#ue4-general
1 messages · Page 291 of 1
My pawn keeps falling through the floor and I'm looking to make my level the static channel does anyone know how to make a level the static channel?
Can someone give me any idea how to properly save and load on dedicated server? Do I have to replicate variables or events or should it be easier than that? I've been struggling to get my game to take off.
I can save the player location successfully but my equipment array returns none frustrating
Why does it take so many people to create a simplish game like fortnite battle royale? Like it seems like you’d only need 2 programmers, 3 modelers, 3 animators, 1 character designer, 1/2 level designers, 1/2vcomposer/sfx designer, 1 producer, and a few other things i’m not thinking of rn. This is if you used a commercial engine like unity, cryengine, or unreal, and if you had a good 6 months. Why then do these games take 100s of ppl?
because you are wrong with your estimate if you expect it to be released polished within a reasonable timeframe.
how tho, the game mechanics are so simple @grim ore
then we all wait to see your prototype of this in 6 months.
um i’m one guy and plus i’m asking a question why r u being a dick
i could easily perfect a jump out of a bus mechanic in one day as a programmer, and i would have 6 months worth of days left to complete other things so 2 programmers should be plenty
which of the positions on that team would you fit for the game dev aspect?
ofc there’s networking concerns for the other programmer
gameplay programmer i suppose
You should make a battle royale project then and sell it on the marketplace. you wouldnt need the rest of the people and you should be able to make it fairly quickly. It would be good money
Well I’m not trying to do this. I’m just trying to understand why so many people are needed
because your concept of what is needed is missing experience
they come out with new skins and animations almost everyday so ik they are capable of creating assets quickly
you’re right actually
break down exactly what would be needed to recreate fortnite:BR in a design document then assign rough estimates to what you think each part might take. then multiply that by 1.5. you would have to make sure you go into stupid insane amounts of detail for each part needed as well to make sure it's accurate. You might be surprised at the amount of work to get the basics done. Then double the time to get it polished to a decent state. then add another 100% of the base time to get it balanced.
Sure a walk animation is fine but getting a walk animation that blends properly with every other possible animation and fits multiple skeletons and sizes and is unique to your art style might take more than an hour.
and that's assuming you only have 1 gender, it would have to be changed to fit the other gender and this is just a walk cycle
Ahh that makes a lot of sense, so really it could be done but it would take over a year
time is semi relative to the amount of bodies working, that is why you have multiple people and teams working in parallel on different things. One team might be live ops working on game balance and bug fixes. Another might be animating the next seasons character emotes at the same time another part of that same team is designing the season after that emotes
hello i actually made a pickup and drop system where the player can pickup with a specific anim for that object to pickup but it is picking up but not performing that animation i've made some type of integer where the number of the value can assign the pickup anim but still it isnt working can anybody help me? please? i'll screenshare my bp.
@tawdry raptor you probably need to generate a collision mesh for your floor mesh, and enable collision in the SM properties
who interested in testing my game :/?
me
do you have steam?
yes
okay
hello i actually made a pickup and drop system where the player can pickup with a specific anim for that object to pickup but it is picking up but not performing that animation i've made some type of integer where the number of the value can assign the pickup anim but still it isnt working can anybody help me? please? i'll screenshare my bp.
I have a error in a blueprint that the Map e_primary_Stat enum To structure. But i cant see it to remove it how can i solve this
Anyone know what "Automatic rule based on sequence player in state does? it seams to fix an issue but i cant understand wtf is going on
General question that is starting to concern me. In my GameMode I have it check for all actors of a certain class on begin play. My concern is it won't get those references (or it will become some sort of race condition). if game mode is made first and all actors last
Is this a legit concern? Or does the engine have some sort of counter measure? So far my runs have been good.
hello i actually made a pickup and drop system where the player can pickup with a specific anim for that object to pickup but it is picking up but not performing that animation i've made some type of integer where the number of the value can assign the pickup anim but still it isnt working can anybody help me? please? i'll screenshare my bp.
im no programmer but maybe u can have a variable
at start is = to false
but then when the player presses the button to pick up set it to true. And if it's true play the animation
can you help me through screenshare
please
its urgent
hello i actually made a pickup and drop system where the player can pickup with a specific anim for that object to pickup but it is picking up but not performing that animation i've made some type of integer where the number of the value can assign the pickup anim but still it isnt working can anybody help me? please? i'll screenshare my bp.
please dont spam
@mint raptor ye you can sometimes have a bad reference because 2 beginplay events in seperate graphs referencing/creating thr actor happen at the same time
you can fix it with delay node, so whichever bp uses getallactors and sets object refs happens first
idk the answer to your Problem @astral marsh but spamming is not going to help
@mint raptor IF the objects are spawned after beginplay then you should run it after. or use a branch/delay to run it
the getallactors function
@dim arch yea figured to use delay but it's working? I just don't know if there is room for failure lol
Can anyone tell me if replication is needed to save and load on dedicated server?
@inner yacht what are you replicating exactly when saving/loading?
Im just trying to get an array of what was in my equipment it returns none while the player location and name Is working
Is weird bc i think i see how many items but they blank when i said print there display names
I have replicated the load event to the client seems right
Sry for scrambling just needed advice
I have a Camera that i can rotate with Left mouse button. and when i release the camera goes back to the starting point. But when i press the mouse button again the Camera goes back to the last point When i did release the mouse button how can i solve this so when i press it always start @ the point that the camera is now
can anyone tell me what this error means?
no idea
wait what, when i grab a bunch of comp's i cant alter there rotation and stuff as 1
i get a list of everything's transform's
dang arrays and for loops... I hate keeping track of..creating and deleting references all the time.
Is it possible to set up an NPC to travel back and forth from one level instance to another. Say if I have a hex grid thats a town and I want it to travel to another hex grid to gather resources or trade with another town. (each hex being its own level)
Just save what you need destroy actor and recreate it on load screen with whatever info it need.
you probably want to spawn a copy in the other level instance
okay. thank you. I completely forgot about that. So what I'm trying to achieve is an overall world view camera and then you can click a hex to zoom in on that level and stream in the info but when you zoom back out you can still see important NPCs traveling to other hexes. Even if its only for visual effect (simulated) and the actual game impact (resources collected) is independent of the animation
what happens when you zoom in during travel?
I would use 2 actors one for the traveling and one for the zoom in view. When the traveling one gets to location or new zone. That is when the zoom out actor controls the other actors spawn.
There's an overall map view or world view which you can scroll through. You can mouse over hexes to get general info and then zoom into a section by clicking the tile. Thats what I'm trying to setup basically. I'm just writing down ideas of "how do you handle this" situations.
Hey guys. i am a guy who has documented a few games for himself to make but always gets stuck learning alone. learning alone has always made me hit wall early. i could use a person to learn with or help teach me. i have documents already written so that is a thing i have done if that what you need help with doing? my interests lie in BP and AI
@versed spear excellent idea. Thank you for the feedback 😃
Can you make animation variables to drive animation poses in anim bp? so i can change my idle stance based on weapon for example
Guys, hello! How can i export a apk to install on my android?
