#ue4-general

1 messages · Page 294 of 1

plush yew
wary wave
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eh, I'm on an i7-4790k, it's not exactly slow

wicked radish
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Yeah gothic its included and then will reparse but still gives me fake errors

plush yew
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i had the 4790k. was a good cost optimized buy when i bought it. im on a 5960x now 😛i sort of wish i had the 1950x. and i am strongly considering parting out my machine for that soon.

wicked radish
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OpenDoor is a c++ component I made and gave to a door btw. But regardless of completed parsing I then get the Cannot initialize object parameter of type 'const UActorComponent' with an expression of type 'const UOpenDoor' error once it finishes parsing. regardless of the fact it can still compile

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sorry im reiterating myself im just praying I can describe an error someone understands and have a magic fix lmao. a man can dream...

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I get that on GetOwner() btw

plush yew
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@wicked radish are you using the udemy course by ben? because he goes thru the IWYU pipeline there. also if you try to post the detail of the error in #cpp then you might get some feedback. if i were you i would keep at it. don't give up unreal dev because of this issue

wicked radish
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Yes I am!

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One of the reasons I dont want to give up is because of this interaction right here btw, a community very willing to help

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thanks so much ill go post more about the issue there.

high stone
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I have plans. Plans muwhahaha.

plush yew
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@high stone hey

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whats up 😃

high stone
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Hello.

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Still going through the processes.

plush yew
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did you import your multi faceted objects into UE yet without an issue?

stoic dew
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quick question. how do I add collision to a model in my level?

high stone
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I'm rendering another project atm. Should be done this week.

stoic dew
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i added a sphere collider and the ship from the flying example flies right thorugh it

high stone
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There should be a toggle in the UE engine. YT should show where it is in the level editor.

stoic dew
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does simulate physics have to be checked?

plush yew
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@stoic dew you add collision after importing your FBX into unreal or by creating the UCX collision mesh in an external program like 3ds max and then import everything as one FBX into UE in addition here is a link https://docs.unrealengine.com/en-us/Engine/Content/Types/StaticMeshes/HowTo/SettingCollision that menu is on the collision tab in the static mesh asset in UE in the image . for custom collision, use Dean Asphords tut at https://www.youtube.com/watch?v=YxVFChB3oxY . once you have created the collision you want to set the collision type in the details -> collision -> collision type : to block all overlap all or nocollision as some main examples. block is to prevent passage, overlap is usually used for events like powerups or on actor overlap for weapons like missiles, and nocollision is when you dont want any interaction with any object and things pass through it.

high stone
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Yep, there it is.

stoic dew
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@plush yew Alright i will give this a look now. I was trying to do this by adding components to the object after it was in level editor view. thanks for pointing me in the right direction!

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Yep that did it

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Thanks a lot!

bleak copper
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@wary wave Have you set the Intellisense editor to use precompiled headers? Helped me a lot.

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(re: Intellisense slow in C++)

wary wave
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yeah, still slow though

bleak copper
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Ah

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Okay. Just checking.

earnest pawn
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Hey can someone explain something to me

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Does the server send updates to the client every tick?

bleak copper
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Nope.

earnest pawn
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So can you like 60 ‘fps’ on the server but make it only send updates to the client at 30hz?

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If so where do I change it?

bleak copper
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Er well... there's actually multiple different update frequencies.

last loom
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where should we talk about the GameJam? Don't wanna spam but I got started with mine 😄

maiden swift
last loom
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thanks!

bleak copper
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Heh. I haven't participated in one in a while. Last one I submitted something for was the first megajam. It was about a jar of jelly. I called it my Game Jam Game, Jam Game.

earnest pawn
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@bleak copper I don’t really know how to explain this so I will tell you what I’m trying to do

bleak copper
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@earnest pawn I've actually been using another engine for a while so my memory's foggy... best to address it to everyone. Not just me.

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(Helping another project that's using a different engine.)

earnest pawn
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Ok

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I’m have bullets with travel time and instead of using projectiles, I’m using line traces since my bullets are really fast moving and sometimes the collision doesn’t work properly

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So when I fire, I add the bullet to a TArray which tracks each players bullets

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So each tick I check how far each bullet should have travelled using the delta time in the tick and how much bullet drop there should be

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I have really high speeds

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Collision doesn’t work properly sometimes and I have bullet penetration which uses Ray cast so I thought might as well use ray cast for all of it

wispy plume
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excuse me, im having troubles identifying where i should plug a "concavity" texture map i got sent for a 3d model material. I dont think ive heard that term before

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is that another way to call the roughness?

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it had a normal map correctly named, so i imagine it isnt that one

grim sinew
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It's a map for when you're editing textures, not something that has a regular use.

wispy plume
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the files are: base color, AO, normal, smoothness, specular, and concavity

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i got it from sketchfab

grim sinew
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Wrong PBR model, it won't work in Unreal.

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Smoothness/specular is Spec/Gloss PBR

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Not Metal/Rough PBR

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Specular is, let me guess, full color instead of greyscale?

wispy plume
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specular is a full grey box

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at least when i visualize in unreal

grim sinew
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Not what I asked, the picture itself outside of Unreal, what is it

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If it's still full grey outside of Unreal, you lucked out, you can just invert smoothness to get roughness

wispy plume
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oh let me check outside of unreal

earnest pawn
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@limpid star does projectiles using tick to do physics as well?

wispy plume
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this is the folder outside

grim sinew
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Okay, this is easy then. Invert the smoothness in photoshop or whatever to get roughness, ignore specular and concavity, and plug in the rest.

wispy plume
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wow, thanks! ill look at how to invert the smoothness then. Thanks for the help

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😃

earnest pawn
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At 800 m/s

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That’s why I was using raycast cause someone said it would perform better than projectiles as welll, otherwise I have to implement object pooling

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With the method I’m using. It’s working fine now since Its only a small distance each time

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And bullet penetration is really difficult with just using projectiles because I have lag compensation as well

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Anyway, continuing about the issue I need help with

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Basically the delta time determines how far the ‘bullet’ travels each tick

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So let’s say I had 1fps right, then after a second I would have just one straight line that shows where the bullet ended up when it was affected by gravity

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But if I had a FPS of 60 then that line would be broken into 60 segments and it would be more like a curve, which still shows the projectile trajectory but it would be more accurate

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Continuous collision detection right?

