#ue4-general
1 messages ยท Page 284 of 1
if you just want random npc moving around, you are better on Actor
Not saying you can't use it, just be aware of the overhead
thats what I'm worried about, once the game gets to 100 npcs walking around
Pawn/Character are for multiplayer games and player controlled stuff
use Actor
and make sure Tick is on C++
100 blueprint ticks would hammer the frames pretty hard even if they are low calculation
I'm thinking of still using behaviour trees for the AI
you probably want pawns for animated humanoid NPCs
but you are going to want to try and cut their costs down as much as possible
i have a really dumb question that i cant seem to solve and its bloody stupid created a pause menu with a quit button to quit the game but i get this error "The widget 'PauseMenu_C' was already added to the screen."
any ideas?
Only thing I can think of, is that it's already added to the screen @atomic rose
i.e. Add to Viewport
You can remove and you should
but im literally trying to close the game nothing should be added to viewport
no clue
you aren't showing us anything
so we can only speculate
Getting started with using Unreal Motion Graphics in Unreal Engine 4.
do this if you haven't already
I'll try using Pawn for now, see how that works out. project is still early in development so I can change before its too late
I wish this was somehow implemented https://answers.unrealengine.com/questions/258960/how-to-parametrize-a-landscape-paint-layer-inside.html
lol ignore the right screen
this is what i think is messing it up somehow @safe rose
quit
i really dont see the issue :/ am i being dumb?
No
only some of my animations have previews when I hover the mouse over them how can I make all my animations show?
What's up with all the spam in this server
Is this still in the engine? https://docs.unrealengine.com/en-US/engine/ui/leveleditor/modes/meshpaintmode/vertexcolor/vertexcolormatching
Cause it doesn't let me use the fix command even though it says they need it
is there a way to set the sound class of a bunch of sound cues all at once instead of each one manually? like you can do with sound waves
Is it really impossible to make a top-down multiplayer game?
No
so.. it's possible? ๐
Foxhole comes to mind
i'm thinking more like controlling with the mouse (at least for the movement) like diablo?
So you know of a top down multiplayer game yet ask if it's possible? ๐ค
well the top down template in the engine is top down and should work with multiplayer out of the box
i'm asking since i saw in a mmo-type game thread in reddit there was a discussion that the top-down template doesn't work with multiplayer
have you tried it?
not yet, still in the process of making other systems - was just wondering 'cause i stumbled upon that thread
Did they say why it didn't?
well this was the comment on the mentioned video : I do know that point and click movement in multiplayer with gameplay abilities is problematic and I have not seen anyone come up with a good solution yet. One of the popular solutions is to have a Player Controller owning a dummy character with a camera that has a reference to an AI controller that controls your actual character. Unfortunately this setup doesn't work with client predictive abilities ๐ฆ
ok so it has to do with the point and click and not top down and multiplayer itself. It has to do with the fact you are not using a character movement component which has network replication and prediction built in and have to do it yourself
ah, got it! Because I really wanted to include multiplayer even at a really small scale at some point and got worried for a moment
thank you for clearing that up
it makes sense based on that comment but top down and using a character with normal controls should work fine
but adding in click to move would cause issues out of the box
isn't top-down -> click to move? Or am I mistaken?
well top down is just a camera style
for example diablo 3 on the consoles is top down but not click to move
and I think it's considered more of a 3/4 isometric view style but top down seems to be another name for it
but the default character movement in top down is click to move - is it not?
again it depends on the game. you won't find click to move on a console
skylanders is a good example of a top down that is not click to move
yeah, i get that you can have top down and not click to move, i was just asking if i was gonna have a problem with making a PoE/Diablo style game in UE4 ๐
i you want it to have click to move and multiplayer then yes out of the box you will have replication issues with character movement
it's designed to take input from a source like a keyboard or controller and pass that into the character which then uses physics to move it and predict where it is going as well. That is all handled magically for you if you use a character.
the problem with click to move is you are skipping that and are telling the player where to go which skips that prediction
ah so i'd need to change my character movement in the future if i want to have multiplayer
now the base character will be replicated and movement but the prediction will not work out of the box so it might be out of sync and such
you might need to basically override the default movement in C++ and handle it yourself or put in some other error handling. I would think if it's not pvp you might be fine with the game being slightly out of sync. Honestly the best thing to do is just start up the template and go with 2 player and see what happens
I was gonna try and test but this stupid mac is stupid slow and I don't have it installed yet lol
these imacs have the worst hard drives in them
@grim ore Mak is not stupid. Mak is not slow.
and I can't even replace it without taking the screen off and buying a new seal
ah, i get what you mean- thanks so much for clarifying
but hey...top gpu our days around $1k
It's got a radeon pro 560 in it so atleast I can do some work but jesus... Windows decided to update office and now I literally can't use it until it's done
we only have it because we need to deploy work stuff to ios devices and the boss said "it must cost more so it's better" than just using a VM setup on a good windows machine or shoving a mac mini as a build machine somewhere lol
How can I remove that grid upp
I mean move
That yellow lines thing
So that it fits my character?
That
That's your capsule. ๐ All you have to do is find the Capsule Component to the left, and click on it. Then just translate it up
It's on the left top list
yea, it should be there
It's not
Is there a reset to default windows so everything will show up?
Never mind
I found it
But is there a reset to default windows setting ? The componests is now it's own window
i will be forever in debt too whoever can help me solve my problem. Ive been troubleshooting for 6 hours straight
yeah sorry lol
so i have 2 seperate characters
character 1's HUD works absolutely fine, and Character 2s HUD only somewhat works. the mana and health regen isnt working on character 2, and the progress bar percentage change doesnt move the bars. I have checked the ability 1 bp, the health and mana regen bp, the bindings, etc. Character 2s HUD is a duplicate of Character 1s HUD, with "Cast to" command replaced to the correct character. and ive switched the view port to melee HUD, and opposed to the original HUD (now named "Magic HUD")
also, the ability cool down function works on character 2, but the ability doesnt take away mana
it probably has to do with the way you cast, you might not have multiplayer supported
Is it ok if my capsule component looks like this I can't really move it up it just gives me shape options "capsule half radius" and "capsule radius"
like when you cast, (Get Player Character), there's an index, by default it just says 0
so the object off of "cast too" in the hud bindings?
the capsule is the root, you cant move it
Well when you're casting to your character, to get the variables, I am pretty sure the indexes have to set up right. Otherwise, it's just gonna do it for character 1
move the character
how would i set up the indexes? or are the characters assigned an index at creation?
now move it up ._.