Hey I'm stuck on the rotate thing that you switch to how do I get back to the move tool?
@pallid compass make an enum with all weapon types, that works
its too clunky for me
however
i found the holy grail for it
and u cant access it by normal means
drag any animation in
activate pin for it
clear the variable
U cant get a blank one through searches tho? lmfao
Yeah I got that in a few places, switching out all animations used and blendspaces etc is a lot easier with an enum (Thats what i use) :]
Well im using data assets with helpers built in too them
so everything is plug and play flexi
you just input a gameplayTag
and u get the right anim out for w/e u need
im new to unreal engine, where can I get a tutorial bc this is confusing
@pallid compass I got a DataAsset for all montages used, im using enum keys though
I find it more design friendly
pretty similar to tag use i guess?
Yeah, I'm actually just exporting my Unreal Engine 4 tutorail right this second. Its 3,000 hrs of content, so its gonna take a long time.
I like tags a little more because there not static
well, static in the sense of enum's lmao
Thing about it is, that's gonna slow-track your animgraph
@pallid compass ive never done tags so i wouldnt know. Saw you had an awesome wiki a while back about tags tho? :D
if you call a function.
it never got finished because the locked the wiki up 😦
There's a "fast path"
slowtrack? D:
I was just gonna use a data asset ptr, and when weapon change etc, update the data asset ptr, thats got a ptr too the anim
Call it within the EventGraph, and cache the data.
literally why the event graph is there.
anyone know a good way to do dialogs (like in an rpg) in ue4? anything that's actually been used a larg-ish, successful project?
define dialog
just the stuff you typically see in rpgs when talking to npcs. with choices, etc
So a text display box?
well, the whole functionality behind that. and tools for actually defining the dialogs
Well you want a UMG widget that can display info you feed too it
Then you want some sort of system or interface
That can feed it info
and receive info back
for things like "text display" "next button clicked"
etc
this looks pretty good: https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1424923-open-source-dialogue-system-plugin but im wondering if someone sort of knows what's out there, and if there's something already used in production for rpg-like games
Hi, my team and I (https://www.notyet.eu) while working on our upcoming game Warriorb (http://www.warriorb.com) has developed yet another Dialogue plugin, because
most people prob make there own system's
its pretty simple
its just data driven display
i dont think its simple at all, if you want to have a flexible system and an efficient way of actually defining the dialogs
Define flexible
hm, i haven't thought it all through in advance. but in an rpg there's lots of things you might wanna do, like dynamically changing the dialog based on your reupation or if you have some specific item or whatever. also need to sort of show the dialog related to multiple quests at the same time, like when you have multiple quests that involve the same npc
Agh Unreal is bullying me haha
But when I set it to unlit in the viewport it displays correctly somehow
The asset is tileable and if you look very close in front you can still see that the shading is off
Does anyone have an idea why this is happening? 😛
why would my input axis bound to a controller stick only be 0 or 1 and no in between?
more specifically, the top node returns the proper axis value but the bottom only returns 0 and 1
hiya team. I'm currently stumped following along a procedural generation tutorial. Its very basic. My BP looks EXACTLY like the tutorial but I'm getting flooded with errors while he gets a pretty map.
simple procedural generator
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_CreateInstance_ReturnValue". Blueprint: Procedural_Map Function: Execute Ubergraph Procedural Map Graph: EventGraph Node: Set LevelTransform
how do i rotate the camera around the center origin (or just the placeholder character) instead of the camera's origin
ok
thanks
i'm gonna try to make a 2.5d platformer
which is why the camera is on his side
i attached the springarm to the capsule, and now rotating the springarm doesn't rotate the camera
and now i tried putting the springarm back on the character, and now it still doesn't move the camera
what the heck
ok it seems to be working now
i guess it was just finnicky
how do i make camera stay on this side , even when the character turns to the left
ok unchecking inherit yaw worked
I know this is really basic and I easy for alot of you but I cannot express how happy I am to get this to work
what is it
very small and basic proc generated tile map. My starting point for hex grid generation
if a pawn says bad size what does that mean
The Blueprint may have failed to compile correctly or one of your components is no longer an valid class. There are alot of reasons why
@weary basalt i think you're thinking of "bad blueprint"
Perhaps.
Its been a while since ive seen it to be honest 😃
@tawdry raptor Screenshot?
bad size has to do with the actor placement in the world
PlayerStarts may do that, but i dont think Pawns will
Need more info @tawdry raptor
Unless he typoed and meant to say "spawn" lol
How do you decide how much to charge your game or if you should just make it free?
Look at what other games of similar quality and genre are doing.
How to create a widget in c++
Use to change the material via buttons
Please help me
whelp I was gonna go through my saved playlists for tutorials on UE4 and basic C++ programming and clean stuff up a little. Then I realized I have probably over 1000 good videos saved lol. Pretty sure I can hit the play all and it will still be playing this time next year lmao
JEsus H
Well what I've learned with tutorials is after you learn the fundamentals you can start to look up more general tips or fairly specific tutorials isntead of viewing the basics again
Like watching a top 20 tips and tricks for unreal isn't that valuable for a beginner, but when you've been using the engine for some time you might be like "oh crap that's cool that you can do that specific thing to speed up your workflow"
Hmm if you suggest any video depends on the material change
not even sure where to ask this question, but basically I am playing with procedural grass in both the foliage tool and the grass tool in landscape material. So I have this dynamic reactive grass system that uses foliage blueprint or files ( not sure how to refer to them, they are green icons ) and I can hand paint terrain using the foliage tool to put these in place. However I have a massive landscape and that is a lot of work. I can use the landscape material grass tool to place the static meshes and they look great, but they won't be reactive because it's just the mesh and not the foliage blueprint file. Does the grass tool not accept foliage components? That seems rather odd to me that it wouldn't. Would the best approach be to override the tool to accept the foliage components or is there an approach that is similar using the landscape material layers? I have painted where the grass should go and I just want my foliage components to be place procedurally there. Advice?
if anyone got idea regarding facial rigging and facial animation please drop me a messages thanks! btw using windows 10
it's not showing me the value of index https://lh3.googleusercontent.com/-Ouf02Y5sAq4/W2_0YQOzb2I/AAAAAAAAD1o/uWNYVYdD1XAf7oMz3f_yXJKNFNaVAJW0gCHMYCw/s0/UE4Editor_2018-08-12_10-48-30.png
oh bcs. it changing
Hey, I am a problem with the engine, I am new and going through this tutorial:
https://docs.unrealengine.com/en-us/Programming/Tutorials/FirstPersonShooter/1/3
And when I try to type "GEngine" I get an error that it is undefined..
I saw that there is a known bug in the current version where it didn't include the project files, and I fixed it (included it manually) but it didn't solve the problem..
Any one have any idea what can cause it?