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And it only helps with blocking hits

worthy jungle
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hey gang, got a bit of newb question. whats up with pivots? specifically, when i use this system https://www.youtube.com/watch?v=N1h5mMviSKs&t=8s i can set pivots fine in editor. i can get them to 'stay' etc. but when i then animate that object in Cinema or BP, it rotates from center of bounding box and ignores my pivot. Any help/clues greatly appreciated!

Use the key combo of ALT + Middle Mouse Button to move the Pivot Point on either a BSP or a Static Mesh. To make the change permanent right-click on the shap...

▶ Play video
earnest pawn
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Even then when I have 2 hit boxes around the same position, it ignores the one behind the first one

worthy jungle
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@limpid star okay, that was my drop-back-and-punt solution thanks

earnest pawn
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So I just gave up after trying for like a week

worthy jungle
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i did go back to DCC and tried taht but still no love. its like it insists on animating from center of bounding box

earnest pawn
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Ok but how do I know how far the projectile should have travelled?

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In my game people can shoot through wood and really thin walls

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So if the projectile hits the wall, how do I know how far I should do my in trace for?

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Linetrace*

plush yew
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i usually have the end hit for line traces very far for test hits

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then if the hit has been detected -> do some action

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preserving hit location etc

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ah yeah if you are doing ballistics stuff you gotta add in some math for that, true

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there's a nice MP plugin for ballistics by the way Chaos.. friend of mine made it

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bullet projectiles etc. won't give the name, but it's on there.

earnest pawn
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I can’t explain this properly, tomorrow morning I’ll send draw a diagram and send it

plush yew
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keep working on it Chaos, sounds good

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the more you try, the better you become

earnest pawn
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Btw I tried one of those plugins that said bullet penetration

plush yew
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kind of why we're alive as humans really. to try new things every day.

earnest pawn
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But the bullets would go in complete different angles sometimes

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Don’t know if it was meant to used with multiplayer or I didn’t set up something properly

plush yew
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i know the one i referred to was multi ready with repped code

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let me DM you the link, hold on.

steady hinge
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Does anyone have an idea why my sphere trace returns a 'hit' with everything except the npcs that are walking around my scene?

I am sure I just forgot to change one setting somewhere...

earnest pawn
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Btw back my first question, how do I set the tick rate on the server (FPS) and the MAX server send tick rate

plush yew
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@steady hinge you might have forgotten to tag the NPC blueprint actors if you are hitting based on tags?

earnest pawn
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Yeah but I still want to try it but I don’t want the sever to send data to client at like 60 HZ

steady hinge
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I'm just doing sphere trace by channel.

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I have the 'draw debug' on so I can see when it gives me a hit or not.

stoic dew
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So I have a small little scene in space that I want to make astroids fly through. Is this something I can do by messing around with gravity settings or do I need to do some coding for it?

steady hinge
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It picks up and other overlap besides the characters that are moving.

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I personally would make the asteroids a simple blueprint.

plush yew
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@steady hinge might want to look at this area of the collision for the static meshes - make sure the trace is enabled

stoic dew
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What would be the method name to add the force to them? In unity you get AddForce which takes a vector3 of the force you want to apply to said object.

steady hinge
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Projectile Movement Component

stoic dew
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Thank you

steady hinge
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Probably a lot of other things that you can do as well, that's just the first one that popped into my head.

stoic dew
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Seems to be a pretty good suggestion . So what I did was is I selected my astroid model in the world outiner, then clicked the add blueprint in the details window it opened up the blueprint editor and I added the projectiled movement component adjusted the settings and compiled the blueprint, did I miss anything or is that all I got to do? Have not used them yet.

steady hinge
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Hit play and see if they move.

stoic dew
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Yeah it is working for the most part just have to play with the settings some cause it stops moving after some time.

strange sapphire
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I'm just going to use the vehicle preset, change the car mesh to a chair, make a new map and share my game with others

steady hinge
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Every time I talk to this NPC he catches on fire.

grim sinew
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That sounds like a feature

wicked radish
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Hey just wanted to thank @wary wave and @plush yew for the help earlier. Switching to CLion on Mac (trial version) has good auto complete!

wary wave
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ah neat

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glad you worked it out

vivid girder
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You guys ever use Vertex painting?

grim sinew
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All the time.

vivid girder
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Get errors a lot?

grim sinew
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Not once

plush yew
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@wicked radish stick with your journey!

vivid girder
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Due to different LOD levels, got a snip around here somewhere

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1 sec

steady hinge
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I've been using vertex painting since Unreal 3...

grim sinew
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Oh at LOD levels. You need to make manual LODs or just not use LODs to avoid that.

vivid girder
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oh sheet

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You can't use auto LODs with VP?

grim sinew
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Yeah those are just warnings. Don't LOD vertex painted stuff.

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Nope

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Manual lods, so you have verts where you need it.

vivid girder
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oh noooooo

wary wave
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kinda makes sense when you think about it, hehe

grim sinew
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Otherwise, how can it keep the consistent look?

steady hinge
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I realized that my sphere trace wasn't picking up the npc, because the npc is using an invisible capsule collision box, and I was doing 'trace by visibility'.

wary wave
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you can

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*you can't vertex paint a vertex that isn't there

grim sinew
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^Yep

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So if you need to vertex paint a mesh with LODs, you manually make the lower LOD levels to preserve key points on the mesh where you used the paint, or you just don't use LODs at all on that mesh.

vivid girder
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So we can paint on each LOD to avoid that issue?

wary wave
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no, each LOD has the same geometry where you're painting, or you don't use LODs

grim sinew
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No, it'll project the paint for you, you just need to manually build the LOD meshes.

vivid girder
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cause manual lod's probably will be too much of a workflow change

grim sinew
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Well too bad, don't use lods then

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You have one choice, take it or leave it. 😛

vivid girder
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or we just keep the warnings?

plush yew
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Who was alive when UT 99 came out

steady hinge
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Every person on here.

wary wave
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probably not everyone

plush yew
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you think so?

wary wave
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I reckon there are quite a few people on here who are 18 or younger D:

grim sinew
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You can keep the warnings, but there will be a visible pop between LODs since it just doesn't have enough data for it.

steady hinge
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If I was a betting man I would put my money on everyone.

grim sinew
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It'll make the LOD transition even more ugly than usual

vivid girder
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I'm curious why painting on each LOD doesn't fix it?

plush yew
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what would you say is median age on here

vivid girder
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didn't understand the explanation

wary wave
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median age is probably mid 20s

vivid girder
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Wouldn't they have vertices specific to their LOD level

plush yew
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you'd think so

steady hinge
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Should I put out the fire that is killing my npc, or just leave it?

plush yew
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and the high range?

wary wave
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upper limit is harder to say, I think one or two people are in their 50s

plush yew
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oh

steady hinge
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I remember Unreal Tournament 1899...

