaking it down into parts / pseudo code
I do all the 'code design' work before writing a line
the art and such, placeholders... doesn't matter how ugly
you can tweak/change later
the main purpose of your 'world' during dev is to test your scripts
that's how I go about it anyhow shrug
mmmkay mmkay. And a core i5 6400 , 12gig ram and a gtx 1060 6gig OC is fine for rendering ?
plenty. you won't need to worry about that until late-dev anyhow
you bet ๐
Here's some guidelines I think are important @kind temple :
- really smaller scope than what you think you want to do
- test your ideas as quickly as you can without much work, be sure they work well, don't hesitate to trash them if they don't
- strive for quality & originality more than following trends
@cloud cobalt Thanx for that. I
@kind temple Usually, atleast this is what I try to do for each project I begin
- Get general idea (main feature of the game)
- Create a TGDD (Technical Game Design Document)
2.1 Write summaray of the game and the player goal
2.2 Write out side-goals and (if present) achievements
2.3 Write out the target audience and platform - Write out game world
- Write out player game controls and gameplay
- Find and describe development challenges and risks
Then I've an idea of the scope and if its do-able for 1 person within a time frame I allow my self for this project (depending on is it going to be free-to-play or a product to sell, in case of latter, more time can be given)
good conversation for a coffee break btw, cheers.
hmmm... I like your process a hell of a lot better o.0
mind if I snag that idea into a notepad? lol
go ahead, all information is meant to be shared ๐
๐
Well thanx guys . I'll keep scanning the chat , but my lunch is over I'll be online later guys ! thanx
you bet bud. don't get discouraged too, there's a lot of bumps.
there's always a way around them, just remember that
Remember, there is no better teacher than failure ๐
I want all day a coffee break, but damn customers keep calling ๐
lol yeah damned people
oh, came across this the other day
eh, this is more like #lounge talk goes there
re: horizon and foliage: the vegetation in that game was done by a three man team
All the vegetation including rendering, concept art, production & world placement ?
Three artists for three years sounds enough to create the content, but there's a lot of work ther
why wouldn't you @astral marsh
Hey guys
I've moved my project from 4.17 to 4.19
any idea why my map would look like this?
@Qndel I'm curious as to what you used to create the world? Unreal sculpting or World machine or landscape generator ?
doesnt look like he sculpted it in ue4
mountains look very nice . doubting it's sculpting myself. I have spent some time in sculpting
world machine I think
ah okay cool
rebuilding lightning didn't help
though as much
you didnt make the landscape yourself?
what is actually the problem?
well I am off guys ( for real this time ) later
orrrr the shaders of the material haven't compiled yet
Im 99.99% sure its the default material right now ๐
hmm
do I have to create a material?
because I see that it was working before with textures
click on the mesh and in the Details tab it should tell you which material is applied now
this is my static mesh
at Material Element 0, change the material to the material you have for the green landscape
create material then
so how did it work without a material on 4.17? : o
uh
well no idea
but it's a playable level
like you can walk there and there's grass etc.
the stuff that got broken is just visuals
background mountains and stuff
click on that mesh and look in the Details tab
Hey can anyone suggest me which parts of UE4 should i learn first in order to make something playable. right now the only thing i know is how to make basic levels.
it's a landscape
@plush yew Go make Ping Pong ๐
@latent terrace Landscape meshes have a material too
I'm making a Pong game in just BP
I posted a video of it earlier in #work-in-progress
that Landscape Material you can use for the large (now gray) mesh too
@whole quarry That ping pong game looks nice
Thanks, it stills WIP tho ๐
needs moar effects ๐
So much effects that @fierce tulip goes "Wow!"
@plush yew another popular thing to start with, and less difficult, is a endless runner
Thanks for the help
It teaches about procedural generation, very usefull in projects later on
k
so
@worn cliff Hey, can I DM you about an issue with the Advanced Sessions plugin please. It is very important!
is there any difference between ticking "sweep" when adding location offset to an object and just having it generate overlap events
in terms of CPU performance mostly
when showing errors, show the output log from the build, its better
anyway looks like ASprintCharacter is undefined
Defined like how in the header file or
in the header, or the cpp
if its defined, then try to compile and send the output log
its not defined anywhere in the header and i dont know how
well, is ASprintCharacter one of your classes?
