#ue4-general
1 messages · Page 286 of 1
The widget reads that from the data table every time it populates a text option. So that takes care of all the stats.
The npc blueprint just needs to tell the widget which row from the data table to load into which slot. The npc blueprint doesn't have to worry about any of the stats or colors or anything.
Yo, I have to apply decals on my character, but I have no idea on how to attach the decal to bones. Is there any way to add sockets in real time? Or maybe there's another way to do this. Thanks :3
Or is there a way to texture paint in real time at a specific location? :3
AttachToComponent
Yea, but I don't whant to create 15432 sockets
I whant to create one when it's needed then, delet it
In real time I mean
you'll have to make the sockets, else you cant do it
I have to find another way to do this, I'll keep looking for it
@open lotus cant you texture an entire texture with decals and update the texes realtime?
That's what I whant to do, but I don't have much experience with textures :/
i have an idea
ok have the texture base be your pawn material right
use a image with alpha transparency, and make sure hte UVS are properly aligned
By texes, you mean that I'll be able to select a specific location, where I whant to blend with the other texture ?
yes
you have to use UV layout to set the exact point
for each decal
as an example if you had different circles for insignia like corporal and general etc. you would just set each one as a separate image
Vertex color?
havent used that
hey, if I am packaging/shipping a build and I need to include a directory which does not get cooked, does anyone have a link for how to do that
I'm just brainstorming, I have no idea if that would work or not...
I use it a lot of environment pieces, never a character...
I was able to update snowfall on a bench in real time...
So I'll maybe explore gothicserpent way :3
But the bench wasn't a skeletal mesh that was moving around...
But can you select the exact point where you whant to update the texture
I also never tried baking it...
I'll check this out
The only thing I tried was through building up a float variable over time.
@dim arch yes - not like a full doc but it's a crucial step.
i exclude tons of DIRs to save space in my steal build
if you want to include an external DIR, the best is to import the files IMO
does this work on mobile?
the pic i sent @dim arch? you are referring to?
yep
i havent yet tested on android - but i believe it should.
ok thanks
ugh
the directory must be inside /content/
which it isnt
it's in the project root
and the plugin references it from there :/
actually it references it from ../UI/
i exclude my savegames folder from cooking @dim arch
if you do /Game/../../ it should go to parent dirs
ah I can go up a directory in the file reference
yea
I am making a html overlay which parses a site and fires events when buttons are clicked
oic
?
idk ill try working on it
wait i will tell you one thing about exclusion
if you exclude any dirs that any asset actively references
it will make an error
so you gotta move over any referenced uassets
that should help
ok cheers
I think I've found da way 😉
@open lotus how did u do it?
Haven't done it yes, but I'll use render target
To update it in real time
Then update my material thanks to this
ah ok
who can help me make a launchpad in the first person thing
You should use the add impulse node
i have it sorted
just imported an animation but only the first frame of it came through? has anyone experienced this before? and if so, how did you fix it so you got the entire animation?
when exporting a win64 with development configuration, i should have a console when pressing ~ right?
Or whatever console key you set, yeah
[/Script/Engine.InputSettings]
ConsoleKeys=Tilde
And a version i've compiled as development build has about the same input file and it works over there.```
you gotta set it in the DefaultInput.ini file i think
ik just clarifying that doesnt work in shipping in case you tried it for that
i checked the ue4 docs wrt that
was also my first thought that it might only work in debug config
yea
ProjectName\Saved\Config\WindowsNoEditor
this is where they should reside in case of build, right?
because: not there or empty
did you set it in ProjectName\Config?
yes, that's my location
[/Script/Engine.InputSettings]
+ConsoleKeys=Tilde
+AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
+AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
bUseMouseForTouch=False
+AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000)
+AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000)
+AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000)
+AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000)
+AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000)
+AxisMappings=(AxisName="MoveRight",Key=Gamepad_LeftX,Scale=1.000000)
+AxisMappings=(AxisName="FireForward",Key=Gamepad_RightY,Scale=-1.000000)
+AxisMappings=(AxisName="FireForward",Key=Up,Scale=1.000000)
+AxisMappings=(AxisName="FireForward",Key=Down,Scale=-1.000000)
+AxisMappings=(AxisName="FireRight",Key=Gamepad_RightX,Scale=1.000000)
+AxisMappings=(AxisName="FireRight",Key=Right,Scale=1.000000)
+AxisMappings=(AxisName="FireRight",Key=Left,Scale=-1.000000)
sry for wall of text
Then if you export it should work
while the project is exporting: the original reason to see the console is jerky movement when playing exported build
doesn't matter if fullscreen, windowed or fullscreen windowed
runs buttersmooth in editor (PIE)
Check framerate
But yeah, console
You can also just launch with a right click on your project
Doesn't need to export
Cool, check the framerate with stat unit, you'll know a bit more
Console should work in editor too
BTW, "Tilde" might be language specific, if you're not on QWERTY
i'am on qwerty
Anyone know where to get started if I wanted to eventually start making combat/fight scenes in UE?
i have to use shift+tilde key and space to show it
You can also set the console key directly from project settings to ensure it works
Engine / Input / Console
show it == so that the tilde char shows up
You should just need to click inside the PIE viewport, hit tilde, and have the console
Once it works there, it will work everywhere in development
hopefully you saved it.. heh
Cool, is it still jerky ?
yes
i didn't do anything with vsync and even if vsync would be on, it should be at 59.999 right?
62 is just strange
did disable bloom and auto exposure but AO is at default setting of on
And I think it's R.vsync 1 ? Not sure
r.setres 1920x1080f
Yeah, you need to enable vsync now
r.vsync 1
Don't go disabling stuff or changing anything before you know what you're doing, like, AO or bloom is probably the last of your trouble, and if you hit 60fps, it's not a performance issue, but a problem with how you implemented your game. You should post a video or something so that we can see what's really off
Jerky movement can be many things, if it's in multiplayer it's likely to be why (bad implementation of character movement)
when enabling vsync it's buttersmooth again
fps hovers around 60 as expected with my display
it's single player, literally just the twinstick shooter template to prototype some mechanics
How were you getting 120fps in editor ? Did you disable the framerate smoothing limit orsomething ?
that's the default fps for me since using ue4 the first time
The 62fps thing is old, like UE3 old - default high setting for framerate smoothing
i didn't copy over ini files or anything
i've been meaning to reduce the 120 fps in editor for a while now, but never got to do it
(it keeps the gpu spinning)
To be fair I've no idea how to have a non-jerky output without usinc vsync
Some gamers disable it to have less input lag, but that's just crazyness for me 🤷
i thought in the worst case you'd have banding
but not fullscreen jerky movement
because if i'am not imagining things the jerky movement is full frames
Well if you don't have vsync, you're bound to have some video frames longer than some others, creating jerkyness
Motion blur can somewhat offset that
Vsync + stable performance is pretty much the only way to have constant frame time
also TAA probably doesn't help either
(Which is why consoles don't even have the option to remove vsync)
i guess that's also because of tv heritage
nah nvm they had half frames
one last question: do you have vsync in editor enabled?
thinking whether it's coincidence that my editor runs at 2 the vsync fps or not
also thanks for helping 😃
@wicked tiger @elfin jacinth could you guys please cover this question in today's stream https://forums.unrealengine.com/unreal-engine/events/1509437-unreal-engine-livestream-actionrpg-august-2-live-from-epic-hq?p=1509550#post1509550 ?
