#ue4-general

1 messages · Page 274 of 1

cerulean nova
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These violent delights have violent Ends 😄

hollow crescent
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So, I've completed the Programming QuickStart and am ready to move on (no up-to-date books to follow from what I've seen on Amazon) What do you recommend I do next in the Programming Guide?

cerulean nova
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depends on what u want to achive 😃

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learning c++ for example is usefull for basic understanding of Programming priciples but UE4 has a Syntax for C++

tall pendant
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I think "Learning C++ by Creating Games with UE4" by William Sherif is still worth a read or two. @hollow crescent

hollow crescent
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@cerulean nova I'm more interested in learning how to use C++ with UE4 rather than Learning it. I've skipped through a lot of the book you've mentioned @tall pendant it's a bit outdated. Some others in here agreed last night

cerulean nova
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when i started learning i got told to read "Programming Principles and Practice Using C++" 2. Edition from Bjarne Stroustrup

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but its more C++ then UE4 Focused

hollow crescent
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I have one of Bjarne's books

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Yeah I'm looking for something to do that involves C++ and UE4. Not really doing it to learn C++

tall pendant
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Sherif's book focuses on UE4's flavor of c++ and tbh it's still valuable. I dont know who in this channels spoke out against it.

cerulean nova
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i also bought a Udemy course for UE4

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"The Unreal Engine Developer Course - Learn C++ & Make Games"

hollow crescent
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Not as much as learning UE4 anyway 😃

tall pendant
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But it seems silly

cerulean nova
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it has over 50 Hours and starts realy basic and there is also a community + the guys who made them awnser questions if u have some

hollow crescent
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@cerulean nova how did you do with the blackhole project? 😃

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@tall pendant Read some bad reviews on it too...about the later chapters

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I'm not sure I want to do that to myself

cerulean nova
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blackhole?

hollow crescent
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The Udemy course, there's a test yourself project where you have to create a black hole that sucks the level up

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I forgot I even bought that course until you mentioned it

woven leaf
#

Hey, quick in between question: Are the assets from Epic's learning tab projects free to use as well?

hollow crescent
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got a link?

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😃

tall pendant
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Yes. Epic's Assets are free to use in projects.

cerulean nova
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but as good as c++ is i do alot in BP at the moment because its faster and i have a better overview i know there is some kind of BP to c++ Convertation but anyway for Prototyping and Visuals BP is fine ^^

hollow crescent
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Yeah I've been considering BP....

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like, is there any real reason to use C++ if youre starting from scratch

cerulean nova
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yes performance

cloud cobalt
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There is no BP to C++ conversion, there is an experimental tool to generate non-human-editable C++ from BP when packaging your game releases. It's kind of a last ditch optimization tool.

cerulean nova
faint cedar
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Stupid question - is there a simple way to disable an actor?

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Like, not just hiding it

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disabling it without deleting it

cerulean nova
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destroying them?

cloud cobalt
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Reasons for C++ :

  • way better source control
  • more reliable long-term
  • performance for some parts, though most of your game code will perform the same in real conditions
faint cedar
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No I mean

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disable it in the editor

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so that when I press play it ain't there

cerulean nova
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i use BP alot because if u do super complex stuff where u go back and for + replication on a large scale its more easy to stay ontop of everything and check stuff fast

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Hide in game?

hollow crescent
#

Wow. Interesting vid @cerulean nova

cloud cobalt
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Keep in mind it's the worst case here. Blueprint performs the same most of the time. Doing heavy calculation etc, calling plenty of engine methods in loops - that's indeed not BP-friendly

hollow crescent
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lol true

cloud cobalt
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Don't write pathfinding algorithms in BP obviously

cerulean nova
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yeah also who does that amount of loops

cloud cobalt
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Well I do, but all of it is C++ 😛

cerulean nova
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for what for example 🤔

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@faint cedar "Actor Hidden In Game" just check it

cloud cobalt
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Game that has a dozen factions trading resources with a real economy model using hundreds of vehicles

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@faint cedar Actor hidden + tick disabled I guess

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That's as disabled as it gets

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Maybe check replication settings too

faint cedar
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meeh

cerulean nova
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did someone ever experiment with UE4 + Large Amount of Players ?

faint cedar
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such a simple feature has no right being this convoluted

cerulean nova
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atm its 64 max. but i was thinking about increasing it not that its needed but i like the idea of being able to have 128 - 256 people running around in a open world

cloud cobalt
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@cerulean nova Not the right engine, and probably no one here, since few people here even have large amount of clients

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Don't think many devs here ever had 256 online players

hollow crescent
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so there aren't any MMOs created with UE4?

cerulean nova
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Im about to make a Open World Western game that is based on the Idea that "Do what ever u want" with Quests and Storys but without any Story Line and alot of Roleplay elements and People can Progress by farming money and buy stuff and do what ever they want to do

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my biggest Problem at this point will be Human Charakters and Animals but i will find a way or someone who is able to 😃

cloud cobalt
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There aren't many MMOs, to be honest, let alone UE4 based. Most online games these day go for "MMO lite" with 15 players & seamless matchmaking, like Destiny, Sea of Thieves (UE4 based), etc. There are no indie MMOs because indies don't get enough players to be MMOs.

remote roost
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hmmmmm

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is it fine to be putting menu navigation in player character cpp

cerulean nova
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Sea of Thieves could have been so good if there would be more people...

remote roost
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or is that a bad practice

cerulean nova
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i havent bought it because the Price to Content ratio is a joke

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i just bought Xbox game pass for 1$ at E3 or when ever that was 😄

cloud cobalt
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I love it myself, but that's probably not the place to discuss the game itself. Just noting the industry trend toward 3D online games with instances

cerulean nova
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The look of the game and the water and everything is fine but the game lacks content and i dont like the "stun" from meele combat...

remote roost
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ARK can have like 100 players in a server

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guess you could consider it an mmo

cerulean nova
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nobody is willing to canonfight and if so they just circle all the time and try to come onto your boat instead of a canon fight ^^

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I remember playing ark on release 😂 i had like 10-20 fps 😄

remote roost
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it's better now

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I think it ran really poorly because they did everything in BP or something

cerulean nova
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i would guess it was to many drawcalls

