#ue4-general

1 messages ยท Page 272 of 1

polar hawk
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from actual professionals

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and by actual professionals I mean

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thats what people call us but they're crazy

livid haven
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And also I don't want to do anything with blueprints.

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๐Ÿ‘

queen junco
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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

worn granite
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@polar hawk I need help with a blueprint node I've been trying to use kappa

tiny socket
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@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.

queen junco
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Okay Iโ€™ll try that, thanks @tiny socket

idle stump
grim sinew
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Lights.

idle stump
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Even in the material preview? There's just the built in light that i have no control over

grim sinew
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Yes. There is.

idle stump
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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.

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The same texture also looks pink instead of red in my UI widget as well. Is that affected by lighting?

grim sinew
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Tonemapper maybe

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I dunno, could be a bunch of things. Whatever it is, you just need to work around it probably

idle stump
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Work around it, you say? ๐Ÿค”

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That could work

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๐Ÿ˜‚

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Disabling tonemapper doesn't seem to help

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Well I figured it out

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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.

surreal viper
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is there a way to create delegates in BP level?

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just an event I can fire in one BP and subscribe to that in another BP

sudden agate
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@surreal viper You need an Event Dispatcher if you want to subscribe to something

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you create Delegates by using the "Create Event" Node

surreal viper
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I try to use it but could not get the dispatcher from other BP

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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?

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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
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ok I get it, I just have to turn off Context sensitivity

visual hollow
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any tutorial for blood drop particle system?

honest vale
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that's kinda vague

leaden dust
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I want to get started with coding in ue4

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but I don't know how to build code lol

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can someone tell me

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how to build code

regal mulch
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Did you follow the youtube channel of Ue4?

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They have tutorials that should get you started

leaden dust
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I will watch them

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but plz tell how to build code

paper kernel
manic pawn
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๐Ÿค”

faint cedar
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so

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I got a very nasty crash when starting up my editor in 4.20

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If anyone has any idea what could POSSIBLY be causing that, please let me know

regal mulch
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Given the point it breaks on

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I would guess that the Physics Scene it tries to create isn't valid

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And since Epic isn't checking PScene to be valid or not, it crashes if it's not valid

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Can't tell why this would happen though

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Is that in a new project or in an updated project?

faint cedar
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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.

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of course createScene is part of the PhysX SDK so I have no way to dig into it and see what happens

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crashes with just running the editor too

regal mulch
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Custom Engine or Launcher?

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Would try to verify your installation

faint cedar
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custom engine

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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)

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maybe some corrupted downloads

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Yup, that was it

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somehow the physx binaries got corrupted

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this probably means there's tons more in this engine installation that's wrong...

ionic oxide
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Does anyone had this error before?

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it happens when I build from VS

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with the editor opened

plush yew
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So, I've got a question: How can I change the shadows from pit black to more transparent/lighter colour?

digital anchor
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add a skylight

plush yew
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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

tiny socket
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@plush yew you can use a texture coordinate in your material

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And change the parameters of it to make it smaller

leaden dust
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I just started watching a tut

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Its a bit outdated

plush yew
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Thanks a lot

keen frigate
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Hey everyone ๐Ÿ˜‰

stable orbit
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Sup

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@leaden dust Use #cpp and also can you show some of the code,

faint cedar
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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?

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For digital only titles

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ah yes, IARC

tall pendant
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I dunno about the recent changes the ESRB made, but you have to submit and pay for pegi and cero for those regions

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Major platforms (perhaps execpt the trashbin Steam) rely on the official rating boards

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on PS4, Xbox, Switch etc. PEGI is mandatory (or other for different regions).

chrome ivy
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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

keen frigate
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Can't you trigger a destruction of that player's weapon before he leaves the server?

lament kraken
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Any good doc or tuto how to make big islands (plural) in ue4

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pls ping if you know

keen frigate
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Without using any external software?

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I'm asking because you could create islands with World Machine and import them to UE4.

lament kraken
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World Machine want money if you want sell game

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my friend made 2d of map

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but no 3d

keen frigate
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The easiest way to create landscapes within UE4 is to use heightmaps.

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This also applies to islands of course.

lament kraken
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I have ocean bp

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I just need to make landscape now

keen frigate
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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.

lament kraken
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Ok

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thx

keen frigate
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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. ๐Ÿ˜‰

plush yew
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I mean can I make the shadows be smoother without making the model more high poly

wary wave
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edit the mesh normals

keen frigate
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or apply/add a smoothing group if you haven't already.

sudden agate
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Hard egdes appear by duplicating vertices. this is automatically done with Smoothing Groups.
To have smooth shading, make everythign a single Smoothing Group

plush yew
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Thanks, where I find the smoothing group`?

copper mason
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@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>

plush yew
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I use blender, I'm just beginner and don't find it ๐Ÿ˜„

plush yew
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Thank you! I understood it in the first 30 seconds ๐Ÿ˜„

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finally a short video

grim ore
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whoo for good videos ๐Ÿ˜ƒ

dull wraith
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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.

short dagger
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that looks like a broken GPU ๐Ÿ˜ฆ

dull wraith
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Thing is everything else works perfectly. It's just Unreal Engine that does this

short dagger
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that is odd, did you try to updating your graphics drivers?