Oh ok
if you go to high and you want him level, i believe the button "end" on your keyboard, levels him out. i know it works for objects, but havent tried it with people
@hidden berry each new player has own index, how otherwise you could draw UI for current player and not for others
so would the index for character 2 be 1 by default?
I did move the character up but the capsule still stays
and is that a new feature? because ive been following a tutorial too help out with the things i cant figure out, and he didnt change any indexes
are you in third person character viewport? @tawdry raptor
the capsule is going too stay, you just want to size your character to fill the capsule
But he's the right size
@hidden berry Get Owning Player Controller will return HUD's owning controller so for every spawned hud you'll have respective return
sorry i started working with unreal about a week ago, so im trying too still keep up . if i understand correctly, are you saying to make the object of "cast to sword character" get owning player, instead of get player character in the bindings for the hud?
GetHUD from a player controller will return a respective hud
or in the actual blueprint of the character itself
cause this is what i have right now
so would this work?
um..what are you trying to do?
you have 2 players right? btw is it local multiplayer or network one?
i havent set that yet, but i believe its set to network
it's a completely different things
i would like it too be a network eventually, but realistically, i just want too finish up the basics of the game before i worry about servers and what not
since if you have a server, you have multiple player controllers on it, and only 1 on each client (0 index)
For what it's worth, multiplayer is a decision to be made very early. Don't push it too much
you also should have in mind that some events are server driven and some are just for local player
i dont think i fully understand indexes yet. Are certain numbered indexes assigned at creation or do i have to manually assign them? i would be happy too learn on my own if theres resources too teach me, i know its irritating trying too explain things to omeone that doesnt have all the knowledge on it yet lol
Indexes are LOCAL value, for every player and for server
Local Players only have 1 player controller (in general), more if it's local multiplayer
server always have player controller for each connected player
that's why GetPlayerController(0) generally works
it won't work if the logic is server driven
or if you have local mp
so what function do i replace "getplayercontroller" with? the cast to character function"
i have the pictures of all the bindings and blueprints i can send you in DM if you want them
@hidden berry you don't need to, if you use get player controller (0)...but it will work only for current player (i.e. one that controlling the pawn)
@hidden berry you better ask on #blueprint or #multiplayer
If you start learning UE4/Unity/GameMaker/Construct/LumberYard/CryEngine with a multiplayer project you're gonna have a bad time...
Hello, Can someone help me with an issue i'm having
Describe your problem, people will help
It's in unreal 4
I'm importing animations into unreal 4, they don't show up, instead it's my character still stuck in a t-pose
how are you importing them? individual FBX files or one fbx with multiple animation tracks?
Individual FBX Files
ok and are you sure they are not importing? you don't see the files in the browser or are they just not set up so your character is still in his default pose?
They show that they're imported, but it's just a t-pose
I checked in maya to see if it was an exporting problem
so you see your skeletal mesh and then multiple animations in your browser?
but each animation is just a t-pose and not an animation?
weird. so double clicking the animation in UE4 browser doesnt actually play anything? they all show 0 length
are they all the same size on the disk? each fbx file? it's possible your not exporting them right. UE4 should detect what they are and set them up correctly when you import. Alternately maybe try exporting out with an older FBX version like 2015 or 2017 or 2013?
They are all different sizes
and if all this fails maybe try posting one of the animations in here or #animation and someone can check them out for you
atleast verify if it's a valid fbx file
I did through maya
I re-launched them through there, and they came back valid
I posted it in animation
@plush yew man it took me forever to get the engine finally installed but I tested your file and it imported fine for me. The animation is sonic running?
I dont think you have the start/end clipped right as the entire thing is 200 frames and only the first 50 or so are the actual animation but it did import. Did you check "import animations" on the import dialogue when you imported it?
https://i.imgur.com/3nz9bfw.png you can see the animation loaded here and the character not in the t-pose with it playing back
I wouldnt expect it to help much but you never know
I'll Install it on my gaming laptop too
So if it won't work on my Desktop, then i can always resort to the laptop
yep can't hurt to try
Also, how do i clip the frames in Maya?
That i don't know, I am not an artist
Alright, I'm into animating so Haha
I'm a beginner in maya, and that running animation isn't bad for just starting
Sonic
Heheheh torque and force for turning
Unstable af
Sonic riders one of my fav games back when windows xp..
@next badger i fixed it, thank you for your help. What it ended up being was i had a branch with a float too early in the blue print that i didnt notice
@hidden berry glad you resolved the issue by yourself, no thanks, not much help from me
well you walked me through it lol maybe ill have too use that info later on lol
Does the search bar in the Unreal Engine documentation actually work? I've been searching different things and it keeps giving me the same results
Does Unreal have a glossary? Then it could read from that in the search bar under keywords?
the search bar seems to work here, tried 3 different words and got 3 results.
Maybe Axion typed in Banana Hammock 3x?
Wow just finally updated my speakers to a headset (Arctis 7 nothing fancy). The sound quality watching SC2 cinematics almost made me cry. So beautiful
is importing animations from blender to ue4 just utterly inconsistent?
only solution i can seem to find online is to import every single anim as its own fbx
Haven't dipped my toes into blender yet but I have tons of tutorials in queue. Also curious
never had a problem, i export all my anims together
i have one fbx for my mesh and one for all of my anims
which was working
then i tried updating some of the animations and exported and nothing changed in ue
then i deleted all the files and reexported
anyon can tell me if this is actually good
and only 2 of them came in
im casting to my anim bp to get the Boolean who get true when my anim notify pumps
so that way it doesnt cast multiple times the dmg system
but it seens a little buggy, sometimes it doesnt works
reading something from the animation to make a gameplay relevant decision seems extremely sketchy to me
yeah generally speaking variables should only be sent to animation bps, not the other way around
do u have another idea? my problem is that : my dmg is calling multiple times between the overlapp
like, 1 hit gives 3x the dmg
you have to give us some more info...my tip would be to have that dmg? variable come from another class which sends the variable to the anim if needed
Oh yeah I forgot to ask today. I'm in the market for a new reasonably priced laptop for school use and UE4. Would a mid budget 1400ish i7, 1060, 16gb ram and 1tb hdd with 256 sdd be a decent powerhouse for blender and UE4 applications?
its probably overlapping once with the actor, then with the components
My idea is : i want to do damage when the sword overlapp, but it cast multiple times
so i was thinking about using anim notifys to tell when do the dmg
so in the anim bp, i set : when the notify cast, set the boolean to true
@dire storm which i7, and is that the 3gb or 6gb 1060?
so in the overlapp, it only cast the dmg if is it true
that will make it only work when its overlapping exactly when the notify happens
probably not what you want
@manic pawn I'm still looking at specs and whatnot so I'm not sure. would 3gb 1060 be enough? I mean I'm running ue4 on my old bucket of a desktop just fine but I haven't tried doing anything too fancy yet.