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Anyways, do you think I should use a behavior tree for my npcs?

Right now I just want them to walk around and stop walking when I talk to them.

wary wave
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behaviour trees would work fine for that

steady hinge
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Best thing to do in the long run?

wary wave
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unless you need very high volumes of NPCs or particularly complex behaviours, you're probably fine with trees

steady hinge
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Ok, I'll just go with that.

plush yew
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what kind of NPCs?

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or game genre

steady hinge
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These will eventually become the people living in the town. I am going to be giving them paths to walk around and do their daily activities.

Then when the player talks to them through a sphere trace and a blueprint interface, it will pull up a dialogue widget and you can progress through the dialogue tree.

Then once the player is done with the dialogue widget, the npc just goes back to doing the previous activity.

plush yew
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and genre?

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FPS?

steady hinge
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The camera and movement is based off the third person template.

plush yew
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Can you make them like in DeusEx 98' , where if you shoot at them they get scared and run away, and hide behind crates with some natural ratalizatoin of what is happening to them

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"I don't want to get shit and die"

steady hinge
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There is no shooting or fighting or jumping or health component to the character however.

plush yew
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"What would I run towards the person shooting bullets at me"

steady hinge
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There is a catapult in my game however, and I might want to make the npcs react to different things that get throw at or near them.

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Like if a swarm of bees comes flying their way.

plush yew
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Just got an email back from Epic's legal dept. Turns out you guys were right, a patreon isn't affected by the royalty unless it has in-game benefits or allows access to the game itself

wary wave
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good information

crystal lotus
grim ore
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There should be a few ways but the basics would be to just track the info while playing and use a UMG widget to show that screen and set the values. It's a simple UI setup as it's just displaying data on a fairly static screen.

plush yew
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speaking of UMG, I need to really figure out how to a: set up draggable windows in my game and b: make the terminal something that isn't a 10x1-character display by default

plush yew
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The rational part of a teen's brain isn't fully developed and won't be until age 25 or so. In fact, recent research has found that adult and teen brains work differently. Adults think with the prefrontal cortex, the brain's rational part.

plush yew
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wut

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yeah but i always was different @plush yew

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i always thought i am smart lol

leaden dust
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discord server new message icon has exactly the same or almost exactly the same color as unreal comment heading

tawdry raptor
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I have made my own animations in cinema 4d and exported them as FBX, when I import into unreal everything imports but I dont get to see all the animations when I go make a blend space

plush yew
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nice bro photon keep doing it

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i sometimes get weird feelings that i will never finish my game

tawdry raptor
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well my game is almost fdone

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its not going to be much

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but Im going to need at least 6 months of blueprint training before I can figure stuff out

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why cant we rename bones in unreal engone

plush yew
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what is bone?

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lol

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no idea but it always breaks when i move files lol

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or rename

tawdry raptor
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well yeah

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I cant believe unreal cant rename a bone, after exporting 30 animations I have to rename them all the have the same root bone

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or else my animations wont work\

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or at least I think thats why

barren coyote
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Hey, I am trying to use github desktop to cloen the UE4 engien source, but I cant login past this:

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I think maybe 2FA is the problme

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any one got an idea or knows the solution?

honest vale
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have you linked your epic account to your github account?

barren coyote
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yea mate, it's not that

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I can clone it on my github page with out problems, but not with github-desktop

cloud cobalt
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Use another source control client

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Not even sure GitHub's can even handle something like UE4

plush yew
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what is source control? @cloud cobalt

cloud cobalt
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Versioning software, like Git, Perforce, SVN

plush yew
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what it does

cloud cobalt
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Stores every change you ever made on your project for as long as you need, often on a remote server

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You need it if you plan on spending more than a week on anything

plush yew
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stores every change?

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you mean it does backup of project?

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everytime you change it?

cloud cobalt
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Every time you've fixed a bug or added a new feature or changed a texture, you submit changes to source control, and you have a full history of every change

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It's not even about backups, it's about tracking down a change 6 months later and reverting it

plush yew
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oh nice

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and you add a comment to it

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whaat was changed etc

cloud cobalt
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It's basically mandatory if you work as a team, but any software project of any kind really needs it

plush yew
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nice

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yeah i always never know what i changed in big projects

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i always forget shyt

worn granite
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that's odd, github-desktop worked just fine for me

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@plush yew yeah, source control is really neat - get something like this when looking for changes

plush yew
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Wow xd

worn granite
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and you get that comparison between any two changes - and for the entire history of the repo

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So, you can go back years trying to track down something that's led to a bug

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its less useful for BP though

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but you should still look at it

plush yew
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but I dont code

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.<

cloud cobalt
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Simple, instant, engine-independent, mobile-friendly viewing of changes is why I mostly do C++ and not Blueprint

plush yew
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do you need ue then if u dont use bp?

cloud cobalt
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Uh, yeah

plush yew
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theres always good time smurfie

worn granite
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not using BP does not require that I throw away UE4

plush yew
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what makes you stay? @worn granite

worn granite
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And in fact, I do use BP.

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Because BP is far from a selling point, objectively.

plush yew
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what convinced u

worn granite
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There are other reasons why I use UE4

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get outta here, what with your personal opinion

plush yew
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what are these reasons

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mr lambda

dire storm
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I forgot all my C++ over the summer semester so now I gotta go relearn everything. I'm bouncing all over the place trying to take it all in. There's soooo much to learn!!!

worn granite
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lmao

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funny you're pressing me, but I'll play.

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Actually it was the fact that I have access to go and change anything I want about the engine, in its guts.

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If I really wanted to, I could potentially (and am currently doing) alter how BP works.

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That's what drew my attention.