Look at the output log window in VS
Not the error window
The error window is useless and wrong
i mean, you are binding the input of one object to another, i never seen this, are you sure youre not supposed to write AFirstPersonGameCharacter there?
unless its a child of ASprintCharacter, but then it would be defined, anyway, try to compile and send the output log
you proibably want to reference &AFirstPersonGameCharacter::BeginSprint there
if the function is on that same class
wym same class how do i create a class i tried that already and it said BeginSprint is not part of AFirstPersonGameCharacter
well, where is BeginSprint declared?
do you know what a function is, or what a class is?
AFirstPersonGameCharacter is a class, a function is declared inside a class, BeginSprint must be declared inside AFirstPersonGameCharacter so it can be called
youre kinda too deep without knowing those stuff, try to calm a little and learn more about C++ before continuing
i was watching a video but i get errors they dont
so a class is declared in header file and you call functions in .cpp
yeah, most of the time
functions are also declared on header, so to reference BeginSprint it needs to be declared
anyway gonna take a nap, cya
Epic folks: I am reading the EULA, and there is something that I think I am missing. Can you help clarify it for me?
I have a studio that is looking to make a game with Unreal (of course) and let's say I have an angel investor who wants to see it through with me by giving me a million dollars. Does that money get 5% to you as well or is it JUST the money that is made from the product itself? This isn't a crowdfunding, which I understand is paying for the product before the product exists, still product revenue.
Basically, wha tI am ask is, if I got 1mil from an investor, do I actually have 950000 (disregarding taxes, blah blah)? When does paying you actually start?
If this is in the wrong channel, let me know as well. I'm a little new here ๐
@split crypt I believe you aren't owed revenue on that
(Not Epic, but Epic doesn't usually answer here)
Investment in your company is not revenue (it usually comes in exchange of control of your company)
You're not selling a product, you're selling your company at a good price with hopes of larger returns (for the buyer)
You should definitely ask Epic about it though
yeah, but publisher money is included, so I guess it's just how we define the money in the business plan?
where can I get that answered by epic...
lol
I'll tweet epic themselves!
๐
It's cool Epic is here, but totally understandable they don't respond in here much.
Publisher money paid in advance for an UE4 product is bound to royalties
Investment shouldn't
Hello guys i actually made a AI Which ofcourse navigates using nav mesh so i have a gate created for the game it actually needs to be opened for ai to travel so once its opened
I would think that is correct based on the contractor ruling. If a contractor is paying me to make something in UE4, I do not owe epic 5% of that money
its navmeshh
is like this
lemme show
after opening
the nav mesh doesnt increase
thanks
@split crypt https://answers.unrealengine.com/spaces/31/legal-licensing.html should be a good start
Thanks stranger. I emailed them as well as sent a few tweets. someone will help!
@astral marsh you're welcome ๐
@astral marsh you can set if a mesh can influence the navigation
A bit late to reply :D
๐
Hey all, the longer I keep UE open with my project, the textures become blurry, like they went down to 512 or something. Any reason why?
I will say that using the 'r.Streaming.PoolSize' and increasing the number there will definitely help.
You can also follow the link I have provided to get a more in depth look on how to troubleshoot your streaming and non-streaming textures.
Texture Streaming
https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/Streaming/index.html
Credits Andrew Hurley
Also link to post
https://answers.unrealengine.com/questions/343646/texture-streaming-pool-over.html
@velvet ravine Thanks!! I will try this right away.
Hi guys!
I have this .uasset file, which I know is a blueprint, it's from a different game project which I do not own. Yet I want to convert the .uasset file to a blueprint file so I can use it in my project (educational purposes), who can help me with this?
if you know the version that the .uasset was created in your can put it in your content folder in a project with that version and it should show up (assuming all of the requirements are there as well)
If your project is made with a different version of UE4, the blueprint may be broken or not even appear at all.