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because it seemed to be a GPU problem not CPU and its still realy GPU heavy

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the amount of Clutter for example

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and everything had interaction for picking stuff up and all that

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but UE4 is such a nice Engine its crazy

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even tho i would love to take a look into Frostbite or Snowflake (not public)

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Snowflake was for Division and Frostbite for Battlefield ^^

remote roost
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i just wish the lighting system in UE4 was more easily tweakable

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every game looks the damn same

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lol

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UDK had the same problem

frank escarp
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its the fault of the devs

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modifying the lighting formulas or tweaking things is nowhere near as hard

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i even implemented a native toon rendering light model. And a "low end" shading model that cuts out a bunch of features so its faster

remote roost
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i'll ask again, is putting menu navigation functionality inside of the character class fine or should I make another CPP class

cerulean nova
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Sea of Thives also looks diffrent to other UE4 games ^^ its just when people place stuff and doesnt change much and do shooter then yes shooter will most likely look the same

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Depends Ryan

tall pendant
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@cerulean nova You mean SnowDrop btw 😛

cerulean nova
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possible 😃

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something related to cold 😄

cursive dirge
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@remote roost I think main reason why people assume Ark works better now is because it was forever in early access and people just happened to update their computer along the years

hollow crescent
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Assetto Corsa Competizione looks pretty good

cursive dirge
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at least I never saw any positive progress on their perf upgrades

hollow crescent
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I would have thought it was gran turismo

cursive dirge
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basically they just added more things, then improved the perf

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and then it would still be worse than what they had to begin with

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@hollow crescent we haven't really seen much so far tho

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I'm mainly curious how they'll deal with TAA

hollow crescent
cursive dirge
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oh

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thanks

hollow crescent
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😃

cerulean nova
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yeah because compare the power of a GTX 1080 ti vs few years ago its crazy. I saw people using Multiple GPUs without SLI bridge because the motherboard supported it somehow and loaded Physix workload into the 2. GPU is that "Standard" ?

cursive dirge
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ark doesn't use gpu physics

cerulean nova
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yeah i mean more in genereal

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thats why i made a "."

remote roost
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actually, maybe I should just handle menu navigation in blueprint...

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🤔

cerulean nova
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sure

cursive dirge
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@hollow crescent that doesn't look too impressive tho, you can't even see the track textures as it's all blurry mess

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sure the car rendering looks good

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but that's doable in any engine out there

crude jasper
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Hi

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Can someone help me ?

cerulean nova
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depends on your question

remote roost
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what's up

crude jasper
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I have 2 questions 😃

woven leaf
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wE cAn tRy

crude jasper
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So first and i think easier? is

cerulean nova
#

1$ per Question 🙃 😛

crude jasper
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So im making a crouch system

remote roost
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i'll answer for 0.50

crude jasper
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:-:

remote roost
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joking

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go on

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lol

crude jasper
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XD

cerulean nova
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Yeah go ahead a Crouch System... we need more info 😃

regal mulch
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I take 70% of each of you for having to moderate your stuff

crude jasper
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Ok so im making a crouch system right and it works good i press ctrl and it crouches playing animations

cerulean nova
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@regal mulch who are u ? Google? 😄

crude jasper
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Cause im using the Crouch and Un Crouch

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But i wanna change the hitbox

cursive dirge
crude jasper
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Cause its smaller then my mesh

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how can i do it ?

cursive dirge
#

there are also two different shadow artifacts on the railings

remote roost
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smaller than your mesh only when crouching?

crude jasper
#

ye

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Cause its the Crouch and Un Crouch that changes that

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lemme open the project and ill show ya

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anyone familiar with this ?

remote roost
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i've only used those functions one or two times but hitboxes are tied to capsule component so you'd have to change that

crude jasper
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I would figure some ppl would knew since i think its a common problem but on youtube everyone just shows how to crouch not changing hitbox

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I Tried but it works kinda weird @remote roost

cerulean nova
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u mean smaller or lower?

crude jasper
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Lower

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lemme just make it pretty one sec

whole quarry
#

so when you release the crouch key, nothing happens?

cerulean nova
#

the Hitbox is parented by the mesh isnt it?

hollow crescent
#

@cursive dirge I guess you're right, but it sure as heck looks better than the current sim I play.

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PCars2 is a great sim, but it just looks like sand vibrating

cursive dirge
#

it does look better than the vanilla Assetto Corsa alright

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really?

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I think PCars 2 look better than what I've seen from that new Asseto

crude jasper
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No it works perfectly

hollow crescent
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yes. I don't understand why people think it looks better than AC. It hurts my eyes so much

crude jasper
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(sry for bad quality XD

remote roost
#

paint

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dropped

crude jasper
#

can you see well ?

remote roost
#

it's not changing because just setting an animation isn't going to make your collision smaller

hollow crescent
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I don't get it. AC looks like polygons in my eyes. just looking at it feels like sand

crude jasper
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Basically In the Green box, that defines the size of the hitbox

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But its LOWER than my mesh

cerulean nova
#

yeah there is something in UE4 for "Capsule half hight" when crouching

whole quarry
#

no, it doesnt

crude jasper
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I searched that but still

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it acted kinda buggy

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what i did was

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Create a capsule

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see the dimension of the one that comes with the game (capsule component)

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then i set the size of the capsule i wanted

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Then i created the command to set the sizes

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of capsules when i pressed and released

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Dint work

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It Clipped trough the ground

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rly buggy

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and when i lowered its size

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i also lowered its position

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Did not work either

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I settled with what i have but if someone knows how i can fix this, i would be pleased 😃

cerulean nova
#

isnt there a crouching system by Epic already within the Project

crude jasper
#

nop

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But in the char movement you can activate Crouch

cerulean nova
crude jasper
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and that allows u to use Crouch and Un Crouch

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ye

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hmm never noticed the crouching speed or eye height

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but still

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dont think that as anything to do with the size of capsule

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Wait

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holy

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i think

cerulean nova
crude jasper
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YOu aRe Right

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no not that

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if you change that

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it doesnt work

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but

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O-o

cerulean nova
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u made your own boolean for crouching instead of using the Charakter ones....

crude jasper
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what boolean ?

cerulean nova
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crouch 1

crude jasper
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ah ye i think i did

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but

cerulean nova
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instead of building with the already existing one

crude jasper
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i dont think it rly makes a difference

cerulean nova
#

it does because there is also a Crouching Function already

crude jasper
#

?