ActionRPG.jpg
WHAT
Have you ever wanted to make a high-end RPG for mobile devices but had no idea where to start? Maybe you know where to start but want to know
you could ask on stream tho? hehe
I can't - at work right now
aye. that's a fair point.
They used to check forums for questions up until they got rich with Fortnite BR 😉
hehe
Hey
Trace/Collision channels are still confusing me somewhat. Im doing a line trace on ECC_GameTraceChannel1 ('ProjectileTrace'). I have blueprint with a sphere collision set to block 'ProjectileTrace' and ignore everything else but the trace isnt hitting the sphere
Maybe wrong channel!
channel's fine - what you're describing sounds like it should work though
I was going to suggest showing pictures but it sounds like your using C++?
@grim ore yeah i am
still might post some of the basic code in here and someone might spot an issue but yeah it sounds right assuming you have physics turned on for the collision checks
cpp``` void UVAnomProjectileManager::FireProjectile(const UObject* WorldContextObject, TArray<TEnumAsByte<EObjectTypeQuery>> Objects, TArray<AActor*> &ActorsToIgnore, const FName ProjectileID, const FVector &StartPosition, const FVector &Direction)
{
const TMap<FName, FVAnomProjectileData> *ProjectileData = &GetDefault<UVAnomProjectileSettings>()->Projectiles;
if (!ProjectileData) return;
const FVAnomProjectileData *Data = ProjectileData->Find(ProjectileID);
if (!ProjectileData->Contains(ProjectileID)) return;
if (!Data) return;
float Velocity = Data->Velocity;
if (Velocity <= 0.f) return;
UE_LOG(LogTemp, Warning, TEXT("Firing projectile `%s`"), *ProjectileID.ToString());
FPredictProjectilePathResult PredictResult;
FPredictProjectilePathParams PredictParams;
PredictParams.StartLocation = StartPosition;
PredictParams.LaunchVelocity = Direction * Velocity;
PredictParams.ActorsToIgnore = ActorsToIgnore;
PredictParams.MaxSimTime = 1.f;
PredictParams.SimFrequency = 20;
PredictParams.ObjectTypes = Objects;
PredictParams.DrawDebugType = EDrawDebugTrace::ForDuration;
PredictParams.DrawDebugTime = 1.f;
PredictParams.bTraceWithChannel = true;
PredictParams.TraceChannel = ECC_GameTraceChannel1;
UGameplayStatics::PredictProjectilePath(WorldContextObject, PredictParams, PredictResult);
}```
ActorsToIgnore is just an array with the character in it
have you tried to basics to eliminate the trace channel as the issue? setting it to trace against all and seeing it if can hit other items just to verify the code is not at fault
yes
i had it set to trace by object earlier using the passed Objects array
and it was hitting everything
Hey guys, does anyone here used the Perception Neuron Motion Capture Suit? Having trouble trying to export the animations with root motion from the Axis Neuron program to blender and then to Unreal Engine. UE4 reads the root motion from the root bone, while the suit exports the root motion into the hip bone. Was wondering if someone was able to import the animations somehow with root motion to UE4
@amber dune when it was set to that was it hitting your BP with that sphere collision?
Yeah
it was hitting everything
im just setting the channel to visibility now to double check
yeah definitely sounds like its the channel then 😦 I wish I knew more about C++ but it looks good assuming thats the channel
Love your youtube videos btw:)
I mean the only thing I can think of is your using the arc based projectile check but that really shouldnt matter if its what you want
hmm wait, now its not hitting on the visibility channel
uh oh lol
"it was working and now it's not" is basically how my day starts and ends lol
oh yeah, this happens to me all the time:(
i opened a project the other day and most of the blueprints were missing
worked fine when i last closed it
oy 😦
Has anyone tried this for a quick/simple debug graph? https://github.com/bartlomiejwolk/GraphPlotter If you have - what are your thoughts on it? 😃
HELLO HELLO! Is there some1 who could help me out with a Swarm Coordinator ?
Hey guys, does any one know if there's a way to set the Screen Size for every LOD in the LODGroup section in the engine.ini files? Is there anyway to define them there instead of using the "Auto Compute LOD Distances" and auto apply for every mesh into that group?
When the character is on top of a moving actor it stutters(the movement of the character is not fluid...) . Is there a way to prevent that? The game is a FPS so attaching it to the actor is not an option (and don't know if that would solve the problem)
ban please:
Packaging my project for the first time after a year of development, wish me luck lol
Well shit
#packaging @oblique sorrel
👌
I have two microphones.. I need to set second one as default microphone inside unreal engine.. How to do it
include what you use
Has like the forums been having problems today or something? I posted an update on a WIP thread of a project I'm working on but it hasn't been moved to the top of the thread list for some reason. :S
Yo, can someone help me PLS.
I'm trying to do thins kind of effet, I can now paint on my mesh at runtime but only by painting on the plane. I don't know how I could link a world position on the mannequin, with the correct location on the plane, in order to paint at this spot. Thanks....
https://www.youtube.com/watch?v=Jz050a2OMXE&feature=youtu.be
All blueprint and material based. Using a render target to accumulate damage from line traces (no 'get UV from hit' here) using an unwrapped position texture...
@open lotus You accidentally the youtube link, woops
But in any case if you're curious about the contents of that video then you can see the shader trickery explained here https://shaderbits.com/blog/uv-dilation and a performant implementation here https://www.tomlooman.com/rendering-wounds-on-characters/
Allready saw the second one and can't figure out how he managed to break the mesh textures
Thanks a lot ❤ He's giving a code for a dilator! I know have to learn how to use it :/
@open lotus Hello again
Im importing different fbx's
but none of them have the animation im so confused
any idea if there's gonna be a back to school sale of any type or should I just wait for black friday/cyber monday before I buy the entire marketplace?