Also, I have an error at "GENERATED_BODY()" that reads:
"Browsing operations around this macro may fail. Consider adding it to a hint file"
nothing more which is odd
I am guessing that it is intellisense but I want to get the autocomplete features so I can look around and test a few functions
hey there! anyone here had problems with login to the unreal engine account?
from times to times the launcher stops login in automatically
and doesn't recognise my password
and now I just reset the password (again) and the 2-facto code it's sending me to the e-mail is incorrect
acutally it has sent me the same code for about 4 times already, a code already expire
can't find Epic Games support email anywhere on their website
anyone had this happening before?
can't login at all, I keep getting the same exact two-factor code
can't even reset the password now, it says "Sorry, the item you were trying to edit was changed before your edit could be completed. Please retry your edit."
@whole turtle it could be a serverside issue in which case you would need to try again, or if you tried to enter the password too many times, there may be a timeout in which case you might need to wait until the timeout elapses for password entry.
I will try again later
at least it's still possible to open projects
through the file explorer
yeah, that's true
i only use launcher for marketplace stuff i buy mostly, that and engine installs if i need to test something quickly
but for instance how can you create a new project and configure its creation settings without the launcher?
although i will say i did use the Launcher -> Learn - > Content examples to browse through the incredible niagara stuff in 4.20. if you havent looked at that it's amazing.
just go to the install folder where you installed the engine from the launcher last, open the UE4editor binary, create / load projects.
defaults to c:\program files\epic games
hah nice! will create shortcuts for all of those
and if it wasn't for plugins and updates I would uninstall th damned launcher..I'm a bit tired of these login issues -.-
C:\Program Files\Epic Games\UE_4.20\Engine\Binaries\Win64\UE4Editor.exe is the exact path for 4.20 installed to C (might want to double check the UE_4.20 part but should be the same)
i've grown used to the launcher by now. sort of like an addon or something in gradius (the old space 2d scroller game) lol. it is around you and you just have it there for good measure 😃
dude i loved gradius. i should remake that lol
😛
I mean, I do think the launcher is a great solution specially, for the updates, the store, news pages, etc..
but damn having login issues every other day is quite anoying xD
Hello guys what do you recommend for a good character modelling tutorial?
I have 3ds Max, Maya and Blender.
@crystal lotus do the chars have to be realistic? like modelled in a 3d app then imported into those tools? or low poly?
@crystal lotus What do you need exactly? do you want to get into 3D character art for real, or just need some characters for a project?
if it's the first, I'd advise getting into live drawing, anatomy etc while getting into zbrush and digital sculpture
if it the other option
I'd advise getting into blender and installing this addon:
Manuel Bastioni official page. Development of ManuelbastioniLAB, the free and open source character editor for Blender
it's a really neat character generator
yeah, and make sure if going first route - retopologize your meshes in a retopo program (Zbrush can do it but takes a lot of time, so u can use 3dcoat as well) and then skin your stuff in 3ds max. you can then rig it for anim.
for both more realistic or stylized options and rigged
also, if you want to buy meshes you can get them from turbosquid too. or google sketchup warehouse.
yeah I didn't refer to retopo, uv etc, bc that's easy, it's only a matter of learning to use the tools, the design, anatomy, etc and craft itself is way more important
George Maestri did a wonderful tut on charcter rigging in lynda by the way. so that's useful. as far as other tuts, check outQuick Start to Modeling in 3ds Max by Kinney on pluralsight @crystal lotus
uv and retopo will end up being automatic either way xD
yeah i hate retopoing stuff. lol. havent done it in ages. like it was fun the first time i tried in 3dcoat as a test but it got a little tedious fast
none of meshes in my game are characers, so thankfully i have no anim data or any skinning / rigging to worry about. they are space ships haha. 😃
hehe
well I'm an environment artist, so yeah, only a few props need animations from times to times so yeah
It doesn't have to be realistic this is for a RPG I'm making
then checkout the blender addon I've linked above
generate a character, tweak the settings to what you need
and use that as a basis
@crystal lotus https://cubebrush.co/mb/products/1ztdpw/pbr-character-for-games or https://thegnomonworkshop.com/tutorials/introduction-to-character-modeling
*9/12/2016 Update - Added Bonus Chapter - 36min - Importing the model into Marmoset and taking great screenshots for your portfolio
Hi everyone!
Here's...
quick question, whats an optimal way to attach a Skel mesh weapon, say from a socket in the back too the left hand?
anyone of you guys have problem opening the KiteDemo map (Overview) in 4.20.1 ? mine just crash EVERY time....
what's the stabel version?
4.19.2
my computer :
CPU: Intel Core i7-8700K Coffee Lake
GPU: MSI GeForce GTX 1070 Gaming X
RAM: HyperX FURY DDR4 2133MHz 16GB
MBD: MSI Z370 Gaming M5
so i should be ok 😃
might be the ram. IIRC the Kite demo takes ~24GB of RAM
I had 32GB ram 4 years ago, who still has 16 😛
16Gb is enough for gaming 😃 but apparently not for the KiteDemo 😃
Yeah, I for one am working with a lot of tools simultaniously, not only gaming
i feel that 32Gb is very overkill
problem is ram is expensive
yeah if you load ~3/4 of the thing 16 gb is enough
£250 for 16gb of 3000mhz ddr4
the whole thing takes ~24gb
Lol
I've managed to run out of ram on big UE4 projects with 32gigs
@pallid compass HyperX DDR4 3200 16Gig is only 178€, what
only
o_O yall got 500+ graphics cards and too cheap to spend 200+ on ram?
Yeah budgeds are probably different
ram pricings really got expensive during the last years
I can't really remember what I payed 4 years ago, I just remember I needed two different sets -red and black- to match the slots's colors.... yup, important
well
im trying to load the KiteDemo on 4.19... still crashes :/ well that sucks
Meanwhile SSD is dropping hardly
Loading the KiteDemo map xD
Jeez, tell me next time, I send you some from germany lol
well good news is that it hasn't crashed on me and is still loading xD
how big is this map....
current load on CPU and ram :p
very big
So I have basic knowledge of maya, and was wondering how similar is blender to maya? I took a class that happened to teach a bit of maya, and wanted to try blender.
I never used maya but from my experience blender is similar to nothing, and it's annoying
Good tool though
Ok. I’ve heard you can go from blender to maya and was wondering if the other direction reAlly worked at all.
It might take a couple of hours to adapt to blender, but sure, I think you can learn any tool. I encourage you to just try it out, can't hurt since it's free 😃
Blender and Maya are quite different tools. I had to check out Blender for a Job application (being a maya user since Maya v6). I'm glad i didn't took the job in the end 😄
Blender is a good tool. But i'm just to used to Maya.