That's the issue I'm having right now @maiden swift
You put the blueprint in your Content folder but it doesn't show in the content browser at all?
Correct
I have the .uasset file
Whenever I add it to the Content directory it will not appear in my project.
I've read people saying it won't appear if the .uasset file is project bound.
I extracted this .uasset file from a .pak file
Any more thoughts? The internet didn't really help me, so this channel is pretty much my last resort.
your pretty much going to have to hit the requirements needed to load it. If it's from another game you might not even have a chance as it could be a custom build.
@maiden swift Continue the typing please :p
@tranquil bloom We don't support extracting assets from published games here.
That generally falls under piracy which is not tolerated.
Hey guys, I see that I can add which maps can be packaged in the packaging options
is there any way to add a folder and to make it package all maps inside it?
so any solutions for my packaging maps folder problem? :p
@tranquil bloom blueprints are compiled and can not be reconstructed from a packaged game
If I wanted to make procedural levels there'd be no way to do that really with just blueprints right?
When building lighting takes 10x longer than you think it would take
@next ivy don't see why you wouldn't be able to in blueprints unless you need something C++ specific.
@grim ore Hm, I'll look into it a bit more then
usually people make procedural stuff in c++ for speed
and any kind of math that is more complex than a+b becomes horrifying unreadable in blueprint
I know C++ very well but I really like visual scripting whenever I can do it
Its a lot easier to go back and look at months later
is it easily possible to have two players in two different levels?
Checked online and there were a few people asking but no responses
IE like how in Minecraft you can be in the nether without everyone else being in the nether
is it possible to make an extremely popular game without me being noticed
Like could I just be behind the scenes
?
It's unlikely that your game would ever become popular if you aren't willing to engage with people
fr
Im saying by the media
obviously i would engage with team members, marketers, and publishers
If you're the head of a particular branch of game development you should be a leadership figure. Of course you can just be a behind the scenes artist or programmer but the heads of these branches are expected to be leadership figures.
Same with any other buisness
thats true
If you have social anxiety or whatever and you're young, it goes away for a lot of people.
If you're just an introvert you probably wouldn't enjoy a leadership position
Although there's something to be said for training yourself to be more extroverted
no its not that I'm an absolute extrovert and don't have any social anxiety. The reason is kinda dumb but I actually have hopes of being a rapper when I'm a bit older, so I don't want to be recognized as a game dev when I'm tryna be a rapper in the future
I have three completely different passions, sports, music, and game dev
Ah - I understand that. I have had more passions than that.
guys i have a math problem that i just cant do... 100 ... 0.25 = 75
basicly need to take 25% off 100, lol
wat
im being so stupid
100 * .75 = 75
In my experiance people don't really care what you used to do. Stereotypes pop up all the time but they're the most easily dis-solvable things there are.
sec. lol
i never really thought that but if thats true then wow
I mean like just think about when you stereotype. Everyone does it. You meet someone and looking at them you make assumptions about their personality based on how they dress/look. Within 30 seconds of the conversation your stereotypes dissipate.
(unless your stereotypes were correct which they certaintly can be)
a set variable % off*
well you can shorten that quite a bit
For instance you could divide by -100 instead of then multiplying by -1
So there's no way to have two players in two different levels?
On 1 server? more than likely not as you have 1 map loaded per server normally.
is it possible in minecraft the nether is just another location on the same map?
@next ivy Not the way UE4 is built no.
well crap
You can make two maps into one with streaming levels, though it will make it much more annoying in developent, and the server will always have everything loaded
That is a pretty big design flaw
It's not really a flaw, it's how most games work
It's a fairly sane design decision
Well like I can think of a few games that do this
big games
Minecraft with nether/overworld/end
CoD with the weapon range
There was a game from my childhood called like "Fate" or something
I think Diablo?