How good will an RX 580 8gb run ue4 with a lot of foliage?
try opening the kite demo and find out for yourself. Depends on type of foliage I guess..
Well I'd have to buy the card first xD
My current r9 270x can't handle it so I am looking to upgrade
hold on a sec I'll look into it for you
Also, is the editor more or less demanding then my actual game will be?
More unless you are running in your packaged mode but even that depends as you might be running in a window in editor mode so possibly less due to resolution. so both?
So if my game laggs in the editor I should be worried?
if you are running in a smaller window then probably
oh so yeah I was thinking the rx 580 was an old generation graphics. Any of the mid/higher range current graphics cards are going to run small projects just fine imo
assuming you are targetting like 1080 for the user and your running in a smaller window that is 1/2 the size in the editor
@grim ore You hear anything about a back to school sale?
There are always sales and rebates. Most of the time the back to sale stuff is on complete units
none of my deals lately that I have seen have really been anything special except on laptops
I was talking about marketplace assets 😃
I'm holding until the end of the month for the computer upgrade. Nvidia gonna release the 1180 announcement with build in ray tracing
so it's built in, then engines/devs have to support it, then games have to support it... soooooooo 3 years till it's used?
i doubt you can run any raytracing stuff with just one card tho
or so the rumor mill is saying. 1080s are dropping in price very quickly. Oversupply from the bitmining recession. There is talk of the 1180 being delayed just to unload all the 10x series cards first because they will be backlogged and sales are dropping sharply on the 10 series
Basically I'm just waiting to see if the 11 series is actually announced so I can get 1080 for cheaper
how would you make it so that in matinee the character moves from It's current position to the position you want
instead of 1 position to the next
Wouldn't you do that in the Character controller?
Or am I wrong for assuming we are talking about walking from one place to another...
nah
I need an animated sequence
one that I can play and reverse
but instead of needing to be at a specific location for it to trigger
It accepts any location from the character
You need an animated sequence, but you also need a trigger to play said matinee...
I'm not really sure, I haven't done much matinee in the past 5 years. I would look into trying to trigger the matinee from an outside blueprint, but that might be totally wrong... I often am.
I know in 4.19 you can set up animations in sequencer to be relative to another point at runtime so you can run a premade sequence anywhere you want. There is an example of this in the action RPG project but i dont know if thisis what you want
Saw their recent Twitch stream on RPG elements.
looks good
now I just gotta wait 4 months to buy everything I want from the marketplace. My shopping cart is maxed at 50 items!
Hey guys, I don't know where else to put that question..
Is anyone of you experienced with the legal terms of multi-tenancy?
I know it's not possible. But a 24/7, Q/A unreal Twitch stream would be awesome.
holy hell.. it would have to be like a mini game jam
I think it would help a ton of starting out developers. Also give a place for some of us vets to give advice.
We have bought a multi-tenant IBM Watson STT license, do we need to route all users access to that service through our Servers, or can we hand out tokens to all users, that then connect directly to the service?
ughh why are there so many gtx 1070 ti cards that are more expensive then the 1080 base models... its so confusing and I hate looking up performance charts vs every other card nonstop
half of the 1070 ti cards are like 40/50 dollars more expensive then the 1080 models even though the 1080s have greater benchmarks from what I've found. Why you do this nvidia, why???
http://blueprintsfromhell.tumblr.com has reached 2000 unique visitors a month for 2 months in a row
So theres that
why does it show this crap every time I open that site https://i.imgur.com/cGHXzhg.png
Dual 1070's or an overclocked 1070 is more cost effective than a single 1080.
Anyone know what the deal is with all the unsuccessful login attempts on my Epic account?
I saw a lot of crypto mining back in 2017. Those were usually the reasons people got 1060's, 1070's vs the 1080's. The 1080s are good! But they cost a lot vs performance.
Unreal had a break in attempt. I hope you changed your passwords recently. I got an email warning me to do so a few weeks ago.
Well they aren't havning any luck so I may leave it for now, have the 2 factored authentication enabled. What would they even want with my account though, nothing really of value
I had a developer run into the same issue last night on my twitter. Not sure if he got hacked, but he had trouble logging in. 2FA is not secure. If it runs through your cell phone, it's never secure.
@high stone i recently had to enable that because i was repeatedly getting login attempts to my unreal acct
was bad haha
There was a paper released on all the types of security logins. It's was very disconcerting. With that said, I do think we are getting a better idea of the direction it needs to go into. Biometrics being one of the worst, and one of the best is no back doors.
when you say developer you mean in a company you work with?
ah
i am lucky that my sys has never been compromised 😃 dont know what i'd do
i have so many years of stuff on here
and its too big to cloud backup
i just have one main drive and one backup raid drive
We have all been hacked at some point. Equifax, EA, Sony. If you ever filled out a form it's been accessed by someone who shouldn't have access.
Ugh, EA put my job app data into their consumer database. So hackers got my real name, address, thanks EA.
i remember in the old days i downloaded some image or attachment and some guy literally got into my pc and was typing messages to me lol
BTW they still didn't delete my info after that!
that was a guy i knew though, and then i didn't have any real IP on my comp 😃
so i just reformatted
i was just mad about it for a day basically, and blocked the guy lol
surprised to hear about EA db
Really? This is EA we're talking about.
yeah
i tend to go with more independent companies now since i am a solo dev
i dont really like any of the bigger ones anymore i suppose
since i appreciate how much time it takes
Sony was awesome. When my data got hacked I got Everquest 1-2 free for months, plus other bonuses.
3 things I recommend you do. Never put in your SS#, never give out your middle name, if possible on any forms for (non government, employment) websites put in the wrong birth date. That stuff will shield you from hackers greatly.
i usually use like a separate email address for sites that are third party
i rarely have to enter that stuff in though, except for like moving or something lol
or government stuff, like drivers license stuff
in the unreal launcher did you use your real info? 😛
mb on epic games main site, not launcher
i think thats' where you first enter it right? i forgot lol
Yeah, that's a good strategy. Most of the times I got hacked, it was from a database break in. I don't think my password was ever compromised.
I just drive to the DMV. I never fill out government forms online. Mostly because Firefox won't load the page lol.
lol
I think security is getting better. The problem is people are becoming more complacent. Because a lot of stuff is insured.
Guys hey <3 im really sorry to interrupt you but i need some help with something can you guys check it and let me know what your thoughts are please?
@velvet mango what is it?