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I cant find it in the BP

cerulean nova
#

u can even then check for it for example "Is Crouching"

crude jasper
#

In tutorials etc i found they use the Crouch Un Crouch

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Ye

cerulean nova
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There are also people telling other people that earth is flat 😄

crude jasper
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Well but i found the solution

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xD

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other than that

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i found the solution

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Thanks to you xD

cerulean nova
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as long as it works for you thats great 😃

crude jasper
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On top right 😄

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look

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Thanks alot 😂

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I still have another problem tough... this one is harder i think´

cerulean nova
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u sure about that 😃

crude jasper
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kinda XD

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Okay here it goes

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So

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i was trying to make a System

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When I press Alt (ik i gotta change the key)

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Its supposed to go to a Free camera State

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in wich i can look around with out rotating with the body

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Basically deactivating Controler rotation Yaw

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If you know the game Pubg its something like that

cerulean nova
#

dont get me started on that because the Rotation is World bound not Charakter bound so 360 will aways be the same direction no matter what your charakter is looking at i was trying something simular like pressing alt in first person and be able to look 90° left and right but its depending on the actual posision that is tied to world rotation or something

crude jasper
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Ye thats i want to do

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Ye ik 😄

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thats what im doing in my system

cerulean nova
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i had a idea of Rotation - Rotation to make it 0 and go from there

crude jasper
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It sets the position in wich you are when you press it

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and detects the one you have At Event tick (its not there)

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Then it Breaks the values in Floats

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The Rotation you are at = Value

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The Min and Max are the values you get when you press Alt

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Supposedly it works

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But when it Breaks the Value From Rotation2

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It doesnt show the Value

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IT shows a tiny random number

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Ill show you

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well do you want to go to a private call ? i can Share my screen

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if youre okay with that 😄

cerulean nova
#

im on my own project atm 😛

crude jasper
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ah kay XD

cerulean nova
#

u come from a Arma background?

plush yew
#

???

crude jasper
#

Ill send prints then

plush yew
#

???

crude jasper
#

dunno

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i started unreal like a week ago still pretty new to this

plush yew
#

same

cerulean nova
#

there is multiple ways for example multiple computers for example

plush yew
#

i also started a week ago

cerulean nova
#

thats what swarm agent if for

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is *

remote roost
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lower lightmap resolution

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set swarm agent to standalone (I believe it's called this)

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set swarm agents cpu priority to high

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etc

cerulean nova
#

but i also had a "bug" a few months ago where it simply took forever now its back to fast for no reason ^^

crude jasper
#

Okay can i continue?

plush yew
cloud cobalt
#

@plush yew At this point in time there aren't many solutions. GPU Lightmass exists as a prototype - much faster and better - but it's only a prototype for now. Might be in the engine for real with 4.22 or something

remote roost
#

that's not lightmap resolution

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lmao

cerulean nova
#

dudawar u need to 0 out the orentation of the charakter and then go from there^^^

cloud cobalt
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@plush yew If your grass is set to static, that does explodes the lighting time

crude jasper
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what do you mean ?

plush yew
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@cloud cobalt how do i fix this

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???

cloud cobalt
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Fix what ?

remote roost
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set your grass to movable

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or disable shadows on it

plush yew
#

kkk

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let me try

remote roost
#

kkk

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🤔

crude jasper
#

Guys

remote roost
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what's up

crude jasper
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in what i made

remote roost
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what about it

crude jasper
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i think it works

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but you see in rotation 2 ?

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the value it gives when i use the break rotation node

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it gives a random value or something like that

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for example it gave 0

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why if the rotation 2 variable has other values ?

remote roost
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idk I don't understand blueprint that much compared to C++

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lol

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usually it's the opposite for people

crude jasper
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ahh :p

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ye blueprint is pretty simple

remote roost
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i only use bp for dead simple things that are harder to do in cpp

cerulean nova
crude jasper
#

whats that ???

cerulean nova
#

the base idea of charakter rotation

crude jasper
#

ye but

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how do i get the values ?

cerulean nova
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thats the problem because if u -45 or + 45 its always depending on the actual rotation

crude jasper
#

Ye

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then you need the worl

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World

cerulean nova
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and if its 360 at this point and u add 45 it will be 45

crude jasper
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Ye but my system works that out

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i just need it to show the value of rotation

cerulean nova
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GetActorRotation

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(written together)

crude jasper
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isnt that the same thing as Get World Rotation

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And Follow camera attached as Target

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Actor rotation probably will return the rotation of the mesh, wouldnt work

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or Get Control Rotation

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thats what ive been using

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But that isnt the problem

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the problem is the break rotator

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When Rotation has for example a value like Pitch 0,0005 and Yaw 33,bla bla bla In the Break rotator it shows 0 in each value

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i think it makes no sense

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because

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Cause this SET in this Picture

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works fine

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The only difference between the Two of this variables

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is the fact that one is updated each Tick and the other is only when i Press Alt

cerulean nova
#

then let it update in event tick ?

crude jasper
#

?

cerulean nova
#

make a float with 0

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and let the it give out actual rotation into the new float

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and use the float as readout

crude jasper
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But in rotation theres 2 values

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3 values

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and i dont think its possible to split them with out the break

cerulean nova
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just check for all 3 of them

crude jasper
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but how do i get one each out of the rotator ?

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ik what you mean but

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idk how to do i t

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i tried to search for Z or Yaw

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Yaw doesnt have anything But Z shows this

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Delta Rotator

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Delta Rotator

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but i dont understand it..

cerulean nova
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"get Yaw Input"

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add*

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not get

crude jasper
#

??

plush yew
#

It worked

crude jasper
#

hmm

plush yew
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reducing the light res to 4

crude jasper
#

you mean this ?

cerulean nova
#

wait...

crude jasper
#

kay

plush yew
crude jasper
#

woah man looking cool 😄

plush yew
#

thanks

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btw these assets are from the paragon

cerulean nova
plush yew
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and open world demo collection

crude jasper
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hmm

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so add the

cerulean nova
#

the break rot and make rot

crude jasper
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Make orot

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Ye

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it kinda makes sense >:)

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wait

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no it wouldnt work

plush yew
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@cerulean nova @crude jasper @remote roost Thanks for helping me out

crude jasper
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i dint do anything XD

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Good luck with your game 😃

#

@cerulean nova

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i need a float value

cerulean nova
crude jasper
cerulean nova
#

Mhousse1247 awnser

crude jasper
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?

elfin jacinth
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Hey everyone!

