#ue4-general

1 messages ยท Page 284 of 1

opal ocean
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They will be animated humanoids, but no MP

safe rose
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There is a ton of overhead if you simply just use Character tho

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Specifically that CMC

frank escarp
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if you just want random npc moving around, you are better on Actor

safe rose
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Not saying you can't use it, just be aware of the overhead

opal ocean
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thats what I'm worried about, once the game gets to 100 npcs walking around

frank escarp
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Pawn/Character are for multiplayer games and player controlled stuff

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use Actor

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and make sure Tick is on C++

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100 blueprint ticks would hammer the frames pretty hard even if they are low calculation

opal ocean
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I'm thinking of still using behaviour trees for the AI

wary wave
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you probably want pawns for animated humanoid NPCs

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but you are going to want to try and cut their costs down as much as possible

atomic rose
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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?

safe rose
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Only thing I can think of, is that it's already added to the screen @atomic rose

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i.e. Add to Viewport

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You can remove and you should

atomic rose
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but im literally trying to close the game nothing should be added to viewport

safe rose
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no clue

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you aren't showing us anything

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so we can only speculate

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do this if you haven't already

opal ocean
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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

honest vale
atomic rose
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lol ignore the right screen

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this is what i think is messing it up somehow @safe rose

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i really dont see the issue :/ am i being dumb?

wild glacier
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No

tawdry raptor
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only some of my animations have previews when I hover the mouse over them how can I make all my animations show?

safe rose
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What's up with all the spam in this server

vivid girder
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Cause it doesn't let me use the fix command even though it says they need it

spare steeple
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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

peak laurel
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Is it really impossible to make a top-down multiplayer game?

grim ore
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No

peak laurel
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so.. it's possible? ๐Ÿ˜„

shadow juniper
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Foxhole comes to mind

peak laurel
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i'm thinking more like controlling with the mouse (at least for the movement) like diablo?

frosty bloom
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So you know of a top down multiplayer game yet ask if it's possible? ๐Ÿค”

grim ore
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well the top down template in the engine is top down and should work with multiplayer out of the box

peak laurel
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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

grim ore
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have you tried it?

peak laurel
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not yet, still in the process of making other systems - was just wondering 'cause i stumbled upon that thread

grim ore
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Did they say why it didn't?

peak laurel
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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 ๐Ÿ˜ฆ

grim ore
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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

peak laurel
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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

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thank you for clearing that up

grim ore
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it makes sense based on that comment but top down and using a character with normal controls should work fine

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but adding in click to move would cause issues out of the box

peak laurel
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isn't top-down -> click to move? Or am I mistaken?

grim ore
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well top down is just a camera style

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for example diablo 3 on the consoles is top down but not click to move

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and I think it's considered more of a 3/4 isometric view style but top down seems to be another name for it

peak laurel
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but the default character movement in top down is click to move - is it not?

grim ore
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again it depends on the game. you won't find click to move on a console

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skylanders is a good example of a top down that is not click to move

peak laurel
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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 ๐Ÿ˜„

grim ore
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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

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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.

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the problem with click to move is you are skipping that and are telling the player where to go which skips that prediction

peak laurel
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ah so i'd need to change my character movement in the future if i want to have multiplayer

grim ore
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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

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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

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I was gonna try and test but this stupid mac is stupid slow and I don't have it installed yet lol

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these imacs have the worst hard drives in them

next badger
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@grim ore Mak is not stupid. Mak is not slow.

grim ore
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lol

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for a $1500 machine having a 5400rpm drive is total bullcrap

next badger
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hahah

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so true

grim ore
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and I can't even replace it without taking the screen off and buying a new seal

peak laurel
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ah, i get what you mean- thanks so much for clarifying

next badger
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but hey...top gpu our days around $1k

grim ore
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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

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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

tawdry raptor
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How can I remove that grid upp

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I mean move

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That yellow lines thing

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So that it fits my character?

amber sedge
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That

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That's your capsule. ๐Ÿ˜ƒ All you have to do is find the Capsule Component to the left, and click on it. Then just translate it up

tawdry raptor
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I can't find my components

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How to I bring it back

next badger
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It's on the left top list

amber sedge
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yea, it should be there

tawdry raptor
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It's not

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Is there a reset to default windows so everything will show up?