Well okay so i was working on a project i wanted to make some changes so i copied it and pasted ut to work on the copy but accudentally deleted the first one then when i opened the second one alot of things were missing heres how it looked on the first one
if you copied the project folder itself it should be the same (the one with teh .uproject file and your main folders for your game)
if you used the epic interface to create a copy for a new version, it may have changed something if the versions are too far apart
apart from that u can check ur recycle bin for the first folder maybe
so the dark lighting got removed?
the textures and stuff are still there?
i typed some stuff before you sent pics - that may help. keep in mind if you copy a project .uproject folder it always retains everything. so there shouldn't be any issue if you copied the entire root project directory.
Yes but the quality of the textures dropped alot
just make separate ui at that point lol
Shouldnt post my email in chats anymore
Scammers everywhere 👀
Just incase someone got similar emails and is about to buy... guys ue4 is free and will stay free. I would trust Tim and the epic evangelist who make the best after parties in the world. 👀
yep long live tim sweeney 😃
I get emails from apple all the time, despite the fact i hate their product soo much
lol cant you unsub from each one?
No they keep offering these new $99 earpods
And bags and what not
Spam is just spam
😂
Sorry $200 here
Prices go up suddenly on a $0.5 product
lol
well all i can say is i just updated to 4.20.1 and it's free and im glad i did that 😛
more stable than 4.20
But they offer premium subscription for 300 comon man
also noticed a reduction in netlag so excited about that
LOL maybe next time 😛 lol
for $150? can you lower the price? lol
i am a good negotiator 😛
Probably u can negotiate down to a cent as you get notihing
lol
i loaned a friend $500 and she promised to pay me back and hasn't and i'm too nice to even ask for it
u may have got rekt sir
so yea.
lol i give gifts to people sometimes
helps how i feel
but she kept saying she woudl pay me back
so i was like.. hmm.. lol
There was only one person who owe me $200 worth poker set hell didnt end well
lol
For him
Next day he was begging to give it back yay
And i was a kid xd
Anyways my friend is strugling with the ark modding took
He wants to build a plugin and he complains that its crashing
a code plugin thing?
Anyone can give an up to date tutorial on modding in ark?
Blueprint only
Thought code plugins are not allowed on the client side 🤐
Like getting a mod running in the game because its just crashing an empty mod
Ark dev kit or apple ark kit
Hi all, just wanted to share this blog post we released: https://improbable.io/games/blog/spatialos-unreal-gdk-pre-alpha
SpatialOS is a platform to create distributed games. The Unreal GDK is a new plugin we've released for Unreal which allows you to integrate with SpatialOS in a native fashion (keep using replicated properties and RPCs). Thought some of you might find it interesting
Hmm. Damn still Alpha.
Wait. Pre-alpha. Hm, GDK isn't SDK? Or just play in abbreviations?
GDK stands for Game Development Kit. We have an Unreal SDK which we wanted to distinguish it from
Also. Costs... Where are the real-world examples?
Unfortunately it's still in pre-alpha since it's early days but much of the single server support is there
By costs do you mean how much does it cost to use? It's completely free. You can see our source on GitHub https://github.com/spatialos/UnrealGDK
So, SDK is basically deprecated
so i know you guys already have some stuff for ue4 are you guys working on a way to move people from the older stuff to this
According to that post
^
So everyone who was using the SDK in UE4 was/is screwed?
So at the moment, the GDK has all of our old SDK stuff in it as well. So you would be able to use them alongside each other
How do we know that won't happen with this GDK now?
Hmmm. That's not what I just read.
No not everyone is screwed. You can still use the SDK but we are planning on slowly phasing it out.
From your own post though.
So... Slowly phasing it out..means screwed to many developers...
Just an FYI
Yes it's a replacement as in, anyone who wants to develop with SpatialOS and Unreal should use the GDK
but if you are using the SDK currently, you can try to start migrating over.
Again. What guarantees will there be that you don't have a XDK that trumps the SDK and GDK because it just didn't work?
Essentially deprecating and replacing the previous. And slowly...but surely screwing over anyone that jumps on this new platform.
And.. "try to start migrating over"????
Does that mean that there's no guarantee that it will work on GDK?
Is there a document or something to help out developers on SDK to convert to GDK?
And by costs...I mean...once you are using SpatialOS, how much will it cost for the developers to launch
Real world examples if possible would be great. The GDK is free. Great. But how much is it going to really costs devs to launch a SpatialOS game using some games that have already launched as examples.
@silk torrent Ordinarily if we wanted to change from a game made in UE4 networking to SpatialOS it would have been a ton of work, basically reworking everything, with the GDK would you say it requires reworking or some minor or major adjustments? What if someone buys up SpatialOS and we don't like the outcome, how much work would be involved in moving back to UE4 networking?
Regarding the document to transition, at the moment no. The biggest issue with the SDK was that it made you throw out all of Unreal's native networking, which is one of the best parts of Unreal. This made the SDK not so attractive to most developers and therefore the userbase is not as big as we might have hoped. We are aware of users who currently have projects in progress and are helping them.
That is why we opted to roll our own solution, but if we can use Spatial instead we will
You can find out more about our costs here: https://improbable.io/games/pricing at the moment it's on a case by case basis (I think, I'm not that familiar with this so don't quote me)
We have a game in progress that actually requires a spatial-like solution
@mint sequoia It's actually very very easy to move back to UE4 networking. The GDK allows you to use replicated properties and RPCs just like you would in normal Unreal
If you were to use the GDK right this second, there is a command line flag that can switch you between SpatialOS networking and Unreal networking, which is a super useful tool while porting a game.
I mean. I was super interested before, awhile back, when the first SDK for UE4 was released. Then saw what you all did and backed off... Was a disaster.
Glad you were able to figure it out and rework it to incorporate more if UE4's networking logic.
To make it more accessible
So long as our game isn't dependant on spatial OS, it's a viable option
Still. The pricing...is and always WILL be the issue with you all
@safe rose I can understand the sentiment of backing off. We're hoping that developers see the GDK now are willing to give SpatialOS another go
Almost impossible (pun) to get a good answer, or quote for any real world examples. Which is sort of scary for any development team.
We'll try it, but if it costs too much we'll roll our own solution as we were already planning to
for every Indy the pricing will be an issue
@mint sequoia I suggest looking into the GDK starter project and trying it out. You'll get a sense of what's possible with the GDK right now. The workflow at the moment is a bit wonky due to being pre-alpha but we're working on rapidly improving it.
Might wait until alpha (at least)
@silk torrent seems you may be heading in the right direction but already see some issues... But without diving in, won't totally brush it off. Maybe good for a gamejam.