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And its not just that aspect, I could do so with anything in UE4.

dire storm
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Anyone ever use https://www.youtube.com/watch?v=SfGuIVzE_Os&list=PLlrATfBNZ98dudnM48yfGUldqGD0S4FFb&index=5 . I found him pretty helpful as a crash course in C++. What pisses me off about taking weeks and weeks learning from the books (even current ones) is that none of that syntax is even freaking used anymore.

worn granite
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So yeah, between that and all the other stuff you get out of the box - ue4's got plenty to offer - even if they didn't have BP.

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Also, I think BP typically gets a good rep.

dire storm
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I read through and did some of the projects in Principles and Practices using C++ and another C++ book. Its incredibly lengthy and it does do a really good job explaining things. But as soon as you go to engine code nothing is named the same, completely different format and I don't remember half of what I read in the book lmao...

snow quiver
worn granite
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Ah, @dire storm yeah, std C++ and ue4++ are two different beasts

dire storm
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Why is everyone excited about the academy page? Its literally the exact same videos that were already available but not its more frustrating to navigate. You get a progress bar though now lol

worn granite
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UE4 basically has its own std lib, most C++ resources use the std lib

plush yew
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@worn granite you enjoy being pressed?

worn granite
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not enough to stay up past my bedtime.

whole quarry
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progress bars are the things we live for

plush yew
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thanks for telling me why u like ue @worn granite

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just made a progress bar for my minibosses 😃

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I appreciate

dire storm
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You could have just point them to the "old" learn page where everything was. I'm not hating on it, its just that it was already there and easily navigable.

plush yew
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i m not ecited for academy page because I hate videos lol

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its a motivation killer for me

dire storm
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Now my OCD is going to make me go back and do all the damn videos over so I can get all the progress bars complete.

plush yew
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but they are everywhere in gamedev industry

worn granite
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I like the new thing, it means they were commited enough to clone Udemy kappa

plush yew
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haha

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jokes on you mr lambda

worn granite
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What with their past partnerships with Udemy courses, I think its a sign of things to come.

plush yew
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yeah i love how easy progress bars are to do with widgets in UE. just had to make the widget and add in a widget component. done 😃

worn granite
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Please, my friends call me ImmutableLambda.

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;)

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mr lambda is my father

plush yew
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yeah

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but they are ugly @plush yew

dire storm
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I mean if they really wanted to make an academy they woulda cloned KhanAcademy. That woulda made me clap.

plush yew
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as stones

whole quarry
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would be awesome if you could choose between video or transcript, but the video tutorials make actually more sense than text

worn granite
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I can live with that

plush yew
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im gonna write text tutorials on my site

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for UE

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so people have choice

worn granite
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That's nice

plush yew
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that i didnt have

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especially if someone is foreigner, its painful to listen to their voices sometimes

whole quarry
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i'm curious about your tutorials

worn granite
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I've already said I'd read them

whole quarry
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definitly

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but not for learning though 🤔

worn granite
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no need for any more advertising

plush yew
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@plush yew if you want to customize the default progress bar, all you have to do is set progress bar -> style -> fill image as i do in my hud progress bars for shield and energy

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then it isn't as plain

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ye thanks

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will try this

cloud cobalt
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@plush yew From a non-Blueprint point-of-view, UE4 still has a great C++ framework (basically same as BP), including one of the few decent UI tools

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Also a really really great material editor

worn granite
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slate/umg is cool - and yes you can do umg with no BP

plush yew
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Slate?

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i hear this name from time to time, never know whats it all about

cloud cobalt
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C++ UI library that powers the editor and game UI

grim sinew
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Precursor to UMG, the UE4 UI runs off of slate

plush yew
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Oh

cloud cobalt
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It's the layer right beneath UMG

plush yew
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do you guys think people will forget you shit graphics if you upgrade them later

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or its all "first impression"

cloud cobalt
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They will like the upgrade, though shit graphics won't get you many people to start with

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Don't release your game if you think the graphics are shit

plush yew
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what about unturned

whole quarry
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definitely don't release it with placeholder stuff

plush yew
#

this game is ugly

#

but popular

whole quarry
#

not ugly, you just dont like its art style

plush yew
#

1080p HD

whole quarry
#

can you do better?

plush yew
#

If I tryhard

#

But im not into models and graphcis

#

whats why I ask this question

leaden dust
#

I am sick of unreal throwing damn glitches at me in game jams

#

I might just switch over to unity now if this shit continues

whole quarry
#

are you sure you dont make the glitches

leaden dust
#

like evry game jam there has to be an issue

#

you want to see?

whole quarry
#

sure

plush yew
#

are you running from discussion

leaden dust
whole quarry
#

in the detail panel there is more, but okay

leaden dust
#

I have changed nothing there

#

in the details

whole quarry
#

cube with bad uv

leaden dust
#

this is default cube

#

everything in starter content works

#

except if I make any material it is screwed over like this on the z

#

I made custom uvs for my meshes also

#

but no

#

unreal HAS to screw stuff up

whole quarry
#

im not having that issue though

#

check the UV settings in the Mesh editor

leaden dust
#

I don't either

#

This is first time

whole quarry
#

well, you do, that screen shows it 😕

leaden dust
#

and most issues happen in game jams

#

which is annoying

#

same mat

#

Now I have to migrate everything over

cloud cobalt
#

@plush yew There's a difference between art style and quality. Minecraft is/was pretty high quality for its style, for example - it's consistent, readable, it can be quite cute to look at

#

@leaden dust Open the mat and check the errors

leaden dust
#

There is only one texture node plugged into the base color

#

and nothing else

cloud cobalt
#

Okay, so it's the cube that's a problem

#

Sure it's the same one ?

#

Use the UV overlay to confirm in the mesh editor

#

Pretty sure it's not actually the same

plush yew
#

@cloud cobalt minecraft was solid looking yes

#

but sometimes its not different style its just bad graphics

leaden dust
#

@cloud cobalt I dragged it out from the basic panel

#

It works fine with starter content mats

#

but anything i import wont work

whole quarry
#

@plush yew so anything less than 1000s poly is 'bad'?

plush yew
#

my disk is

#

100% usage nonstop in task manager

#

can it burn it?

cloud cobalt
#

@leaden dust Create a new material with another texture, apply it to the cube, to confirm if the cube or the material has an issue

plush yew
leaden dust
#

@cloud cobalt I tried 6 different textures in like 10 different types of uv tiling but no

#

it is always like that

#

don't worry now

#

I am migrating now anyways

whole quarry
#

sure burn it, burn it down!