3gb seems fairly low
basically I'm trying my best to get the most out of my bucks. I got 1400 to get the best value out of a laptop as I can which sole purpose will be UE4, blender, and programming.
the editor mainly needs a good cpu
and ideally you'd have the whole thing on an ssd (project and engine)
yeah a large ssd would be nice but that jacks up the price pretty quick
FWIW, I can run the editor reasonably well as long as I don't jack the settings up on a 1050, which is significantly worse than a 1060.
Be prepared for jet engine mode on your laptop, however. ๐
cant wait for the future when internet is fast enough that we can have a fast desktop that a super lightweight laptop can just rd into
so has no one had this issue with blender animations? I just tried again and with 5 animations only 4 actually showed up in the editor
the internet is already fast enough for that
the problem is latency
which is unsolvable unless the server is somewhere next to you
wormhole connections that are so cheap and safe to create that average people can use the technology*
correct
so basically never
a mere decade away
i would assume
unless we figure out some more subtle energy
im imagining a basic cat5 cable just going into this void portal
๐ค
that would need to be a fairly large wormhole
imagine what a malicious person could send back to you :D
pls dont port sniff my wormhole interface
literally just repeated the same export operation with selected objects turned off and this time i get 2/5 animations in
i guess one fbx per anim it is
rip disk space
๐ค we have one fbx containing all the anims and it works fine
I learned today an important law in Texas Government. Did you know its illegal to own more than 6 dildos in Texas? Im seriously paying for these classes instead of being able to taking classes that are relevant to learning programming, game development, etc etc.. makes me shake my head. I has a sad now
I couldn't tell you how it's set up in blender though, don't work with that part of the project
the mesh and anims in one fbx?
best way to learn is just to hunker down and learn yourself
the animations seem to be in a different fbx than the mesh, but I don't know why
thats what ive read is the best way and the way ive been doing
mesh/materials import fine
but animations seem utterly inconsistent
why couldnt my hobby just have been woodworking
nothing corrupted in them either, theyre accurate just not the right anims
(this time i got 3/5)
has anyone here actually gone to one of those game design schools?
you mean youtube?
lol i didnt say my game design school
xD
though i have difficulty believing its so much better than self teaching that it would be worth forsaking a traditional engineering/cs path which could be supplemented by self learning
regarding actual game design schools
I think @safe rose went to one of them
i guess if ur extremely sure about what you want to do
I'd go CS if you're going into games
a traditional cs degree mostly has you learning a giant ton of irrelevant stuff
Go CS, learn UE4/etc on your own
I'm just starting a computer science major at the young age of 33 after military service....
You get the paper, you get the stuff you learn in CS, and you have a portfolio of non-school stuff.
@dire storm I did 12 years in the Marines before going to GameDev school
I might would actually go back around and do that, mostly for the paper.
@safe rose I know ๐ We had this talk a few months ago ๐
...lol im not even in university yet
I didn't go
im on a gap year just graduated from hs...though im young for my grade so im basically just a senior
Without haivng a CS degree. I can't really say Yay or Nay on it versus a straight up programming degree or video game dev degree
But it can't hurt.
Any of those degrees will teach you the basics
Programming maybe more so
If that's what you want to do
Game Dev degrees. Depending on what you want to focus on.
I'm honestly just getting a computer science degree for GI BILL monies so I can support more game dev learning
Some allow you to really focus on what part of game dev you want to do
Having a video game degree will be better than having no degree at all - having a CS degree makes you feel better about applying to all the places that list a CS degree as required.
Some will say "Or similar" though
Aye. Like. If you are hesitatant on game dev at all. Like you're scared you won't make money, get a job, can go Indie... Then you need a fall back plan
As for whether you can "get in" without a degree.... lemme get back to you, I'm trying.
I have no such reservations
having to do 20 hours of homework a week really cuts down on time for UE4 though ๐
ive been programming for 7 years and working in various 3d game engines for 5...i worry about how bored ill be in the first 2 or so years of a game dev school
indie is such a gamble tho
I know I can make money. I know I can get a game dev job. I know I can make it Indie.
@dry trench it will help you it more than you know
Most schools have onsite visits from AAA companies all the time
If they see your impressive portfolio before graduation. Ggwp
If that's the route you want to go
its really just a hypothetical tho...my parents would never allow me to go to a game dev school
CS, then
Meh. Are they paying for everything?
probably
Q @dry trench well. Can't help ya then. Either you want to be an adult and be self sufficient or not.
If you have no choice but to take their money for school. You gotta do what you gotta do
Just remember. This is your life.
Yeah man, just take on a mountain of debt
its not an issue of authority or anything...if i really really convinced them they would probably say yes but i have the grades to get into a really good cs program , and it just wouldnt make sense to anyone
Alot of being successful as an adult in a career isn't about what you know, its about who you know. You meet people and network while in college which is very very valuable down the line.
Yeah. And moreso in game dev program if that's where you know you want to go
At the very least get into a school with a game development program that you can sneak some classes in
Maybe minor in game programming or something
I knew people in the military who burned bridges and couldn't find a job outside in the civilian world because of word of mouth despite being very knowledgeable. On the flipslide you frequently see barely qualified people have great careers or get their foot into doors because they knew so and so and they vouched for them. Makes a big diff if you're trying to get in a studio if somwhere down the line a guy you knew in school also works there.