Most of these just have different sublevels inside a main level
Like I said
UE4 can do that
Just comes with some annoyances as a dev, and the server will load everything
CoD might honestly just be a level but the main menu covers it not sure
If you jury rig it to do sublevels then there wouldn't be much point in having levels at all
Indeed
But I'm very skeptical there are many games that actually have servers with multiple concurrent levels
That's just a really outlandish idea
well like minecraft its pretty straightforward
but youre right that kind of game isnt common
Minecraft is a procedural game, and there is still a loading time on client, with only one area loaded at any time
I'm guessing the server loads everything
Exactly like UE4 does basically
It still seems odd that I could only have one level if I needed to have two players in two different 'levels'
Another option would be if there was a way to make a sub level 'mirror' a level
What would be a "level" to you
Something like Diablo Rifts is very much UE4 friendly
Anything like a MP shooter with a range sublevel, too
Are diablo 3 rifts the same as like the pig level from d2?
Though that range would have a few limitations in UE4
@grim ore Trying to make a 'town' and a procedural dungeon and have it where to players can be in either level
can place it somewhere "to the side" in the same level
sounds like sublevels to me
yeap
Hm, seems odd that I would only have one level for the entire game then
Except maybe main menu
you would have the town level. the bathroom level. a dungeon level. a starbucks level.
Ah cool - I guess I'll do it that way then
multiple levels, you just load what you want
might want to study UE4 level architecture first, need to operate with the same terminology
Right but multiple players would need to be in different levels so I would need to do sublevels I guess
I guess UE4 levels are more designed for games like retro mario where you start over every level
I think your just being stubborn about understanding this
don't speculate, just study it
you want to load multiple maps. We tell you that you can.
I wouldn't say I'm being stubborn, I was asking for advice
you want 2 maps, a town and a dungeon. It's called sub levels in UE4.
Yea I'm going to look into doing it that way now - thanks for the advice
Traditionally tho for performance most online games will partition off areas and use instancing to support growth and expand ability
level is just a container, you can't have two containers at the same time, as simple as that. Inside of the currently "loaded" container, you can load/unload sub-levels, which can be anything. Like just a room or a whole planet
By the way, UE4 isn't really the best tool for procedural games, imho
Yea but I don't plan to do a traditional procedural game
And i find it difficult to make other engines as smooth as UE
Ark does something similar, everyone plays on the island and it loads cave levels when people go in them
Sub levels?
i'm actually not certain how they handled it in ark, i assume it was sublevels, but a trail worth investigating
Screaming at existential crises is highly relatable.
Yea and ark is open source is it not? Or at least moddable
how they handled it in ark [...] worth investigating - probably not.
Lol
moddable
You may honestly be better off inventing your own solutions than trying to learn anything from Ark.
even learning what not to do is still helpful
You'd probably still produce something better.
The only thing about using sub levels is if I'm thinking about it correctly you wouldn't have level streaming or any other features related to levels and worlds
since the whole game would be in one level
I'm not sure I need any of that though
Its not like my dungeons are going to be that massive
and town would be small
Are you sure you can even have multiplayer players in different sublevels? I'm not seeing a BP method with a player input
Ark, and its entire codebase ๐ซ Sion
that bad?
I'd still be curious to see how they got multiple players in multiple different 'instances'
Electrical cable class is derived from a crop plot class
Because electricity is water with a few dozen booleans and enums changed.
Everything is a few dozen properties.
Like integers that are actually bitfields
That you need to lookup the proper values to.
Guess that's before you could expose bitfields to the editor?
This is visible from the dev kit?
I might have to check that out for a laugh, I've never looked.
Visible from the dev kit, at least when I tried it years ago
And you could always customize the way a property was shown.
Could have made a reusable class for bitfields and just registered it for particular properties.
Well I mean with a few keywords rather than a full on customization
Yeah. These days it's easier.
But even back then it was doable.
If anyone invested any effort in to having a maintainable product in the slightest.
If I had to maintain Ark, I too might sell the whole thing to a random Chinese company.
In general concept, maybe. Design's still a shit show.
Its just another clunky open world survival game
Devs really need to focus on removing clunkyness from those kinds of games - its too frequent
I've heard a lot of people talk about it
Right down to having a narrative revealed through gameplay.