Hey all, so I'm getting this weird thing - I start my game with levelA, my levelB that's a test map only and never loaded, for some reason gets its Begin Play called when I start my game. Is there anything in the level class that for some reason can make it get called upon game launch?
uhm.... the KiteDemo map is small @manic pawn
@manic pawn
i thought the map was WAY bigger xD
@celest creek Try to change world settings for levelA. I was having my player spawning on the main menu last night. I changed the game mode and it is not loading the second level stuff on the main menu anymore.
are you talking about the open world demo collection or the actual kite demo?
I have imported a mesh and need to make it not moveable but I dont see the option why is this
its a corridor
it doesnt have the static mesh options of moveable, static and stationary
is there any way to use a dance pad has a d-pad? tried using different inputs but nothing works. the dance pad works since i can use it in stepmania.
There certainly is, but how to do it depends on how the dance bad sends in the input + any adapters that alter that input on the way to the computer
its a usb input. Any way i can check how it sends?
If it's usb I would assume it would be identified as a gamepad, what OS are you currently on
windows 10
Should level build data be excluded from source control?
What if I'm working with a team?
@tawdry raptor what options do you have available to you in the details panel?
Try going into your windows device settings and look at the details for the dance pad, if it is a gamepad it will have a configuration menu and you can figure out which pad button is mapped to which gamepad input, if thats the case then all you do is have to map your input in UE4 settings
Well i went to the pad properties and i tap down and the input shows down. but in UE4 doesn't work.
Did you map any input to gamepad down"?
should work with the default ThirdPersonCharacter, right?
it will work with whatever you map it to
yeah i put the Gamepad D-Pad in the input settings
like it's not recognizing the pad
I cannot see it
2nd from the bottum, full name is "enumeration"
😃
Does the editor got an updated theme in the years?
In some tutorials I have seen it looks different to mine
Anyone know how to get good handpainted textures if i cant make them my self like any websites or anything like that
I have used ue4 for the past 5 years, while there are certainly new options the overall look is almost identical, but since the source is open people can customize it in crazy ways if they want
People mode custom skins for it
its a really really bad idea
too fuck about with the engine theme though
You are changing a fuck ton of core stuff
also, the UI is rather modular so you can drag panes all over the place
Thank you for the information
anytime
Hi there. I was wondering if anyone could give me the bare minimum directory paths that I need to include in my source control to prevent data loss. From Google searches, I was able to find that /Saved, /Intermediate, and /Binaries can safely be excluded. Is there anything else I can add to the ignore list?
Derived data cache i think
Alright sounds good. Anything else?
BuildData?
I'm reading that I should not include DLLs and debug files generated from the project itself
Where can I find the file when I save it with the bp function SaveGameToSlot?
C:\Users\YourUserNameHere\AppData\Local\YourGameNameHere
assuming your drive is C:
and you're using windows
I am using Windows, but ue is installed on D
its where your OS defines the appdata directory which by default is the drive with the windows installation
There aren't many nodes needed to get save to work, create the game save object and then saving it to a slot, however the save game has a boolean return you can check to see if it is indeed failing or not
Norton anti virus is so damn annoying. I haven't used them in 10 years but thought I would give them another go on the new PC since I got a free year or whatever. Its so damn intrusive with all the stupid pop ups and trying to get you on their website. How does anyone tolerate this crap
there's no need for any crappy antivirus software other than the default windows defender
Supposedly true, Windows Defender does not have randsomware protection though. Also I still don't trust it
what prevents people from spamming epic with ransomware submissions for the marketplace? I can picture poor marketplace team having to comb through everything submitted with a lab coat and safety goggles lol
it certainly is possible, but it would only work a few times before someone reported it. Also since these would most likely affect development systems a lot of them will have source control so formatting the system and just pulling the source would be a solution for the most part
So I found an interesting site a while back that was basically a BP depot where people dump BP setups. Anyone actually go through other people's BPs on sites like that?
Anyone know why my unreal now takes so long to complete compiling shaders
Just upgraded my engine cos I was on old version and it takes so long now
i'm new to c++ an i cant understand why i have an error for "OurCamera" on the top one but the rest are fine? I'm watching a tutorial an he hasn't got the same problem, any ideas?
UCameraComponent seems to be recognized as a type and not a variable
Do you have a variable named UCameraComponent?
Should it be OurCamera? Since you use that variable lines later?
thats the others guys code with no errors
it is OurCamera isn't it?
i just dont understand why 2 work and the top one doesnt
I think UCameraComponent at the beginning of the fourth line within the method should be OurCamera but not 100% sure
it fixed that error but its became a new one
@versed spear Thanks, you mean just change the game mode to anything else? Tried that, no luck. Thanks though.
I also tried creating a 3rd empty level, all I did was put a print statement at the new level's Begin Play function, and both of my 2 maps that are never called in-game now have their level BP's run when the game starts.
Weird no?
@harsh tiger what variables are defined in the class?
is there even a OurCamera or UCameraComponent variable?
I just made a third person starter content to mess around with. I made an acctor class falling programmer quick start but my camera for my main player is all way down like this https://gyazo.com/8a972aecf585217c69013a8038c7f536
https://www.youtube.com/watch?v=vQsOIGWRdXQ 6 minutes is where this part starts
In this example we will add inputs to a pawn and move it around our game. EPIC's Player Input and Pawns Tutorial: https://docs.unrealengine.com/latest/INT/Pr...
Maybe you should invest more time in learning to code
i've done c# in unity for about 2 years. i understand the basics. i just dont see why 2 of them work but the other one doesnt when they are the exact same...
thats the header file
@versed spear Oh... looks like World composition was on for some reason, and that its behaviour is to add all levels in the same folder where the current one lives..(?). Disabling it seems to have fixed the problem.
@harsh tiger Are you possibly missing a UCameraComponent component in editor on MyPawn that's now not in the MyPawn.generated.h? I've never written C++ for UE4, just a guess
hey guys i'm having trouble with my blueprint, can someone take a look at let me know what they think
haha
@balmy cypress looks fine to me
@heavy falcon he never done that in the tutorial like
I'm assuming you have the same includes in the cpp?
@harsh tiger Point 3 in this tutorial differs https://docs.unrealengine.com/en-US/Programming/Tutorials/PlayerInput/1
Oh yeah just seeing it, same code as in the link i've posted
Anyone know how to make a main menu background that is moving/dynamic?