@worn granite damnit
Its very improbable to nail puns everytime :P
Nice pun 😃
I missed it. Oh that's good.
I can understand the issue with our pricing. I can definitely pass this feedback along, you guys aren't the only ones not happy about the process for it
It's better to be upfront
@mint sequoia sounds good. I would still poke around the repo and see what it looks like
@silk torrent please do. You won't get anyone to really bite unless you are upfront about your pricing.
There's thousands on here that can only dream about doing x/y type game and with SpatialOS it may be much easier to become a reality. But it's all about those costs.
Well, we'd bite, but there are exceedingly few people with our requirements
I know all that backer investment money needs to be made back.
Jeez...NetEase
More China money
It will be interesting to see what happens. If they can't get developers to make games on it...which brings them money. Shareholders/investors won't be happy.
Most AAA studios are going to be rolling their own solutions. They have the devpower
So SpatialOS should be targetting the Indie/III market.
We've gotten the GDK running on a ps4 and xbox which were connected to the same deployment 😃 though we're still working on proper console support
PS4/PC specifically
PC would fit right into that
Ah okay. Hm
But running in on all platforms is not the same as cross-platform
Well maybe it does. But I mean, can we play with various platforms barring console restrictions
Basically. Sony hates everyone else but PC
But PC/PS4 is good. PC/Xbox/switch/mobile
You guys thought about being more like, say, PCPartPicker in terms of pricing? I get you don't wanna pin down a monthly cost bracket for the generic user... but surely you know how much you'll charge per GB per HR for any given data center, and how that would flow with larger quantities. Can't you have that information displayed?
@silk torrent right but can pc players play with Xbox/switch/mobile players like Fortnite
Since there's no restrictions there.
I don't want to comment too much about pricing since I'm just not the person that handles that but I can say if you try reaching out we can provide you with pricing examples
So say I know what my budget is, but not sure what my specs are. I could play around looking at different datacenters and the configurations therein, see if I think its feasible. Just an idea.
I think that's a great idea
I doubt I personally will be looking to use Spatial for anything soon.
^
Mostly cause anything I'd make with it would require a team
@safe rose we haven't tested PC/Xbox/Switch/mobile yet but I see no reason it shouldn't be possible
hmm...afaik you could find VPS as low as $5 month
@silk torrent well, that's a huge deal...
Hopefully someone can get on that. You would garner a crapton more interest if that's possible.
I agree it would be quite cool. We should definitely try tackling it in the future.
ughh when you're supposed to be learning but you accidently clicked an image of a steampunk computer case and the next thing you know you spent over an hour looking at beautiful computer desks and cases.... Thanks pinterest.. thanks
Its okay though.... at least I didnt wander off on youtube... that place is dangerous. What? I lost 2 days?? 2 days of straight youtubing... wtf happened noooo
So I currently live outside of Houston near NASA. I've been aimlessly shopping around for some kind of programmer internship or basically anything while I'm going to school to network with other game devs. Any pointers? Honestly I know I need a ton more time just putting my face to the screen and smashing the keyboard productively in the short term. I'm thinking about 2 years from now when I have quite a bit more experience in engine and as a programmer.
is there a channel for crash reports..? i am completely locked out of ue4, ANY project
RIP Hubert RIP
@mint trail oh no, are you using the latest version?
4.19
try to download the latest version if you like
i was saving like normally, but it was stuck on the save forever, so i had to kill it
no i need to stay on 4.19
and then try re-opening the project and copying it to the newest version
well it sounds like it might be an engine issue possibly, might need to update to 4.19.2 or re-install the engine.
i installed the SIXTEEN GIGS of debug symbols just now
so i finally ot a crash report that says something
holy fuckign shit what a ride
i tried opening a project after i had installed the debug symbol pack, all sixteen gigs of it
instead of giving me a crash report, it BSODed me
i booted back up, started ue4 again
this time, i had no projects in the list
luckily it worked by opening the file itself in explorer, and this time it gave me a proper crash report
a .bin file was causing the whole fuckup
removed that and now it works, although my entire UI has been reset to default :)))
Can someone explain whats the point of the confidality notices in emails?
What happens if i just post the contens of such email publicly. To me it seems kinda pointless tbh
My guess is that some people justwant to looo more serius..
Wat
I mean if its just a random email from an individual, prolly nothing.
If they're part of a company it might apply to them and its just their default email sig
It’s a precaution, but there are plenty of things which could cause problems if the contents of an email was published (HR matters, legal discussions, agreements between business which are not yet ready to be released, and early release can jeopardise a product).
I know I’ve received had a lot of emails which, if I published them, would lead to a loss of a job or worse. I often get emails incorrectly sent to me (intended to be sent to someone with a similar address) which contain sensitive data. Making that public would cause problems for someone.
even if you can, iunno why you would share
@plush yew Legally-binding confidentiality agreements are almost always covered in contracts. The disclaimers you see in emails are used for a variety of precautionary reasons, but I think they are most commonly written for someone who receives the message in error, not the intended recipient.
As philmeup touched on, sending confidential information to the wrong person could be catastrophic.
So, I fixed my packaging problems! The PersistentLevel somehow contained a non-existent streaming level.
In other news, that somehow broke my AI navigation
And fixing it ain't gonna be easy, since I'm using the DoN 3D navigation
gah whats the console command to rfeeze the mesh culling so you can turn aroudn and see whats not loaded anymore?
I'm super new to unreal engine and I wanna create a cool vr game based off a Idea I had. If anyone can help me with lesson on how to use unreal engine that would be great. I am young and ready to learn btw I have an htc vive.
@normal abyss i would say start by reading the docs and looking at stuff under the learn tab. there is also a vr template. and of course start small and build up as you learn the engine
hey, I want to use unreal studio in a built version of the editor, is it possible?
non launcher builds dont seem to have the unreal studio project template tab when launched\
Hi guys. n ladies new here, and new to unreal also
Possible to get help if you ask for advice for unreal?
Asking for a friend of course...
@vast pine in case you haven't found it yet it's just "FreezeRendering"
someone know maybe why all my models exported as FBX from blender, get all texture white?
i found it but thanks 😃 wanted to show my buddy who's becom my level designer, its win win he's learning a lot about what i know about LOD's and junk and applying it which i neve rdid ;D
dev with friends,.. my kinda friends with benefits
Dude
I can't stand this anymore
we Are just coded interactions, between computers/devices
through operating systems and software
I can't stand living a lie anymore
If i could just program this girl, or predefine a quest to social engineer her to like me.
...not entirely sure that's appropriate for this channel
Anyone running Unreal on an iMac Pro? I’m concerned that there’s no fans. Wouldn’t the GPU melt?