I understand that...believe me the thousands of speeches ive gotten about the various values of college lmao...but honestly if i have a choice between having an excellent cs job or working on a startup and doing indie on the side vs a guaranteed slot at a AAA i would probably choose the former...just because i enjoying being able to make design decisions too much
plus who knows how ill feel in 3 years
its your life ๐ Follow your dreams
TBH. You can learn a lot of stuff on your own in 3 years
But. It is much easier if your curriculum centers around it
thank you lvl1 lmao i love how this conversation turned so sharply
its a serious consideration
I've gotten pretty good at navigating youtube in the last 3 years
Then you can actually apply in on projects
It's not just yt follow
You need to create projects as well
Join game jams
oh yeah i never follow yt tutorials
just watch and learn
but my projects always get too ambitious
and im left here with 100 assets and great software that kinda just gets left behind...but i consider it a learning experience
'great' being a relative term ofc
someone can remember me wich option is to make my character do not turn around
bp
im not as familiar with bp but a and d should be interacting only with the character movement blocks
and mouse inputs should be working with character rotation
There's actually an option on CMC to orient rotation to velocity.
bOrientRotationToVelocity
work it
thanks guys
gonna try command that with a BP
cause i want when he enter the battle mode, to do that
but outside battle mode, it can rotate normally
i see
you could just enable and disable use pawn control rotation..though i recommend layering your own system on top of that so its more nuanced for your purposed
Never pay for a college degree. Get it for free in another country.
ProTip: Employers don't care. As long as you can do the job.
then switch to an algorithm that just moves your character in a circle around the target
Tskt sk
and rotates the cam accordingly
That's not true at all
If I see you have an Art Institute degree. I assume you have $65k debt.
absolutely depends on the job you're going into...high end tech jobs outside of startups will require degress..though connections alone if you are looking to start something yourself or do research are necessary
Not sure how big AAA % it is. But I bet it's nothing to laugh at either. Don't get me wrong. I agree that skill is everything.
Most AAA don't want to hire old, debt. They want young and local.
Degree or Experience. Get one or the other. Both is optimal obviously. Trying to get someone to hand you money without a degree and not having an impressive portfolio ๐
Watched EA do that song and dance for a decade.
Ahhhhhhh. That's not true. You know many foreigners Epic has employed?
Yeah, experience is #1.
And they aren't all youngings.
Epic is not the norm. EA, Acti, and Ubi hire young and local.
nvm if ur talking exclusively game totally different
They are the largest for hires.
for some reason it doesnt change anything if the orient to moviment is set or not
orient to movement only uses velocity...you are talking input
orient to rotation
If you want rotation to be driven by movement, you need to disable controller rotation use.
Its a one or the other kinda deal
but youre talking about strafe only movement that wont help you
Most common question I've been asked when job hunting at GDC from 2006 to 2011 was, "Are you local?" Eidos back in the day was hiring people who didn't complete their degrees. Nintendo was... Being Nintendo.
My favorite was Tell Tale. Huge line! The lead programmer comes out and says, "Anyone here for programming?" Response, "Nope all artists."
His face after hearing that. Poor guy.
nowadays big companies have their workflows so streamlined (looking at ea/activision mainly) that high skill or creativity isnt necessary for their devs...hiring local makes it easy
I will say this. College debt + AAA. Don't be surprised if they send your resume to the shredder. Especially Art Institute. Dime a dozen.
heh, what if someone chimed in as he walk-of-shame'd away "I uh. I did some python automation to improve my workflow once"
i cant imagine someone looking to be a game artist going to school for it
Activision was doing that at one GDC. They had THE BOX. If you didn't impress them your app went into THE BOX.
that seems realllyyy silly
@dry trench Know a guy who did that, works at a bigname studio rn
Not silly
but the ratio of experience to education value seems skewed in the experience department especially in those fields
'fields'
Well again. You learn a lot that you wouldn't by yourself
And you are being graded by not only the teacher, but your peers
Anyways, if you can get your degree for free, especially a mentor ship. Go that route and be local, or set aside a weeks stay after the convention.
You improve very rapidly in that type of environment
im curious about this activision app thing..they were looking at apps at the convention of prospective devs?
i placed those prepositions really poorly
apps of prospective devs, at the convention
Activision mixed it up every year. One year it was booth babes and THE BOX. Another year it was developers checking apps through DVD/CDs on a laptop.
Every year regardless I see someone leave in tears. Activision doesn't mess around with reality. They are a hammer.
i dont fully understand-did they have a criteria/competition? or did they just say send us software youve written
The criteria was usually for whatever game they had in the pipeline.
One year they wanted me for a kids game. Because my art caught their eye.
this is actually all i need to set to my character do not turn around, and only face the center of my screen, right?
Another year, guns, tanks, guns, more guns.
Does anyone have any game builds i can play? Im bored and want to do something tomorrow and feel like testing some games.
otaco...are you talking about something like absolver, where once you engage an enemy movement switchs to radial restriction, so you can only walk around the target?
i want to my character be able to do strafes when in battle mode
instead of running to the right
he strafe
like around an enemy? if you were to hold D you would complete a circle around the enemy
I've made this exact movement system before
You probably want if Button or Lock On, character strafe code. Like Moonwalk in Super Metroid?
yeah
its a really simple switching between movement algorithms
so he can walk backwards, instead of turning around
If you're not in combat, your mesh rotates with movement. But when you need the model to face the look direction, you do that.
Yeah
Go #blueprint @marble spire
Yep, moonwalk code.
k
when not looked on keep your standard movement, but when you have it on disable default look controls and make the transform always face the target (excluding the z axis)
oh wow! A little off topic but the Physics for Game Programmers; Continuous Collision video from GDC is FIRE!!!
basically that
do you have strafe anims otaco?
Yes
thats why im confused
he is turning with my mouse, but in the moviment he look to the sides
thats a little confusing
are you saying he rotates when you press a and d?
then you need to look at the code connected to your movement input and see where its going
because a and d should not affect the rotation or aim offset
it really doesnt work
im thinking is maybe because of the anim set im using
is the Advanced Moviment v3.0 from the market
they have some deep coding right here
maybe is something not compatible, idk
is there a way to combine dupe assets to a single asset quickly
i downloaded the paragon characters but they all have dupes of the same textures
taking up over 10gb
wasn't there a tool for that
no idea
Have you seen the ones on the official Unreal 4 YouTube?
Announce Post: https://forums.unrealengine.com/showthread.php?133824 Andrew's Materials/Resources: https://cdn2.unrealengine.com/HostForForums/2017/Landscape...
There are 3 videos.
Do I find how make a grid subdivision?
I mean, something like fortnite building
That the world is subdivide
It goes over all the terrain tools, unless there is something new that I am not aware of.