Similar to: fortnite, realm royale, and PUBG. <- games made with ue4
The chimney in the background is active, and is 'throwing smoke'
It's a level
yes
its just a level, just like a game, except you dont have a pawn really, you just interact with the hud
then when you do start the actual gameplay you load your specific level and spawn the pawns for the player and give it control
okay, thanks
My mesh for some reason, is one big block and my guy cant go in or out how do I make unreal understand that I can enter this corridor
I put this in graphics but it might be more of a general question: Hey guys I have a question on game dev business ethics. Say I want to hire an asset creator or any other artist because their style is what I'm looking for. Is it appropriate to show them concept art/assets made by other artists that I have found that have the content I'm looking for to express what I want made? Not an exact replica obviously but say if I want a farmhouse or a bunch of wilderness props made. Is it wrong to send them to say like my pinterest page so they can see exactly what I'm talking about or do I have to hire a concept artist first?
so your asking can I ask an artist to do art in a style of X without showing them X?
no wait I misunderstood. You already like the style of X but you want it to look like something else design wise that someone else did. Doesn't seem like an issue as most of the time when you do a mockup you just use other existing things or describe it in some way. like "I want an RTS that has 3 sides like warcraft 3" or "the guns should be all mechanical looking like in borderlands". If you mean more of "That exact building in that exact game I want you to duplicate" you might have an issue. if you mean "That exact building in that exact game is something I like, can you do something like it in your style" is probably fine.
another way to think of it is you can only make a toaster so many ways, your gonna have to draw inspiration for it from some basic place and then put your spin on it
lol yeah, internally there's no derivative use or copyright law unless it spills into the final and happens to be extremely derivative 😃
you can probably go from reference images -> concept sketches -> rough base meshes -> refined meshes with textures / retopo / final product if you're doing a 3d asset with detail. i was very familiar with this pipeline when i did my mocap stuff from concept to rigging.
so it's basically kinda like how lawyers and their clients have special priviledge. you can say whatever you want to your peeps, but the final should still abide by copyright law.
yep and since you are asking about the need for a concept artist is sounds like you already have concept art to draw from 😛
Thanks guys. There's so much amazing artwork and assets already out there it seems silly to try to recreate the wheel. It just kinda weirds me out asking someone to make something similiar to someone else's work without giving them credit if you get what I'm saying. Like I don't want this guy's low poly tree but I want something similiar to it with X many triangles or whatever.
Sound like excuses xD
@plush yew Thats the way I thought it worked I was just varifying. I see alot of studio GDC videos where they use reference material from all over the place including movies and other games so I assumed it a natural part of the process.
blueprint prob
asked on physic
Siggraph is tomorrow. Some Unreal tech demos will be there too.
has anyone found if/where those will be streamed or available for download?
Finally got over 2GB game packaged into a 30MB game Progress
How do you make the engine auto generate collision on import?
By checking the checkbox in the import options dialogue that comes up every single time you import a mesh.
What if u're using a live link ? 😄
Then you don't.
damn
It would be dependent on the live link plugin to set that part up, since it's bypassing the usual rules.
Is it possible to cast an integer to enum?
I want to set the fullscreen mode, but I have to pass an enum.
Per the instructions here: https://answers.unrealengine.com/questions/572865/how-to-stop-epic-launcher-auto-starting-steamvr.html?sort=oldest I edited the plugin file to change true to false (last suggestion) this seemed to work until I next used Steam. I hadn't used steam for a couple days and it was fine, however, after playing a game on there and opening the engine up again, steamVR was popping up again. I just went back to check the plugin file and it had been changed from False to True again.
@weary basalt Thats working fine 😃
emm
anyone know how to watcha blueprint
using the new watch window
also. every time I makea new BP the debug filter is set to null, it doesnt select the event graph
Anyone know what the geometry tools 2.0 are/were?
how can I add a line break to a string?
my webUI is returning a string value which has 3 lines and I need to compare against it
so I need a string var which also has 3 lines
well, the string type can store data with a linebreak but apparently you cant input one which is lame
Shift+Enter? \n?
neither of those work for inputting
I also tried copying and pasting text with linebreaks from a text editor, but it reformats it
you can add linebreaks to append and format text nodes in the editor
but not in the variable default
did you declare it from C++ ?
So.... the plugin declared it in C++?
yup
format text node
uses { } to declare types
except that is the fucking
string I want to parse
-___-
ok, there's a metadata tag which they didn't use called multiline.
so just use \n and if that doesn't cause a line break during runtime, then you can whine at the plugin author.
I dont think\n creates a newline in a string variable
Would anyone know of a decent tutorial for rigging a model for ue4 ?
\n is the literal encoding for a newline in C++ string literals.
If you've tried it, that's fair. But go on and give it a shot if you've not tried it.
I am trying to compare the json string
the only way I've found to create a new line is by using append to build a string
ok cool
but even then it returns false on IsEqual
there is probably a different whitepsace character being used
to create the new line
but I have nfi what it is
unless I use a hex editor or some shit and even then idk how to get it into ue4
yeah it might be that the other platform uses a literal \n but you use \r\n. Or vice versa.
Good ol CRLF
Thanks tho
best parse the json
yeah
probably the only way to do it now
the plugin actually has a Json to bool node
except
the Json is returning
{
"name":"value"
}
I think it needs to return {
"name":value
}
so some bug in the plug I think
eh
when I say parse the json
I mean, like, you know the structure you're working with
SO like
pull the values out.
Compare for equality.
Im looking for developers I have over $300 $$$ worth of assets in my project
wowee hi roller
@tawdry wyvern you can use #looking-for-talent if you like.
okay
@worn granite I have to split the string and look for keywords right
to parse the string data
how wont let me type
did you check the pins?
I think I can use this because it removes the json formatting
@tawdry wyvern
is there any better way though?
ya
Hang on.
Hang on.
Wait.
You purchased a plugin to handle JSON
And it provides NOTHING to you, in terms of parsing JSON?
There's such little benefit, you've got to resort to string functions?
it says it does, but it doesnt work basically
show me an example of one of these nodes
id show you the plugins code but I think its against the tos ;x
in such a way as you'd use it
sure
@worn blade its the same as rigging to any other skeleton.
I'm sure somebody somewhere has a specific tutorial. But no. I don't know of it.
I want it to be rigged to epic skeleton
it does slightly more than just json parsing but yeah
ok, that's a cool story bro.
I can just tell you're getting frustrated with no responses
...
Get...
GetBoolean?
....
no inputs?
the input is the json value
it parses it and returns an unreal bool value
except it just returns false 100% of the time
This plugin isn't very noob friendly.
because the json formatting is fucked
Ok so what you've got - most likely - is a JSON object.
You can't directly get a boolean from that.
nope
What you need to do is find a field in the JSON object
I have tried the object ref and the data inside it
@tawdry wyvern you have to direct message Unrealbot for posting, the guide is in the channel pin.
JSON fields can be arrays, objects, or primitive types (bool, float, int, etc)
This plugin expects you to grab a field from some JSON ... thing .... and then call GetBoolean on it.
im not sure man, I did some debugging via printstring
If its not a boolean field, it'll be false.
I can get the object reference (as a string) or the value (as a string)
Toku, you get source control up and running? 😃
thing is the plugin passess
{
"name":"value"
}
for a boolean json string
the boolean value shouldnt have " "
yeah @plush yew its working great now, cheers
what plugin is it
well this is bs, the strings look identical now but they wont pass true on IsEqual
is there no way I can save the string data which the plugin pushes out into a variable for future use?
I mean, while constructing the graph not on runtime 😦
nope, not really.
So have you tried setting up a JSON parser using the plugin?