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definitely seems GPU/hw related. only time i've seen tearing like that is with a fried GPU

supple tartan
dull wraith
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@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...

short dagger
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what kind of r5? might be a wee bit underpowered.

faint musk
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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 ๐Ÿ˜ฆ

still island
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Why does alpha screws the performance on Unreal Engine so much? It there a way to avoid it?

dull wraith
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@short dagger On About PC, it says "AMD A8-7410 APU with AMD Radeon R5 Graphics 2.20 GHz"

short dagger
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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.

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boost i think is 850mhz on the gpu. it definitely should work, just a bit slow at points i'm sure

dull wraith
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What laptop could you suggest for under ยฃ300? Maybe under ยฃ400 next Pay Day (have ยฃ350 in bank, ยฃ350 in savings)

short dagger
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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

dull wraith
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Thanks. By the way, what's "boost"?

short dagger
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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

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anyone here work with the tensorflow plugin before? wondering if it will meet the needs of my project

dull wraith
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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

steep parcel
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Anybody know how to load the paragon shinbi into a project?

short dagger
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laptop hdd's aren't known for being the fastest, SSD's are super fast but also $$$

dull wraith
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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

short dagger
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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.

dull wraith
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Thanks ๐Ÿ˜„ 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...

short dagger
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$1000 CAD

dull wraith
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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)

short dagger
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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

grim ore
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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

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and the ones with the 1050/ti were $100 or so cheaper

fiery harbor
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thats a .log file

short dagger
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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.

astral marsh
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guuys

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can anybody teach me

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how to make a BP object to break another object

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like Crowbar able to vreak the plank

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break*

digital anchor
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Make the crowbar a weapon, that deals damage, every actor can receive damage, when the plank receives damage, if its strong enough it breaks

feral veldt
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how do i make the sky a different colour than black?

digital anchor
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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

plush yew
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is rx580 or gtx 1060 is better for unreal engine?

astral marsh
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i have a gtx 1050ti

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and i had no problems

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so you should be good to go

jaunty remnant
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hey guys, quick question, a friend of mine (already a developer) would like to learn game dev, where should he start ?

plush yew
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or there is there a cheaper and better option?

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what should i select?

dull wraith
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@short dagger I've realised I might be able to get a desktop, what specs would you suggest I should look for?

feral veldt
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how do i give a sphere brush physics?

short dagger
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the same, really. gtx 1050, quad core, 16gb ram is what i'd aim for

plush yew
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gtx 1060 rx580 what is better for unreal engine?

grim ore
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about the same performance, 1060 will run cooler

plush yew
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okay

maiden swift
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Just sitting here hoping 4.20 comes out this week. unreal

surreal viper
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๐Ÿค”

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even if it does .0 is usually not that stable ๐Ÿ˜ข

maiden swift
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I would stay 4.x.0 releases are mostly stable, by and large.

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There's always hotfixes, but overall I've never had a terribly messy experience with them.

coarse wigeon
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@maiden swift Hoping the same here

plush yew
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#blueprint hey my editior doesnt show prints string and all tht anymore and im not really sure why

cerulean nova
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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...

short dagger
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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

cerulean nova
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Rise and Shine Mr.Freeman...

grim ore
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4.20 is on schedule to release this week so fingers crossed we don't see a preview 6 lol ๐Ÿ˜ƒ

clever pond
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Really looking forward to it!

bleak remnant
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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

grim ore
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well that is in regards to streaming and making money on twitch.

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and you giving someone would not directly give you revenue as well

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selling your game or dlc would be the revenue earner

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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.

halcyon quail
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Who here is good at unreal engine

grim ore
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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

bleak remnant
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I'm glad @grim ore

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Thank you for that explanationj

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my game is free and the skin is free, but other skins cost $

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I get worried about this rule

grim ore
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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

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they treat crowdfunding as selling the game pretty much is why

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its direct revenue for the game

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twitch is a service, your watching someone do something, and its not directly making the game "in theory" lol

halcyon quail
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Who wants to help on a battle Royale game project?

digital anchor
grim ore
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Epic should get one of their company lawyers on the stream to do a AMA, that would be fun

maiden swift
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@grim ore They did have their legal team on the stream once.

bleak remnant
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yes please ^

maiden swift
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Talked about a lot of misconceptions. It was pretty informative.

halcyon quail
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^^

grim ore
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sounds like we should pester them to do it again then!

halcyon quail
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..

tall pendant
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Royalties are only due if you offer any form of access (tiers) to the product tho afaik

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like access to alpha/beta for backer tiers etc

maiden swift
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That's right.

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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);"

remote roost
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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!!!

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cryzenx fans in a nutshell

regal mulch
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:P Whaaat, recreating a game exactly the same by throwing bad shaders and meshes into UE4 is not skill?

grim ore
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But I was working on recreating FF:Mysic Quest and now you tell me this ๐Ÿ˜ฆ

next ivy
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Steam is bad for devs

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30% commission when they don't even necessarily advertise or handle phyisical copies

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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

finite sleet
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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.

