#ue4-general
1 messages ยท Page 293 of 1
where is the best place to assign default values to your member variables in your class?
like should it be done when declaring the class in the header so like Float somethingsomething = 1.0f
or in the constructor afterward like somethingsomething = 1.0f
from what I understand @earnest pawn, you should set those in the constructor, in the .cpp
so like MyActor::MyActor() { somethingsomething = 1.0f; }
i noticed that sometimes when i set them in the constructor, when i compile, the values in blueprints get reset to the defaults
If you initialise in the Header, you need to keep in mind that if you want to modify the default value it may cause you to have to recompile alot more code than with initialisation in teh constructor.
Header is compile time, constructor is runtime.
Something to also keep in mind.
I typically always Init in the Constructor.
ok thanks
can someone explain to me why you need a UParticleSystem* to spawn an emitter
and why do you do this
ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName(TEXT("ParticleSystem'/Game/Path/To/ParticleSystem/PS.PS'")); if (ArbitraryParticleName.Succeeded()) { MyParticleSystem->Template = ArbitraryParticleName.Object;
why do you need to use .Object when setting the template?
ok this might be a bit silly because im on mac, but - VR preview is greyed out for me. i'm not actually trying to use vr but trying to set up the magic leap simulator - so again, aware its pretty alpha, but im just wondering if maybe the limitation is just that VR preview will never be enabled on mac UE4, is that true?
the sdk plugin is supposed to use vr preview mode to simulate the magic leap in an emulator living room...
i have set up on windows just fine but would prefer to use on my laptop for mobility which is mac
My favorite part of Unreal and game dev in general. Buying a plug in that does almost exactly what you want so you can open it up and figure it out. Then realizing you its beyond your current ability to understand and you need to invest a ton of time and/or get help figuring it out ๐
thats what I'm working on. Trying too see the how everything interconnects with hex grid generation. There's so many moving plates its hard for me to figure out where to start following the flow
Hmmm I just ran into an interesting question. I've seen a few tutorials where devs scale down all their assets (units, buildings ect) by 50% for strategy type games. I'm assuming because its not required that they have the same level of detail in an isometric or somewhat top down view. Is there anyone familiar of the pros/cons of keeping everything standard sizes over shrinking assets?
imo size is always arbitrary and there is zero reason to shrink down assets
infact I believe its better to purposefully not shrink or enlarge assets
because there are hardcoded values in certain systems that are meant for certain scales
so I got question, I got my character and I want to add 2 more bones, can I export it in unreal and import it to maya or blender along with its bone and weight painted ?
@plucky reef yes, just right click on the asset and export
Anybody know what the best way to add an animated material to a pause menu would be?
https://www.pwrdown.com/wp-content/uploads/2018/04/Controls.jpg Similar to this, expanding out and warping around while the menu is up
I'm guessing an image on a Canvas panel?
An entire portal of official Unreal tutorials, all in one place, all for free
@vivid girder just add an image object in UMG and assign a material, do some warping in the material
can anyone recommend some analytics plugins for PC? found Google Analytics and GameAnalytics, maybe there are some more to compare with?
hmm I'm looking at gametextures.com website on their huge awesome library of materials just for funsies. It has a clause that says only if you make less than 250k you can use their normal license (for like indies and whatnot). So what happens if you accidently make a huge indie success. Are they gonna send lawyers after you and go for more monies? I can't find anything on their site about what happens if you make more than 250k on their site and I'm so intrigued
@dire storm I'd say in such a case you'll work with your/an Account Manager to talk about license upgrade options. (Similar to how it works with other Vendors like Allegorithmic or so).
Just seemed odd to me because I've seen alot of "if youre AAA, you pay this much" kinda jargon on other sites which is fine. Weird that they don't outright say what happens if you suddenly have a revenue of 250k. I mean for me thats a hypothetical situation but I like details ๐
This all started because I was chasing the stylized material rabbit.
Depends on the full license text I guess
You're fine if you're done working and you make 250k
I would expect that after the year you've made 250k, you can't keep using the license anymore / have to buy the enterprisey version
Unless it's explicitly royalty, working on a product as a poor company / single person, getting huge sales, shouldn't put you into trouble
I would expect a penalty to be defined
Or something like that
If it was a contract and not a license on the website, it'd say what would happen in the case above
Usually the requirements as a company are pretty clear and based on finances
Like if you made revenue above X last year, then it's this license
So you make the game, you become a millionaire, and the day after the exercise closes, you pony up for the license
A good company won't outright penalize you, when you contact them as soon as you hit the rev limit and ask to work on a solution with them.
I agree on that! On another note I was looking at speedtree and around the web looking for stylized goofy looking "Medium Poly" type trees ๐
Pretty much the fortnite trees... I have been looking around at trees for a while and once I actually looked at fortnite I was like YEEEASSS I love those digital trees
I'm reading about PRB materials. I've seen the brown colored materials in the editor that says PBR. Whats the difference between that and a Normal material with base color, roughness, metallic and spec?
Does the engine autosave when I compile in BP? Or should I hit save as well
You should save
@dire storm PBR isn't an attribute of the material
PBR is how the internal rendering works in the engine
We talk about "PBR materials" for materials defined with albedo, roughness, metal
But the PBR part is in UE4, really
ohhh... Do you know what I'm talking about when I say the brown nodes. I can't find one at the moment but its like physicals material maybe? I think thats what it is.
Physical materials are unrelated to PBR, they're used to derive sounds or special effects when hitting surfaces
Nothing to do with rendering
(They also define friction etc)
ahhh okay so I don't really need to stress about shopping for materials and making sure they are tagged with "PBR" on the marketplace?
The UE4 marketplace ? All materials there will be "PBR" - if they work with UE4, they work with PBR, since UE4 only does that
TY for that feedback.
Thats exactly what I wanted to know. I was just making sure.
every time I learn something theres 10 more questions from it and then I forget what I learned yesterday lol ๐ Its gonna take me 4 years to learn the basics
PBR is a catch-all marketing term for basically many things in one
For materials, usually, it means it's albedo + roughness + metal (or albedo + glossy + metal) + normal
That actually has nothing to do with PBR, really, but marketing
now I gotta google albedo again ๐ TY for helpin me stranger
== base color
Let's keep it simple : UE4 has a PBR renderer, and expects albedo + roughness + metal ๐
By the way, don't use specular until you know what you're doing.