Conan does some things well, but tbh, I preferred Ark despite it's jankiness
I hit a point pretty early in Conan where I just couldn't be bothered any more, and it wasn't too long after building a house and setting up crafting stations
Ah
Huge, huge caveat
I only played either of these games on a private server, in my apartment, with friends, totally PvE.
same
I've heard that criticism before, too. I don't know what we did differently though.
but it seems like in Conan, the only thing to do after that, is build better crafting stations and gear for some time
Maybe there's not enough guidance towards the narrative content?
there's an end-game, and a pretty decent starting few hours, but bugger all in the middle
sounds like Age of Conan lol
I want to get out and explore, but bizzarely there aren't many options yet to do anything about that other than 'just walk'
We've killed two bosses, built a small town for a little over half a dozen of us, survived a purge
We're starting to range farther to see what the cool stuff is on the map.
yeah, I wanted to do that, but I'd want to actually have a means to do so other than walking everywhere, it doesn't feel right
there's a big old river, and there's big old animals, but I can't use either to get around xD
They're adding taming/pets soon-ish apparently.
So long as they don't fuck it up like Ark and make it multiple hour UI-clicking simulator 2018, should be fine.
yes :/
but this is where I feel Ark had it better - once you have your little establishment, there are things to do
you can get out and tame some stuff, get mounts, build rafts, move around more and see what's what
For sure. I just couldn't handle how gods damned glitchy the actual building was and how utterly awful the progression of creatures was/insane or trivial boring grindy taming and breeding times.
And also the myriad other features that never, ever happened. Like having any kind of meaningful difference in behavior between creatures. Just a bunch of dumb, either passive or aggressive, bots.
My favorite building system to date though has to be The Forest's.
You plan first, then you collect materials and place them into the ghost/silhouette. No more wasting materials misplacing things or trying to design something that just won't work. Mostly.
yeah
Which also makes collaboration infinitely easier.
Well, the problem is that the taming and breeding times at both ends of the spectrum are absurd, one way or another. I don't want a raptor in 5 seconds, but I don't want a T-Rex in 6 hours.
But time alone is an awful means of introducing difficulty. Taming. Is. Boring.
mature rates over 40 hours
people would have to alternate shifts around the clock to do it, it's absurd
It's sitting there mashing force-feed-sedatives and hoping some bullshit doesn't spawn and aggro on the thing you spent hours dumping resources in to and then accidentally killing it while stabbing the thing killing it.
spike walls
tranq something, place walls around said thing
ferry resources in and out via flyers
That's doable, but mostly resolves the RNG spawn screwing you part.
nah, things can't spawn inside walls
I mean, you're still playing watch-the-paint-dry.
exception being that bug with something like Allosaurs
yeah, that's why we had the tame timers right down
Oh, you had said up originally.
nah, I mean that it was cranked up, as so you could tame the worst case scenarios in around 45 minutes
Yeah. Down makes a lot more sense. Except now raptors are like 30 seconds and you can go full Chris Pratt.
most 'normal' things were much faster
Raptors aren't very useful anyway though, so it doesn't bother us so much
Ok so maybe I was thinking about what I wanted to do wrong. It's possible that I'll set up the town to run off a dedicated server so you can have the same 'town' as your friends but when you go into a procedural dungeon it could be a seperate server hosting that so you can matchmake with people outside your dedicated servers
I was thinking the durations.
But I'll have to look more into it
hehe
@next ivy That sounds feasible.
the server settings are rates, hehe
but yeah, we did the Island, did all the bosses and attempted ascension
You can't have multiple UWorlds (outside the editor) in UE4.