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In the materials display of the Procedural Mesh Component it shows them in their respective elements, but it draws the mesh as 1 material.

high stone
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30%?! I thought it was 15-25%?

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Wow! They upped it!

supple tartan
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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

https://forums.unrealengine.com/development-discussion/ios-development/1499056-google-vr-on-ios-issues

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!

weary basalt
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@supple tartan Why did you just spam that across 5+ channels. Read the #old-rules

supple tartan
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sry my friend

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am so frustrated so many days

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none seems to pay any atentions

digital anchor
weary basalt
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That does not entitle you to spam messages

supple tartan
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as i understand you i guess you can also understand me

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am not an inteeded spammer

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sry for distrubing the channels rules

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also sry for my english ๐Ÿ˜ƒ

faint cedar
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hm

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can someone help me out with some math here

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It's 3:45am I am hardly functioning ๐Ÿ˜›

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I basically need to take an arbitrary XY vector and snap it to the closest 0.1 step size

digital anchor
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*10, trunc, /10

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floor/ceil/round depending on what u want

faint cedar
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Or for a generic snap size X - /X, round, * X

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Yes?

silver crown
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Seems right

faint cedar
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goodie

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or you know

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use FMath::GridSnap

silver crown
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lol

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This is a thing?

faint cedar
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Apparently yes

silver crown
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TIL

faint cedar
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return FloorToFloat((Location + 0.5*Grid)/Grid)*Grid;

silver crown
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So basically Round

faint cedar
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yea not sure why they didn't just use round

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instead of +0.5 and floor

silver crown
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Precision

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Maybe

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I hardly see how it would help though

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๐Ÿคท

faint cedar
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no idea

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but let me run an idea by you j ust to double check that I'm not being stupid

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Say I am tracing around a location and storing the result in a render target

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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

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obviously the issue is that the player's movement is smooth

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so you hit the area "between" pixels

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but, say you take the width of your render target and do (2 * TraceDistance * PI) / RenderTargetWidth

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that would give me how many world units are there per pixel on the render target

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and if I use that as my snap size, I ought to always hit "on pixel", right?

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snap size for trace locations that is

nova shoal
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I love Unreal Engine.

digital anchor
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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

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anything known?

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i will try to add the component in the constructor, seems like the workaround

gleaming lotus
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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?

fair cape
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@gleaming lotus if placements are as bad in C4D i know how you feel

storm venture
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hey, whats a nice way to get good lightmaps for lots of meshes quickly?

sudden agate
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@storm venture

  1. Open Mesh in 3D App
  2. Unwrap 2nd UV Channel properly
  3. ???
  4. Profit
storm venture
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Keyword is "quickly", lol

sudden agate
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Good or Quick. Choose only one

storm venture
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Steamroller, lol

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Apparently it's a script to auto flatten the maps for channel 2 on a mesh

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but i'd like to potentially import, say, 30 meshes, all into one project, steamroll them all, then export

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This would achieve both good and quick, but i dont know how to do it

storm venture
unborn quartz
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Has anyone ever used TreeIt?

whole quarry
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what is the problem @storm venture ?

storm venture
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The small glowing under the door, shouldnt be there

whole quarry
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looks like there is a light source

storm venture
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agreed but nothing is there ๐Ÿ˜ฆ

whole quarry
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tried rebuilding lights?

languid shard
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@storm venture typical lightmass behaviour

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what version of UE are you on ?

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and can you post your lightmass settings ?

rose quartz
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Is there a plugin so you can see what you have done in c++ but then show it as Bleuprint?

languid shard
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@rose quartz ?

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just expose your code to BPs

rose quartz
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How can you do that?

rose quartz
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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

languid shard
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what

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just use blueprints if you need to see your programming

whole quarry
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my brain just melted

languid shard
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yeah same

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I dont even

rose quartz
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you code in c++ but you can open it like this

whole quarry
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so you want to use BP nodes?

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and you code stuff in C++?

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Then you need to expose them to BP like @languid shard said

rose quartz
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i dont want to use it but i see if the connections are right only read

whole quarry
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what??

languid shard
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you dont even make sense @rose quartz

whole quarry
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I think he wants the easy readability of the BP, but not want to use BP?

languid shard
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codeblocks ?

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does it even work with unreal ?

rose quartz
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yes thats it Remco

whole quarry
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@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).

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(BVS = Blueprint Visual Script)

rose quartz
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yes it make sense i thought that there was a plugin that you can see like a blueprint or something

whole quarry
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Afaik there is not.