Since you mentioned spec
okay. So google says albedo is kinda like reflective surface properties?
It determines what gets reflected and what doesnt kinda?
Scientifically, albedo is basically a measure of how much materials reflect light
so whats the difference between that and metallic. More research for me is def needed ๐
Albedo in a PBR material is color + amount of light reflected - basically how "dark" it is
Usually an albedo map is very bright, because most materials reflect quite a lot
Albedo is right, here
awesome. What kind of stuff do you work on as far as projects. Any work you can show? You're always helping me so I would love to see your work.
Metalness is typically a value of 0 or 1 and defines if the material works as a conductor, or a dieletric, scientific word for isolating - plastic, skin, etc
Conductors and metals color the reflected light differently
You should rea dup on this stuff if you'r einterested : https://academy.allegorithmic.com/courses/b6377358ad36c444f45e2deaa0626e65
Learn everything about the 3D texturing software tools Substance Painter, Designer and B2M, with free video tutorials, courses and documentation.
Nice. I've looked at normal maps and bunch of others but I don't think I've actually paid attention to the albedo before.
PBR is a very technical approach but it's not that hard, it's actually easier once you understand
By the way I work on a game called Helium Rain, it's on Steam ๐
okay cool. I put it in my queue for studying. My goal is to eventually be programming but I really want to get a feel for how everything connects so thats what I'm doing with all my free time in the next year. Building up the base knowledge and vocabulary of how everything intertwines.
What did you do in the game? Art/environments?
All of the art, UI, and large parts of the code, it's bene a huge multi-year project
Nice work! ๐
How do I customize my install to make it smaller? A while back I was able to uncheck localization and a bunch of astuff I didn't need in order to drastically reduce my download. But now I can't find that button. Anybody know?
I know its really early but I cannot wait until the holiday sales. Being a college student after having a career is tough times lol. There's so much I want to buy and tear apart to learn from.
@tiny pier you mean lessen packaged size?
Yes, exactly.
two things i do, create compressed pak, manually go in and lower texture res.
for things like secondary textures.
finally you should look at your audio, wavs are large files.
Oh wait, you mean something else to what I mean I think. What I mean is about actually installing the Ue4 enging from launcher.
A while back I unchecked all the language packs, which meant I didn't have to install them.
im talking about packaging the game to binary.
And some sample projects and stuff.
Yeah, that's not what I mean.
I'm talking about the actual ue4 download in the epic launcher.
those are standard sizes, you'll just need to check what you're doing for your library cache. delete unused library assets if you don't need them from vaultcache. otherwise, consider installing engine versions from launcher to a different drive. i install engine versions to my archive drive actually from launcher, but i use source building so it's a different story for me.
In the engine versions panel there was a drop down, with an options/settings/preferences, I don't remember the word, but there was a drop down with that.
I don't think that's true.
At least it wasn't 3 months ago.
Where is it?
I have a drop down on the engine version, but it doesn't have anything that looks like a preferences option.
Well I don't have UE4 here but I guess it's still where it was ? On the engine "button" marked 4.19 4.20 etc ?
Weird, I just don't have that option in that menu.
select options
Are you on Mac or something ?
@tiny pier you can also do this
when you are installing a new version, there should be an options button to the right so you dont have to download the stuff in the first place
thats because its actively bveing downloaded
or still in progress
you need to finish dl
and then set
or set before you start.
thats why you have a "Resume" button there 
Waiting for download would defeat the point, but how do I do it before download?
my previous pic
click install on the engine version
click options
ill actually make a vid for you hold on. im bored lol
I see the pic, I just don't see how to get that dialog up. When I click install it just starts installing.
lol, nah, don't got to all that trouble, I'm sure I can find it.
There it is, got it.
I was using the plus button to install, but when you use the big button on the left, it works.
Yup, got it. Thanks man.
one more piece of advice
if you ever want to record a screen capture - ScreenToGif
๐
Ah, cool, thanks.
Guys does anyone know how can I make not-in-landscape road (but rather as object/actor) ? i want the road to connect buildings, which are objects
and their position on landscape will not always be the same as they will be dynamically generated depending on player position
@plush yew that sounds liek a good thing for spline component roads look for unreal spline path road on google and click the youtube link from Unreal Tefel. good one
thx !
Its so hard to not push the buy now button on the LowlyPoly MegaPack. I think those textures/materials would be so good for my hex map project.
@dire storm you're doing a game now? already started?
i remember you were asking about reference material earlier.
I mean I'm tinkering and playing with stuff. I wouldn't call it a game yet ๐
not gonna learn anything just reading the instructions. Gotta slap some legos together once in a while ๐
im lucky, i ran onto the MP during the summer sale and bought $500 worth of material
well yeah the only way to do a cool thing is through experiment
you will be wrong, but your goal is to be less wrong over time
iteration is the only way
my beta version of game will have noob graphcis and if people play it i will upgrade graphics
plus you just feel like you're not bored when you iterate on stuff. i always feel mentally sated
I'm still making slow progress on the hex grid stuff. I did alot of time researching it this week and reading over and over and watching vidoes. So I kinda have an understanding of how its supposed to work. Just gotta implement it. I bought a hex plug in so I could try to see how he does the C++ part. He has some loops in the blueprints but all the math and stuff is in the code. which is fine since I want to be a programmer I gotta learn how to decipher and read other people's code and not just tutorial along blindly.