#

it will be using 0% disk after that :3

leaden dust
#

@whole quarry he is asking CAN it burn it down not he

#

why would he want to burn his HDD

whole quarry
#

so it uses less disk

cloud cobalt
#

@leaden dust Well, trying to help find your issue here

leaden dust
#

@cloud cobalt you don't need to I just tried everything AGAIN and it fixed itslef

#

unreal is amazing

plush yew
#

@whole quarry i heard its not bad if its on 100%

leaden dust
#

@cloud cobalt how do I move a blueprint from one project to another?

plush yew
#

game devs must be one of hardest industries

#

and the competition is sick and full of AAA titles

#

and you compete with whole world - not with just companeis from your neighbourhood

whole quarry
#

i don't think its much different than any sector

leaden dust
#

@whole quarry how do i move blueprint

#

form one project to another project

#

from

whole quarry
#

right mouse button -> migrate ?

leaden dust
#

it only goes within the project

#

for some reason

whole quarry
#

it brings its folder structure with it iirc

leaden dust
#

the folder structure starts from 'Games"

#

I mean

#

'Game'

#

which is like the first folder of the project

whole quarry
#

you have first Content and then Game ?

leaden dust
#

nope

#

only game

whole quarry
#

you renamed the Content folder ?

leaden dust
#

@whole quarry actually

#

I did it

#

I was doing something wrong

plush yew
#

i asked question here yesterday and someone answered but i forgot 😦

storm venture
#

can someone explain how the InvertRotator works?

plush yew
#

did you try wiki

storm venture
#

yeah, doesnt say anything helpful

plush yew
#

tyler bro

whole quarry
#

Negate a rotator Target is Kismet Math Library

leaden dust
#

IT IS DOING IT AGAIN

plush yew
#

cool_da_noob share your project

leaden dust
#

I AM SO DAMN FED UP WITH UNREAL DAMMIT

whole quarry
#

calm down, grab a glass of water and take a seat

storm venture
#

ive already visited both of those links and neither said anything useful

plush yew
#

@leaden dust whats your issue i can help

whole quarry
#

it inverts the rotator values

storm venture
#

so multiplies each one by -1?

whole quarry
#

from what i understand, yes

leaden dust
#

I would't have cared if it WASN'T a jam

plush yew
#

jam

#

so you make game in 24h or smth

#

does that mean jam

whole quarry
#

72 hours

leaden dust
#

5 days

plush yew
#

nice

whole quarry
#

even longer

leaden dust
#

ue4 summer jam

plush yew
#

Nice

whole quarry
#

i wish i had time for jams

plush yew
#

Remco

#

Hows your Kid

whole quarry
#

fun to do, script in most hacky ways just to get it working

#

just slamming pieces together, great joys

plush yew
#

i will teach my kid to be hacker when i get older

whole quarry
#

can you hack?

plush yew
#

no

whole quarry
#

lol

leaden dust
plush yew
#

haha jeez

#

make him lose some kgs

leaden dust
#

especially when urs using a 1$ mouse to do it

plush yew
#

im usually on laptop touchpad

#

feels more comfy than reaching for a mouse

leaden dust
#

my mouse costs like 1$ here

plush yew
#

good buy it for 1 and sell for 10

leaden dust
#

10$ lol

plush yew
#

i dont get it i saved character blueprint now copied it and its default without my changes

#

:((

#

wheres my blueprints

leaden dust
#

I would be surprised if I could sell it for 10 cents

sudden agate
whole quarry
#

Im using a 15 euro mouse

leaden dust
#

@sudden agate lol

#

But it is my first time

whole quarry
#

1 euro for the mechanics, 14 for the blue led >.>

plush yew
#

@sudden agate hows that game called

whole quarry
#

Is that tomb raider?

sudden agate
#

Yes <3

leaden dust
whole quarry
#

Mixed feelings

sudden agate
#

read an anatomy book

plush yew
#

jeez XD

#

so ugly

#

ahaha

sudden agate
#

No one is born a master.

#

except Karol

plush yew
#

guys I need your help.

#

I have blueprint that has its changed that I made in one project. But when I copy it to second project its DEFAULT ! wihtout my changes

#

i dont get it

leaden dust
#

@sudden agate who is karol

cloud cobalt
#

@leaden dust Human characters are the hardest thing to do in 3D, our brain has had millennia of evolution on recognizing humans - it's really hard to trick the brain on that.

#

If you're new into 3D, don't even attempt it imho

leaden dust
#

@cloud cobalt who will make characters for jam then??

plush yew
#

pioneer in game dev

cloud cobalt
#

Don't have human characters in your game if you don't have a char artist on the team

#

basically

#

Or use marketplace assets

sudden agate
#

or go for stylized humans. They are less likely to fall into the uncanny valley

leaden dust
#

hmmm

#

I got an internet artist on the team

#

who downloads stuff from the internet and sends it to me lol

plush yew
#

lol

#

in what file are saved changes to ThirdPersonCharacter blueprint?

#

😐

cloud cobalt
#

@plush yew Did you change the defaults in the Blueprint, or in the level ?

leaden dust
#

can someone help me

#

I want to make like a laser tesla paticlae effect (like in jetpack joyride obstacle)

#

how do I go about it

cloud cobalt
plush yew
#

@cloud cobalt i modified thirspersoncharacter blueprint in one project, but whenever i import it to other project it has just default blueprint

#

without my changes

cloud cobalt
#

@plush yew Did you change the defaults in the Blueprint, or in the level ?

plush yew
#

in the blueprint

#

what you mean defaults

cloud cobalt
#

Did you do your changes in the Blueprint editor window, or in the detail window in the level editor ?

whole quarry
#

changes made in a bp are ofcourse saved in that bp

plush yew
#

in the blueprint editor

cloud cobalt
#

Then the changes should be there

plush yew
#

maybe its cached

cloud cobalt
#

As long as the parent class exists

#

No it's not

plush yew
#

I changed its name

#

and its there

#

weird af

cloud cobalt
#

Blueprint has three levels of data - the parent class (needs to be the same in new project), the defaults (stuff you change in the Blueprint editor), and per-instance data (level editor)

whole quarry
#

lol

plush yew
#

seems it loaded wrong file

#

before

#

because they had the same name

#

but i still launched them from different path before so that mustve been a bug

cloud cobalt
#

New rule : if you don't know how to do something in UE4, you don't have the right to use the word "bug"