I know you said its busted, but just curious to see what you've tried in terms of setting up a parsing solution
cause you may as well try and get it working - writing a string parser in BP is pain.
getting the value of the object, using a parser node
sure one min
you can still post it, but I think imma go actually.
no sweat
same thing happens if I wire getstring directly into the json value/data pin from the event
Hey guys, I am new to Unreal Engine and wanted to ask you guys how is it with teams? do you use git with it? how do you avoid conflicts in blueprints/scenes?
hi guys.
@ancient sandal yes, you use source control and "check out" assets to prevent modification on other machines that are connected to the same cloud repo
how can i scroll the slider and clickable the button inside the slider
@plush yew Thanks, what do you do if both of you need to edit the same asset? say, modifying a blueprint
person a checks out the asset, modifies it, and checks in back in. then person b can access the same file if he wants to check it out in the same way. so check out downloads a copy to your machine so you can edit it, it locks it on the repo.
Oh cool, thanks!
yep if you check out #source-control there's some good stuff on there including .gitignore file examples if you want to get your repo started.
i really recommend experimenting with git / a visual UI first and starting a local repo so you can avoid cloud server costs unless you have your own server. then once you're either in a team or doing some kind of collab work, you can go cloud based repo
i actually just got into source control myself and it's really useful, didn't use it last year. and this year i had to roll back my edits once and it saved me a lot of time.
started only a few months ago and it's great.
@ancient sandal you want me to DM you a stepwise guide on my process for it?
Yeah that would be great ! really appreciate it!
hey guys, i have a problem about button click event not working .
if scrollbox can be slide , the button will be not working ><
solved ,thx guys
I have some static meshes
when their transform is modified in the sequencer they scale to 1/2 the size
even though the scale keys stay at 1 and they start scaled at 1
wtf?
ok so answer was I had an empty actor parented to all the meshes whos scale was 2
so it was halving the scale on runtime
i'm trying to duplicate a spline so I do this: https://gyazo.com/20240f85b7c15166a632a4ea7dfc7b46
however the created spline is messed up, points are not in order, there are various directions in the middle
any ideas?
for anyone curious -> just clear points on the spline before doing so. When a spline component gets created it already has 1 point in it.
Get/SetWorldRotation of a component works as expected(you set the value and the component gets tha rotation and stays static) but AddWorlRotation makes the component to spin...If that a bug or on purpose? If there another way to add a delta to the static rotation of a component?
as the name implies, it adds to current rotation
you can call it once to add delta rotation
but for smooth transitions you need to do the delta math and use SetRotation
@paper kernel Thanks
hello
what i have to install
of visual stufio 2017
thr pack of 7gb?
only for game developer (ue4, directx etc)
@plush yew
win8/win10 sdks
yes ty
Isn't there a console command to pause rendering?
I can't figure out a system that would let me specify interaction logic
that is manageable in long run
hey, i have a slight problem. i made this "pause" input action. i managed to call it from the "TopDownCharacter" blueprint, but not from my "InGameUI" blueprint. any help?
did this and wanted to move it over, because in the end i don't want to depend on the character
enable input
care to explain?
yeah, i meant how do i do that ^^
enable input
hum
Enable Input
actually widgets can listen for inputs, but it's astronomical pia to do
imo better to work out all inputs in the playerController and also build the 'ingame' Widgets in the PC
for easy and quick bp communications
the problem is i plan on not having a player by the end of this
think of it like a RTS game
still has a player
not in the traditional form of a character, but there is always a player
with somekind of pawn and always a playercontroller
ok so, the best way to not really have a player then is to just make an invisible character, and have it stick around and perform these sort of commands for me?
yea, I would use a pawn with no meshes or other stuff
pawn has some basic player functionality anyways
you might want to be able to move the camera around in the world etc
Is there a way with blueprints to know if it's being executed as dev or production?
Hi, in the staticmesh window, how can i set camera speed (usually in viewport top-right) ?
WoW expansion, Epic MegaJam, Kenny Jam... someone needs to talk to scheduling about all these conflicts this week lol
In "Theory" the new Action RPG template has a pause menu that you might be able to tear apart as well and see how they did it. I haven't investigated it yet but one would assume it has support for keyboard pause/unpause.... one would assume...
@grim ore Monster hunter Word on pc
and even betetr, monster hunter generations on the switch
nooooo.......
I mean I know but.... noooooo
I already have too much to do lol 😛
I've got MHW on PS4 but I totally forgot about generations on switch
I wish the jams would be a few days longer now they're only per 3 months
how long are jams now?
thursday to monday morning european times
only 4 days jesus
same length as when alex did it every month
unlike then, i have to work now on the thursday and friday, weekend i'm busy with wife and kid, so in the end ~3 hours total time to jam? meh wont ever make it
hi everyone
hello
the engine are naughty
i was build my big landscape
and get crash
now it can't visible all tiles after restart
some random tiles visible
click on the closed eyes
@tawdry raptor What are you asking for exactly?
anyone knows...
In the staticmesh window, how can i set camera speed (usually in viewport top-right) ?
i think i should request the feature if its not possible
its not in blueprint viewport to?
How to make real time hands mocap without leap motion in unreal.. Any other kits we can use?
Made a mockup for a visual representation of project AnimalComponent, trying to get a visual on what I'm actually doing. In between digesting the C++ definitions for capsule component, character, character movement, etc.
https://i.imgur.com/2rj2y5p.png
I'm not sure if this is useful or sound at any level but if so, it's helping identify variables I'll need to create and work with.
How do I compare int points? Do I have to split them into integers?
"int point"?
the stupid x/y struct that UE4 uses for some returns like resolution and i think mouse position
in the he;l
nevermind I splitted them
yeah I am pretty sure there are no convenience functions for int points so you would have to 😦
This is bullshit that they havnt implement that yet
people have no patience
int points themselves are relatively new
oh didnt knew that
but easy enough if you use C++ to add some or if you use BP add in some global bp functions to handle it 😃
May I will do that.
You could do some reaaaaally weird stuff using vector 2d's as those have convenience helpers already but man that would be weird. basically convert to v2d, do some stuff, then convert back lol
😄
how to make e key work{my input for some stuff} only when hes inside the box collision?
https://youtu.be/puan4hTa6HU?t=63 I've seen this on friday
Hi, in this video we're going to make "Mark" move to a specific location and facing in the right direction, and then play an animation avoiding him to move u...
anyone find a siggraph stream anywhere?
A showcase of real-time rendering visuals that will soon be possible in video games thanks to NVIDIA RTX and GameWorks Ray Tracing technology. Featuring ray ...
Epic isn't streaming RTX stuff until Wendesday
Darn I thought they did alot of live streams but I guess post streams are better because you can watch 2x speed 😃
I realize that. I like watching all of it 😉
can someone tell me how to replicate attach to on dedicated server?