Probably. Generally a bad idea to run anything that pushes a system hard when you have no fans. Macs tend to have a lot of heat related damage from this, between video editing and other multimedia work.
have been an avid mac user for many years personally but got a taste for Windows as a system a few years ago and never looked back
what even are the benefits to using a Mac? Slicker UI?
I suppose security is another big thing
How the heck do I make it so that in matinee It moves my character to the desired location
but from the player's current location
Like, the key on the left should be the current location of the char
and the end one should be the end location
Or should I even be using matinee?
I love it when i start my project and something just randomly breaks
i fucking love that thanks epic
nice scavenger hunt to start off the day with
Blaster particle effects were working 6 hours ago when i closed the project
start it 30 minutes ago and now EVERY particle is broken
oh great particle works when placed in editor, but not when fired
some particles dont work at all
wtf unreal
magic
in persona editor inside the event graph i am not getting the default thing called : try get pawn owner plz help
i shouldve used unity
go for it
They only update UE4 to support their main title fortnite
ends up breaking everything else
UE4 was good in 4.6-4.12
now its just a mess
ok
Nah im sick of launching the editor to something breaking
It just went downhill after that
every update they come out with breaks more shit
I cant go throughout the day without the editor crashing for god knows what reason
install the debugging symbols. the crash reporter might tell you something useful then
Itll probably spit out some random bullshit saying that the .exe is succed or some shit
something that i probably cant fix
assumption > facts
Do you care about fixing the issue, or are you just here to vent ?
Because that's not what this channel is for
Get editor symbols for debugging, wait next crash, look at the updated report
Shouldnt have to fix the issue myself, Epic should have QA on this engine. Fix your engine epic
sigh
Im here to make games, not deal with an engine that constantly breaks
It's probably an issue with something you did, FYI
Still probably an issue with something you did
Still probably an issue with something you did
when the game is compiled it works perfectly fine
Here's the thing
Get the editor symbols
Paste the call stack here next time
- output log
Until then you don't know if it's an engine issue
UE4 is a C++ engine with a C++ gameplay layer with C++ user code and Blueprints on top that call C++ and can be compiled as C++
Spoiler : C++ crashes at the first mistake
Actually UE is an engine written in their own superset to C++ with their own metacompiler on top of it all which complicates things even more
Just like any C++ program ever written
Anybody here planning on getting an Epic Games tattoo on their upper arm?...........anybody?
Nice lol
😛
Trampstanp is another way to go
The UE-specific C++ concepts in the engine are actually quite straightforward imho. Introspection for Blueprint interface, and garbage collection. The lower levels of the engine don't even use these.
Yeah me neither
I'll get you a free copy of my next game if you tattoo Epic Games on your left or right cheek
I rather 100 bucks for your next game
but lets face it, UE is pretty big and bound to have bugs
the thing is, they should spend some time fixing it instead of adding new esoteric features
I'd rather have 6 months without any new update and they fix the bugs instead, but that wont make them any money
so they churn out stuff to compete with the other engines just so that their feature list grows
Sure, but that's kind of beside the point here until we know we're talking about engine bugs
No
even if you do something that leads to the bug the engine should capture it and warn you
No, it can't
yes it can
Epic games are doing a great job, every update has many bug fixes too. With such a large product, problems are bound to be there, always.
because on the editor level we're not dealing with raw pointers anymore so there is no reason that anything should crash
ok if you have a C++ project
but if yuo're dealing with BP only there is no reason the editor should crash and if it crashes it's Epics fault
It's not that clear cut
sure it is
It's not, because you're still working with C++ underneath, and there is only so much you can do to prevent crashes.
or would you assume that it's your fault that your car accelerates instead of break when you hit the break pedal in an unusual way?
LOL yea thats why I think they should have made the whole engine in Ada in the first place 😛
Yeah, if they never wanted to have any supported platform 😉
C++ is the real problem with Unreal, I think we can all agree on that
why?
Because it's kind of the most robust language out there, for all its flaws
I definitely do not want another Unrealscript and I don't know any Unrealscript user who does
C++ is an extension of C which, if you look into the literature of the 70s you will find was slandered by it's contemporaries as a "PDP 8 Macro Assembler"
Extension of C, lmao
C is anything but crap
lol
And the reason you can crash in either language is the same reason you can get performance
Or perfect portability
if you can access memory in a raw way and cause crashes, that's a crap language. This is the 21st century and we can spend some time on safe references instead of pointers
Let me put it this way
if you can access memory in a raw way and cause crashes, that's a low-level language that you can use for maximum performance
Fixed that for you
I spend a year on an Ada project. Had to read Barne's book, learn the language and write the program. I had a bunch of logical errors in the beginning but I didnt have one crash
Now you want safe references - C++ has them
is this discussion really about that a crash is always the fault of Epic? 😕
You want smart pointers - C++ has them
You want garbage collection - UE4 implements it
yea but if a 3rd party product like UE doesn't use them, then booom
it's like having gun lying around in a household with a 3 year old. Just don't touch it, little bobby!
Of course UE uses them - just not 100% of the time because it's not the best course of action
yea it's all moot anyway, UE is written in C++ and nothing will change that, and from what others say who dove into the depth of the engine, it's a mess under the hood
so the remedy is for Epic to spend resources on fixing the bugs instead of introducing new ones
but that aint gonna happen bc they must make money with fortnite
Damn its the same everywhere I go. people just cant take the truth and hate me for it. I have been expelled from over 109 chatrooms in my life
Sure looks like people can't handle the truth, rather like you're a dumbass
Btw yeah @whole quarry this is that discussion
dumb discussion. crashes and errors are always user error 😛
The new variant these days is how Fortnite being successful means less resources on UE4
I find that so strange
Literally something that benefits all UE4 users, allowing Epic to fund more grants and give back more to marketplace creators
Hire more staff to build engine features
Here is my advice for anybody who actually uses UE for a project instead of just dabbling with it: Stick with the version that works, then wait until they release the last hotpatch and start working on the new version, then check the forum for people still having problem with the last hotfix. If not, then try to update, otehrwise stick with the old. I'm still on 4.18 and I'm quite happy
that is kinda the buggest 'duh', Hubert..