I don't know if Fortnite added anything new, not an area I'm an expert at or anything. I've just casually made a few terrains.
Maybe you are talking about world composition @plush yew ?
and you have checked out the documentation on it?
The third video is about world composition.
Announce Post: https://forums.unrealengine.com/showthread.php?144654 World Composition is a fantastic tool for handling multiple landscapes, managing massive...
Is it more complex to implement wheeled vehicles or hovering vehicles, or are they more or less on par in UE4?
Either one is pretty easy with the templates available.
We're building from the FPS template...and the game is quite far along.
I can't just "use a template"
Well, open up the racing game template, save it, close it, and then copy over the car.
Ok. Does it have both types of vehicles?
We're also concerned about which might be more computationally expensive.
There is a template with a space ship type thing, but it probably doesn't control how you would expect.
But if you just deleted the wheels and added a particle effect to the car thing, then you would probably get a hover car.
Yeah, we tried the space ship, ended up just developing our own.
Interesting on deleting the wheels though. I'd expect it to slide along the ground if I did that.
or not move at all without some reengineering
I'll give it a try. Thank you.
there is also a ufo ship using the floating component in the content examples
What is it called when the game sends out a line and then tells the blueprint what items said line encounters?
Linetrace! I think...
@steady hinge yes linetrace. you can use line, sphere, or boxes to trace from the source vector to destination vector
one of the most commonly used features for my game ๐
I'm trying to see if I can use it on a widget, or if it might just be better for me to try to do a blueprint using the angle...
a 3d widget? there's mouse interface options for that i think
haven't used them before but i know they exist based on mouse location (usually center of screen) if it's a 3d widget in space.
2d widget.
I want to have a center point in the middle of my menu with options around it, then have the selector follow the mouse from the center of the menu, like the hands on a clock.
Then have any menu option in that path act as hovered and be able to be selected.
@steady hinge this might help
using the x and y pos of the mouse cursor point, you can use trig to find the angle the hand should be rotated at. you'll have to set the x and y pos to be zero at center, and then positive or negative based on the 0,0 origin point set at center.
hey guys am using this line after my line trace and it works but when i put it in a functions it says some thing are undeclared the hit.location is undefined
UGameplayStatics::SpawnDecalAttached(SelectedDecal, FVector(5.0f, 5.0f, 5.0f), Hit.GetComponent(), NAME_None, Hit.Location, Hit.Normal.Rotation(), EAttachLocation::KeepWorldPosition, 20.0f);
I set an empty button directly at the center of the widget, then I pull the x and y location from that button.
ah cool
That's about as far as I am right now, lol.
lol
But skill checks work!
So my guy has a weapon and it fits in this pose perfect but when I change to the idle iron sights animations it doesn't follow the hand can I make it follow my hand
when does valve give steamworks payouts? should be seeing a direct deposit sometime today right?
You made a real game and are selling it?
I have two bodies in my scene both pickable and and have Collision added but when I try to take them closer it cross each other instead of blocking each other.
guys
do anyone here know about a dodge system bp?
i have the animations, but i cant imagine the blueprints
i quite imagine a launch character, but i cant imagine what to do to play the right animation
the foward one, right one, etc
making a game is so hard
how can anyone make one without a tut
i dont know
you need to be a genius
whats the thing
the people say to use instead of tick
cause tick is breaking my animation idk why
where can i find unrealpak
@tawdry raptor did u add to socket
is there a way to get the set a color from the PostProcessVolume?
Yes with a param
@plush yew what I have is a grid
I spawn tiles in a grid above the terrain, then trace down to make the tiles conform to the landscape
is that what you're looking for?
anyone have much experience profiling memory use in UE4?
I'm having a hard time getting much information out - trying to find the precise source of a specific memory spike
in the profiler I can easily find the correlating CPU spikes, but memory information? Nada
Hello
@wary wave feels bad man, only on ps4
where you have the low level memory manager that attaches to the spectacular ps4 memory viewer
that lets you view exactly where your memory is allocated and what is what
I would like one of those right now ๐
I'm in 4.19 RIP
From where I can see how much people are in the group?
I don't think you can get an exact number, but there are over 10,000 members of this Discord
Wasnt it about 14k?
in this group you haven't got command like server info
Soooo..... What is a good idea for my first game?
start small
@frank escarp - tracked it down eventually by using MemReport and digging through the UI class that seemed to be the problem
Retainer Boxes
one of our UI elements uses a Retainer Box, and when that element is removed from the viewport, the render target is not removed
@paper kernel How small?
@plush yew like packman, pong, space invaders
oh man, this is going to be unpleasant to refactor xD
So not very 3D?
you can add the 3D twist to it
or maybe a basic chess, if you're more into strategy games
I'd be wary of a supposedly 'simple' game like Chess, because providing an AI for a game like that is more or less impossible xD
chess is no joke
its AI is complicated
if you want something similar (board game), try Checkers
checkers you can just bruteforce a bunch of turns
Chess AI isn't impossible anymore
to my knowledge nobody has a working chess solver yet?
Depends what you call a solver
you can grab stockfish
i think its open source
and have a god tier chess engine, you just build the game interactions
Dunno how Stockfish works internally, I just know it's open-source, and better than all humans
Stockfish is a powerful and open source chess engine.
yup, open source
there ya go
Whether it solves or references game data is kind of irrelevant
a chess solver would be able to work with 'impossible' board situations, such as having the wrong numbers of pieces or fairy rules in place
so it's pretty relevant
a referencer can only work from an existing data set
this solver uses game specific stuff, so i dont think it can handle 2 queens
maybe if it does a "dumb" mode
where it just bruteforces
aye
@wary wave Sure, if you're going to do modified chess, you'll need some brutal AI work
Stockfish is a free UCI chess engine derived from Glaurung 2.1. It is not a complete chess program and requires some UCI-compatible GUI (e.g. XBoard with PolyGlot, eboard, Arena, Sigma Chess, Shredder, Chess Partner or Fritz) in order to be used comfortably. Read the documentation for your GUI of choice for information about how to use Stockfish with it.