If anything I always just feel overwhelmed. I cannot go 2 minutes without running into 'wtf do I do now' or "how does this work"
that hex stuff scares me lol
i have floating pawns in my game that fly around and shoot things ๐
and i didn't even write the code for ship impulse.. i use a code plugin from the MP for that.
and happens to everyone by the way
in response to feeling overwhelmed
gotta go through the iteration until it's solved. basically.
only thing that separates you from those less fortunate
Like I opened up his plug in at first and had no idea what I was looking at. Watched his rundown a few times and read through the code like 5 times and I have a slightly better understanding... it took him 2 years to make it from our discussion so I can't be pissed I can't figure out wtf it does exactly in 2 days
i think i know what plugin ur talkin about btw
i saw it briefly on the mp
looked coo
lol it took him 2 years? wow
i also want to implement grid in my game
not hex
in terms of raw isometric movement my fav was diablo 1. what a great game right? ๐
well not everybody just sits on their computer all day on UE4 and VS like me.... Its really important to me that I learn this. I've even considered uninstalling discord because I spend to much time in here asking questions instead of googling and trying to figure it out myself.
lol i do that
all day
but i leave on fridays
to see my "friends" lol
how are you liking UE so far? good?
im glad you're looking into VS. that's good too.
hopefully you have 2017 installed..
I left a well paying job and moved out of state to be near family. I'm completely restarting my life and I feel like its taking me forever to learn anything now.
as well as visual assist to help you do your code
i almost bought it but decided not to since i dont heavily code in CPP yet. i will soon probably.
gothic
how old r u
well money doesn't make you happy. and you should know the entire system of money itself will be abolished once we have automation. so you aren't missing much. trust me. broken system.
33
yeah I gotta spend alot more time learning to code and actually coding. I do have a class in the spring for that so I was gonna put it off for now a little bit and focus on learning the ins and outs of the engine mostly but I gotta refresh my C++ because everything I studied before my summer semester has almost completely faded. It was all making so much sense before I crammed 4 classes in and erased my programming knowledge lul
@dire storm i got some advice to learn CPP if you like
Hey guys. I start PIE with 4 clients. How do I close just one window?
I love advice ๐
if you look at https://www.sfml-dev.org/ and try to make a game using the simple fast library, you can do a 2d game and go through all the prep work. should help with CPP
hi to all here. I have a problem with compiling custom UE4 branch with nvidia gameworks (blast). I had VS Enterprise 2017 version 15.7, and when i tried to compile the source (i did setup.bat -> generateprojectfiles.bat -2017), i got 65 errors and very big amount of warnings. So i decided to reinstall VS, installed 2017 Community 15.8 (don't ask why not enterprise ^^), and after installing finished i got error that it can't install Microsoft.Net.CoreUWP package, of course UE4 compiling still getting errors, later i deleted this VS version. So i wasted 2 days of time and now looking for help with my problem...
Cuz i really need Blast for my game
@plush yew cool. my game: https://i.imgur.com/TlhloZT.jpg
Or i need to ask this in nvidia community?
not my style. I follow a few really good C++ tutorials on youtube (real C++ not unreal) and then I'm slowly working on learning unreal's style as well as randomly picking up my giant and incredibly boring C++ from the creator himself
@plush yew looks cool but the walls are completely skewed with textures, you can try to fix it if you like
i didnt see option to unstretch
@dire storm ah ok. just an idea. you can also look at the ben tristem's stuff on udemy if you want.
I have his course
who can help me with nvidia gameworks compiling?
Ive actually watched the whole damn thing but I'm very hesitant to start it as a project. Like I probably will do one video a day or something and in 10 months finish one of his projects ๐
@vivid girder when I export like that, it's just exporting the mesh not bones and not weight painted
did you export the skeleton?
@plush yew the pipeline i usually use for textures and stuff, is rather than do them natively with BSPs or static meshes in unreal, i first UV map stuff in 3ds max or another tool. if you are importing from blender, first do your UVs there and then import. this will fix your texture skew and make the texture stick.
I've encountered bugs trying to do this too
@plush yew you use world position for your UVs?
@vivid girder, I just want to add 2 bones and I don't wanna go to the painting weight process all over again, so is it possible to extract the character already weight painted because I deleted their file in blender
the skeleton I used is the default unreal engine skeleton
@plush yew have you followed this setup guide? https://api.unrealengine.com/INT/Programming/Development/VisualStudioSetup/index.html
Tips, tricks, and techniques for setting up Visual Studio for development with Unreal Engine 4.
if I export the mesh, then the mesh then it's just the mesh not painted and no skeleton at all
@vivid girder here's what i use - box mapping it's automated and saves me time - i will later go in and manually unwrap the stuff and do it that way later once i do a detail pass.
that's for a level i did
This is an automatic unwrap feature in Max?
Guessing the colors are different materials?
@plush yew im using just ue4 actor editor
not blender
for instances where you extrude exact distances, and have relatively cubic structures, yes.
i didnt do a manual paint at all
EXCEPT the colors
the colors happen to be mat ids
Ah, so they are
How's the texel density?
Visual studio when compiling getting errors like don't have permissions to access file, and so on
And im running it as administrator
@vivid girder i set the textures to be about 512 or 1024 in the material itself, and then apply it. it seems okay.
@plush yew did you double check you selected windows 8.1 and windows 10 SDKs on installing vs 2017 communiuty?
you mean in max?
nope, UE
how you setting textures size in ue?
thx bro
i had the material, and then set the compression factor down to 512 or 1024 depending
Yes, and with enterprise, and with community i've installed all sdks, c++ libraries/components and so on
shitttt, you doing per-asset textures for these walls?
Enterprise installed/opened/compiled with errors
Community didn't even installed properly
he said in the material
yep thats the one i used as ZN said
i use in that one
i meant that lol
not the actual mat itself
sorry
oh, gotcha
yeah
i basically select a bunch of textures, and set the compression down in that same box to 512 or 1024
saves my packaged game size a lot
the version i tried to compile is 4.19.2 (with nvidia blast)
@plush yew you might want to uninstall your VS versions again and do a fresh install following the guide exactly, unless you're sure you can't just go to the start menu and add back in the SDKs now
Ok, ill remove all VS data from disk and registry
and try again
I'll install Enterprise with offline cache
it didn't got UWP package error
thanks a lot for helping btw ^^
@plush yew here's my options on modify if that helps any
@vivid girder useful tip if you ever get into texture scaling - if you have a bunch of textures and want to scale them down just go into the bulk property matrix editor after right clicking on the textures. this is what i usually do for multiple textures.
but you get how i did the pipeline in my level right? i just applied the MAT ids in max, had the materials ready in unreal, and basically plugged in to the material elements of the static mesh in UE. each of the materals is a square aspect ratio so it fits. the thing i was talking about with the texture scaling was only to take in some imported textures and lower total packaged size to make it more downloadable by people on steam.
no joke just used the bulk edit matrix to fix half our game's assets a few hours ago that were imported incorrectly
is that your sourcetree? lol
Had to write a python script to set the materials tho, can't do it in the matrix for some reason
my first commit took me soo long
only started up the repo recently actually. been migrating the project around alot.