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How are we doing today?

crude jasper
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Woah

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Hi 😄

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im doing gud

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Thx 😄

elfin jacinth
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Glad to hear it! 😃

cerulean nova
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just put a branch in there to check if they are in "freelook" for example

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with a bool

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@elfin jacinth One day after another

crude jasper
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Ye i see

elfin jacinth
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Keep on swimming!

crude jasper
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with that i can test

cerulean nova
#

Just with a branch to check for if "alt" for example is pressed as condition

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with a simple boolean

crude jasper
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ye 😄

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thx so much

cerulean nova
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works?

crude jasper
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hmm

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wait

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i dont think so

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cause

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i cant test it

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theres no float for the Current pitch

cerulean nova
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u have to also do it for the other directions like pitch yaw roll

crude jasper
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ah ye lets ssee XD

cerulean nova
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it takes the current from the camera manager it seems

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not 100% sure

crude jasper
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hmm

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wait

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no i dont think it works

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well

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first i tried to set yaw and i dont understand how it works

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but it just defines wich direction your camera is

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hmm...

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the pitch is working

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wait

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i think

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Omg its working D:::

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Thx So much XDD

elfin jacinth
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Ya'll

cloud cobalt
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@elfin jacinth this is amazing

crude jasper
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?

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what is that

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so

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Creators

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will receive more ?

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jesus

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+20%

cloud cobalt
#

By the way Tim, are there plans to let UE4 developers ship their games on the Epic launcher too ? I know some already do, but I wonder about the long term plans at Epic. Would love to release our game there too.

crude jasper
#

You guys have a game ?

cloud cobalt
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Yeah we do 😃 Plenty of people here have a game, eheh

crude jasper
#

Wow 😄

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so cool

cerulean nova
#

Sea of thives changed the UE4 Logo on Startup is it Possible for us small devs to ? i know that with the right license u can disable it complete but just changin it would also be a cool thing 😃

whole quarry
#

I never had a UE4 logo at game launch

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afaik the ue4 logo you will have to add yourself

cerulean nova
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its depending on license

whole quarry
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no?

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where did you get that idea from?

elfin jacinth
#

As long as it conforms with the guidelines you're welcome to customize

whole quarry
#

Thats conform the usual TM guidelines ?

elfin jacinth
#

To our style guidelines, specifically.

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IE: The logo must be standalone

cerulean nova
#

on start of the game

whole quarry
#

@cerulean nova There is no such thing as 'mandatory logo display'

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by default, there is none

cerulean nova
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it depends on your license

whole quarry
#

no.... it doesn't

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where did you get that from @cerulean nova

plush yew
#

are you talking about 'your splace screen here' on mobile? or the ue4 windows icon?

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that's all changed in project settings

whole quarry
#

that ODB loading screen?

#

there is indeed a default UE4 splash screen

#

easy changable in project settings -> android

cerulean nova
#

No maybe thats new but back then UE4 hat Subscribtions and if u was a Sub u had to use the logo and as a Bigger stuido with a more expensive license u did not have to use the logo or something like that

whole quarry
#

thats more than 2 years ago..

cerulean nova
#

i thought they sticked with Free== logo for Advertising the Engine

whole quarry
#

UE4 isnt free tho

#

its 5% royalty after the first 3k

cerulean nova
#

yeah its royalty based

#

3k back when i checked it was 100.000 or was that sales 🤔

crude jasper
#

Hey @cerulean nova

cerulean nova
#

yo?

crude jasper
#

Remember my problem

#

?

austere hinge
#

Anybody using unreal with vulkan support

cerulean nova
#

both yes @crude jasper

crude jasper
#

well..

whole quarry
#

@plush yew was playing with Vulkan the other day, @austere hinge

crude jasper
#

The solution you found

#

The Yaw

#

Is not relative to the mesh

#

xD

#

Basically when i press it

#

only works in one direction

cerulean nova
#

what one direction

#

you have to set it for pitch then min and max pitch and by Yaw u use min and max yaw and for roll u use min and max roll

crude jasper
#

ye

cerulean nova
#

dont use min yaw on pitch or roll

crude jasper
#

?

#

just watch

#

the values

#

The values

#

arent relative to the position of the camera

#

its almost like theyre relative to the worl

#

world

#

when i press

#

press it facing forward

#

or the way i spawn in the world

#

It works yeah

#

but if i turn around

#

and do it

#

it will still face the direction when i was facing forward

#

let me try to show you

austere hinge
#

@whole quarrytq

crude jasper
#

Working

#

The mesh direction is as you spawn in the world

#

now

#

Opposite

austere hinge
#

Anybody here heard about HOUNDIFY?

crude jasper
#

it cant turn "forward" (mesh direction of forward) but does as the initial

#

ik its kinda hard to understand

cerulean nova
crude jasper
#

no thats not the problem

#

that lower wire is when i deactivate it

#

the problem is when its active

#

and actually, somethings off when it isnt working

#

i connected it right

#

but

#

the Yaw Min and Max

#

its weird

#

ive been playing around with the values

#

and

#

wait

#

ye makes no sense

cerulean nova
#

they dont even have a target

crude jasper
#

ye but i already changed that

#

Thats how it is

cerulean nova
#

but i told you at the beginning u have to 0 it out somehow wich is a pain in the ass

crude jasper
#

the problem still is on

#

ahh.