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Never mind

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I found it

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But is there a reset to default windows setting ? The componests is now it's own window

next badger
hidden berry
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i will be forever in debt too whoever can help me solve my problem. Ive been troubleshooting for 6 hours straight

next badger
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you probably should ask the question before...

hidden berry
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yeah sorry lol

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so i have 2 seperate characters

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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")

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also, the ability cool down function works on character 2, but the ability doesnt take away mana

amber sedge
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it probably has to do with the way you cast, you might not have multiplayer supported

tawdry raptor
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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"

amber sedge
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like when you cast, (Get Player Character), there's an index, by default it just says 0

hidden berry
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so the object off of "cast too" in the hud bindings?

tawdry raptor
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Is that ok? I can't really move it

digital anchor
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the capsule is the root, you cant move it

amber sedge
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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

digital anchor
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move the character

hidden berry
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how would i set up the indexes? or are the characters assigned an index at creation?

tawdry raptor
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He was leveled to the floor before

digital anchor
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now move it up ._.

hidden berry
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@tawdry raptor move up the character from there

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use the blue arrow

tawdry raptor
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Oh ok

hidden berry
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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

next badger
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@hidden berry each new player has own index, how otherwise you could draw UI for current player and not for others

hidden berry
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so would the index for character 2 be 1 by default?

tawdry raptor
hidden berry
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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

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are you in third person character viewport? @tawdry raptor

tawdry raptor
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Yes

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Third person

hidden berry
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the capsule is going too stay, you just want to size your character to fill the capsule

tawdry raptor
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But he's the right size

next badger
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@hidden berry Get Owning Player Controller will return HUD's owning controller so for every spawned hud you'll have respective return

hidden berry
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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?

next badger
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GetHUD from a player controller will return a respective hud

hidden berry
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or in the actual blueprint of the character itself

next badger
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um..what are you trying to do?
you have 2 players right? btw is it local multiplayer or network one?

hidden berry
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i havent set that yet, but i believe its set to network

next badger
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it's a completely different things

hidden berry
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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

next badger
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since if you have a server, you have multiple player controllers on it, and only 1 on each client (0 index)

cloud cobalt
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For what it's worth, multiplayer is a decision to be made very early. Don't push it too much

next badger
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you also should have in mind that some events are server driven and some are just for local player

hidden berry
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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

next badger
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Indexes are LOCAL value, for every player and for server

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Local Players only have 1 player controller (in general), more if it's local multiplayer

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server always have player controller for each connected player

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that's why GetPlayerController(0) generally works

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it won't work if the logic is server driven

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or if you have local mp

hidden berry
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so what function do i replace "getplayercontroller" with? the cast to character function"

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i have the pictures of all the bindings and blueprints i can send you in DM if you want them

next badger
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@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)

grim ore
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If you start learning UE4/Unity/GameMaker/Construct/LumberYard/CryEngine with a multiplayer project you're gonna have a bad time...

plush yew
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Hello, Can someone help me with an issue i'm having

cloud cobalt
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Describe your problem, people will help

plush yew
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It's in unreal 4

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I'm importing animations into unreal 4, they don't show up, instead it's my character still stuck in a t-pose

grim ore
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how are you importing them? individual FBX files or one fbx with multiple animation tracks?

plush yew
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Individual FBX Files

grim ore
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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?

plush yew
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They show that they're imported, but it's just a t-pose

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I checked in maya to see if it was an exporting problem

grim ore
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so you see your skeletal mesh and then multiple animations in your browser?

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but each animation is just a t-pose and not an animation?

plush yew
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Yes

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All are stuck in t-pose

grim ore
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weird. so double clicking the animation in UE4 browser doesnt actually play anything? they all show 0 length

plush yew
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Yes

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I re-rendered them and everything

grim ore
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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?

plush yew
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They are all different sizes

grim ore
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and if all this fails maybe try posting one of the animations in here or #animation and someone can check them out for you

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atleast verify if it's a valid fbx file

plush yew
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I did through maya

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I re-launched them through there, and they came back valid

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I posted it in animation

grim ore
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@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?

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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?

plush yew
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Weird

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I might have to re-install my unreal engine 4

grim ore
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I wouldnt expect it to help much but you never know

plush yew
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I'll Install it on my gaming laptop too

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So if it won't work on my Desktop, then i can always resort to the laptop

grim ore
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yep can't hurt to try

plush yew
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Also, how do i clip the frames in Maya?

grim ore
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That i don't know, I am not an artist

plush yew
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Alright, I'm into animating so Haha

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I'm a beginner in maya, and that running animation isn't bad for just starting

limpid sandal
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Sonic

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Heheheh torque and force for turning

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Unstable af

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Sonic riders one of my fav games back when windows xp..

hidden berry
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@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

next badger
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@hidden berry glad you resolved the issue by yourself, no thanks, not much help from me

hidden berry
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well you walked me through it lol maybe ill have too use that info later on lol

next badger
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@hidden berry read about Authority if you're going to make MP game

shell kettle
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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

high stone
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Does Unreal have a glossary? Then it could read from that in the search bar under keywords?

grim ore
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the search bar seems to work here, tried 3 different words and got 3 results.

high stone
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Maybe Axion typed in Banana Hammock 3x?

dire storm
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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

dry trench
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is importing animations from blender to ue4 just utterly inconsistent?