I wrote a semi-popular article on it https://forums.unrealengine.com/community/general-discussion/121068-version-control-git-lfs-vs-perforce-vs-svn
General discussion about the game industry and the Unreal Engine community.
ohh you use git lfs ?
someone i know was asking about that
Allar
you should message him or DM him if he needs help, he's trying to set something up regarding that
While we're on the topic Joseph, do you get the problem too in sourcetree where if you're commiting files for a long time, the size of the git log starts to make sourcetree lag?
Like
Even a 5 minute commit seems to start breaking sourcetree's UI. It still commits at the same speed according to the task manager, just the UI breaks.
How do you not want to kill yourself using Git+LFS
Also, what are some best practices you've found for set up
And more importantly, how did you figure it out, i.e. fucking with it or did someone write docu somewhere
Basically
I want to know both the implementation details and how life is for a Git+LFS + UE4 user
ESPECIALLY if you're hosting a fucking engine source build
I personally love it
Any chance you're hosting an engine source build
@grim sinew how big is your repo?
here's my version control guide if that helps.. @vivid girder if you look at this guide can you think of any way i can make it better? is the process of implementing LFS a complex one for you? i'll try to read your post earlier as well.
Or project at least
Repo size appears irrelvent. If I'm commiting only a single 6gb file to LFS on a new repo, which can take a few minutes, that alone starts breaking it
you're committing 6gb files to the lfs repo
that's your problem
gotta respect each other
Also, everyone be like 'ignore binaries' but like that won't work unless every person on the team is compiling <_<
Substance painter files are big. Nothing I can do about that.
I used to host engine source, on another repo, but that turned out to be a nightmare. I only host a zip of it now, like 200mb. Everyone unzips and compiles themselves.
If you are an engine programmer working on a studio, you don't want to ignore binaries.
everyone compiled binaries at Bohemia, that's just how we did it
^
using Git?
Subversion
ah
also Engine and Game were separated
but what if you have ot modify the engine?
will you have every single worker
compiling it?
we're not building the engine
also, we rarely go above 100mb for any one file
This is the folder, currently. Including hidden folders so that .git folder and a ton of stuff it made got caught up in it.
only people who need to compile the engine accessed it via SVN
Yeah thats bullshit lmao
what if there is a change on the engine on mid-development
not the compiling but that folder size
then you push an update and those not using the engine SVN use the batch file to pull the engine
it's not rocket science, heh
There's a ton of stuff in there I have in .gitingore, like any obj files for high polys
@wary wave Aye, thats all doable if you got someone managing that shit
So it's not actually that big
but you need someone managing that shit
it's not even that much to manage, tbh
I'm trying to get ahold of anyone using Git+LFS who actively maintains a Git+LFS UE4 Engine Source build, because I'm told non-stop that people are actively working in that environment because its better than Perforce
bash script pulling seems okay, however I would not recommend too much even using native Git with ue4
Git LFS has been great for us because we have <5 users that need access and the two main umap changers are in opposite timezones (Cali and melbourne)
Because I would definitely prefer an SVN-batch setup compared to it
If you are looking for a free solution, use svn
nah, if you're looking for a free solution read my post
what i do for this stuff is i just like do local builds and prevent cloud costs. i don't use cloud repos at all and commit locally for everything. but once i have to collab with anybody i can understand the need.
then i just backup once a month
git lfs isn't the absolute right choice
the last Git update improved it a lot, but it still has its problems
we use 100gb of cloud storage and pay nothing for 5 users
I'm not looking for any convincing, because my mind has already been made up, I just want to see someone doing it
cloud storage is not the topic rn
yea, it's had checkout features for a couple years, just zero recognition of it
guys, i need help with something
So is there an actual problem with storing 100+gb on LFS, regardless of hosting problems?
Like, if hosting wasn't an issue at all, is there something about Git itself that makes that a bad idea?
@sleek sky what's up?
Most implementations I've seen that weren't custom are like
max individual file size is 100mb
and other dumb shit
Just depends on what files you're tracking in LFS really
And that the connections tend to timeout for large pulls/pushes
i wanted to ask that, when i downloaded fortnite then i wanted to play but it say unsupported OS, what does that mean?
And I've heard horror stories of UE4 not recognizing what files are under LFS and all kinds of diff/corruption/nonsense stemming from that
use whatever is comfortable for your team.
@sleek sky you're on an unsupported os
but my point still stands, svn or p4
And yall are actually comfortable under that setup?
Like
How many times do you have to resolve two people touching the same map file
is it because im on windows 7?
shit
Well we -think- it's comfortable for the team, but at the same time we probably also don't know better if one day it'll just suddenly break on us. The main advantage is we're mooching off of VSTS's unlimited repo size, so I don't need to upload massive files from my home server every time someone wants to pull.
pretty good track record
looks like i need to uninstall it
So far we aren't stepping on each other too often, only once in a while.
so
where I work at we use Git, and we do have a bot to lock files. @polar hawk
aye, is more custom nonsense to add on top of it
basic commands, but again I am not on the Git's side
and that overwrite happening even once is still absurd to me
XD
overwrite?
two people touching the same un-diffable file
and having to basically undo ones changes for another
yea, that's because we choose not to use the checkout feature
so you have to be deterministic under conflicts, use theirs or use yours
but you have to opt-in to check out every time don't you
discarding changes is a very fast process
there is not a diff possibility
discarding is always fast
re-doing the discarded work isn't
can you enforce checkout required on a git, is that a thing?
I believe the ue-git implementation tries to check out the files automagically
but if that fails
don't get me wrong, I am super used to work using Git, and it is not so uncomfortable, the thing is, at least where I work at, the bot is a very important part of the version controlling and every co-worker should use it appropiatedly.