sweet
even better
pure chess engine, no UI or anything of the sort
would be a cool project to put this on unreal
for a VR chess or whatever
I'm sure all consoles have 5 different Stockfish based chess games
probably loads of stockfish chess games
the code is actually readable
most are pretty low budget though
i did not expect that
the recent Battlechess was shockingly poor :/
most of the files are sub 1000 lines
its.. so little code
i expected something much more complicated
this could be a nifty project to port to Rust XD
doesnt seem to go past 10k lines
and i specially did not expect readable code
i was epxecting some unholy abomination written by mathematicians who cant use more than 3 letters for variable names
I'd imagine the significant part of it is like other chess engines, just a rapid reference query, so the code would be quite simply
it probably only actually starts solving things rather than using reference tables when there are a small number of pieces on the board
a good chunk of a chess engine is just sheer bruteforce through the move tree
the rest is just fancier stuff to improve that bruteforce
like only going deeper on the important movements and similar
so its essentially a fancy version of a breadth first graph search
maybe a good old rng search, where it goes deeper on the moves wich thinks are more important (to avoid combinatorial explosion)
<_<
_>
^_^
v_v
y_y
x_X
ส_ส
สยณ
confirmed
i need help with engine
what is this?
i realy need help with it
i can't reinstall the program agian
it is my 3th time i do it
do you need the plugin? you can remove it from your game (if installed in the game directory) or from your project by opening the .uproject with a text editor and remove the thing there. This way your project would at least start again.
~_~
does anyone know what this error means and how to fix it?
hello guys can anyone send me a link to how to create map like in the game conan exciles or lastdayonearth?
@plush yew level design is a field to be studied, there is no tutorial to tell you how to copy a map of a game
@tawdry raptor the error tells exactly what is wrong
Make a terrain, Push and pull things up and down, plop down a couple static meshes, done!
levels are a combination of art and functionality
well yeah if you want a good one that is good ๐
make MMO in a week ๐
someone is making a YT series on that right now, a bit more than a week but pretty consistent videos. The only problem is it's building on a framework and not from scratch ๐ฆ
thats cheating
It kinda is but so is using UE4 technically ๐ There is still some decent stuff in there for learning networking and building out systems on top of the framework. It's mainly the networking stuff and a starter template so not a complete kit
well yea okay ๐
not map or level
map for game
when you lcick on the button to show you map
like Fortnite the map if you know
this map not the level
you mean you want to know how to open a level?
(so confusing, the initial question was how to make a map like <game>)
yeah I think he means the overhead map.
you draw a picture and show it
lol
or you use a scene capture from another camera and show it
yes
donkey
this is a part of the map of the game "LastDayOnEarth"
do you know the game
this game is the best mobile game
aside from what game it is, essentially they're usually a image
it has got many updates and very cool things
when I play this game, I am excited to do such a game
Yeah, the map in this game is just a painted image with points that open a "3D" location
So basically just paint an image
aha
similair to Skyrim's minimap, could be a lowpoly model too
but they work so I wanted to said that wen you click on the image it works and show you info
atleast, it looks like that
so how to do this?
with a lot of work
you make a picture in UMG, then add more stuff and make it do stuff.
start with learning the UMG system
@whole quarry It's not a world-conforming map like in Skyrim, it's an overworld map like in the first Zelda
It's an UI, so learn UMG, UE4's UI tool
Like how you learn the level editor tool for levels
and for my game I have a question- which crafting system to choose to create like in the game Raft, Conan Exciles or the other kind in this game that I sent screenshots of te map
an also you can drag on the map to move it
and I have an other question about simillar like tis how to create?
wait a moment
but first you should go here https://www.unrealengine.com/en-US/video-tutorials and check out the intro videos
how they make this?
they made some pictures and put the pictures on the screen. some of the pictures react to clicks or touches and they do stuff.
okay but you send me a lot of vieos-hmmm
@grim ore โค how you simplify it ๐
I sent you links to get started
and yes that will be hard for you to make right now
Learn how the engine works and how to work in the engine so you can write down what you want to do and then understand how each part of doing that is done. then you can make it ๐
okay
I look now what you send me and this that I see now all I know it for now
from this link
like menu health bar to shiow on the screen and these things
but thank you
why if I only have 1 camera does it not effect what I do in the real world?
Hello guys again-I can't move my character in my other project-why? I want to fix the problem with the color filling my health bar-hmmm and now I can't move-wow
did you change the input to UI only?
if you didnt do it then it wouldnt be causing the problem
the input mode? you can do it anywhere but if you didnt do it already then it's not the problem.
if its set to UI mode you wont be able to move
a okay
by default its set to game which is fine. That's why I asked if it was on UI which would stop you from moving. You said it wasnt so then no issues there.
I dont know whats causing the issue, you need to debug your character that is not moving to make sure it's getting input and go from there.
Well you might have a key to open the menu that sets UI mode
And then when you close it you set to game
you should delete that UI only node for now as that will only make it worse
or did you have that already set up before the issue?
@plush yew Here is some advice as you're apparently new to this :
- Take it slow, piece by piece, without expecting your game to be done this week
- Do it simple at first, and then add on it when it works
- Use source control to roll back mistakes
no I don't make a key to show and disapear the menu-I setting it when I start the game to show me the game menu and thenm when I press start the game button to transfer me to the other level to can move my character but I can't
Keep it slow, piece by piece. Start with just the menu, and just the game, and then figure out how to piece them together.
they are matched already
when I start the game menu is here
but when I transfered to the other level to start the game I can't move-why?
yes
and?
so since i wanted it to make a pawn noise emitter
i created a BP Pawn instead of actor
and i tried to use it
when it spawns
it doesnt attach to my hand
and when i change the pawn version to the actor version again
does the same thing
if i Undo my changes
it works fine
mind blow
little lines please
I have 2 Weapons
An Actor version
And a Pawn version
They're exactly the same
but the pawn doesnt work
when i set to spawn the actor again
doesnt work
LITTLE LINES I SAID
has anyone had such a bug? I got a 2560x1440 monitor and ue 4.19 has ruined widgets on that resolution
I changed the resolution to 2048x1152 and it works properly
my menu
after switching back to 2560x1440
red circle = cursor position, new game button thinks it's being hovered
sry dont know nothin
can anyone help me with my problem?
Guys, after I make a change to a variable in Edit Mode of an Actor ... My BeginPlay is called again (in c++) but my reference to an Actor is always null now, although the Inspector in the Editor is clearly showing that it's assigned, what gives ?
How do I best make a very long tube/hose level ? Do I just build it or do I need to have streaming or slicing or anything in mind? Thx
I keep getting error message " cant find file for asset" how can i replace the missing reference with the updated one
What's the ideal time to catch someone from the Epic Staff?