#

kay but other than that

#

When i deactivate it

#

I cant put yaw back to the default value

#

i tried yaw min -180 and yaw max 180

#

doesnt work

#

Yaw min 0 Yaw max 360

#

nop

cerulean nova
#

that means no limitation

#

wichs is wrong

#

u want 0 max

crude jasper
#

oh

#

and min ?

cerulean nova
#

0

crude jasper
#

nop doent work

#

yaw min 0 and yaw max 0 doesnt work

cerulean nova
#

because on deactivation u enable that your pitch yaw roll is always 0 because u controll your movement with mouse input right?=

crude jasper
#

Just blocks Yaw

cerulean nova
#

u have to also check the use pawn controll shit

crude jasper
#

ye

#

ik and it is

cerulean nova
#

wait then it is 360

#

@_@

crude jasper
#

?

cerulean nova
#

but its hella complicated XD

crude jasper
#

rip xD

cerulean nova
#

i have to see and fiddle around it myself just with images i cant see how it should work

crude jasper
#

ye...

#

rly weird

#

jeeez why did i get myself into this XD

cerulean nova
#

i for my projects ditched the idea of free look

crude jasper
#

ye XD

#

thats what i was thinking too

#

i've tried so many things

#

like using a box collision attached to the head

#

and if it hits the shoulders

#

blocks

#

but... eh...

#

rips

cerulean nova
#

could lead to bugs when jumping and the arms raise for example

crude jasper
#

tru

whole quarry
#

there are no bugs, only happy undocumented features

crude jasper
#

;-;

#

so sad

cerulean nova
#

you could make multiple cameras and switch between them but i go with 3. Person = free look because i dont have to worry looking into my own mesh in thirdperson and in FirstPerson its simply where ever u look u go ^^

crude jasper
#

ye..

#

just gonna forget it :-:

#

thx for the help 😃

#

but...

#

Still

#

whats troubling me more

#

is when i deactivate it

#

i cant bring it to default

#

you know why ?

#

its making no sense

#

this crap makes no sense xD

#

i tried min yaw -180 and max yaw 90

#

does like

astral marsh
#

hello guys

crude jasper
#

270 degrees

cerulean nova
#

thats why i told u because the orentation is always world based

#

kinda

crude jasper
#

yes

astral marsh
#

i made a crowbar breaking plank system

#

but the plank isnt breaking

crude jasper
#

but thats not the think

#

the thing

astral marsh
#

please check the blueprints which i'll send now

crude jasper
#

I wanna let it 360

astral marsh
cerulean nova
#

is the mesh even checked as breakable ?

astral marsh
#

this is inside

#

the crowbar

cerulean nova
abstract marsh
#

Hey all

astral marsh
#

it is ticked

cerulean nova
astral marsh
#

i followed trhat long ago

#

still it doesnt

#

netpeggle

#

i can show you through screenshare

cerulean nova
#

i go and focus back on my project need to make a whole Logic for Charakter movement states and stuff like that + stamina and other stats 😃

crude jasper
#

good luck 😄

cerulean nova
#

thanks

crude jasper
#

Does anyone know how to use the animation tab correctly ?

#

i need to learn how to animate XD

remote roost
#

What animation tab

next ivy
#

First thing I'd do is go through UE's set of tutorials for setting up a third person game

#

from scratch

remote roost
#

And learn C++ if you're serious about your project

#

Lel

next ivy
#

You don't need C++

grim ore
#

Everyone should learn C++. You have nothing better to do for a decade anyways!

remote roost
#

If you want better performance/an actual job you do

grim ore
#

yeah you need to know C++ for an actual job, no one hires artists!

remote roost
#

Doesn't take a decade to learn enough C++ to do stuff in unreal lmao

tall pendant
#

erm

remote roost
#

If you want a job in programming

next ivy
#

He didn't say he did

remote roost
#

Never said he did

next ivy
#

If you're working on an independent project you can use blueprints for most things and learn C++ as needed

#

Blueprints are getting more and more efficient

remote roost
#

But it's needed if you are serious about game programming

#

Blueprints can get hard to manage quick

grim ore
#

yeah if you want to be serious about game programming learn C++!

crude jasper
#

okay

grim ore
#

us silly people can stick with blueprints because we are not serious.

crude jasper
#

xD

cloud cobalt
#

C++ is not about performance.

crude jasper
cloud cobalt
#

It's about source control & long-term reliability

crude jasper
#

this is the animation tab

grim ore
#

C++ is about making sure you know what a reference and a pointer is because if you don't your gonna have a bad time.

crude jasper
#

i wanna edit the animations that come with the starter content XD

remote roost
#

I said if someone's serious about game programming they should learn C++, unless you'd consider people who use BP serious programmers

next ivy
#

If you don't need to do anything outside of the bounds of the engine then c++ is mostly about performance optimization

remote roost
#

Nothing wrong with BP

cloud cobalt
#

@remote roost Plenty of serious programmers use BP.

fierce tulip
remote roost
#

Ye, it's more efficient for some things

tall pendant
#

BP's are used in AAA games. But if you want to be an game programmer go with c/c++.

next ivy
#

I prefer to use BP's whenever I can because they're extremely easy to go back to and see how things work

tall pendant
#

BP's are Ue4 only.

remote roost
#

I have a hard time reading Blueprints

#

As opposed to CPP

next ivy
#

I'm aware for most thing BPs and C++ would be relatively equivalent

grim ore
#

Whooo... Race War in UE4Chat. BP vs C++, go!

cloud cobalt
#

@next ivy C++ won't bring better performance automatically. It will however bring much ease on long-term development - easier to track changes across multiple years, large teams, different engines etc.

remote roost
#

When they get more complicated

crude jasper
#

xD

next ivy
#

Lol Mathew

#

Its not like console or phone wars though because you should probably do both

#

(whereas you should use android and pc exclusively)

cloud cobalt
#

You definitely should do both 😃

grim ore
tall pendant
#

Also dont count on getting an Job at a Studio which actually is using UE4. Knowing C++ can get you a job anywhere while BP is limited to UE4.

next ivy
crude jasper
#

pretty thx 😃

next ivy
#

I don't know why UE has two of the same kind of tutorial around the same time

#

not sure which one is newer

grim ore
#

yeah learning BP is stupid because it has no fundamental programming cadences. Nothing in Blueprints is in any way related to actual programming core knowledge.

cloud cobalt
#

wat

next ivy
#

Um its not related to syntax

#

Its the same logic

tall pendant
#

huh. BP is still OOP in a form.