Im getting sets of 2 of my clothes item
@abstract marsh that seems like a super old version of the Physics Asset editor. you get to it by opening up any physics asset
Thanks! I'll look up Physics Asset now 😃
how would I go about making something like this
I mean this display that shows which level the elevator is currently on
and the buttons for selecting of couse
any display of numbers is probably a material, you can do that pretty easily.
since its using world space, probably line traces, you can just have physical items in the world representing the buttons and take action on them
I don't think there is a channel for this so asking here for now: Does anyone have any recommendations for a Continuous Integration environment with Unreal (probably on a remote server). I've setup Jenkins and Bamboo before with Unity so I'm familiar with the process, just looking to see if anyone had a good, cost effective solution that they would recommend (currently thinking of hosting an TeamCity server on AWS which then spins up an Unreal Instance to build the game and copy output to S3).
nice to know that, thanks @grim ore
@gritty matrix It's fine to ask here, but #source-control could also work. They're related technologies at least.
Whatever you use, you'll likely end up piping things into Unreal Automation Tool
UAT is the C# based automation system for UE4. Scripts tends to invoke UE4 and pass commandline args to get things done.
@livid haven Thanks for the advice! I'll probably start by setting something up locally then and experiment with UAT.
👍 UAT makes it easy to get a build made and cooked and even potentially run some tests.
You'll just want to use whatever CI/automation system to invoke UAT and run one of the existing set of C# scripts, like BuildCookRun, or even write your own.
Having a quick read now and it does seem like a nice solution. Now to figure out where to actually make the builds. AWS instances are one solution but those things can rack up the cost pretty quickly. I might be better off setting up a machine internally.
I'd definitely mess with a VM or something first before you start spending money.
IIRC console key binding (`) and console commands are stripped from game when packaged for shipping right?
by default I think, yeah
so if I make my own console using UMG and add-in some custom commands speicific to my game, and parse them through the command executor, would this [unintentionally] provide access to dev console commands
are like once shipped are they truely stripped like those commands wont register or call anything anymore? o.o
basically wanting to add my own console commands to get/set game specific variables as well as spinning up a listen server from the ingame console
but without leaking access to all the dev commands
or is it really that bad to just include the ue4 console in shipped game? not sure what epic has all exposes via the console but when comparing to source engine they typically allow players to access the console
hello people!
It seems my game won't save config files because it has a comand line argument -multiprocess.
Anyone know what that command does and how to make the game save again?
Anyone know a good video about AI? To make something like the ActionRPG minions
Unreal, Nvidia presentation happens in 15 mins. Siggraph. Recommended viewing.
link? Is it here? https://www.youtube.com/watch?v=MkluiD2lYCc
Among the most prestigious of honors in computer graphics, ACM SIGGRAPH awards are presented to people who are leaders in the field, or destined to become so...
It's Ustream tv Nvidia.
Wasn't sure if I could drop links.
i think this is the right link...
Odd, you would think they would have the main siggraph youtube link with that 😃
thanks
So I'm trying to learn a little more nitty gritty about blueprints. I have some of the basics down. For some reason I'm forgetting exactly what the construction script can be used for in a standard blueprint. Is it just for "constructing" the object once its placed in the world?
I was reading through the official documentation and the page has like 3 lines on construction script in BPs. Basically "this is the construction script area" lul
@dire storm do you know much about object oriented programming? if so from my understanding, the construct node is just a way to access the class constructor from blueprints
hell I may be completly wrong but i just always assumed it was the constructor
from my understanding, construct node gets called when the object is created, and BeginPlay event gets called when the object is loaded into your scene
https://docs.unrealengine.com/en-us/Engine/Blueprints/UserGuide/UserConstructionScript this is all I can find
Nvidia stream is crashing. Why they decided to use Ustream is beyond me.
@high stone okay thought that was just me, kept cutting in and out so i closed it lol
Ustream can't handle 760k viewers all at once. I have zero ideas why they chose their platform.
🔥
It's up!
i think it's workin now
My body is ready
andddddd it's down
and it crashed
LOL
lmao, i'll just watch the recording later lolol
what is the topic of this nvidia presentation anyways? haha
I'm tweeting them a slow clap.
776k views.... ustream servers actually on fire right now
maybe they'll all burn down and we'll never have to deal with ustream again lol
jk
its on facebook live now
There's a guy on YT streaming it.
• Official Nvidia Stream: https://www.ustream.tv/NVIDIA • Stream donations! Support South Africa's American Tech YouTuber - https://streamlabs.com/ufdisciple...
somebody at ustream accidently picked up the phone and killed their dial up connection.
1month after i purchased my 1080ti, im callin they release a new gpu
@robust shadow They aren't supposed to release the new gpus till the end of the month at the nvidia big event. But who knows.
there's a ton of leaked info on youtube.
ahh, either way. I heard they were suppose to release soon. found out right after my order was like shiiiiiiiit. haha
here i am with a 1060 6gb
honestly from what I've seen they're just trying to completely saturate every price range to further dumpster AMD competition.
to be fair, i still got a 980
haven't even unboxed the 1080ti yet lollll, literally just been sitting there. maybe i can return it
and swap haha
This could be a big announcement!
IF the 1100 is a decent performance improvement
I picked up a evga 1080 for 420ish on a massive sale few weeks ago after massive sale from bitcoin collapse I'm guessing. I read they way overmade that model I picked up. decent reviews so meh
oh snap... nvidia CPU???
Oooh. This could be giga voxels, point cloud data, and or fractals!
That stuff was sexy in person
ewwwww blower fan
lol the card has it's own ray tracing running on it lol
they ran the whole thing on the new RTX..
yeah they are doing it as a gag
I was hoping for a consumer grade version...
that guys loves his presentation gimmicks
No point in it if the average PC user doesn't have it for games.
they will. Next xbox all using RTX cards!
for the low price of 2k. you can buy the new RayBox 😉
Lol 2k. No.
everyone can afford a 10k gaming rig though right?
be so sweet playing mine sweeper and minecraft
I'll be sure that my game has it for minimum requirements. I'll be merciful and only require 2.
Quadro GPUs are for professionals, not consumers. They're not exactly designed to be affordable.
I know. Just frustrating that this isn't for the average consumer.
gaming is a profession. Change my mind
Still can't raid in WoW at 60fps 😛
lmao!
@high stone I feel ya! Think of this as a tease of what consumers will have in a few years. That's how it usually goes. 🙂
I have a feeling this will be used by crypto miners.
If it can be hacked it will be used.
I'm watching this stupid video instead of trying to make hex grid maps....
yeah in 2022 it will only cost 1k?
(:
hopefully I can make a hex map by then
I appreciate that this helps Hollywood lower their budgets. But I'd like to see something for the gaming industry.
wrap it up music LUL
Taking bets he walks off the stage with no other hardware announcements for 1100 series.
They are rumored not to announce anything else until the Nvidia event in EU from what youtube tells me. All the big releases being leaked about it at on Aug 20th.
but they are pushing back release dates because all partners are overstocked on 1080s from bitmining collapse
and they don't wanna lower prices on the existing 1080s too much
Yeah. Which is why I'm betting he leaves people with nothing.
as soon as anyone officially opens their mouth at nvidia about the new cards (despite tons of leaked info) the GTX sales are going to plummet in an already saturated market. Theres alot of people trying to offload used GTX series with nobody buying 2 year old tech at high market prices already.