#

Because it's very likely that it's not a bug and you're doing it wrong

#

No offense

whole quarry
#

@plush yew change the Default Pawn in the Gamemode

plush yew
#

ok thanks

#

i am not that new

whole quarry
#

doubt

plush yew
#

been on this discord for few months already

cloud cobalt
#

Engine bugs in daily use are just not that common at all

plush yew
#

its not daily use, it was first time

cloud cobalt
#

There's a super unhealthy attitude in beginners where you assume that something weird is a bug. The correct attitude is to assume that everything that doesn't work is your doing

#

Because it usually is, even after a decade of experience

whole quarry
#

giving something else the blame for a error is easier though

plush yew
#

yea but that was bug

cloud cobalt
#

Not it fucking wasn't

plush yew
#

it was, it launched different file

#

i retried few times and it did the same.. i could easily reproduce that bug

cloud cobalt
#

If it was a bug, then great - record it in video, report it to the UE4 dev team, have it fixed in the next release

#

"Editor doesn't open the file I double-clicked on" sounds like an easy one

plush yew
#

it opened wrong file

cloud cobalt
#

Look, I love helping people here. But like I said - you should assume it's never a bug

plush yew
#

but it was

#

in this particular case

cloud cobalt
#

Okay, show me the video then

whole quarry
#

I highly doubt that ue4 would open the wrong file

plush yew
#

okay

#

i will show you the video

#

when i have free time

whole quarry
#

we're waiting, i want to see it too

cloud cobalt
#

🤷

whole quarry
#

OBS, record it, throw it on youtube, doesn't need to take longer than 10 minutes

plush yew
#

Chill

cloud cobalt
#

I don't even care about the video, tbh - you're just never going to progress if you're blaming your tools. Maybe you found the one case where UE4 opens the wrong file, and the entire Fortnite team doesn't saw it

plush yew
#

yeah thats this

#

no i will give you the video

#

you wanted

whole quarry
#

make it already 😄

cloud cobalt
#

It's not even about you specifically either, it's a common traits to anyone learning new things - this is broken, this shouldn't be like that, etc. Sometimes that's valuable insight from outside perspectives. Most of the time though it's just not getting it.

plush yew
#

yeah its noobish trait

#

but i aint one

#

moving files in ue between projects is disaster

empty berry
#

Just migrate stuff? I have never had a problem moving files

plush yew
#

y i migrated

whole quarry
#

migrating is ezpz

dire storm
plush yew
#

Yea man its offensive

#

Wheres my email

dire storm
#

TLDR Unity Pro's marketing team was mass emailing indie devs and hobbyists without any data about financials or content created that they were in violation of the EULA and that if they didn't upgrade to Unity Pro they were going to be investigated.... omegalul

plush yew
#

I disagree

#

Theyhad data

cloud cobalt
#

Unity has had issues with automating emails to indies

#

The videos says as much

plush yew
#

really

cloud cobalt
#

That's basically it

plush yew
#

so they sent this email to their whole indian email list?

#

oh you mean indies

#

my fault xd

dire storm
#

It did. But it still happened! 😃

cloud cobalt
#

Could happen to UE4 too

#

Bugs are bugs

dire storm
#

I'm largely turned off by automated upgrade emails of this sort. I know they are common but you spamming me about my linked in account and saying I may be in violation of your EULA even on mistake is gonna make me reconsider using your product.

cloud cobalt
#

Sure - just pointing out these emails were actually mistakes

dire storm
#

I assumed that and gathered that from the video... I'm just laughing at the situation. mainly after reading through the comments. Kinda burned out on learning C++ so I needed a laugh

cloud cobalt
#

Epic has had its own licensing issues, the whole PUBG debacle sounds like a worse problem to me than auto-emailing problems. Knowing your engine provider might use your royalty money to bury you with a competing title isn't great

#

Though I prefer the royalty model with UE4 to Unity's approach

dire storm
#

Look at the bright side... more UE4 improvements! 😃

whole quarry
#

Unity has no bugs though (😁)

cloud cobalt
#

The bright side is that UE4 is a great engine with a great business model

#

Business is a cold thing though - no matter which engine

#

If you think the Unity email sounds threatening, you've gotta love tax services emails

plush yew
#

untiy is still 10 times more popular than ue

#

so more revenue

#

not including fortnite

cloud cobalt
#

It doesn't work like that

plush yew
#

it does

#

more popularity = more cash

cloud cobalt
#

sigh

plush yew
#

not sure about differencies in their royalties

#

but generally more users more money

whole quarry
#

lol

plush yew
#

yeah thats not nice that they copied pubg

#

and made it better and marketed stronger

whole quarry
#

copied pubg, lmao

dire storm
#

unity has some really big titles. massive titles like hearthstone and good ones like city skylines. Can't really compare revenues on user base without actual raw data.

plush yew
#

and rust

cloud cobalt
#

@plush yew It doesn't work like that because UE4 makes money on game units sold, while Unity makes money on engine licenses sold

plush yew
#

oh

dire storm
#

just because 100 million people use something doesn't mean you're making more money. The vast majority never get the pro upgrade. Sure, just like any free program, the more you have the greater the likelyhood of people upgrading.

plush yew
#

yeah ue has better licensing then i think

#

but still much less users

cloud cobalt
#

I'm pretty sure UE4 makes more money than Unity

plush yew
#

but they have 10 times less users

whole quarry
#

where do you base that claim on @plush yew ?

plush yew
#

which one

cloud cobalt
#

Fortnite makes more in a month than Unity makes in a year, too

whole quarry
#

letmebeyourfriendvandaag om 11:39 yeah ue has better licensing then i think but still much less users

#

where did you get the user base statistics from?

plush yew
#

because in total there are 10 times more search queries realted to unity than to unreal