Yup
It's "SirHubert" for you
@vivid girder They do hire more staff
That's what i said
Yeah, wasn't sure 😂
missed a comma, my bust
Always thought they were oddly understaffed in the AI realm tho
It's just Miezko out there in Poland or w/e
Excuse me I was just wondering if I might have my brain cells back after scrolling up a tad
once lost, they're gone forever
So basically retardism is contagious after all
only if you allow it to be
Basically just the classic knee-jerk reaction of "it doesn't work"
And yeah, it often doesn't work, really
I just wish people would try to actually understand the problem first, and decide it's the engine fault later
Engine does plenty wrong and plenty right and still the best out there 🤷
that takes the impossible self-reflection that one might made an error themselves rather than that the system is a "f-ing mess'
PEBKAC is real
yup
I once told a user that the problem was caused by a ID-10T handeling, a day later he figured out what I ment and called back mad 😄
Classy
classic jokes are always fun
creating level LODs needs a feature to prevent this. Should be possible with the new geo editing tools
It just needs to basically extrude the edges of the static mesh downward
Hi, can anynbody help me how to use .mat material file with unreal engine ?
You don't, next question
Nah seriously though, you need to do it from scratch when importing textures for Unreal. There is no way to directly import materials often times since it has a different shader than whatever you're using
Just like how you can't use a mental ray material in vray
Thanks there is no hack for this to work
Whatever that .mat material is expecting, I can almost promise you metal/rough isn't it.
You can't link up to inputs that don't exist, using a different shader language
Thanks for your help. I am still beginner to unreal and would you also help me in this. I am getting a log error upon each saving
" Asset '../../../../../Tutorials/The Souls Project/TheSolusProjectLevelIntro/ProjectToUse/SolusLevelIntro/Content/Levels/Level_1_BuiltData.uasset' cannot be saved as it has only been partially loaded
"
?
Not sure, but I'm going to bet that it's one of these
is there a voxel system which works on mobile?
?
search on google
if you cant find any, then probably not
hmm ok
i tend to run on the latest engine version
but i often look at the code and tweak stuff
when im on the final stages of a project, i stick to that version
DWVR came from deathwave, and went from 4.6 to 4.16
i stayed on 16 to pass the sony QAs
but in my case its PS4 and VR, so i have 2 reasons for sticking to the latest version
sorry to interupt - but I have a rather urgent thing to ask here, does anyone here have a clue on how we put 3d spatialised audio in a sequencer?
I'm on a deadline and only have a few hours left 😬
how to stop button click on "space bar pressed" ? and can I bind any other keyboard button (may be "Z" or any one) on click ?
@misty falcon I would imagine you just drag the audio into the world at the location you want it to play from and add it to sequencer- it should play relative to the camera position
I've tried that, but I don't see an option to activate the audio in the sequencer @fair violet
Unreal Engine Tip #1: This will convert all FOV values to vertical FOV so that people using ultrawide monitors and multi monitors can enjoy your game. Please, for the love of god use it! :')
(DefaultEngine.ini)
[/Script/Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
is that not on by default?
nope
by default as the window gets wider it crops the top and bottom
Unity is hor+ by default
UE4 is ver- by default
I much prefer unity's settings for that
I mean even Epic changed it for fortnite
PUBG didnt and is ass on ultrawide as a result
Yes, UE4 uses vertical aspect ratio
Anyone know what epic's reasoning for that it? just backwards compat?
possibly a hangover from older versions of the engine
default never got changed to avoid breaking existing projects, perhaps
adding extra option for it wouldn't break it backwards tho
oh right, there is an option
I didn't read too much back 😄
yeah, I might create a PR that adds this in the project settings
yeah, it would be nice if it were on the settings
considering all the other crap that is there 😄
@mint sequoia Did I already annoy you with my compute shader problem or not yet?
You'd be annoying the wrong person, not my field
fair enough
YOOOOOOO
anyone who needs this: https://forums.unrealengine.com/development-discussion/rendering/19556-get-data-back-from-compute-shader
just found it
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
yessss
is it fine to delete stuff in nativized assets folder under source?
ive got packaging issues so i wanted to try and get ride of all nativization stuff
my unreal keeps crashing when I click on apply on any shader
what version you on
IF its 4.20.1 and you have incredibuild installed its probably that
yoy need to change a flag in projectsettings to disable incredibuild shader compiler, or fix the license
read the log files, it tells why it crashes
Where do i ask questions for help in UE4. game-design?
depends on the system in quesion
#design-chat maybe
how to make an actor to spin/rotate? "Add torque" doesn't seem to work.
if you want to just rotate it without using physics you would Add Rotation or Set Rotation
Is there any way to see the ui real time without pie?
Like the umg widgets you're designing
@grim ore but that would do a single rotation, right? The actor would keep rotating, I think
that would be setting it once correct, are you trying to get it to rotate over time? you can use something like a timeline or a tick to do that. Alternately there is a rotating movement component if you just need something to rotate all the time. Other than that if you want it to work with physics then yeah you need to use physics
@frail sun there is no real time preview of UMG with the exception of the editor itself. You can take advantage of the Pre Construct node if you need data to be shown at design time and feed in data that way.
my 3d camera is sometimes click and drag sometimes free moving anyone know how i might straighten that out
@grim ore Thanks
I'm having issues with my landscape material. None of my layers are showing
if i made a game called element royal with loads of weapons/elements would fortnite sue?
and the elements were like classes with their own powers
@steady plank Not really
well Fortnite can't sue, it's a game.
Lol
Is possible to change the gravity center of an actor?
I beleive if it has physics you can change the center of mass
great
What's this
Is there a context for these pictures or?
<@&213101288538374145> - probably want to delete this / have a word I guess
You mean ban him cause that's all he ever posted.
thanks, that's why I reached out to @wary wave in the first place
I mean, in context of history discussion it would probably be fine, but as mentioned if that's all you post then ban-away
It's all he posted in general. Despite once saying "no" to someone asking if there is help.
Soooo, bye.
Where do I ask how to realize a very long hose/tube level to fly through?
Do I have to take care of level streaming triggers (or how they're called) or simmilar?
if its super long, it may be a better idea to have the environment move instead of the player - or else occasionally teleport things
But, yeah, if you go large enough you have to have something to stream stuff in
I was thinking about a shoot em up game in 3d flying "in depth", with levels each around a couple minutes
(at high(er) speed)
Aiming for mobile/switch
Should I just try to build the level(s) and just try to optimize later?
do a graybox first so you see how much performance you got to spare
Graybox is just using simple geometry without any extras to build basic structure right?
Assuming yes
Ye
How to play microphone input through speaker
No idea but are you trying to play the input right out of the output or what?
Yes
I speak with my microphone.. Unreal should say what ever I say through speaker
Like live or are you trying to record it and play it back later?
Evo2k is happening. I think Unreal is responsible for every game there?
Live
That's kind of irritating, isn't it?