UE-git auto stages files to my source tree.. i have to manually unstage them
Again, we rely more on people communicating than the software shielding us
That definitely doesn't scale up though
Like @cinder iron said, it's about what's comfortable for the team
at all
No but you can enforce checkout required
our bot posts the redlighted files on discord, and updates the message every time a worker redlights/greenlights a file
This seems to be what kills Sourcetree, btw. When this messsage list in the full output goes on a long time, whether or not it's even being shown, Sourcetree will slow down to a crawl and eventually freeze entirely until the commit is finished.
yeah sourcetree went from being great to trash
@plush yew that's a sourcetree bug
ah
not very keen to ST, I prffer using TortoiseGit or GitKraken... at least lately.
Is there anything better? I haven't had much luck with other git clients
I use more git bash
tortoise git has the charm of being integrated on the windows explorer
so you get these cool green and red ticks on the files
which is handful
tortoise* has a lot of randomly useful things actually
so I always install TG no matter what
@cinder iron we use discord for team chat so I wrote a webservice to post in the chat when a new version is commited
^ we do have that aswell
Skyhook?
we have a bit of processing on the top of the commits
I know those colors
I have no idea, we have persons handling that and I never cared enough to ask them
๐คท
looks like bitbucket, right?
no
usually its done with a post commit hook that posts to a webhook
lets you do any integration into anything
whether git, perforce, jenkins, trello, etc
probably, but we do post process the messages for the public log, erasing url's and stuff
thats why the message looks so clean
that's all I know, don't ask me about this stuff, our devops and system engineer worked together on having everything pretty
cool guys
good people
I believe you
ofc I won't show here the internal git log, I shown something public I am able to show.
What time does the game jam kick off? I can't wait to follow along and see how everyone's doing
migrated over to gitkraken. not bad. gonna try to get some assets done in UE now.
well when you fall asleep binging on C++ videos its time to lay down. 16 hours was enough for 1 go
Good luck on the jam people
I know that fornite is not mesh-merging the pieces that compose the characters, but do they use LODs for those pieces?
Probably.
Yes
i am trying to look into this. not sure i fi want to enable. will try to report details if i enable later.
I know nothing about git other than not using LFS on massive files is a terrible idea.
gitkraken is bad
It can't handle UE 4 repo for example without freezing and crashing
in multiplayer games where people usually put player stats? in level blueprint or character blueprint?
@honest vale you mean ue engine source build or ue game build?
i want to be able to roll back if needed
I keep forgetting level blueprints exist.
yeah i mean a game build. that work okay for diffing and stuff?
it seems to work okay for resetting master to commit and reverting.. at least for plaintext files
For multiplayer game with multiple maps, where do you put the persistent data of the game?
just tested a text file
multiple maps with multiple game modes
i set variables to public to use them in other blueprint but i forgot how to to be honest. what to do now?
my memory is so bad
i wonder if someone knows
@forest steppe gamestate
thats an example of replicated arrays i use for kill counts etc. in my multiplayer game. and i have multiple maps with mult game modes, one game mode for my main menu, and one game mode for my games, called GamePlayGM while in levels
can someone tell me why is my blueprint not incrementing variable plox https://i.imgur.com/IivR3ax.png
it prints 0s only
instead of incrementing it and printing 1,2,3,4,5
This looks like a #blueprint question
ok thanks
@plush yew thank you, doesn't the game mode and game state gets recreated when you change the map?
oh, seamless travel
it always carry the game mode with it, including the game state and player states it contained
game state can be included without the seamless travel i guess?
and player state
AND game mode
but stored variables or information no
By default, these actors will persist automatically:
The GameMode actor (server only)
Any actors further added via AGameModeBase::GetSeamlessTravelActorList
All Controllers that have a valid PlayerState (server only)
All PlayerControllers (server only)
All local PlayerControllers (server and client)
Any actors further added via APlayerController::GetSeamlessTravelActorList called on local PlayerControllers
GameState is owned by GameMode, and Player States are owned by GameState
ahh multiplayer
its accualty smart to keep this logic even tough its not multiplayer haha
hmm... I think it is not necessarily for multiplayer only
even for single player game like skyrim, you can specify some npc, like Lydia, to travel with you to the dungeon
while the others are serialized to disk
maybe, I don't know, but I am eager to test it
the others as in the wolves that are chasing you all the way to the entrance of the dungeon ๐
as far as I know, even if we are making a single player game, ue4 will always use this client-server architecture, even though the player and the server is in the same computer (the same game instance)
I finally fixed my project after 2 weeks
I think unreal has bugs
because if its not one thing its the other
All software has bugs ๐
can we make blueprint chacators moveable
I have made an item a blueprint character
can this be moved around and held like an item?
Do you really need to move a character around ?
I mean im just trying to make an object
and place a radar inside
bui when I hit play it just floats in the air
Which Blueprint class is it based on ?
floats in the air... then turn on the physics for that actor
do I do it on the blueprint side
or inside the blueprint because its greyed out for the blueprint
Which Blueprint class is it based on ?
If it's a static mesh actor, you can just enable physics on the root mesh component
If it's just an object, you don't want to use the character class
Which is for characters
oh ok
so its just an object maybe thats why
let me try a actor ?
blueprint actor?
Does anyone happen to know how many vertices the capsule component has?
why when I stimulate physics on my static mesh does it go flying in the air
its never done this before
as soon as I hit play
it took me 2 weeks to get my issue fix and then another one pops up
does it need a capsule componet
?
it still goes flying in the air
why does my mesh go flying away?
when I enable physics?
isnt there a universal setting on my other objects I created everything was perfect
if you don't know anything about physics in unreal, then you may want to know at least the basic knowledge of it in the documentation
I know about this stuff
if anyone needs some tiny utility functions, I've added them to my github
cant you understand
Object is probably too light, or was placed inside collision.
is this what happens everytime I create a static mesh actor
yup, collision usually causes physics body to fly when it is spawned abruptly inside another physics body
if you spawn like, 10 item actors to the world, then put some delay between them, or spawn them slightly away from each other
Is it lying down or spawning in the air ?