cloud cobalt
#

BP is very much exactly the same thing as C++ on a logical level, it's just graphs instead of code (and some advanced concepts hidden)

next ivy
#

I've often wondered why video games are the only ones tacking visual scripting

#

I feel like you could make a lot of money if you made a visual scripting language for ME Controls systems

cloud cobalt
#

They're not

next ivy
#

I haven't seen any outside of game engines

#

most people use raw C++ in engineering

cloud cobalt
#

Industrial automation has boatloads of that

#

Stuff like factory automation

grim ore
#

oh man visual scripting and node systems are all over the real world

next ivy
#

I mean I see HMIs

#

But they're more specific

#

More like GUIs

grim ore
#

and come on guys I was being super sarcastic in response to using BP/Learning BP being useless for real programmers or getting a real job.

remote roost
#

Never said it's useless but oke

#

Lol

next ivy
#

The main reason I use UE over Cry is that it has a more developed blueprint system

cloud cobalt
#

@next ivy Seriously though, I've used graph scripting just like UE does for industrial controls

#

Like very much similar

next ivy
#

Interesting - I havent seen any of that

cloud cobalt
#

And that was a decade ago

next ivy
#

I do smaller robotics

grim ore
#

the VSS system in Lumberyard is finally getting somewhere but it's still a long way off to be parity of BP. They are not focusing on making it feature complete for users, just for specific client requests 😦

next ivy
#

I was thinking of visual scripting with regard to all the drone hype and such

grim ore
#

There are quite a bit of new "toys" out there using VSS for the systems. Smaller robots and such that teach programming using scratch like systems.

next ivy
#

Isnt that a measurements program?

#

I think I've used that before lol

#

Though I want to say a newer version or perhaps a similar program

cloud cobalt
#

It's an automation tool to plug between sensors and motors in a factory, stuff like you'd use to build an assembly line

#

It's been around for much longer than UE4 (or UE3)

next ivy
#

Yea we used something similar back when I was in college for measurements and instrumentation

crude jasper
#

Regarding to the animation thing, anyone knows a way to see where keys are ?

grim ore
#

man I want to say there was an older mac system I used that was using a node based system that I used to use. like a notepad coding system.. damnit off to google

next ivy
#

But I took a robotics class where we designed a robot basically coding from the microprocessor and we did it in raw C++. Though now that I think about it the reason we didnt use a visual scripting language was probably because we needed to be really low level to get it to work

#

If you want to know about animations, do the tutorial I linked from start to finish first. It can be a drag but if you don't know how the startup project works then you won't be able to expand it

crude jasper
#

thx 😃

grim ore
#

It's been years since I touched animations so it looks like you use animation layers to create new animations from existing ones

hoary charm
#

if I have a large interior, should I use 1 reflection capture with a large radius or place multiples?

upper heart
#

Multiple non-overlapping

#

They are culled, so that is the route I would go

sudden agate
#

multiple ones overlapping

#

Actually both. You should place one that covers your whole interior and smaller ones where reflections are important

wispy plume
#

i have a basic question, im trying to make a sort of traditional RPG game. Can i do my battles right there on the world map? or do i have to do a new level for battles and then transition back to the world map?

#

can i transition the controls and get my characters into battle formation to wait their turn once battle commences and then have them switch back to exploration once enemies are defeated?

grim ore
#

You can do whatever you want if you can program it

#

the player controller can be swapped out if you want to do something like that or you can just have a toggle between overworld and in combat controls in the same controller

polar hawk
#

/giphy woah

#

Ahh mobile

wispy plume
#

hmmm ok interesting, so i should look into control toggles and defining overworld and in combat

#

@grim ore

sudden agate
#

@wispy plume I would prefer to make a separate GameMode and Map for the Battles

wispy plume
#

@sudden agate what are some of the advantages of doing that, if you dont mind me asking

grim ore
#

well it would just be a case of a boolean that would be checked after the input and then it would do X based on if the boolean is true or false. With that said making separate everything might make it easier in the long run.

sudden agate
#

@wispy plume separate logic, easier to maintain mo

#

imo

hoary charm
#

@upper heart @sudden agate Thanks guys!

upper heart
#

np 👍

wispy plume
#

@grim ore @sudden agate ok thanks for the ideas

dim arch
#

what is the performance cost of BP vs Cpp code?

#

I heard BP is 7-11x slower than native cpp, if you nativize your blueprints vs creating the same functionality in vs, what is the performance difference like

cloud cobalt
#

From identical to ~10x slower

#

Depending on the code

grim ore
#

there is literally no answer because ^^ depends on the code

dim arch
#

so if you coded two almost identical functions

grim ore
#

again depends on the code

dim arch
#

one made via BP nodes and the other written in cpp

grim ore
#

math heavy code, C++ advantage.

#

changing a color in UMG, no advantage?

#

looping thru a billion cubes, who knows. test it!

dim arch
#

thats true for nativised BP code too?

grim ore
#

true for all code in all languages. got to test it.

dark depot
#

^like he is saying it depends on code. for instance i cant code so everything i do in blueprints in faster then my C++ 😄

cloud cobalt
#

Nativized is slightly faster than BP, slightly slower than C++

#

Depends on the code too

dark depot
#

implementation matters

grim ore
#

different code in different situations perform...... differently.

dim arch
#

of course

polar hawk
#

Let me stop all yall right now

grim ore
#

that will be the 2nd time that video was linked in the last hour heh

dim arch
#

but how large is the divergence between the perofrmance relative to the difference

polar hawk
#

Don't worry about it

grim ore
#

it depends on the code....

polar hawk
#

If you want to know, use the profiler

dark depot
#

darn i was just getting my bookmark of that allar hahah

dim arch
#

if I wanted to stream a very large dataset into an UE4 shader

#

would Ineed an intemediary application between the data and the engine

#

to create a video

#

which the GPU could use

polar hawk
#

if using engine source

#

you wouldn't need another program

dim arch
#

ok

#

thanks for the video

#

U_U

#

I mean that guys question is pretty valid, if you want to profile the performance you have to create the code twice

cloud cobalt
#

My take is : don't use C++ because you think it will be faster.