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You can, however, read the source code of UE4 to see how the BP nodes are made in C++

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Or, you can nativize the Blueprint to C++ at packaging

rose quartz
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oke because if it was there it will be asome for the people that normaly they use BP and now want to use C++

languid shard
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if you want to use C++ just learn the language

whole quarry
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^

languid shard
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programming is universal

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the logic is the same for almost every code language

whole quarry
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You can make something in Blueprint (like prototyping), once it works, you can try to translate it to C++ manually

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I know more people do that ๐Ÿ˜›

tall pendant
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@languid shard i would love to use code::blocks for ue4 ๐Ÿ˜›

languid shard
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@tall pendant used it once I think, like 5 years ago

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cant even remember what kind of code we were even doing

plush yew
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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

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anyone know whassup with that

whole quarry
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well

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@plush yew

#

Think about this

#

how can a script open a level after you kill the script? ๐Ÿ˜‰

#

widgets are destroyed at level transition anyways

plush yew
#

@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

whole quarry
#

because of the garbage collector

languid shard
#

bloody garbage collector

plush yew
#

interesting

whole quarry
#

Btw, I always thought that buttons are attached to widgets instead of the other way around ๐Ÿค”

plush yew
#

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

wary wave
#

curious question - consider an actor with a child actor

#

if the parent actor is for example occlusion culled, what happens to the child actor?

faint cedar
#

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

dull wraith
dawn linden
#

@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.

wary wave
#

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)

dawn linden
#

Yeah, I don't use them at all tbh ๐Ÿ˜‰

#

But in general, most rendering level stuff like that is determined per-component.

wary wave
#

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

dawn linden
#

I mean, you can set a parent component to be explicitly hidden, without necessarily hiding attached children

wary wave
#

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

dawn linden
#

Disappears locally, or only networked?

wary wave
#

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

dawn linden
#

But never happens on server/single player?

wary wave
#

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

dawn linden
#

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.

wary wave
#

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?

dawn linden
#

Hmm, networking details not my area to be honest.

wary wave
#

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

dawn linden
#

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.

wary wave
#

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

dawn linden
#

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.

wary wave
#

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!

dawn linden
#

Heh, true.

#

My last suggestion is, don't use child actors, ever. ๐Ÿ˜‰

whole quarry
#

Child Actors are very usefull though

frank escarp
#

they are needed for sanity in a lot of places

#

but they are broken as fuck

languid shard
#

I wish we could get some form of prefabs

#

like unity

#

child actors and instances are close, but not really useable

frank escarp
#

have you seen the prefab plugin?

#

pretty damn awesome

languid shard
#

lets see

#

the tool made by Nate @frank escarp ?

frank escarp
#

yes

languid shard
#

yeah looks like it could do the trick

frank escarp
#

i use it to edit blueprints in the normal world

#

its extremelly useful for my procedural generator

#

becouse the blueprint edit window fucking sucks

languid shard
#

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

kind temple
#

guys I am looking for high quality free game assets . Characters, Foliage , cars , doors , basically everything. Any directions anyone can point me into

honest vale
#

high quality, free, pick one

#

actually the paragon assets are free, you might find something there

kind temple
#

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

whole quarry
#

most make their own assets

#

people aren't fan of asset flipping games

cloud cobalt
#

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

whole quarry
#

free assets should only be used for prototyping and/or as placeholders imho

latent warren
#

depends on how heavily you edit them, imho

#

I can't model to save my life, but I can texture pretty good

#

you'd never be able to tell looking at the source

whole quarry
#

that looks like a very resource expensive tree

languid shard
#

the overdraaaw

latent warren
#

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

whole quarry
#

it could be in production, if that tree was the only thing in the game ๐Ÿ˜›

latent warren
#

^ rofl

whole quarry
#

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?

latent warren
#

that's very true, yes. it's hard to 'make it all fit together' without some altering

kind temple
#

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

faint cedar
#

is it possible to add command lines to the device launcher?

whole quarry
#

@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 ๐Ÿ˜ƒ

#

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)

kind temple
#

Okay okay. sounds good I will have a look at that

whole quarry
#

unless you dont mind spending years on 1 project ๐Ÿ˜„

kind temple
#

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.

whole quarry
#

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

kind temple
#

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

latent warren
#

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

whole quarry
#

starters have no idea how the scope looks like when thinking of your first game to work on

latent warren
#

but in reality you should only be doing about 10% of that

whole quarry
#

dream -> ambition -> motivation -> exploration -> arrrggg what did i start

latent warren
#

hahaha exactly

kind temple
#

hahahah

cloud cobalt
#

"Keep things in scope" is the most important skill to learn. Literally more important that absolutely anything else.

kind temple
#

so here is the most important question. where to start

latent warren
#

^

cloud cobalt
#

A game like God of War or Horizon ? Literally absolutely impossible for a small team

#

Not even a question

latent warren
#

I'll give you my typical process to starting

#

differs for everyone of course

cloud cobalt
#

If your project is "open-world game with vegetation and human characters with a story" then your project already failed before you start

latent warren
#

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

kind temple
#

mmmkay mmkay. And a core i5 6400 , 12gig ram and a gtx 1060 6gig OC is fine for rendering ?

latent warren
#

plenty. you won't need to worry about that until late-dev anyhow

kind temple
#

cool. Happy days

#

thanx for all the information

latent warren
#

you bet ๐Ÿ˜‰

cloud cobalt
#

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
kind temple
#

@cloud cobalt Thanx for that. I

whole quarry
#

@kind temple Usually, atleast this is what I try to do for each project I begin

  1. Get general idea (main feature of the game)
  2. 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
  3. Write out game world
  4. Write out player game controls and gameplay
  5. 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)

latent warren
#

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

whole quarry
#

go ahead, all information is meant to be shared ๐Ÿ˜‰

latent warren
#

๐Ÿ‘

kind temple
#

Well thanx guys . I'll keep scanning the chat , but my lunch is over I'll be online later guys ! thanx

latent warren
#

you bet bud. don't get discouraged too, there's a lot of bumps.