@honest vale The odd question is because I was told this:
"one thing to keep in mind is that collision is actually very expensive.
collision checks involved bounds checking of everything against everything (It does get optimized a bit by the engine limiting an area of relevance for collision though I believe). the more complex the collision (more verticies) the more expensive every check is, exponentially"
Reading around suggests I'm maybe misunderstanding the performance cost associated with calculating collision
@broken shadow Capsule collision is basically free
Collision in general doesn't have a huge perf cost either, at least for UE4 games, but capsule in particular is the cheapest
Ah
yeah what ever I do it goes flying around
From what I've gathered capsule and sphere are basically the cheapest things around
Because there's only 2 dimensions for the engine to calculate
1, for a sphere
@tawdry raptor If you put a physics object against static world geometry, then it is going to fly away - that's pretty much expected
the cheapest would be sphere vs sphere test
Put it up in the air and it won't - spawn it clear from geometry
flying or jumps to the air?
So from what you guys are saying I'm over-worrying about the performance cost of collision
So long as I'm not like, trying to use the entire mesh of a character as actual collision
if it's flying slowly then it's probably the gravity is reversed
if it jumps to the air, then it might be the result from two physics body colliding with each other
@broken shadow Here's my take on everything optimization-related : gameplay first, visual quality second, optimization once you've nailed these.
The most common real-world problem with collision is player stuck into bad collision shapes
That's your priority
You can worry about optimizing shapes once the game is working well
im confused as to why on my other projects, and I have been following the same steps, never had flying items
after 2 weeks of fixing it, this one pops up
I guess i could open up the other project where my radar didnt fly away:?
and copy and paste that here?
or at least copy the settings and that should work
Look
Is your object placed, or spawned, nearby other objects ?
Which Blueprint class does it inherit from ?
It doesn't matter that it worked before if it doesn't now - chances are it's simply not the same situation
doing great
Hey so I have one quick question: How do you get to this cool grid when you open a material
mine goes here
show engine content and search for world grid material
when you select the assets, there's an option to show engine content on the lower left of the popup
or was it on the upper right, well, there is an option to show engine content
Today I learned to not freak out about how expensive collision is. So my day is good.
What grid are you talking about ? The one in the mat editor ? Or the default UE4 material ?
but, what I usually do is I just copy the engine content to my own folder in the game
The mat editor,
and then turn off the show engine content for good
where you get those boxes that you can connect to each other
the blueprint things
So just the grid background pattern ?
Yes you're talking about the background pattern there ?
oh, that's material parameters
how do I get there?
if you create a material function you're going to get that
basically I watched the first 15 seconds here and got lost
That's the material output
In 15 seconds he double clicks the object and gets a dif screen than me.
We both clicked Element 0.
See what I mean?
me:
him:
sigh.
I know it's super simple so I'm a little annoyed here.
In the menus we are clicking the same button.
This is confusing.
So I should make a new material or..?
bleh!
Ok I'll try iot
Hey here it is!
thanks @digital anchor
This should help me.
The artists are on vacation or already overloaded with work so
I figured I'd try something like this out.
on my own*
a instance is a "copy" of a material, which let you edit the parameters more easily, without changing the parent
or like: instance is a house and the parent material is the blueprint of the house
you can change the colours but not the shape
Technically, a material is a program that's compiled, and doesn't change during gameplay
A material instance is a set of parameters to that material (that can change during gameplay)
serious im starting to unreal has an AI mind of its own and is taunting me, 10 times I follwed a tut and each time something different didnt work. the first time it was I couldnt get the radar off the HUD, then it was that the object wouldnt move, then it was that it did move but it did not update the image, and now, I get everything working and lo and behold what holds me up? I cant get SET RANGE to show up in the event blueprint screen
I mean WTF
it was always there before
each and everytime I had to connect it to the radius
This is what I did with the knowledge from earlier
I made the rain bp work, so the ground has splatters and such.
From the markerplace rain asset.
It's really good looking. I'll mess with it more later.
Is it just me or checkNoEntry() crashes the engine? (4.20)
@abstract marsh That postprocessing looks great! Very fun!
Thanks @honest rune I have a few other folks to thank for that personally.
Want more screens? DM me!
I'm getting these glitches with the collision of the object. The collision box is a number of UCX meshes. Sometimes the character also gets launched into the air when he stands on it. Sometimes it disappears or gets launched. Is this due to bad form of the collision boxes? Maybe empty space in between 2 shapes?
Would money raised by a Patreon fall under the 5% royalty for UE4?
No because its not made by engine
Unless
They are paying to play on it
from patreon
it depends on the context
but tldr, go speak to a lawyer
if its in any way related to a product made with ue4 then yes
like getting the game or items
So, like, as long as anything distributed through the patreon does not require the use of UE4 to use, I'm fine?
because I want my game to be free
patreon would just be a way for people to support the game.
so that I can keep the game free, and allow anyone to play it.
Is there a way I could maybe contact Epic themselves and get my questions and concerns answered for certain?
I also have a question about filling out that one legal form that lets you use Unreal trademarks in-game for a "powered by unreal engine" intro movie. Not sure what a "principle office" is.
I have a feeling I do not have one given I literally develop from my bedroom.
and I'm...not...really...old enough....to....have a full-fledged gamedev studio? xD
I don't have a lawyer to speak to about this
Most people in here will tell you the same thing, u should really take legal advice off anyone that is not trained
Otherwise you can end up in a fuck ton of trouble
Best you can do is email epic
Well, yeah, but, would contacting Epic by email be a better idea for me? I don't have any lawyers to talk to. I'm only in highschool.
as harsh as it sounds regardless of if your in high school or not, your still accountable to the law, so thats why i say be careful with what u do
god I can't find the email for Epic's legal dept.
I was looking at it last night but I can't find that page
keep searchin
@plush yew this is literally on the page for the branding stuff that you are filling out I assume, Please download, complete and return the Trademark License Agreement Form to legal@epicgames.com prior to implementation of the Unreal Engine logo.
come on game jam theme, be something I can work with. I have a complete project I can skin as needed to fit the them ๐
hey there everyone, need help.
i'm making this WOT-style garage system, and i can't quite manage to make it possible to stop the right scrolling when there's nothing left to see. here's a screenshot.