#

so unity has as much search queries in google as unreal x 10

whole quarry
#

that says nothing

plush yew
#

in a month

#

it gauges interest level

#

you could assume these are users

cloud cobalt
#

The point is that UE4 makes money on units sold

plush yew
#

Yes

cloud cobalt
#

While Unity makes money on developers using Unity

whole quarry
#

if 1 person, searches 10 queries on unity, and 10 persons search 1 query on unreal, you would say its the same amount of people

cloud cobalt
#

There are more gamers than developers

whole quarry
#

¯_(ツ)_/¯

cloud cobalt
#

It doesn't matter if there are 100 times more Unity devs than UE4 devs

#

It takes one UE4 dev to make more money for Epic than all of the 100 Unity dev licenses

plush yew
#

yea

#

could be

cloud cobalt
#

Hugely successful Unity titles don't bring crazy money for them

#

They could have provided the engine for PUBG and made $10 000 on it

#

Unity's business model is to have everyone working on game dev - doesn't matter one bit if the games sell

cedar snow
#

unity is selling the shovels
unreal is selling the gold truck

cloud cobalt
#

It's not even that

#

Unity powers some incredible hit games just like UE4

cedar snow
#

you only need the gold truck once you've struck gold

#

but yeah, my analogy is flawed

plush yew
#

lol

cloud cobalt
#

Anyway, different philosophies in licensing and in tech for both engines

plush yew
#

another day at the desk trying to figure out how to get YPos for my reticle in my game. woohoo

#

nota fan of trig but i use it when ihave to 😛

#

(3d reticle, so it is based on where the player is aiming if he looks away from camera)

#

i imagine you did some of the same with your game Stranger, if you coded any of the reticle stuff.

#

😛

#

i love the fact u can make money

#

with ue4

#

but dont pay royalty

#

below certain amount

#

of money

dire storm
#

that amount is 3k which is like... nothing at all. If you make any kind of financial success you will be paying Unreal a well deserved royalty.

#

unless its changed recently

plush yew
#

3k usd is a lot br0

#

is it monthly or yearly?

#

every 3 months i think

dire storm
#

3k is a quarter. Which if you're trying to make a living, pay rent, feed yo kids... is nothing.

#

in not is

plush yew
#

i dont have kids

cloud cobalt
#

That's 1k a month on gross revenue

#

So if it's on Steam, you get ~55% of it

#

Then you have taxes

#

I think we make something like 25% of gross revenue

polar hawk
#

At 1k gross a month

#

You wont pay taxes

cloud cobalt
#

Depends on the country

#

There's no minimal threshold on company taxes here

whole quarry
#

55%? Steam only takes 30?

cloud cobalt
#

Yes, but Steam collects VAT, too

#

20% in Europe

#

5%-ish in the US

#

Dunno about the rest of the world much

plush yew
#

in poland

#

1000 USD per month

#

is about 3500 PLN +

#

even after taxes its more than average earner xd

#

i disagree

cloud cobalt
#

I think it was 55% of gross revenue including UE4 royalties

plush yew
#

old people search too

#

oh ya i wont use steam

#

dont need it

cloud cobalt
#

RIP your sales

plush yew
#

no

#

ill use paypal

whole quarry
#

oh i see now, they take 21% from me 😦

plush yew
#

i have my ways

cloud cobalt
#

I checked and I can confirm 58% of gross revenue here paid by Steam

#

Before UE4 royalties (and company taxes)

whole quarry
#

so 30% steam, 5% epic, 21% tax, ewww

cloud cobalt
#

@plush yew Steam is an incredibly good deal

#

Seriously

plush yew
#

why

whole quarry
#

it gives you carrots

cloud cobalt
#

People don't want to buy a game that's not on Steam, really

#

Steam gives them a nice library, cloud saves, refunds, friends, etc

#

Not to mention reviews

#

Few thousands

#

Hoping to boost that after Early Access 😃

plush yew
#

yea some steam manics

#

maniacs

#

can want in on steam

#

so they can add it to their load of games

#

you sold few thousands?

#

nice ;

#

;o

#

i think people love steam

#

i mean players

cloud cobalt
#

Nope smurfies

plush yew
#

steam for players is something like iphones for teens

cloud cobalt
#

Nope

#

Not an MP game

plush yew
#

is it possible to create mesh from actor blueprint ?

#

for foliage

#

i have trees in form of actors, not meshes

#

😐

sudden agate
#

Right Click on your Actor -> Convert to Static Mesh

plush yew
#

dont have such option

whole quarry
#

@plush yew isnt there a mesh in that actor?

plush yew
#

it's there. select the object in the viewport. can be a blueprint, or just a dropped in mesh.

#

weird

whole quarry
#

@plush yew did you make the savegame system yet?

plush yew
#

why, you want to help me?

whole quarry
#

Just keeping track of your progress

leaden dust
#

can someone tell me how to make like a lightning tesla between 2 points?

whole quarry
#

@leaden dust particle beam

#

Google for: UE4 particle beam electricity

plush yew
#

look at the youtube hit on Intro to Cascade: Creating a Beam Emitter

whole quarry
#

First result should be a tutorial

plush yew
#

@whole quarry hey you good at vectors?

whole quarry
#

No :d

plush yew
#

lol

#

i already wrote in the question. nm 😛

polar hawk
#

roger roger

#

whats your vector victor

plush yew
#

how to get angle between two forward vectors?

polar hawk
#

arccos the dot

#

or some shit

plush yew
#

i c

#

investigating

#

yep dot product

#
calculate DOT product. Dot product is cosinus of those vectors.
Calculate arcus cos of that value.```
#

trying to do a crosshair rn

#

I love my game idea

#

its totally

#

seducing

#

you know these games you cant stop playing? its one of them

#

i couldn't stop playing diablo 1

#

is it diablo 1?

#

Karol?? 😛

#

where has he gone

whole quarry
#

Playing his game

plush yew
#

lol

#

yeah

#

lmao

#

i also loved diablo 1

sudden agate
#

@plush yew trump, is that you?

plush yew
#

It removes all widgets, what can i use to remove just one widget?

sudden agate
#

Get All Widgets of Class, iterate over them, identify them somehow -> delete

plush yew
#

wew really

#

i hoped for one click node

#

thanks

fair violet
#

@plush yew if you create a reference to your widget when creating it, it is then very easy to delete just that widget.