#

there's always a way around them, just remember that

whole quarry
#

Remember, there is no better teacher than failure ๐Ÿ˜„

latent warren
#

Completely that

#

eh think it's going to be a 2-coffee break

#

one of those days

whole quarry
#

I want all day a coffee break, but damn customers keep calling ๐Ÿ˜„

latent warren
#

lol yeah damned people

#

oh, came across this the other day

#

eh, this is more like #lounge talk goes there

honest vale
#

re: horizon and foliage: the vegetation in that game was done by a three man team

cloud cobalt
#

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

astral marsh
#

guys

#

can i place multiple

#

nav mesh

#

in map?

whole quarry
#

why wouldn't you @astral marsh

latent terrace
#

Hey guys

#

I've moved my project from 4.17 to 4.19

#

any idea why my map would look like this?

whole quarry
#

rebuild lighting?

#

nice default material too

kind temple
#

@Qndel I'm curious as to what you used to create the world? Unreal sculpting or World machine or landscape generator ?

whole quarry
#

doesnt look like he sculpted it in ue4

kind temple
#

mountains look very nice . doubting it's sculpting myself. I have spent some time in sculpting

latent terrace
#

world machine I think

kind temple
#

ah okay cool

latent terrace
#

rebuilding lightning didn't help

kind temple
#

though as much

whole quarry
#

you didnt make the landscape yourself?

kind temple
#

thanc

#

thanx

whole quarry
#

what is actually the problem?

latent terrace
#

no, I'm a programmer : P

#

it's grey

#

it should be green

#

it was in 4.17

whole quarry
#

then set the right material on the mesh?

#

looks like it has no material at all now

kind temple
#

well I am off guys ( for real this time ) later

whole quarry
#

orrrr the shaders of the material haven't compiled yet

#

Im 99.99% sure its the default material right now ๐Ÿ˜„

latent terrace
#

hmm

#

do I have to create a material?

#

because I see that it was working before with textures

whole quarry
#

click on the mesh and in the Details tab it should tell you which material is applied now

latent terrace
whole quarry
#

at Material Element 0, change the material to the material you have for the green landscape

latent terrace
#

I only have a texture

whole quarry
#

create material then

latent terrace
#

so how did it work without a material on 4.17? : o

whole quarry
#

there is a smaller landscape mesh in your level

#

what material is that mesh using?

latent terrace
#

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

whole quarry
plush yew
#

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.

latent terrace
#

it's a landscape

whole quarry
#

@plush yew Go make Ping Pong ๐Ÿ˜„

#

@latent terrace Landscape meshes have a material too

plush yew
#

that means i need to learn c++ first

#

@whole quarry

whole quarry
#

I'm making a Pong game in just BP

#

I posted a video of it earlier in #work-in-progress

latent terrace
whole quarry
#

that Landscape Material you can use for the large (now gray) mesh too

plush yew
#

@whole quarry That ping pong game looks nice

whole quarry
#

Thanks, it stills WIP tho ๐Ÿ˜›

#

needs moar effects ๐Ÿ˜„

#

So much effects that @fierce tulip goes "Wow!"

#

@plush yew another popular thing to start with, and less difficult, is a endless runner

plush yew
#

Thanks for the help

whole quarry
#

It teaches about procedural generation, very usefull in projects later on

plush yew
#

k

faint cedar
#

so

chrome ivy
#

@worn cliff Hey, can I DM you about an issue with the Advanced Sessions plugin please. It is very important!

faint cedar
#

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

hot ledge
#

someone help me with some errors

digital anchor
#

when showing errors, show the output log from the build, its better

#

anyway looks like ASprintCharacter is undefined

hot ledge
#

Defined like how in the header file or

digital anchor
#

in the header, or the cpp

#

if its defined, then try to compile and send the output log

hot ledge
#

its not defined anywhere in the header and i dont know how

digital anchor
#

well, is ASprintCharacter one of your classes?

cloud cobalt
#

Look at the output log window in VS

#

Not the error window

#

The error window is useless and wrong

digital anchor
#

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

hot ledge
#

im trying to set a bind key for sprinting

digital anchor
#

you proibably want to reference &AFirstPersonGameCharacter::BeginSprint there

#

if the function is on that same class

hot ledge
#

wym same class how do i create a class i tried that already and it said BeginSprint is not part of AFirstPersonGameCharacter

digital anchor
#

well, where is BeginSprint declared?