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only solution i can seem to find online is to import every single anim as its own fbx

dire storm
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Haven't dipped my toes into blender yet but I have tons of tutorials in queue. Also curious

digital anchor
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never had a problem, i export all my anims together

dry trench
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i have one fbx for my mesh and one for all of my anims

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which was working

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then i tried updating some of the animations and exported and nothing changed in ue

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then i deleted all the files and reexported

marble spire
dry trench
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and only 2 of them came in

marble spire
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im casting to my anim bp to get the Boolean who get true when my anim notify pumps

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so that way it doesnt cast multiple times the dmg system

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but it seens a little buggy, sometimes it doesnt works

manic pawn
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reading something from the animation to make a gameplay relevant decision seems extremely sketchy to me

dry trench
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yeah generally speaking variables should only be sent to animation bps, not the other way around

marble spire
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do u have another idea? my problem is that : my dmg is calling multiple times between the overlapp

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like, 1 hit gives 3x the dmg

dry trench
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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

dire storm
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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?

dry trench
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then pull the dmg variable from the other source

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for sure

digital anchor
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its probably overlapping once with the actor, then with the components

marble spire
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My idea is : i want to do damage when the sword overlapp, but it cast multiple times

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so i was thinking about using anim notifys to tell when do the dmg

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so in the anim bp, i set : when the notify cast, set the boolean to true

manic pawn
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@dire storm which i7, and is that the 3gb or 6gb 1060?

marble spire
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so in the overlapp, it only cast the dmg if is it true

digital anchor
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that will make it only work when its overlapping exactly when the notify happens

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probably not what you want

dire storm
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@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.

marble spire
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any idea how to make that work?

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im really stucked now

manic pawn
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3gb seems fairly low

dire storm
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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.

manic pawn
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the editor mainly needs a good cpu

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and ideally you'd have the whole thing on an ssd (project and engine)

dire storm
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yeah a large ssd would be nice but that jacks up the price pretty quick

glossy flame
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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.

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Be prepared for jet engine mode on your laptop, however. ๐Ÿ˜„

dry trench
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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

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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

manic pawn
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the internet is already fast enough for that

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the problem is latency

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which is unsolvable unless the server is somewhere next to you

dry trench
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correct i was being casual with my terminology

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wormhole connections...

manic pawn
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wormhole connections that are so cheap and safe to create that average people can use the technology*

dry trench
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correct

manic pawn
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so basically never

dry trench
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a mere decade away

manic pawn
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I wonder how it'd work

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what do you send through the wormhole? light?

dry trench
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i would assume

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unless we figure out some more subtle energy

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im imagining a basic cat5 cable just going into this void portal

manic pawn
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๐Ÿค”

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that would need to be a fairly large wormhole

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imagine what a malicious person could send back to you :D

dry trench
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pls dont port sniff my wormhole interface

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literally just repeated the same export operation with selected objects turned off and this time i get 2/5 animations in

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i guess one fbx per anim it is

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rip disk space

manic pawn
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๐Ÿค” we have one fbx containing all the anims and it works fine

dire storm
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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

manic pawn
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I couldn't tell you how it's set up in blender though, don't work with that part of the project

dry trench
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the mesh and anims in one fbx?

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best way to learn is just to hunker down and learn yourself

manic pawn
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the animations seem to be in a different fbx than the mesh, but I don't know why

worn granite
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....

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what a law.

dry trench
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thats what ive read is the best way and the way ive been doing

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mesh/materials import fine

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but animations seem utterly inconsistent

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why couldnt my hobby just have been woodworking

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nothing corrupted in them either, theyre accurate just not the right anims

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(this time i got 3/5)

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has anyone here actually gone to one of those game design schools?

dire storm
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you mean youtube?

dry trench
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lol i didnt say my game design school

topaz pine
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xD

dry trench
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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

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regarding actual game design schools

worn granite
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I think @safe rose went to one of them

dry trench
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i guess if ur extremely sure about what you want to do

worn granite
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I'd go CS if you're going into games

manic pawn
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a traditional cs degree mostly has you learning a giant ton of irrelevant stuff

safe rose
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Hmm

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Each has their benefits

worn granite
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Go CS, learn UE4/etc on your own

dire storm
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I'm just starting a computer science major at the young age of 33 after military service....

worn granite
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You get the paper, you get the stuff you learn in CS, and you have a portfolio of non-school stuff.

safe rose
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@dire storm I did 12 years in the Marines before going to GameDev school

worn granite
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I might would actually go back around and do that, mostly for the paper.

dire storm
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@safe rose I know ๐Ÿ˜ƒ We had this talk a few months ago ๐Ÿ˜ƒ

safe rose
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I received a CE degree while in though

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Yea

dry trench
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...lol im not even in university yet

worn granite
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I didn't go

dry trench
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im on a gap year just graduated from hs...though im young for my grade so im basically just a senior

safe rose
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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

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But it can't hurt.