#

Use it for other reasons, or when you know it will be faster and needs to

dim arch
#

well Iam mostly making BP game systems which coders to see as psuedocode and implement something similar when we need to refine performance

cloud cobalt
#

I'm mostly doing C++ here, if only because I'm very wary of having months / years of work stored in binary assets that I can't easily track changes for over long periods

sudden agate
#

Can I use Visual Studio Code with UE?

dim arch
#

to edit code yes, to build, no.

grim ore
#

You've got to keep in mind even after all the discussion you still could fuck it up and do a shitty job in c++ and it would be slower than the BP equivalent which then throws the entire thing out of wack. It's why there is no easy answer and the answer is the same for any performance questions; You've got to test your implementations for your specific test case for your specific answer

cloud cobalt
#

^

polar hawk
#

!video

sudden agate
#

but it's fact that C++ is faster in regards of identical "code"

#

no one will write C++ Garbage and "write" clean BP code

polar hawk
#

ahah

#

ahaaaaaaah

#

yes they will

#

Imagine any shitty situation

#

I guarantee its possible

grim ore
#

You can't say no one when it comes to people, like ever.

#

I can guarantee you I can write shitty c++ code compared to cleaned BP code

oblique trench
#

I think on 4.20 Python scripting is a feature.

#

So Python vs BP?

polar hawk
#

editor scripting

#

not gameplay

grim ore
#

Well it would be python vs blutility then lol

#

Whoo another vs question

oblique trench
#

Oh you are right @polar hawk

cerulean nova
#

what was the node that could play a curve float for example

#

that counts for example

#

was "Timeline" 😃

safe rose
#

You famous

gleaming lotus
#

Getting this horrible lag/freezing whenever I release my mouse after painting/sculpting landscape. My landscape is quite large and this has only started occurring after I added in materials. Is there any way to stop this lag / revert back to greyboxing without losing my current terrain painting?

cerulean nova
#

better hardware 😃

#

u have weight painting on your materials and everytime u change something it needs to re-calculate it if its based on slope for example

#

thats quiet a heavy task

#

better sculpt ur terrain without anything and when ur happy put materials on later

gleaming lotus
#

Yeah I figured as much

#

new CPU comes in a couple weeks, hopefully that'll stop me bottlenecking

cerulean nova
#

i could also need some new hardware 😂

#

but im super broke 😄

spring prawn
#

Hey Guys i dont want to be a nuisciance here

#

but i have a big bsp file in unreal engine 4 that has 319!!! materials

#

I have to go to every material and check 2 Sided then apply

#

is there a way to like do it one time instead of 319? I mean there has to be a way? no??

grim sinew
#

That's insane, have you considered just not using BSP

#

It's a blockout tool, you're not meant to make final assets with it

spring prawn
#

I really want to see how it looks in unreal engine, its an old map from a game

#

I understand, its just that so many people have imported old games of theirs into the unreal engine and remade, or even used them to trace it really

#

I wanted to do the same

tall pendant
#

as long as its your own map 😄

spring prawn
#

oh im not releasing this or commercilizing it in any way shape or form

#

its just a proof of concept, god no i never want any legal trouble

stable orbit
#

Does anyone know what this folder is used for since it takes up about 20Gb ??

#

C:\Users\<user name>\AppData\Local\UnrealEngine

stable orbit
#

Thank you

spring prawn
#

well, if anyone is ever interested

analog fog
#

is there like a hotkey/combo to easily preview nodes in the material editor?

waxen finch
#

if I make a free mobile game with unreal engine and use in-game purchases do I still need to pay EPIC 5%?

cerulean nova
#
  1. Royalty
#
You agree to pay Epic a royalty equal to 5% of all worldwide gross revenue actually attributable to each Product, regardless of whether that revenue is received by you or any other person or legal entity, as follows:

a. Gross revenue resulting from any and all sales of a Product to end users through any and all media, including but not limited to digital and retail;
b. Gross revenue resulting from any and all in-app purchases, downloadable content, microtransactions, subscriptions, sale, transfer, or exchange of content created by end users for use with a Product, or redemption of virtual currency, either within a Product or made externally but which directly affect the operation of the Product;
c. 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);
d. Your revenue from in-app advertising and affiliate programs;
e. Revenue from advance payments for a Product (from a publisher or otherwise); and
f. Revenue in any other form actually attributable to a Product (unless excluded below).```
#

if u sell anything ingame u also have to sare money from that

#

share*

waxen finch
#

and what about a studio that contains only 1 developer

cerulean nova
#

thats for 1 Dev. people

#

if u have a bigger studio u can make a custom license with them

waxen finch
#

oh

cerulean nova
#

but there is tons of info below just dont want to blow up the chat

#

u should read them ^^

#

stuff like :

#
The royalty is based on gross revenue from end users, regardless of whether you sell your Product to end users directly, self-publish via the App Store or any similar store, or work with a publisher. The following simplified example illustrates the application of the royalty to gross sales: if your Product earns $10 on the App Store, Apple may pay you $7 (having deducted 30% as a distribution fee), but your royalty to Epic would still be 5% of $10 (or $0.50).```
cloud cobalt
#

Basically yes, you always need to pay

#

Read the EULA closely

plush yew
#

@cloud cobalt i think that's the fairest way 😃

#

i am consistently impressed with the epic royalty policy for released games in combination with the MP royalty policy in conjunction

cloud cobalt
#

Well, Unity is still cheaper for game developers most of the time. But it's a very fair number I think

maiden swift
#

Neither one is cheaper than the other in an absolute sense. They use different business models tailored for different needs.

#

Generally speaking, Unreal's model is tailored for people who want to pay later while Unity's is tailored for people who want to pay up front.

#

And even then, there are always exceptions. Unreal has custom licensing and Unity has a free version.

teal tulip
#

Unity is cheaper if you can count with a hand the total num of developers

maiden swift
#

For some people, maybe.