Anyone have any suggested resources for new users? I've made games before with other engines I know how to code in c++. Just seems all the info I am finding for this engine is either outdated for the newer engine versions or only cover blueprints which I want to avoid in most cases
Talk about Level Design, Static Meshes, Physics, and more.
@grim ore im snitching
jk, we have some premade assets which we will totally disclose
Oh thanks @plush yew Those will come in handy but I was mainly looking for learning resources my mistake ๐ฎ
Alright thank you. I wil see where that leads me.
@sonic pagoda ๐ I do wonder how many people actually do something like that tho
Its hard for me to follow the blueprints though so I could jsut be an idiot and have no clue what im taling about tho
ok just another guess here but
This is increasing the value of your currentTank by one, are you doing any checks after this node to make sure its nots greater than the max value that it can be?
nvm thats what that other node was doing
this is a good case of using debugging to fix the problem ๐ F9 on the Branch and check the value of the current tank integer and the amount of items you have in your array
and see if anything obvious pops out
k
Is there anything i will be forced to use this visual style of coding for in unreal? From what I understand I can do everything in c++ if I want yes?
no
you can do most programming in C++, but there are parts of the engine that run in the visual language that you would be using.
now I could be wrong and you can probably force yourself to do it all in C++ but doing an anim graph in C++ seems weird
Ah yeah this makes sense for stuff like animation graphs. What about shaders?
100% visual unless you use custom nodes and then do it in HLSL
alright thanks.
if you are comfortable in c++ you will probably be fine, it's the other way around (trying to go from visual to C++) that tends to be the issue. most of your logic would be in c++ and you just expose stuff to the visual side of the engine for hooking up
Yeah i am sure I could make things work with the blueprints. I am just not too sure how maintaining something like that would be.
Code readability can be a big deal and the visual scripting stuff kinda shits on that
it's not too bad if you treat it properly. Same issue with c++, you could maintain one c and h file for the entire app or split it out.
you have functions and events and classes so everything can be put in it's happy home. you have routing of wires to make them read easier. You have comments, etc..
I think once you get to grips, you'll find yourself actually using BP for some stuff that really is just easier to do in it.
Yeah maybe so!
whoa @grim ore thanks. i just saw that it was scrolling but not changing the mesh as it was only getting the 0 value in the array of meshes.
fixed it
yay
Ok I have one other question though, when it comes to using third party libraries do I have to jump through any special hoops with unreal or can I just link a static lib to the c++ project and be good?
you can "just link it", sort of
the normal way is to put the binaries and includes for the library in a folder like Project/Source/ThirdParty/Lib/
then create a Build.cs file for it that registers it as an external module
and add this module as a dependency in modules where you want to use it
hi
check out the Engine/Source/ThirdParty folder for tons of examples
@manic pawn alright thanks I will give it a look now.
How important is creativity in game dev, or do you guys think most people never got the skills to bring an actual game to life.
the 3 main things you'll need to care about in that build.cs file are PublicIncludePaths, PublicAdditionalLibraries, Target.Platform
Creativity is good if you need it. If you are a tool designer you might not need it for example, if you are designing reload animations then it might help ๐
What about for an indie game developer
Don't see why it would change it, indie or AAA or A or B+ it's still doing work just at a different scale.
I guess you could say if you were holding all the hats on the project solo then yes creativity would help but that would be due to handling the creative stuff like art, music, design, etc.
Has anyone else had this error when trying to play their game after building it? https://cdn.discordapp.com/attachments/402958499660955658/479360078454063104/247289-capture.png
Is there a built in function for getting level bounds at runtime? I can always for loop through all my pieces, and grab the furthest ones and do a bit of math, but was just wondering if this is something that already exists
@grim ore help? even if my SLOTS variable is at 0, it still uses the TRUE path and sets it to -1. tried the breakpoint thing, doesnt bring me anywhere
@manic pawn do you know a decent link that explains this stuff a little more in detail? I was able to make it work but i don't really understandwhat it was doing
I don't, you might be able to find one with google
Guys I have black void instead of Sky in UE4
Did anyone deal with it before
hellooo? anyone?
@plush yew Hey, sorry if i'm annoying, but which versions of Windows 10 SDK i must install? (VS Enterprise 2017 15.7.6 version.)
@plush yew that is weird if your garage slots is 0 and it does that. when your breakpoint hits you should be able to mouse over the garage slots and it shows 0 at runtime?
give me a sec
the latest windows 10 SDK from the VS installer should work fine
huh. it says current value = 2
thats the default.
even though i have 2 tanks in the garage.
where did you set it to 0 to test?
Yep if ever in doubt, breakpoint and check
@grim ore Thanks again for all the videos. I was binging last night on them. They put out the game jam info yet? I just woke up
nevermind here it is!!!
yay game jam ๐
I never got a straight answer if it was okay to observe a team for the game jam
like stream it and watch?
or sit in a chair next to them and poke them when they fall asleep?
both
well streaming is fine, there are normally a few people who do it and I have done it before.
I'm actually nightcrawler and I can teleport. Or just see whats going on discord/whatever ๐
don't see an issue with being a cheerleader as well unless you actually do work on it and don't get flagged as helping.
me being helpful omegalul!
can anyone confirm is Play montage on notify begin is broken? 4.19.2
Anyone knows how to set menu level as default game level? (so it launches first) i tried googling
edit > project settings > search for default map
Can someone tell me how to do a press and hold key?
np
Hey
Whats up @languid wyvern
nothin much
except i seriously haven't even installed unreal yet
its installing now
oof
i want to make a mobile hyper-casual game
what hyper-casual means?