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Any of those degrees will teach you the basics

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Programming maybe more so

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If that's what you want to do

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Game Dev degrees. Depending on what you want to focus on.

dire storm
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I'm honestly just getting a computer science degree for GI BILL monies so I can support more game dev learning

safe rose
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Some allow you to really focus on what part of game dev you want to do

worn granite
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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.

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Some will say "Or similar" though

safe rose
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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

worn granite
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As for whether you can "get in" without a degree.... lemme get back to you, I'm trying.

safe rose
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I have no such reservations

dire storm
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having to do 20 hours of homework a week really cuts down on time for UE4 though ๐Ÿ˜‰

dry trench
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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

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indie is such a gamble tho

safe rose
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I know I can make money. I know I can get a game dev job. I know I can make it Indie.

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@dry trench it will help you it more than you know

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Most schools have onsite visits from AAA companies all the time

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If they see your impressive portfolio before graduation. Ggwp

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If that's the route you want to go

dry trench
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its really just a hypothetical tho...my parents would never allow me to go to a game dev school

worn granite
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CS, then

safe rose
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Meh. Are they paying for everything?

dry trench
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probably

safe rose
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Q @dry trench well. Can't help ya then. Either you want to be an adult and be self sufficient or not.

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If you have no choice but to take their money for school. You gotta do what you gotta do

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Just remember. This is your life.

worn granite
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Yeah man, just take on a mountain of debt

dry trench
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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

safe rose
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I would look around at all options

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CS isn't the only way to go

dire storm
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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.

safe rose
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Yeah. And moreso in game dev program if that's where you know you want to go

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At the very least get into a school with a game development program that you can sneak some classes in

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Maybe minor in game programming or something

dire storm
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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.

dry trench
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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

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plus who knows how ill feel in 3 years

dire storm
#

its your life ๐Ÿ˜ƒ Follow your dreams

safe rose
#

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

dry trench
#

thank you lvl1 lmao i love how this conversation turned so sharply

#

its a serious consideration

dire storm
#

I've gotten pretty good at navigating youtube in the last 3 years

safe rose
#

Then you can actually apply in on projects

#

It's not just yt follow

#

You need to create projects as well

#

Join game jams

dry trench
#

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

marble spire
#

someone can remember me wich option is to make my character do not turn around

dry trench
#

?

#

not turn around?

marble spire
#

like, only turn with my mouse

#

make my A and D only make he walk to the sides

dry trench
#

use pawn control rotation ?

#

are you using bp or c++?

marble spire
#

bp

dry trench
#

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

worn granite
#

There's actually an option on CMC to orient rotation to velocity.

#

bOrientRotationToVelocity

marble spire
#

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

dry trench
#

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

high stone
#

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.

dry trench
#

then switch to an algorithm that just moves your character in a circle around the target

safe rose
#

Tskt sk

dry trench
#

and rotates the cam accordingly

safe rose
#

That's not true at all

high stone
#

If I see you have an Art Institute degree. I assume you have $65k debt.

safe rose
#

Plenty of employers do care and require degrees.

#

But sure. 99% of Indie doesn't.

dry trench
#

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

safe rose
#

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.

high stone
#

Most AAA don't want to hire old, debt. They want young and local.

dire storm
#

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 ๐Ÿ˜ƒ

high stone
#

Watched EA do that song and dance for a decade.

safe rose
#

Ahhhhhhh. That's not true. You know many foreigners Epic has employed?

high stone
#

Yeah, experience is #1.

safe rose
#

And they aren't all youngings.

high stone
#

Epic is not the norm. EA, Acti, and Ubi hire young and local.

dry trench
#

nvm if ur talking exclusively game totally different

high stone
#

They are the largest for hires.

marble spire
#

for some reason it doesnt change anything if the orient to moviment is set or not

dry trench
#

orient to movement only uses velocity...you are talking input

marble spire
#

orient to rotation

worn granite
#

If you want rotation to be driven by movement, you need to disable controller rotation use.

marble spire
worn granite
#

Its a one or the other kinda deal

dry trench
#

but youre talking about strafe only movement that wont help you

high stone
#

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.

marble spire
high stone
#

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.

dry trench
#

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

high stone
#

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.

worn granite
#

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"

dry trench
#

i cant imagine someone looking to be a game artist going to school for it

high stone
#

Activision was doing that at one GDC. They had THE BOX. If you didn't impress them your app went into THE BOX.

dry trench
#

that seems realllyyy silly

worn granite
#

@dry trench Know a guy who did that, works at a bigname studio rn

safe rose
#

Not silly

dry trench
#

ofc not universally

#

ofc

safe rose
#

I learned a lot about Game Art from school

#

I went to an Art School though;)

dry trench
#

but the ratio of experience to education value seems skewed in the experience department especially in those fields

#

'fields'

safe rose
#

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

high stone
#

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.

safe rose
#

You improve very rapidly in that type of environment

high stone
#

The guys who got mentored. They were front of the line.