#

That's not absolutely true. It depends on a variety of factors.

teal tulip
#

I don't even will use it right now as their problems on my end still there

maiden swift
#

Unreal is certainly more accessible.

teal tulip
#

And probably more causal developer friendly

#

More sandbox like with contents

polar hawk
#

@safe rose yeah dawg

tall pendant
#

causal as in mobile games? If so almost nothing beats Unity on that spectrum.

safe rose
#

hm

#

Nah, I think there are even better options than Unity for casual games

#

I don't know about Unreal being more accessible than Unity though

#

Even with Blueprints

polar hawk
#

Construct2D

#

and some others

#

are actually hella good

safe rose
#

yeah

#

Even GameMaker

#

Cocos

tall pendant
#

I played around with Defold. but well

safe rose
#

Godot is a viable option now (but I have very little info on it, no dev time at all, just WOM and reading updates here and there)

tall pendant
#

😄

safe rose
#

Simply..there are just so many options now for devs

#

And that's a good thing

next ivy
#

What exactly does the result node from GetCurrentPlayers need?

safe rose
#

?

#

That node is broken AFAIK

#

good luck with ping also

next ivy
#

Ah lol

#

I mean I can just get game state -> player array -> length

safe rose
#

Yeah, been like that for probably ever

next ivy
#

But I was curious

plush yew
#

Hey, how to reset the map ?

#

I made some mistakes

#

please

manic pawn
#

make a new one?

cloud cobalt
#

@plush yew Roll back with source control

plush yew
#

#

Ty

delicate needle
#

I have a character, and have it setup to activate looking around by holding right mouse button, but I cannont get Pitch to work, only yaw, Use pawn rotation is ON in the character camera component.

#

Nevermind, it works.

#

When I "set view target with blend" and my target is "Get Player Controller" it moves me to the desired camera, but then I close control of the player controller/pitch/yaw controls. How do I regain control of the view?

next ivy
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why is my teleport node crashing. I'm just moving get player pawn [0] to a set of coordinates at a specified rotation

polar hawk
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does pawn 0 exist

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yes

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are you sure

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I think so

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triple check

delicate needle
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Is my question vague or really stupid?

polar hawk
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it doesn't fit on one line so I kinda didn't read it, hold on

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close control of?

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what

delicate needle
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Oops. I'll retype my mess.

polar hawk
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most likely you still have a pawn possessed

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most likely your input is still driving the pawn

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why would you set a view target to a player controller

delicate needle
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I'll start with my goal. I have UX buttons for kitchen , living room, etc. This project has no free movement in X/Y, just preset views for various locations in the apartment. There is no walking around. When the user clicks kitchen, I want to view to transition there, and if the user holds down the right mouse button, I would like them the ability to look around.

worn granite
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what's likely happening there is that its driving your camera rotation from the player controller itself - I'm not sure why it wouldn't be using the control rotation for that - instead of whatever else.

polar hawk
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one easy way, create a blueprint that has a camera in it

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add input events

worn granite
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I'd try just clearing the view target

polar hawk
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then on the become view target event

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enable input

worn granite
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oic

next ivy
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@polar hawk I used set actor location and it worked

worn granite
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Yeah once you set the view target its locked to that actor, for clarification.

polar hawk
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¯_(ツ)_/¯

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post a callstack

next ivy
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Teleport wouldnt work no matter how much I simplified the blueprint - maybe its busted in 4.19

polar hawk
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post a call stack

delicate needle
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Okay, currently I do have a custom character with a camera, and a custom player controller that enables mouse, etc. That player controller is where I put the logic for holding down right mouse button.

next ivy
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Im not really sure what the point of the node is when we have setactorlocationandrotation

polar hawk
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has to deal with physics

next ivy
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Oh Teleport has wiggle room

polar hawk
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blueprint a camera

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put input in there

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unless its multiplayer

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otherwise

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have input events respect view target

delicate needle
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Its not MP, just arch viz.

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So, in practice, I should create a new camera, lets call it "Customer" and add a BP to it, in that BP of that "Customer" camera, I put the mouse view control logic?

polar hawk
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would be easier imo

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its arch viz

next ivy
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@polar hawk There's a teleport option under setactorlocation - is that new?

polar hawk
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its not like you need to do everything 100% game correct

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¯_(ツ)_/¯

next ivy
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Maybe they're getting rid of teleport node

grim ore
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don't forget to fade the view out and back in when you change because that is so in right now

delicate needle
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Is there a high level book, video series, etc for this type of stuff, inheritance, control of viewport, etc. Most anything out there jumps into someone's pet solution, instead of taking a wider view of the subject.

polar hawk
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afaik, no

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but I don't really know whats out there

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in terms of books and tuts

delicate needle
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How about people who offer 1:1 training, like 1 hour sessions via desktop sharing.

grim ore
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I have seen a few people out there that do that. You could also check out the courses on Udemy and see if those teachers offer it.

worn granite
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I know of people who used to do that, probably don't anymore.

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I've done so in the past

polar hawk
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My rate for that is now

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$1000 an hour

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Note: No one has actually paid this rate for 1:1 training

worn granite
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I

delicate needle
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Hope you are wearing something sexy at that rate.

worn granite
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I 'member when it was $100 or so

polar hawk
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even at $150 an hour

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1:1 training usually ends up in shitty situations

worn granite
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Can definitely see that happening

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You did not make me a UE4 god in an hour.

delicate needle
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Yeah, I can see how it can go sideways, especially question creep, etc.

cloud cobalt
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Best bang for your buck is great hour-long tutorials by experienced developers

delicate needle
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I have a very "but-why" and sort of desire a wider perspective of the parts to be satisfied. On the opposite end it can accumulatively help paint the larger picture, like how @grim ore 's WTF youtube series covers individual nodes, etc.

worn granite
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Yeah I'm pretty sure I've never seen a tut covering that sorta thing

delicate needle
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In other words, is not enough to tell me "use this" I want to know, why use "this" etc.

tall basin
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hey everyone, i'm kind of lost with blueprint subclasses and i need some help.

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I've got a trigger box in one blueprint, and I'm trying to get that to activate particle effects in multiple other blueprints

cloud cobalt
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@delicate needle The "why" type questions usually get great response here ! I love these myself

tall basin
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it's difficult to know if i'm even approaching it from the right direction, so i wonder how other people would do that?

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i can get it to work with just one, but when i add more target blueprints they don't work

delicate needle
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Did you watch this video, I don't pretend to know the answer at all, but sounds relatable to this video.

winged crypt
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What is the game.pdb file for?