So multiple different UE4 instances with their own world and doing a server travel is likely necessary for any "dungeon instances".
yea and you wouldnt want random players messing with your town (I'm thinking of making towns similar to terraria with different villagers, shops, questgivers, etc.) but you would still want to be able to dungeon crawl with rando's
Though not full building tools like terraria because that is way overdone
there's enough MC clones -_-
i really wanna learn game development and stuff i wanted to be intern or something to get some real experience but i am in the military and its so hard to learn online since every tutorial teaches you things different ways
Not sure what country you're from but respect points for being in the military. I would focus on learning in your spare time if its what you want to do when you get out so you have all tools you'll need when you're done. Investing in yourself is the only investment that can't backfire.
thanks appreciate it, I recently got a Pluralsight subscription to learn more, its just so slow when trying to build something, is it slow like that for everyone and considered normal?
hello everyone
can anyone recommend some good tutorials on makeing inventory systems?
basically how to get items listed in your inv and how to equipe them and such
hello people
hello can someone help me with source code workflow?
@weak peak Inventory systems are pretty simple. Mostly UI. https://wiki.unrealengine.com/Blueprint_Inventory
thank you!
i actually found a pretty cool tut series from unreal as well
In this tutorial series, we take a look at Unreal Motion Graphics (UMG) and Blueprints and how we can create a basic Inventory System. This video illustrates...
๐
Awesome
You can also cheat and buy one from the marketplace because there are A LOT
but its probably better to do yourself
ya i wana have a unique menu system
and this should help me just learn more in general about unreal
got a lot of big plans so i gota be able to do it all and understand it my self
at least for now
but i realized first important step is an inventory system
thank you for your suggestions tho!
first important step is to break the inventory system down into the parts along with your equip system then go from there ๐
wait is 4.20 released? Cause its not on epic games but it looks like its done on github
It has an insane amount of stuff in it
Much more than a usual release
Niagara, area lights, and model editor just to name a few
Oh? I only took a glance
of like Preview 1
Didn't know there was all the other stuff
4.19 was pretty big iirc
New depth of field O.o
Yeah 4.20 is huge, then 4.22 is going to be huge too since that's the raytracing one
4.21 and 4.23 I would not be surprised if they were nothing but bugfix releases given the major work done on rendering right now
I keep saying Niagra falls instead of Niagara. ):
I mostly would like to see more AI integration at some point. They system doesn't seem as intuitive as it could be.
Did EQS ever go out of experimental?
Whats 4.22 doing with raytraces?
Raytraced AO, shadows, and reflections
- not usable on normal hardware
Right. On normal hardware, expect 1-2 fps with that. Which is still PLENTY given what you get out of it.
Next gen Volta stuff can expect maybe 20 fps out of it, it'll be a few years until it's game ready.
doesn't it need tensor cores for the denoiser? so it probably isn't going to work at all
Wherever you read that from lied to you
EQS you mean?
I asked them in person.
does this not use the fancy ai denoiser by nvidia then?
It's just a temporal denoiser with a bit of AI goodness. It's not the exact same denoiser as the full fancy AI one.
ah
I meant like more traditional AI improvements, not like actual AI
Oh ok lol
I asked if EQS ever went out of experimental, then this came up.
@manic pawn It's still expensive, but it has nothing hardware dependent on Volta. It can run on anything.
Just, you know, poorly
would be nice if you could turn this on, in game, for one frame, to take a fancy screenshot
Volta is required for it to even reach 15 fps
And yes, that's my intention with it. Screenshot button.
It'll be great for that.
Raytraced AO is also from what I'm told going to be pretty cheap
Comparatively
Raytraced shadows are then next on the list, and the most expensive are reflections
no plans for raytraced gi?
It exists, and it can even bake to lightmaps, but it's not being released in its current form at least.
:(
wait if it can bake to lightmaps
does that mean you can update the lightmaps in game
No point doing it ingame, since it's just as expensive as doing it realtime in that case.
well depends on the situation, this would make it usable for things like in-game level editors
you'd only need to bake once
It has to invalidate lightmaps to actually work, so it would be just as expensive and it would NEVER run fast enough on a user's PC.
๐คท rip
For the next 10 years, it's strictly a developer thing probably.
And seriously, just provide a proper UE4 editor. There's no good reason to have an in-game level editor for an Unreal game.
The launcher has like 10 of them now.
Yep. Any editor a developer puts together would still be worse than just the stock UE4 editor thrown onto the launcher like that.
I mean
It's more work and less functional.