Well i hate all mobile games, they have no depth, no passion and no soul IMO
never played good one, but i heard theres good cash on ads from these games
@languid wyvern
like
simple
ever played
uhhh
smash hit
phases
or games like that @plush yew
@queen arch if you are using an input action when you press the key you are holding it until release. What are you trying to trigger? the easiest way might be to flip a boolean on or off based on press or release then on the tick do your action if you are trying to do something over time. alternately you can fire off a timeline and have it do something over time and cancel the timeline if you release
@plush yew in response to your question, i was following the info from https://api.unrealengine.com/INT/Programming/Development/VisualStudioSetup/index.html - you would basically need to select the latest versions of win10 and win8.1 sdks. the info is found relatively low on the api website there. you might need to do sanity testing for this as i and most use the community version (and not enterprise like you do), but the principle should be the same.
Tips, tricks, and techniques for setting up Visual Studio for development with Unreal Engine 4.
Ok guys i hhave dumb question
I need to create new project using the template of third person, and I have my blueprints in one project already
How to migrate these blueprints to that new project im about to create?
you select them all, -> right click -> asset action -> migrate or you can import the third person template into that project
thx
anyone can Help with scripting Python? I want to import an FBX and textures PLEASE
probably only a handful of people in here, also import into what?
there's not even a Python section yet hehehe
import into the editor
need to import a bunch of files and assign materials so I'm trying to script it
I've read that
what program would I use to make my first game? I want to make a mobile hyper-casual game
language*
๐คฆ
C++? C#?
like what are good beginner required languages
this is an Unreal Engine discord channel, so you're not likely to get a proper answer here
Where would I go if I am looking to get that answer
learn C because it's old so it has to be the best
They can't answer what a good beginner programming language is for making mobile games in unreal?
@languid wyvern use Unreal with Blueprints, no need for C++ or C#
not for what you need
It gets basic knowledge of coding and is more useful in the real world
but thats awhile away ._.
you don't have a choice of languages in Unreal, so the question is moot
4.20.2 will be released in 3 minutes ๐

lol, I dont really know, but thats seems to be how it works

mie doods i instal unreel beecuz i wan mak gaem lik forknut
i wan mak forknnut gaem
so because of that i need nvidia blast
ye both of us are going for hyper casual

a game like fortnite would be rough as a solo dev. It's too much work to maintain you would just go crazy. Aim for a smaller success

no
All of the major stores require some form of money to set up the account or per title
00f
so how much is it to publish a game
and what percentage of revenue do they take off your game if any
all of these questions are for google
00f
Smash hit remake will be gud cuz it is easy to do and easy to do extremely beautiful graphics, 8k textures, and so on
you can use bing or duck duck go if you don't like google.
btw glass breaking is good anti-stress thing


cuz i liek to get new friends
๐
btw maybe i can create my game using only UE, without nvidia plugins 
Hey guys, I've just recently installed unreal and began learning it but it really really hates Xcode
Anybody have any solutions on working with unreal through mac
because auto complete and intellisense just do not work, random errors and it'll show me the GetOwner() method but none of its functions
Visual Studio's intellisense etc struggles as well
in which case most people use the Visual Assist X plugin
but I don't know if there is an XCode equivalent
Btw guys who knows how to merge nvidia gameworks branches? Because in custom merged branches it is max. 4-5 plugins, not all-in-one.
whats the drawcall cost on UMG widget in screen space
its like 30 or something stupid right?
Any idea how I can stop the lighting coming through my landscape and onto my meshs? I've enabled double sided texure on my landscape.
Anyone that can help importing FBX into the editor using Python thanks ๐
Help. For some reason a timeline of mine throws me an "infinite loop detected" crash, every time i try to "set new time" back to 0
@queen archif your ssetting it to 0 just use Play from start
I think im going to have to stop learning unreal development because of the complete lack of Xcode support ๐ฆ
I bought a 12 dollar class on Udemy where the professor effortlessly receives autocomplete but Xcode is a disaster with it and I get terrible intellisense and lack of suggestions
I hope I find a solution soon
Yeah prob wouldnt dev on a mac if i was you
tbh, Mac aren't really suited for game development and haven't been for years
Apple's insistance in using unsuitable graphics sets
@wicked radish i have been using win10 for a fair amount of years now, and can report that the process is fairly stable and productive, especially in conjunction with a fairly good cost optimized CPU and GPU (some good ones now are the 1950x CPU and the 1060/1070 GPUs). you can get a lot done and also save on costs if you build the machine yourself, you might be able to sell your current system online or something of that sort.
however if you are used to your current setup, it's completely up to you what to choose.
Thanks for the responses, im a college student and unfortunately just dont have funds to buy or build a new pc
when i boot into my win10 machine i dont experience delays or any significant problems of deterioration over time, despite the fact that mac is based on their optimized kernel.
oh, i see. just something to think about then.
what's your major? i did comp sci
Comp sci as well, in my second year
cool
thanks for the advice I definitely appreciate it
comp sci on a mac environment? that's unusual
Lol this is the first problem I've run into and it's outside of my formal education
But yeah, I know its a tad unconventional
james if you are just experimenting with unreal you can also use BPs until you transition to another system if you like
Quick question, as iv only just started faffing about with skeletal mesh's, if i wanted any sort of VFX attached to it, would i have to wrap it in a Actor?
yes, you'd want an actor
Unity had worked for me with intellisnse and auto completion when I was using visual studio community with c# which but I guess c++ is a new beast
Yeah I could gothic, but I was participating in a course that taught c++ in conjunction with unreal
Unreal is very macro heavy and intellisense just collapses
I've been working without it for years though
ยฏ_(ใ)_/ยฏ
haha I seriously aspire to be on your level! No doubt its a bad crutch to rely on it like I do, but it just makes the flow so much quicker
I just need to practice reading the public api
thanks to very fast cpu & storage drives i think
Rei what system?
@wicked radish you are aware you need to include what you use in the header files for the functions you call right?
because unreal changed recently to use the IWYU protocol
6800k at 4.5ghz, m.2 and u.2 drives
6 cores
fun fact, i nearly bought a 12 core cpu today
I believe I have been including the correct headers but I get false errors regardless. Everything will compile and build but the intellisense lies to me
12 core cpu weeeewwwww
Yeah your rig's too slow then
i once tried intellsense on an old laptop
yeah
i had a bad time
lmao
the indexing and parsing completes but I get an error such as Cannot initialize object parameter of type 'const UActorComponent' with an expression of type 'const UOpenDoor'