My next game: Nothing but mannequins dancing to music running around in pretty environments to sick beats
They named a car 911...
Porsche has been making a 911 for over 50 years.
@maiden swift I know. But they should be aware of what that number means to the average consumer.
It's tone deaf market research.
That's ridiculous. They're not going to change the name of their most iconic car because of one incident.
They might as well have named it the 69.
people who buy porsche 911s are fans of.... porshe 911s.
Call it 911a or 910 or 912? Seriously.
You may as well ask the US to change its emergency number.
thats there average consumer... people who already want one. Nobody gonna say "I was gonna buy this amazing porshe but because 911 happened I can't buy it because of its name"
great so now I can't use 911 in the US anymore and I need to use 0118 999 881 999 119 725 3 ?
I mean if it was named "The Porsche ISIS model" then you got an argument
That's the other problem. Naming a car after emergency services. For marketing you should aim products at what the average consumer thinks. You can aim for the risky stuff. But that has consequences attached. Like the Nova Car. Which in Spanish means no go.
Isis is an Egyptian goddess.
mother fuckers had to have Archer change the name of their fictional tv show group because of ISIS =/
@tall pendant Very true
I'm just saying. If you have a marketing team, and they green light something that causes people to steer away from the product. That marketing team has failed. (The CEO probably demanded it)
Well, until you discover market research that suggests Porsche is bleeding money because of that car's name...
Red man the Porsche 911 is a very well established model number for Porsche. There is no way they are changing it.
I get your point: I just haven't seen evidence that supports your claim.
if you start changing model numbers you are letting the terrorists win
In 1968, the number was agreed upon. AT&T chose the number 9-1-1, which was simple, easy to remember
The 911 traces its roots to sketches drawn by Ferdinand "Butzi" Porsche in 1959.[8] The Porsche 911 was developed as a more powerful, larger and a more comfortable replacement for the Porsche 356, the company's first model. The new car made its public debut at the 1963[
I know. I'm just saying for products on the mass market. You probably don't want to name a car after Emergency services, 9/11. Sure you came before both of them. But good luck convincing the average consumer.
Just be happy you weren't born on 9-11. Thats the real bummer
Be stubborn to the consumers at your own profit loss.
did you even look up any history before you started spouting this crap?
I have lived through the Pinto. You can't ever, ever name another car that name.
I don't recall a massive outcry to rename the car.
I doubt Porsche is loosing money because of the number "911" tho
ugh PC culture man.
The boat has sailed
Again, find evidence to support the claim. I suggest we move on regardless. 🙂
they could have jumped on it right afterwards for a PR boost, eg car manufacturer renames car to honor tradgedy in US
I missed one of the slides on the powerpoint. Thanks chat
Or just keep the 911 but donate profits to 911 foundations for the next release of the model in honor of the tragedy. Either would have been a good PR move. Put a bunch of Murica stuff on it ya know
(I almost lost a classmate to 9/11 BTW. I know how badly some people in the USA still feel about that event.)
like an angry eagle flying off with someone's child. Something fun
A golden eagle attempts top snatch a baby in Montreal! LIKE, COMMENT & SUBSCRIBE! This video includes: Golden Eagle Snatches Baby Golden Eagle Snatches Kid G...
"We appreciate shiny dogs." - Jensen Huang
I liked it but... the bloom through me way off... like wouldn't the whole dog super bright reflection if you have such a bloom coming off it from the shadow?
This just in. Star Citizen will require RTX Nvidia cards when game goes live in 2035
If I could count the number of times Jensen says "It turns out..." and "For the very first time"...
Well, that would be a waste of time. What a weird sentence.
lol
I just mean it makes me chuckle how often he says those things.
I could picture Star Citizen using this.
OK, back to work for me.
yeah... I gotta get back to learning my hex math
$2,300 not bad.
starting price on RTX 5000 is 2,300. I want 4 in SLI
OMG $10,000
just 10k graphics card. No big deal
"The more you buy the more you save." /:
my 5960x was $1000 but the new 32 core amd will be $1700 or so, must buy nicest stuff. X_X
i am gonna wait until 1-2 yrs before the new upgrade cycle i think
the 2990wx might come down in price
can somebody please help me figure out why my ncloth flag isn't dropping fully
it gets stuck in that position
everything is at default settings for the cloth settings
and here is how i made it in blender, by subdividing a plane...
and when i say stuck i mean it will bend and simulate cloth but thats the final position it gets to
ive tried scaling it down in blender since its huge in ue4 but that didnt change anything
Hi there. I also have cloth issues. 😄 And I'm not really sure where to ask this question.
When I put cloth onto my skeletal mesh in UE4.20 the cloth makes the character's Approx Size jump from 700x4,300x1,300 to the insane dimensions of 25,000x202,000x82,000 😬 Which doesn't seem right at all and is causing issues. Is there anything I can do about this?
Or is it a 4.20 bug? Maybe I'm searching wrong, but Google isn't bringing up anything for me.
@west pendant when you say you put cloth did you just simply attach cloth to a characters sk mesh?
@winged crypt are you using a minimap?
@sonic pagoda To be more specific I first created clothing data from a section, then applied it. I tried scaling my model down a bit which seems to have helped, but I'm still getting a lot of extra dimensions added when clothing is active/applied.
@sonic pagoda No
Also as for your issue @sonic pagoda maybe it is a constraints issue and you need to adjust those settings so it can go beyond whatever distance it's constrained to?
@winged crypt well it says its creating a texture, probably on every frame... which sounds like a minimap being drawn but it could also be some UI element
or even something that you are driving by code to be updated every frame thats material/texture related.. or im completely off
@west pendant i see now that my dimensions are way big maybe thats my issue...
ill try it out tommorow
Best of luck, it seems pretty buggy 😬
Are there any downsides to making a ton of streaming levels? Say if I wanted to make each hex on a giant hex map its own level for instance.
can you make sound bounce of objects in ue4? Also, can you add speed of sound with that reflected sound?
@plush yew I don't think so but you could spawn objects that carry sound with them, which themselves can bounce off other objects. With the right attenuation settings, you could achieve what you're trying to do. The speed is in your control.
P.S. making these objects invisible would create the illusion of traveling / bouncing sound.
That could be very processor heavy though... 🤔
I would love to create a sound system like this... https://youtu.be/Hlft6DQl580
Learn the extensive sound design of Insurgency: Sandstorm to always have the drop on your opponents. Insurgency: Sandstorm comes to PC in September 2018, nex...
@winged crypt
Note that Sandstorm was made with UE4
Didnt they change from Source to UE4?
Woah that's awesome
@winged crypt any ideas? 😂
you know you've been up for too late when you try to file>save inside of discord lmao