@high stone generally we dont appreciate people @-ing epic staff besides the community managers or if they are already part of the convo. else I'd suggest emailing them/forums/answerhub
Is there an email I can contact them by? It's a business question. I tried the forums and had no luck.
I tried that and they sent me here. ):
business question is a very broad topic
It's related to Unreal's current pursuit into voxel graphics. My company is planning on using the software.
Not the Minecraft style. Shadows, effects, and high detail models.
in that care you might be better off waiting a few days after the forum post, perhaps answerhub as well. dont think epic is actively pursuing it, and unless you have a custom license.. iunno.. a bit above my knowledge
I've been waiting a 2 months.
They are pursuing it and have released several major updates on the subject.
back in the day it was support@epicgames.desk-mail.com but I think they stepped away from zendesk. you might want to ask Amanda trough DM
or Tim
Thanks!
I know Epic charges 5% over $3000/q, but is it the same for archviz as it is for games? 'Cause, say, someone made archviz for the houses he sells, and it halls him sell them. He's not selling the archviz itself, though. That means no fees?
(This found this on google: https://answers.unrealengine.com/questions/314608/royalty-fees-licensing-for-interactive-architectur.html)
Thanks!
@latent terrace i have a 1440 monitor and it works fine, are you using dpi scaling?
Hello guys! anyone here can help me to make a Dodge system BP? Like nioh or bloodborne
i understand the launch character, but i need to know something about to trigger the right animation ( Dodge forward, left, right, back, etc)
The BP_PlayerCharacter has events for being damaged as well as having his health changed, both in the main Event Graph
Did someone ever heard about whats happening with me
if i put the tick event on my maingraph(even with nothing stick with him) it broke my animation
my character start to slides
Is there an option to make 3d trajectory unclickable ?
(Sequencer, timeline)
There is no damage BP, half the code in this sample is in C++ and it's using the gameplay abilities module
The RPGAttributeSet class handles all of the setting of attributes of which Health is one of them. They will be covering this sample project in more detail on Thursday so it might be something to try and watch
@grim ore how would I know if I'm using dpi scaling?
would it be this thing in windows resolution config panel?
yep that is scaling, that would probably be why
yeah deleting custom cursor solved the problem
I hope it has been fixed in 4.20
because my custom cursor worked fine in 4.17 ๐ฆ
There are a few DPI settings in the preferences and settings that might help out with the UMG issue, but i don't really know I never use desktop scaling
@light lintel in the end if you design your system to do what you want there is no difference. The Action RPG example uses systems built into UE4 which is what it was designed to show off. You would basically just have to create your own versions of that or learn to use those systems.
the gameplay abilities and attributes systems do that yes. You make a new attribute, like health, then you can adjust it as needed.
Utilizing C++ and Blueprints together in a UE4 project.
Setting up and using certain aspects of UE4's Ability system.
How to support multiple platforms like Android, iOS, PC, Mac, and consoles.
Things to Consider:
Due to the complexity of UE4's Ability system, ARPG only utilizes a small subsection of the available features.
Certain aspects of this project also require that you have a good understanding of how C++ works.```
GAS is not niagara
they used CPP because they wanted to show you how to do a project in both
Gameplay Abilities System. Niagara is a particle system. they are different.
^
I got everything fixed with my DPI. Only exception is Adobe Photoshop. (Shakes Fist)
just drop your scaling to 100% and no issues ๐
My windows login screen is the size of a small pencil.
eep. Is it a small 1440 monitor?
The DPI doesn't seem to kick in, until I login. 4k resolution.
oh 4k? yeah your gonna need to scale or use a large ass monitor
Bah! 4k is awesome.
like 50 inch 4k lol
Oh yeah I got a large monitor. Aside from some weird areas it scales.
I really don't like scaling. It's a pain in the ass to dev for
Well we need to get used to it. 4k and 8k is the future.
yeah but not 4k running at 150% scale so its really 3k
8k gaming. GG 120 fps. ETA 2080.
60 is enough
an easy way to think of it is like this. Lets say you were going to move your character 120 pixels to the right over 1 second. If you are running at 30fps then every frame you would move them 4 pixels. If you were running at 60fps it would be 2 pixels and at 120fps it would be 1 pixel. In the same time your character moves more smoothly from one position to the other due to being able to move 1 pixel at a time per frame rather than jumping 4 at a time. You can extrapolate that out for bigger distances and you should be able to see why higher displayed FPS gives a more perceived smoothness. It can also help with input latency.
oh definitely if it's 4k you need a 40+ inch monitor to make it usable at 100%
no, it's 2560x1440
oh then 27-30 shouldn't be too bad if you have that size
but then everyone has different eye sight
just get reaaally reaaaaally close to it
28 inch 4k works just fine. I can see the difference if anyone is wondering. Between 4k and 1080p. It's not as big of a leap as 720p to 1080p. But still noticeable.
yeah but why would I want to get really close to it? : P
if I"m comfortable at 125% ๐
ofc you can see the difference between 4k and 1080 : P
27-30 you said
I think mine is 25 ๐
Of course we'll never see the difference if no one has facial hair. /wink
25 isnt bad but it's a bit on the smaller size for pixel to size ratio. I have a 27 here and I with it was bigger plus I am getting old so that doesn't help lol
I'm getting pretty old too. Found myself yelling at the clouds. (It was raining)
Linus Tech Tips was showing off a 4k 43" 120hz display... so sexy
but jesus you need the power to play games at that resolution and refresh rate
Linus won't stop until he has 496k. I wish I was joking.
My reimagining of the amazing atmosphere of the opening hours of Metroid Prime.
Reinforces my theory that all Nintendo games look better in the Unreal engine.
Reinforces my theory that all games look better in the Unreal engine.
guys could i use liek this logo for my game so they know i did it in ue4
or no?
im gona do an animation obviusly
Was it powered by Unreal 4?
idk mad ein unreal engine watever
What about that? @carmine wind
https://youtu.be/dQPKnSFMNRY
How come when I hit play another character goes in map and I can't control the one I placed there
you have a player start and you did not set your player you dropped into the map to be auto possessed
Did I forget to click a setting?