#

do you know what a function is, or what a class is?

hot ledge
#

function is void function name

#

right

#

but idk what class is

digital anchor
#

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

hot ledge
#

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

digital anchor
#

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

hot ledge
#

k thanks

split crypt
#

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 ๐Ÿ˜Š

cloud cobalt
#

@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

split crypt
#

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!

#

๐Ÿ˜›

#

It's cool Epic is here, but totally understandable they don't respond in here much.

cloud cobalt
#

Publisher money paid in advance for an UE4 product is bound to royalties

#

Investment shouldn't

astral marsh
#

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

grim ore
#

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

astral marsh
#

its navmeshh

#

is like this

#

lemme show

#

the nav mesh doesnt increase

split crypt
#

this isn't exact, but shoudl help

astral marsh
#

thanks

cloud cobalt
astral marsh
#

yea its fixed

#

thanks @split crypt

cloud cobalt
#

Takes a few weeks though

split crypt
#

Thanks stranger. I emailed them as well as sent a few tweets. someone will help!

#

@astral marsh you're welcome ๐Ÿ˜ƒ

whole quarry
#

@astral marsh you can set if a mesh can influence the navigation

#

A bit late to reply :D

split crypt
#

๐Ÿ˜„

hoary charm
#

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?

velvet ravine
hoary charm
#

@velvet ravine Thanks!! I will try this right away.

tranquil bloom
#

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?

grim ore
#

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)

tranquil bloom
#

Hi @grim ore tyvm for your reply.

#

What if I don't ^^

#

Then I'm screwed?

maiden swift
#

If your project is made with a different version of UE4, the blueprint may be broken or not even appear at all.

tranquil bloom
#

That's the issue I'm having right now @maiden swift

maiden swift
#

You put the blueprint in your Content folder but it doesn't show in the content browser at all?

tranquil bloom
#

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.

grim ore
#

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.

tranquil bloom
#

@maiden swift Continue the typing please :p

maiden swift
#

@tranquil bloom We don't support extracting assets from published games here.

#

That generally falls under piracy which is not tolerated.

latent terrace
#

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?

tranquil bloom
#

@maiden swift it's for educational purposes?

#

Even then it's not allowed ๐Ÿ˜ฎ ?

latent terrace
#

isn't playing pirated games for educational purposes as well?

#

๐Ÿ˜›

tranquil bloom
#

The game is no longer published.

#

It's been dead for years.

latent terrace
#

so any solutions for my packaging maps folder problem? :p

manic pawn
#

@tranquil bloom blueprints are compiled and can not be reconstructed from a packaged game

regal hollow
#

Hey Guys

#

is there any tutorials for Dynamic skys?

next ivy
#

If I wanted to make procedural levels there'd be no way to do that really with just blueprints right?

polar goblet
#

When building lighting takes 10x longer than you think it would take

grim ore
#

@next ivy don't see why you wouldn't be able to in blueprints unless you need something C++ specific.

next ivy
#

@grim ore Hm, I'll look into it a bit more then

manic pawn
#

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

next ivy
#

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

next ivy
#

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

plush yew
#

is it possible to make an extremely popular game without me being noticed

#

Like could I just be behind the scenes

next ivy
#

?

#

It's unlikely that your game would ever become popular if you aren't willing to engage with people

plush yew
#

fr

#

Im saying by the media

#

obviously i would engage with team members, marketers, and publishers

next ivy
#

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

plush yew
#

thats true

next ivy
#

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

plush yew
#

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

next ivy
#

Ah - I understand that. I have had more passions than that.

charred dove
#

guys i have a math problem that i just cant do... 100 ... 0.25 = 75

#

basicly need to take 25% off 100, lol

graceful grove
#

wat

charred dove
#

im being so stupid

graceful grove
#

100 * .75 = 75

next ivy
#

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.

charred dove
#

sec. lol

plush yew
#

i never really thought that but if thats true then wow

next ivy
#

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.

charred dove
#

basically, is there a better way to take 25% off? lol

next ivy
#

(unless your stereotypes were correct which they certaintly can be)

charred dove
#

a set variable % off*

next ivy
#

well you can shorten that quite a bit

#

For instance you could divide by -100 instead of then multiplying by -1

plush yew
#

true

#

thx

next ivy
#

So there's no way to have two players in two different levels?

grim ore
#

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?

cloud cobalt
#

@next ivy Not the way UE4 is built no.

next ivy
#

well crap

cloud cobalt
#

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

next ivy
#

That is a pretty big design flaw

cloud cobalt
#

It's not really a flaw, it's how most games work

#

It's a fairly sane design decision

next ivy
#

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?

cloud cobalt
#

Most of these just have different sublevels inside a main level

#

Like I said

#

UE4 can do that

next ivy
#

I dont think so

#

At least Morrowind for sure

#

minecraft*

#

not morrowind lol

cloud cobalt
#

Just comes with some annoyances as a dev, and the server will load everything

next ivy
#

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

cloud cobalt
#

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

next ivy
#

well like minecraft its pretty straightforward

#

but youre right that kind of game isnt common

cloud cobalt
#

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

next ivy
#

Yea I'm also doing a procedural game

#

Though not like minecraft

cloud cobalt
#

Exactly like UE4 does basically

next ivy
#

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

grim ore
#

What would be a "level" to you

cloud cobalt
#

Something like Diablo Rifts is very much UE4 friendly

#

Anything like a MP shooter with a range sublevel, too

next ivy
#

Are diablo 3 rifts the same as like the pig level from d2?