#

Hope that info helps. (:

dry trench
#

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

high stone
#

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.

dry trench
#

i dont fully understand-did they have a criteria/competition? or did they just say send us software youve written

high stone
#

The criteria was usually for whatever game they had in the pipeline.

marble spire
#

even with everthing set up, it still turning around

#

im gonna explode

high stone
#

One year they wanted me for a kids game. Because my art caught their eye.

marble spire
#

this is actually all i need to set to my character do not turn around, and only face the center of my screen, right?

high stone
#

Another year, guns, tanks, guns, more guns.

crude sigil
#

Does anyone have any game builds i can play? Im bored and want to do something tomorrow and feel like testing some games.

dry trench
#

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?

marble spire
#

i want to my character be able to do strafes when in battle mode

#

instead of running to the right

#

he strafe

dry trench
#

like around an enemy? if you were to hold D you would complete a circle around the enemy

worn granite
#

I've made this exact movement system before

high stone
#

You probably want if Button or Lock On, character strafe code. Like Moonwalk in Super Metroid?

marble spire
#

yeah

dry trench
#

its a really simple switching between movement algorithms

marble spire
#

so he can walk backwards, instead of turning around

worn granite
#

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.

marble spire
#

Yeah

worn granite
high stone
#

Yep, moonwalk code.

marble spire
#

k

dry trench
#

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)

dire storm
#

oh wow! A little off topic but the Physics for Game Programmers; Continuous Collision video from GDC is FIRE!!!

marble spire
#

basically that

dry trench
#

do you have strafe anims otaco?

marble spire
#

Yes

#

thats why im confused

#

he is turning with my mouse, but in the moviment he look to the sides

#

thats a little confusing

dry trench
#

are you saying he rotates when you press a and d?

marble spire
#

yeah

dry trench
#

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

marble spire
#

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

spare kernel
#

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

manic pawn
#

wasn't there a tool for that

spare kernel
#

no idea

plush yew
#

How can i subdivide my landscape/word in grid? And work with that?

#

Any good turorial?

plush yew
#

Do I find how make a grid subdivision?

#

I mean, something like fortnite building

#

That the world is subdivide

steady hinge
#

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.

grim ore
#

Maybe you are talking about world composition @plush yew ?

plush yew
#

Yes

#

Something like @plush yew has done

grim ore
#

and you have checked out the documentation on it?

steady hinge
haughty falcon
#

Is it more complex to implement wheeled vehicles or hovering vehicles, or are they more or less on par in UE4?

steady hinge
#

Either one is pretty easy with the templates available.

haughty falcon
#

We're building from the FPS template...and the game is quite far along.

#

I can't just "use a template"

steady hinge
#

Well, open up the racing game template, save it, close it, and then copy over the car.

haughty falcon
#

Ok. Does it have both types of vehicles?

#

We're also concerned about which might be more computationally expensive.

steady hinge
#

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.

haughty falcon
#

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

steady hinge
#

I haven't tried it.

#

Just brainstorming, lol.

haughty falcon
#

I'll give it a try. Thank you.

grim ore
#

there is also a ufo ship using the floating component in the content examples

steady hinge
#

What is it called when the game sends out a line and then tells the blueprint what items said line encounters?

#

Linetrace! I think...

plush yew
#

@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 ๐Ÿ˜ƒ

steady hinge
#

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...

plush yew
#

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.

steady hinge
#

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.

plush yew
#

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.

hot ledge
#

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);

steady hinge
#

I set an empty button directly at the center of the widget, then I pull the x and y location from that button.

plush yew
#

ah cool

steady hinge
#

That's about as far as I am right now, lol.

plush yew
#

lol

steady hinge
#

But skill checks work!

tawdry raptor
#

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

plush yew
#

when does valve give steamworks payouts? should be seeing a direct deposit sometime today right?

tawdry raptor
#

You made a real game and are selling it?

plush yew
#

sold 5 copies in like 15 days why

#

still early access but people are liking it

visual hollow
#

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.

marble spire
#

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

tawdry raptor
#

making a game is so hard

#

how can anyone make one without a tut

#

i dont know

#

you need to be a genius

marble spire
#

whats the thing

#

the people say to use instead of tick

#

cause tick is breaking my animation idk why

tawdry raptor
#

where can i find unrealpak

vast flame
#

@tawdry raptor did u add to socket

rose quartz
#

is there a way to get the set a color from the PostProcessVolume?

vast flame
#

what do u mean

#

@rose quartz

cinder iron
#

Yes with a param

plush yew
#

@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?

wary wave
#

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

plush yew
#

Hello

frank escarp
#

@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

wary wave
#

I would like one of those right now ๐Ÿ˜„

frank escarp
#

they just added support for that thing in 4.20

#

amazing

#

i need to try it XD

wary wave
#

I'm in 4.19 RIP

plush yew
#

From where I can see how much people are in the group?