@heavy falcon??
If the game is repeating back to you what you're saying milliseconds after you say it it's kind of irritating? "Hi Unreal Engi. [Hi Unreal Engi,... uh [...uh]
Iam making a character which speaks and do lipsync at a time.. Lipsync part I did and struck now with playing audio
Blueprints maximum
most posts i found suggested mic-input is not available in blueprints yet, but I don't know?
is the unreal launcher insanely slow for anyone else too?
lately, whenever i change tabs in it, it just blanks out for a minute
Its a shame :/
Hi guys, is 16 gb ram is enough for a big opem world?
I think so
Most games only use 2-3gb ram tops.
lots of new games use 8 or even 16gb if they can
and you'll need much more for the editor than for the packaged game
depends on how much stuff you're planning to load at the same time
there are no fixed numbers
open up the kite demo and see how it runs on your machine with that memory and go from there
memory leak is fine if you got more memory than it will fill during play :D
Lol true.
Mama .... just killed a man .....
@high stone yo
Hello.
what are you up to i am doing singleplayer design rn
Logo design for an app. While I wait for final funding.
Also business talks, more waiting on there too.
did epic get back yet?
Can't comment on business stuff.
exciting stuff man, keep at it.
ah ok haha understandible
i spent like 30mins trying to figure out why my servertravel command wasnt working and realized i forgot to add the maps to be cooked in packaging settings lol
😛
I'm working on a camera follow for b-spline, curve. Plus glow effect, and Metal Ray always a pain with rendering transparency. Still rocking Maya 2008.
I'll figure it out. Just been a while since I used it.
Probably should have saved a file for reference.
haha yea
I long for the days Maya goes out of it's rental system.
Because I'm not paying $3k a year to not own something. That's up there with a car loan.
@high stone u cant migrate to blender?
Nah. I'll just hold my ground on 2008. Technically what Autodesk is doing is illegal. It has precedent in the legal system. But... the last time someone took them to court. We lost second sales of software. Wait for it to get sorted out.
You are supposed to offer a buyout option for products.
i remember buying a maya license for several thousands a few years ago
but i switched to 3ds max, so i had to get that one too 😛 this was before the annual system
it was only my luck i had the capital to invest
ended up moving to game dev - but i still use 3ds for model creation / imports and some animation stuff maybe
I turn $3k into $30k. Then climb a tax bracket and cry.
lol
Dude, those brackets hurt. Especially covering your own healthcare costs.
Lucky. I mean it's nice having that kind of money.
yeah
i am hyper careful about what i spend on though, and always shop carefully
i bought unreal MP assets for $500 on the summer sale. that's about it lol
glad i did, useful stuff that
My motto is I don't buy it if I'm not using it. Exceptions are backing up my old stuff. VHS to DVD. Stuff like that. So I barely spend my money.
Not having kids is the ultimate money saver.
Can someone help me with this?
https://twitter.com/TheRealSpoonDog/status/1020784651869118464
I'm trying to recreate this, but without success....
rent a vps and put the perforce server on it
Is it possible to create a sizebox via blueprint?
yes
@frail sun the way to do it is to create the sizebox in the UMG and then access it in blueprints to change a property
either put it in a widget blueprint or use construct object node
same way material params work, etc. gotta use BPs to change the properties of your assets.
I need to add multiple widgets through blueprints and wrap them in a sizebox
I guess I just wrap their entire canvaspanel in a sizebox eh
yea i have wrapped large containers in sizeboxes and added children do it - did this for my server list for listen servers back when i had them
my favorite thing about subscribing to unreal channel on youtube is when they release 12 videos at once completely engulfing my feed.
Sorry for asking this in here, I am just curious, would I be able to make money by creating something in ue4 or even making assets then importing them into a blank project and selling it on the marketplace?
If you make assets yourself then you can sell them.
If everything in your game is yours or you have legal rights to use it, then you can sell your game.
Most indie game designers don't make a lot of money, but you can definitely try to make some money.
@steady hinge Can we sell a game using Unreal Engine assets from the store?
As long as it is in that game engine?
Now I mean assets from Epic Games
e.g the animation starter pack or whatever.
Anything in the learn tab and marketplace is cleared for commercial use.
As long as it's in Unreal 4.
@steady hinge thanks for the info
Awesome.
Get it free from Amazon @worn blade
How much is it ?
I'm having issues with my landscape material. None of my layers are showing
is there a way to see the COM in the viewport? I can change it but I have no idea where it resides after changing it.
I want to know that how can we store runtime data on our local system
i want to store the UE4 runtime data on a local or cloud system
what place do i put transforming one thing into another like one character to another?
https://www.unrealengine.com/marketplace/savior
NEVER BUY THIS PLUGIN, very bad realization async, every time crash engine when load or save
I want to move a sphere ( physics object) at a specific velocity in one direction
how do I do that
plz answer quick
Its urgent
@grim sinew I want constant velocity not one push
Okay. So google it and get a more precise answer. You didn't say that in your original question, and I'm not going to play 20 questions on an 'urgent' matter until I accidentally find what you want
@grim sinew you're just being rude, and I didn'r say I wanted one push
in my first question
It's being rude telling you to google it because you didn't ask a question specifically enough where I could figure out what you were asking?
Honestly, if it really is "urgent", you'll get faster responses on google for simple questions like that.
@grim sinew thank you for being so helpful I figured it out
@leaden dust
Lmao
why is reflection from scene capture cube is always larger than the real world?
It can be something in the volume settings, of the reflection method your using
it's just ReflectionVector node in the material
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That's so weird
anyone got a good idea on implementing respawn in multiplayer after deleting the character
Delete the pawn, but run the respawn code on the player controller, triggered from the gamemode
wtf happened here https://i.imgur.com/iJdwfgn.png
On the player controller there's a specific possess command
i did this, while my player is removed before this command
it doesn't reposses
is it because im deleting the actor?
The player can't run any code if the player doesn't exist
That's why I've been specific about saying player controller every single time
so am i currently in the player controller? im confused as to how to implement what you're speaking about
Unless you named your player controller the player character, no you are not
They are not the same thing.
The player controller owns the player character.
You're likely not using a custom player controller yet, you're probably using the default one
Make one, and put the respawn code on it
so ho wcan i get the character from the player controller?
in player controller
so how can I run the server_respawn event
when the character dies?
this one is in the character, it can't find the playercontroller event
"Get controlled pawn" or something to get the character
and you can just run an event on the controller when it dies and let that handle all the logic
so would I need to do a
ontick
get controlled pawn
if health <= 0
then destroy
wait
then respawn?
No.