cloud cobalt
#

Though that range would have a few limitations in UE4

next ivy
#

@grim ore Trying to make a 'town' and a procedural dungeon and have it where to players can be in either level

vale osprey
#

can place it somewhere "to the side" in the same level

grim ore
#

sounds like sublevels to me

vale osprey
#

yeap

next ivy
#

Hm, seems odd that I would only have one level for the entire game then

#

Except maybe main menu

cloud cobalt
#

I have exactly that myself - one level for the entire game

#

And sublevels

grim ore
#

you would have the town level. the bathroom level. a dungeon level. a starbucks level.

next ivy
#

Ah cool - I guess I'll do it that way then

grim ore
#

multiple levels, you just load what you want

vale osprey
#

might want to study UE4 level architecture first, need to operate with the same terminology

next ivy
#

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

grim ore
#

I think your just being stubborn about understanding this

vale osprey
#

don't speculate, just study it

grim ore
#

you want to load multiple maps. We tell you that you can.

next ivy
#

I wouldn't say I'm being stubborn, I was asking for advice

grim ore
#

you want 2 maps, a town and a dungeon. It's called sub levels in UE4.

next ivy
#

Yea I'm going to look into doing it that way now - thanks for the advice

grim ore
#

Traditionally tho for performance most online games will partition off areas and use instancing to support growth and expand ability

vale osprey
#

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

cloud cobalt
#

By the way, UE4 isn't really the best tool for procedural games, imho

next ivy
#

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

urban meadow
#

Ark does something similar, everyone plays on the island and it loads cave levels when people go in them

next ivy
#

Sub levels?

polar hawk
#

Sometimes

#

you just have to take a step back

#

and ask your self

#

what?

urban meadow
#

i'm actually not certain how they handled it in ark, i assume it was sublevels, but a trail worth investigating

livid haven
#

Screaming at existential crises is highly relatable.

next ivy
#

Yea and ark is open source is it not? Or at least moddable

livid haven
#

how they handled it in ark [...] worth investigating - probably not.

next ivy
#

Lol

urban meadow
#

moddable

livid haven
#

You may honestly be better off inventing your own solutions than trying to learn anything from Ark.

urban meadow
#

even learning what not to do is still helpful

livid haven
#

You'd probably still produce something better.

next ivy
#

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

worn granite
#

Ark, and its entire codebase ๐Ÿ”ซ Sion

next ivy
#

that bad?

#

I'd still be curious to see how they got multiple players in multiple different 'instances'

livid haven
#

Electrical cable class is derived from a crop plot class

#

Because electricity is water with a few dozen booleans and enums changed.

worn granite
#

... a ..

#

a... few DOZEN

#

?

livid haven
#

Everything is a few dozen properties.

#

Like integers that are actually bitfields

#

That you need to lookup the proper values to.

worn granite
#

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.

livid haven
#

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.

worn granite
#

Well I mean with a few keywords rather than a full on customization

livid haven
#

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.

next ivy
#

Game is well concepted though

#

Poor implementation

livid haven
#

In general concept, maybe. Design's still a shit show.

next ivy
#

Its just another clunky open world survival game

#

Devs really need to focus on removing clunkyness from those kinds of games - its too frequent

livid haven
#

Try Conan Exiles

#

It's most of what I wanted Ark to be.

next ivy
#

I've heard a lot of people talk about it

livid haven
#

Right down to having a narrative revealed through gameplay.

wary wave
#

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

livid haven
#

Ah

#

Huge, huge caveat

#

I only played either of these games on a private server, in my apartment, with friends, totally PvE.

wary wave
#

same

livid haven
#

I've heard that criticism before, too. I don't know what we did differently though.

wary wave
#

but it seems like in Conan, the only thing to do after that, is build better crafting stations and gear for some time

livid haven
#

Maybe there's not enough guidance towards the narrative content?

wary wave
#

there's an end-game, and a pretty decent starting few hours, but bugger all in the middle

urban meadow
#

sounds like Age of Conan lol

wary wave
#

I want to get out and explore, but bizzarely there aren't many options yet to do anything about that other than 'just walk'

livid haven
#

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.

wary wave
#

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

livid haven
#

They're adding taming/pets soon-ish apparently.

wary wave
#

yeah

#

I'm going to give it a good while before going back to Conan, I think

livid haven
#

So long as they don't fuck it up like Ark and make it multiple hour UI-clicking simulator 2018, should be fine.

wary wave
#

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

livid haven
#

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.

wary wave
#

yeah

livid haven
#

Which also makes collaboration infinitely easier.