wary wave
#

I don't think you can get an exact number, but there are over 10,000 members of this Discord

whole quarry
#

Wasnt it about 14k?

plush yew
#

in this group you haven't got command like server info

#

Soooo..... What is a good idea for my first game?

paper kernel
#

start small

wary wave
#

@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

plush yew
#

@paper kernel How small?

wary wave
#

so when they get recreated, it creates new render targets

#

ouchies

paper kernel
#

@plush yew like packman, pong, space invaders

wary wave
#

oh man, this is going to be unpleasant to refactor xD

plush yew
#

So not very 3D?

paper kernel
#

you can add the 3D twist to it

#

or maybe a basic chess, if you're more into strategy games

wary wave
#

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

paper kernel
#

mechanics are simple enough for beginners tho

#

AI is probably nearly impossible

frank escarp
#

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

cloud cobalt
#

Chess AI isn't impossible anymore

wary wave
#

to my knowledge nobody has a working chess solver yet?

cloud cobalt
#

Depends what you call a solver

wary wave
#

as in, not rapid database queries

#

solving rather than referencing

frank escarp
#

you can grab stockfish

#

i think its open source

#

and have a god tier chess engine, you just build the game interactions

cloud cobalt
#

Dunno how Stockfish works internally, I just know it's open-source, and better than all humans

frank escarp
#

yup, open source

#

there ya go

cloud cobalt
#

Whether it solves or references game data is kind of irrelevant

wary wave
#

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

teal tulip
#

there is a fish on the web, that is where COD used the fish AI ?

#

that play chess

frank escarp
#

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

wary wave
#

aye

cloud cobalt
#

@wary wave Sure, if you're going to do modified chess, you'll need some brutal AI work

frank escarp
#

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

cloud cobalt
#

I'm sure all consoles have 5 different Stockfish based chess games

frank escarp
#

how stockfish works

#

wtf

wary wave
#

probably loads of stockfish chess games

frank escarp
#

the code is actually readable

wary wave
#

most are pretty low budget though

frank escarp
#

i did not expect that

wary wave
#

the recent Battlechess was shockingly poor :/

frank escarp
#

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

wary wave
#

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

frank escarp
#

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)

fierce tulip
#

<_<

wary wave
#

_>

fierce tulip
#

^_^

languid shard
#

v_v

fierce tulip
#

y_y

wary wave
#

x_X

fierce tulip
#

สŽ_สŽ

languid shard
#

สŽยณ

fierce tulip
#

confirmed

slim ermine
#

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

rose bison
#

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.

whole quarry
#

~_~

tawdry raptor
plush yew
#

hello guys can anyone send me a link to how to create map like in the game conan exciles or lastdayonearth?

whole quarry
#

@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

grim ore
#

Make a terrain, Push and pull things up and down, plop down a couple static meshes, done!

whole quarry
#

levels are a combination of art and functionality

grim ore
#

well yeah if you want a good one that is good ๐Ÿ˜›

whole quarry
#

make MMO in a week ๐Ÿ˜„

grim ore
#

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 ๐Ÿ˜ฆ

whole quarry
#

thats cheating

grim ore
#

It kinda is but so is using UE4 technically ๐Ÿ˜› 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

whole quarry
#

well yea okay ๐Ÿ˜›

plush yew
#

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

whole quarry
#

you mean you want to know how to open a level?

grim ore
#

so mini map?

#

well mini large map, or overhead map?

whole quarry
#

(so confusing, the initial question was how to make a map like <game>)

grim ore
#

yeah I think he means the overhead map.

plush yew
#

like in Fortnite or in lastdayonearth

#

wait a moment

whole quarry
#

or maybe he means a minimap

#

like you press M and see a world map of the level ๐Ÿ˜›

plush yew
#

like this an bigger

#

yes

whole quarry
#

ah mini map

#

that looks like its own model

grim ore
#

you draw a picture and show it

whole quarry
#

lol

grim ore
#

or you use a scene capture from another camera and show it

plush yew
#

not minimap like in Fortnite like the map that I showed in the screenshot

#

no

grim ore
#

yes

whole quarry
#

donkey

plush yew
#

this is a part of the map of the game "LastDayOnEarth"

#

do you know the game

#

this game is the best mobile game

whole quarry
#

aside from what game it is, essentially they're usually a image

plush yew
#

it has got many updates and very cool things
when I play this game, I am excited to do such a game

cloud cobalt
#

Yeah, the map in this game is just a painted image with points that open a "3D" location

plush yew
#

other part of the big map of the game

cloud cobalt
#

So basically just paint an image

plush yew
#

aha

whole quarry
#

similair to Skyrim's minimap, could be a lowpoly model too

plush yew
#

but they work so I wanted to said that wen you click on the image it works and show you info

whole quarry
#

atleast, it looks like that

plush yew
#

so how to do this?

whole quarry
#

with a lot of work

grim ore
#

you make a picture in UMG, then add more stuff and make it do stuff.