How can I fix it to make it so that it works with the guy I'm editing
remove the player start and set auto possess on that character to player 0
Ok let me see if it works this instructor is confusing in the tuts
^you need to get permission from epic to use things like that
@grim ore is this where to change the player stat?
but in ue4 they say i need to do something like this
@carmine wind nah its not like unity https://www.unrealengine.com/en-US/branding
contact them before using it
@tawdry raptor Thats where you change the default if using player starts. if you want something you dropped in you need to change the auto posses property on it in the details panel for the one in your scene
Thanks @grim ore
I don't understand why the instructor left this out! He was getting confused and he confused me
I'm wondering if it is better to keep my dialogue blueprints in a separate blueprint or in the character blueprint for that particular character.
Then set variables inside the player character when I want to have choices in one npc blueprint affect another npc blueprint.
I need to open up my own arcade
Do it.
To have the UE4 intro, you have to ask to EpicGames and they will give you the one you can put on your game.
Probably because AudioCapture plugin is unchecked
Or missing completely from your plugins directly
Where should I start for learning unreal?
thankies
Would using modular kits on ue4 marketplace be considered asset flipping if I design next to all of the blueprints/programming myself and use iclone and iclone character creator for creating animations and characters? I'm also considering grabbing either world-creator or voxel farm. Can't decide if the extra feature of built in destroyable environments would be worth a yearly sub as opposed to buying world-creator wh ich could potentially do the same stuff lol
does it matter if it's an asset flip to you?
and if it does then spend enough time making it yours and that will not really be an issue. Sounds and assets are commonly re used even on AAA million dollar budget games, it's all in how you use them that makes it an "asset flip" or not.
If you have really good gameplay, and all the assets fit together, you don't need to worry so much about being called a flip.
If you're especially worried about it, you can always slightly tweak the pack so that it is more unique.
Everyone samples these days
"Asset Flips" refers to the games that are really low effort - its meant to imply that a novice with some extra money could sit down and produce the game over an afternoon.
Look Kanye West is a millionaire and he just sampled bits and parts of other people's music
Dr Dre entire first album was heavy sampled
So I guess that means the project I'm wanting to do isn't really an asset flip aside from maybe buying a few pieces to build the first set of environments myself until I can fund some original work?
Only the infants will shed a tear
You know the term used to actually have a very narrow meaning - I doubt you'd be defending that specific set of games
i can just updae my version from 4.19 to 4.20 with out installing full 5GB unreal 4.20?
@keen crane Yeah, seriously. Buy what you want.
He only holds it in idle mode
The fact you care will prevent your game from being labeled a flip
looks like a bone being too high or something - there's a few places that might be going wrong. Go ask #animation @tawdry raptor
Which channel would be the best channel to ask if anyone has like a certain environment that they haven't really used yet? I want to build my first demo in something specific and iconic to how I want the game defined but it doesn't need to be some big city at first. I'm thinking something like a decent sized jail that could house a couple different groups of people in different quadrants.
@slim ermine no you cannot update the engine in that way, the engine is separate for each install. You can upgrade the project in place but it might run into issues so it is recommended to make a copy first.
my main program have problem any way
so i will install 4.20
@worn granite thank you.
np np
anyone know of any good tutorials for learning the blueprint logic system?
nvm I found the docs for it
I'm wondering if it is better to keep my dialogue blueprints in a separate blueprint or in the character blueprint for that particular character.
Then set variables inside the player character when I want to have choices in one npc blueprint affect another npc blueprint.
@elfin stream if you have thr time i suggest the twin stick shooter tutorial, its an official 23 part video series that goes over everything and leavrs you eith a basic game made
using a "copy paste code" c++ character in 1 of the videos the rest is all blueprints and goes thru each tool in unreal
@steady hinge i dont think there is a right way to do it, but just think of reuse and ease of translation if that is a goal?
bte what kinda game you making, any pics so far
im interested in this game i won't like
The primary mechanic of my game is finding, negotiating (sometimes with the help of said clues), and trying to figure out the story.
The main character is an investigative journalist.
The secondary mechanic if firing catapults...
You also get chased by firefly bumblebees, and there will be 3 musical numbers in the style of Disney animated features.
And no murder, because murder is bad.
And you can't jump, I deleted that from the blueprint.
what would people say a minimum pc specs i should look into if i just wanted to write blueprints on the go. i have a high end pc to build my game on and test graphics and and all the good stuff. so thats not a concern. i im not limited by the idea of a cheap pc. i would like to get a laptop or tablet to use on the go.
so if i was just using basic scenes with hardly anything going on. what do you guys think would be required to run ue4 smoothly. ue4 runs fine on my i5 7th gen but i dont really know if just the base editor with very little happening will struggle with an integrated gpu.
I use a GeForce GT 740m on my travel computer. It has 8gb of RAM and a 2.4GHz i7 -4700mq.
That is the most minimal machine I was able to run Unreal 4 on. My old laptop wasn't able to do anything.
I have to do all my level design stuff with my desktop, but this computer is working fine for me at the moment for making blueprints and widgets and doing testing in a simple level with no trees or particles or complex lighting.
I've ran the editor on a 3rd gen i3 with integrated going but man on lowest settings it was like 12fps
A newer 8th gen Intel with iGPU isn't half bad and should run the base editor decent enough but even a base 800 or higher GPU would be adecent bump up.
@steady hinge pics or it didnt happen and this sounds interesting.. i like the catapults although investigative journalism and that is quite a story i imagine
Pics of what? My blueprints?
A series of intriguing interviews draw Cal into the lives of many colorful individuals. His core values are tested as he must choose if he will report the unbiased truth, even if the consequences hurt those he has grown close to.
With the economic future of an entire town hanging on Cal's words, this journalist may have gotten more of a story than he bargained for.```
@steady hinge the game
that resume sounds promising, sorry i dont mean to push maybe you dont want to share yet thats cool 2
The game isn't much to look at right now because I am just working on blueprints for the dialogue system and such.
I'm waiting till I can purchase WorldCreator until I build out my environment.
I have some basic concept art that I made.
World Creator is the most powerful terrain generator which is industry proven by many game, movie and artwork companies.
I could do it all in Unreal, but I just really like this program.
I find doing environments pretty easy, and most of my background in Unreal is in doing environments and particle effects and lighting and post process.
So I am focusing on what I don't do well first, because if I fail at making the core mechanic of the game, why even bother making it look pretty, right?
World creator and some landscape tools like World Machine help you make believable environments at a fraction of the time, helping sales. good tool to use for open env games.