wary wave
#

on our Ark server we cranked taming and breeding times right up

#

so it wasn't an issue

livid haven
#

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.

wary wave
#

yup

#

the longest default tame times used to be something like 20 hours

livid haven
#

But time alone is an awful means of introducing difficulty. Taming. Is. Boring.

wary wave
#

mature rates over 40 hours

#

people would have to alternate shifts around the clock to do it, it's absurd

livid haven
#

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.

wary wave
#

spike walls

#

tranq something, place walls around said thing

#

ferry resources in and out via flyers

livid haven
#

That's doable, but mostly resolves the RNG spawn screwing you part.

wary wave
#

nah, things can't spawn inside walls

livid haven
#

I mean, you're still playing watch-the-paint-dry.

wary wave
#

exception being that bug with something like Allosaurs

#

yeah, that's why we had the tame timers right down

livid haven
#

Oh, you had said up originally.

wary wave
#

nah, I mean that it was cranked up, as so you could tame the worst case scenarios in around 45 minutes

livid haven
#

Yeah. Down makes a lot more sense. Except now raptors are like 30 seconds and you can go full Chris Pratt.

wary wave
#

most 'normal' things were much faster

#

Raptors aren't very useful anyway though, so it doesn't bother us so much

livid haven
#

Oh oh oh, the rate was cranked up. Sorry. Yeah. That makes sense.

#

Herp derp.

next ivy
#

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

livid haven
#

I was thinking the durations.

next ivy
#

But I'll have to look more into it

wary wave
#

hehe

livid haven
#

@next ivy That sounds feasible.

wary wave
#

the server settings are rates, hehe

#

but yeah, we did the Island, did all the bosses and attempted ascension

livid haven
#

You can't have multiple UWorlds (outside the editor) in UE4.

wary wave
#

took about 7 months, doing two sessions a week

#

(five players)

livid haven
#

So multiple different UE4 instances with their own world and doing a server travel is likely necessary for any "dungeon instances".

next ivy
#

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 -_-

summer turret
#

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

next ivy
#

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.

summer turret
#

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?

weak peak
#

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

tardy crane
#

hello people

supple tartan
#

hello can someone help me with source code workflow?

next ivy
weak peak
#

thank you!

#

i actually found a pretty cool tut series from unreal as well

#

๐Ÿ˜„

next ivy
#

Awesome

weak peak
#

this should be fun

#

...hopefully :p

next ivy
#

You can also cheat and buy one from the marketplace because there are A LOT

#

but its probably better to do yourself

weak peak
#

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!

grim ore
#

first important step is to break the inventory system down into the parts along with your equip system then go from there ๐Ÿ˜ƒ

next ivy
#

wait is 4.20 released? Cause its not on epic games but it looks like its done on github

grim sinew
#

Still just a preview.

#

Probably coming out this week though.

next ivy
#

Ah ok - thanks

#

I dont think it really has much outside of vr

#

iirc

grim sinew
#

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

next ivy
#

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

grim sinew
#

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

high stone
#

I keep saying Niagra falls instead of Niagara. ):

next ivy
#

I mostly would like to see more AI integration at some point. They system doesn't seem as intuitive as it could be.

grim sinew
#

Did EQS ever go out of experimental?

next ivy
#

Whats 4.22 doing with raytraces?

grim sinew
#

Raytraced AO, shadows, and reflections

manic pawn
#
  • not usable on normal hardware
grim sinew
#

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.

manic pawn
#

doesn't it need tensor cores for the denoiser? so it probably isn't going to work at all

grim sinew
#

No.

#

No it does not.

manic pawn
#

p sure I read that somewhere

#

hm

grim sinew
#

Wherever you read that from lied to you

next ivy
#

EQS you mean?

grim sinew
#

I asked them in person.

manic pawn
#

does this not use the fancy ai denoiser by nvidia then?

grim sinew
#

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.

manic pawn
#

ah

next ivy
#

I meant like more traditional AI improvements, not like actual AI

grim sinew
#

It runs on anything.

#

Lushen, different topic.

next ivy
#

Oh ok lol

grim sinew
#

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

manic pawn
#

would be nice if you could turn this on, in game, for one frame, to take a fancy screenshot

grim sinew
#

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

manic pawn
#

no plans for raytraced gi?

grim sinew
#

It exists, and it can even bake to lightmaps, but it's not being released in its current form at least.

manic pawn
#

:(

#

wait if it can bake to lightmaps

#

does that mean you can update the lightmaps in game

grim sinew
#

No point doing it ingame, since it's just as expensive as doing it realtime in that case.

manic pawn
#

well depends on the situation, this would make it usable for things like in-game level editors

#

you'd only need to bake once

grim sinew
#

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.

manic pawn
#

๐Ÿคท rip

grim sinew
#

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.

manic pawn
#

yeah

#

that'd work

grim sinew
#

Yep. Any editor a developer puts together would still be worse than just the stock UE4 editor thrown onto the launcher like that.

manic pawn
#

I mean

grim sinew
#

It's more work and less functional.

manic pawn
#

you can also do this horribly wrong

#

like the first 2 I downloaded