#

start with learning the UMG system

cloud cobalt
#

@whole quarry It's not a world-conforming map like in Skyrim, it's an overworld map like in the first Zelda

plush yew
#

okay link?

#

and question for it-is it difficult to learn?

cloud cobalt
#

It's an UI, so learn UMG, UE4's UI tool

#

Like how you learn the level editor tool for levels

plush yew
#

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

grim ore
plush yew
grim ore
plush yew
#

how they make this?

grim ore
#

they made some pictures and put the pictures on the screen. some of the pictures react to clicks or touches and they do stuff.

plush yew
#

okay but you send me a lot of vieos-hmmm

whole quarry
#

@grim ore โค how you simplify it ๐Ÿ˜„

plush yew
#

lol

#

is this is hard to make?

grim ore
#

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 ๐Ÿ˜ƒ

plush yew
#

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

tawdry raptor
plush yew
#

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

grim ore
#

did you change the input to UI only?

plush yew
#

no

#

where to do this?

grim ore
#

if you didnt do it then it wouldnt be causing the problem

plush yew
#

in the level bp in UI widget or where?

#

okay where to write this bp?

grim ore
#

the input mode? you can do it anywhere but if you didnt do it already then it's not the problem.

plush yew
#

okay

#

like this?? or?

#

I can't move again-omg

grim ore
#

if its set to UI mode you wont be able to move

plush yew
#

a okay

grim ore
#

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.

plush yew
#

what to do to fix it?

#

so to delete it?

grim ore
#

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.

plush yew
#

okay how to debug it?

#

to delete the input ui only or keep it?

cloud cobalt
#

Well you might have a key to open the menu that sets UI mode

#

And then when you close it you set to game

grim ore
#

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?

cloud cobalt
#

@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
plush yew
#

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

cloud cobalt
#

Keep it slow, piece by piece. Start with just the menu, and just the game, and then figure out how to piece them together.

plush yew
#

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?

crude jasper
#

guys

#

quick question

#

when i start my game

plush yew
#

yes

crude jasper
#

i spawn a weapon in my hands

#

yeh?

plush yew
#

and?

crude jasper
#

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

plush yew
#

little lines please

crude jasper
#

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

plush yew
#

LITTLE LINES I SAID

crude jasper
#

how can i make it simpler ?

latent terrace
#

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

#

after switching back to 2560x1440

#

red circle = cursor position, new game button thinks it's being hovered

crude jasper
#

sry dont know nothin

graceful grove
#

@latent terrace Probably worth asking in #umg channel

plush yew
#

can anyone help me with my problem?

stoic moth
#

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 ?

heavy falcon
#

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

sullen wraith
#

I keep getting error message " cant find file for asset" how can i replace the missing reference with the updated one

high stone
#

What's the ideal time to catch someone from the Epic Staff?

sullen wraith
#

shower time, catch them with their pants down

#

litterally

fierce tulip
#

@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

high stone
#

Is there an email I can contact them by? It's a business question. I tried the forums and had no luck.

fierce tulip
high stone
#

I tried that and they sent me here. ):

fierce tulip
#

business question is a very broad topic

high stone
#

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.

fierce tulip
#

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

high stone
#

I've been waiting a 2 months.

#

They are pursuing it and have released several major updates on the subject.

fierce tulip
#

or Tim

high stone
#

Thanks!

oblique sorrel
#

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?

oblique sorrel
#

Thanks!

grim ore
#

@latent terrace i have a 1440 monitor and it works fine, are you using dpi scaling?

marble spire
#

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)

grim ore
#

The BP_PlayerCharacter has events for being damaged as well as having his health changed, both in the main Event Graph

marble spire
#

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

fossil ore
#

Is there an option to make 3d trajectory unclickable ?

(Sequencer, timeline)

grim ore
#

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

latent terrace
#

@grim ore how would I know if I'm using dpi scaling?

#

would it be this thing in windows resolution config panel?

grim ore
#

yep that is scaling, that would probably be why

latent terrace
#

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 ๐Ÿ˜ฆ

grim ore
#

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.```
tall pendant
#

GAS is not niagara

grim ore
#

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.

tall pendant
#

^

high stone
#

I got everything fixed with my DPI. Only exception is Adobe Photoshop. (Shakes Fist)

grim ore
#

just drop your scaling to 100% and no issues ๐Ÿ˜›

high stone
#

My windows login screen is the size of a small pencil.

grim ore
#

eep. Is it a small 1440 monitor?

high stone
#

The DPI doesn't seem to kick in, until I login. 4k resolution.

grim ore
#

oh 4k? yeah your gonna need to scale or use a large ass monitor

high stone
#

Bah! 4k is awesome.

grim ore
#

like 50 inch 4k lol

high stone
#

Oh yeah I got a large monitor. Aside from some weird areas it scales.

grim ore
#

I really don't like scaling. It's a pain in the ass to dev for

high stone
#

Well we need to get used to it. 4k and 8k is the future.

grim ore
#

yeah but not 4k running at 150% scale so its really 3k

high stone
#

8k gaming. GG 120 fps. ETA 2080.

grim ore
#

There is, its twice as many FPS

#

and then 4 times if you go to 120

wild glacier
#

60 is enough

grim ore
#

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.

latent terrace
#

100% is too small : P

#

I can't read stuff etc.

#

or I can but my eyes hurt ๐Ÿ˜„

grim ore
#

oh definitely if it's 4k you need a 40+ inch monitor to make it usable at 100%

latent terrace
#

no, it's 2560x1440

grim ore
#

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

high stone
#

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.

latent terrace
#

yeah but why would I want to get really close to it? : P

#

if I"m comfortable at 125% ๐Ÿ˜„

#

ofc you can see the difference between 4k and 1080 : P

#

27-30 you said

#

I think mine is 25 ๐Ÿ˜„

high stone
#

Of course we'll never see the difference if no one has facial hair. /wink

grim ore
#

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

high stone
#

I'm getting pretty old too. Found myself yelling at the clouds. (It was raining)

grim ore
#

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

high stone
#

Linus won't stop until he has 496k. I wish I was joking.

fierce tulip
high stone
#

Reinforces my theory that all Nintendo games look better in the Unreal engine.

steady hinge
#

Reinforces my theory that all games look better in the Unreal engine.

plush yew
#

lol

carmine wind
#

or no?

#

im gona do an animation obviusly

steady hinge
#

Was it powered by Unreal 4?

plush yew
#

@carmine wind yea just don't modify it

#

@steady hinge yes

carmine wind
#

idk mad ein unreal engine watever

wild glacier
carmine wind
#

i got my idea

#

i want my game to be fully made by mua

tawdry raptor
#

How come when I hit play another character goes in map and I can't control the one I placed there

grim ore
#

you have a player start and you did not set your player you dropped into the map to be auto possessed

tawdry raptor
#

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

grim ore
#

remove the player start and set auto possess on that character to player 0

tawdry raptor
#

Ok let me see if it works this instructor is confusing in the tuts

carmine wind
#

ik art

dark depot
#

^you need to get permission from epic to use things like that

tawdry raptor
#

@grim ore is this where to change the player stat?

carmine wind
#

but in ue4 they say i need to do something like this

tawdry raptor
dark depot
#

contact them before using it

grim ore
#

@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

tawdry raptor
#

Thanks @grim ore

#

I don't understand why the instructor left this out! He was getting confused and he confused me

steady hinge
#

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.

limpid sandal
#

5โ‚ฌ for a 5 min vr session

#

Of gearvr

safe rose
#

I need to open up my own arcade

steady hinge
#

Do it.

short onyx
#

To have the UE4 intro, you have to ask to EpicGames and they will give you the one you can put on your game.

slim ermine
#

why this happen

safe rose
#

Probably because AudioCapture plugin is unchecked

#

Or missing completely from your plugins directly

slim ermine
elfin stream
#

Where should I start for learning unreal?

elfin stream
#

thankies

keen crane
#

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

grim ore
#

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.

worn granite
#

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.

tawdry raptor
#

Everyone samples these days

worn granite
#

"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.

tawdry raptor
#

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

keen crane
#

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?

tawdry raptor
#

Only the infants will shed a tear

worn granite
#

You know the term used to actually have a very narrow meaning - I doubt you'd be defending that specific set of games

slim ermine
#

i can just updae my version from 4.19 to 4.20 with out installing full 5GB unreal 4.20?

tawdry raptor
#

Why won't my guy hold his gub

worn granite
#

@keen crane Yeah, seriously. Buy what you want.

tawdry raptor
#

He only holds it in idle mode

worn granite
#

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

keen crane
#

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.

grim ore
#

@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.

slim ermine
#

my main program have problem any way

worn granite
#

Could try #fab @keen crane

slim ermine
#

so i will install 4.20

worn granite
#

Or you can estimate by the reviews.

#

That wouldn't likely work well.

keen crane
#

@worn granite thank you.

worn granite
#

np np

elfin stream
#

anyone know of any good tutorials for learning the blueprint logic system?

#

nvm I found the docs for it

steady hinge
#

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.

sonic pagoda
#

@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

steady hinge
#

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.

pure harbor
#

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.

steady hinge
#

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.

grim ore
#

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.

sonic pagoda
#

@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

steady hinge
#

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.```
sonic pagoda
#

@steady hinge the game

#

that resume sounds promising, sorry i dont mean to push maybe you dont want to share yet thats cool 2

steady hinge
#

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.

sonic pagoda
#

whats a worldcreator

#

and why cant you just sculpt with alpha brushes in unreal

steady hinge
#

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?

plush yew
#

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.