#

Get all of class is usually wasteful unless you really need it

plush yew
#

reference

#

teach me master

fair violet
#

Like a variable- you store a reference to that widget- if you drag out the blue pin after creating the widget you can promote it

#

Then you have a direct link back to that widget you can use to call stuff on it or destroy it

plush yew
#

yea thanks. i didnt need to promote it @fair violet

#

i just used remove from parrent

#

but yeah promoting could be helpful as well

#

in certain cases

whole quarry
#

deja vu

plush yew
#

guys

#

would be better to keep buildings levels as variables or in struct?

#

for example u can upgrade building to level 2

fierce tulip
#

my kidneys for a way to organize the vault

plush yew
#

guys how to create struct

grim sinew
plush yew
#

i got it

#

bro

grim sinew
#

Do you? Do you really?

plush yew
#

Can I use a string table as a way to store a list of fortunes that I can select and display at random using a random number generator in blueprint?

#

trying to recreate the Linux fortune command in my game

#

i have really tough times with structs, basically creating your own struct where you can choose what variable it is and what value it holds - anyone did that? (basically i want to create list of various variables that contain various data)

#

I don't want to localize the string table, just use it to store a list of fortunes

#

i know its possible because i had it in the past but i forgot 😦

#

@plush yew that's simple - right click in the content browser, "Blueprint -> Structure"

#

yeah it was that @plush yew you are amazing bro 😃 ❤

#

no problem

#

I usually just create my structs in C++ though :P

#

im not into c++ honestly, especially not if there are blueprints to use

#

learning ue is tough so no need to add more work with learning c++ 😄

fierce tulip
#

good neighbors are good.
calling me from the yard to tell me they are going to do some construction related work and itll be loud, so if I was recording stuff I could pause it.

whole quarry
plush yew
#

oh ye thanks remco but i alraedy have what I wanted : )

#

anyway, how can I select a random string from a string table in BP?

#

I do not need localization for this specific table

whole quarry
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did you gave the row names a number?

plush yew
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The way I'm doing it is I'm trying to get the array of keys in the table, and generate a random number between 0 and the array length

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then selecting that key, and grabbing the source text

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issue is the array ain't coming back.

whole quarry
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array.length-1 i hope?

plush yew
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this is my BP

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the string table has 3 strings in it so far but the array is coming back empty.

whole quarry
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do length minus 1

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because if index 0 has value, the length will be 1, but array index 1 isnt valid but it is on index 0

plush yew
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ahhh well I figured it was like C#'s RNG where the value never equals the maximum

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it's always less than the maximum

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anyway, even then, my array's still empty. :P

whole quarry
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i've never used those node, not sure how they work

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(those Table nodes)

plush yew
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I got it working

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Table ID != namespace

placid garnet
leaden dust
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hey

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I need immediate help if possible

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I want to create an array of references to childs of one of my blueprint

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but when I create an array variable of that parent it doesn't allow me to change the default value inside the editor

fierce tulip
leaden dust
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@fierce tulip no offense but what was impolite in that so I don't do that next time

fierce tulip
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it wasnt impolite, no worries hehe

grim sinew
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@placid garnet I don't know what hastebin is, but that is one really fishy looking URL

placid garnet
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Omg

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its like pastebin

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w8

grim sinew
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Also if you have packaging problems, #packaging will probably have people that know

elfin jacinth
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Morning ya'll!

wary wave
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o/

plush yew
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What would be the best kind of object to hold information about an NPC?

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like, in my game, the player can hack into an NPC "computer" and control it in certain ways

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I'd like the player to have the same class as an NPC just with player-specific functions added on such as missions and save system

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I'm not sure if I should just make all NPCs a pawn class or just regular actors

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or even just structs or UObjects that get managed by a game state class

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and if I make them all pawns, if I should "possess" the pawn when the player hacks into the NPC

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effectively turning it in to the player pawn

inland seal
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Npcs can be actors unless you are able to control them, then a pawn might be applicable

plush yew
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Could I make the player pawn inherit an NPC actor and tack on that additional functionality?

inland seal
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You could posses the pawn using the player controller

worn granite
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Have you thought about a component based design?

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And to be honest, given your game, I'm not sure possession makes the most sense anyway.

inland seal
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@worn granite using a parent class then create child actors?

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Agreed

worn granite
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Nope! UActorComponent

inland seal
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That sounds like c++ magic :p

plush yew
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Well, I'm not entirely sure

inland seal
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@plush yew what is it are you trying to do exactly

worn granite
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And if you're not moving around a physical world at all (thinking like event[0]), you don't even really need actors or components.

plush yew
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let me explain the best I can without textwalling

worn granite
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Its really a matter of what you're comfortable with.

plush yew
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basically in my game, you're in a unix-like environment. Entire game is controlled through a UI, with a desktop environment, terminal, etc.

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Core gameplay involves hacking other NPCs/players in the game world through this unix environment to gain access to their systems, spread malware, find loot in their filesystems, etc.

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Every single NPC has a hostname and an IP address, an XP and skill level value, a "Government Alert" value which is sort of like the wanted level in Grand Theft Auto

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a Reputation value which defines how other characters in the world interact with the player/NPC

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a filesystem, where files and directories can be stored, read, navigated, etc

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and they're all procedurally generated (well, NPCs).

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There are different types of NPCs though - some are full-blown PCs that have a desktop environment and can be controlled through either SSH or VNC/remote desktop

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some are just email servers, which you can hack into and read people's emails etc

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some are just regular old database servers

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some are just file storage servers

cedar snow
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so a larger version of exapunks?

plush yew
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Never heard of that game.

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I'd say a larger version of Hacknet.

cedar snow
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it's less about being like the real thing and more about optimizing solutions with limited resources

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very limited resources

inland seal
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Sounds like you should just use a spreadsheet to hold attribute data that you compare with the players?

plush yew
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Given that each and every computer in the game, player or NPC, has a hostname, IP address, skill level/XP, filesystem and government alert, I want to have some sort of common class that controls that stuff that every character in the world inherits from

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but I also want different subclasses for things like file servers, desktop PCs, etc

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but uhhh my game definitely ain't larger than exapunks

cedar snow
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well, your description makes it sound like it has 10 times the functionality of exapunks

plush yew
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well, who knows

cedar snow
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exapunks is deceptively simple 😛

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it's also idk his 7th game in that vain

worn granite
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Yeah I'd say you probably have more mechanics

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unless you make things super simple

plush yew
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anyway I guess my main issue is figuring out how to properly design the structure and handling of NPC data (both general data like the IP address and specific data for each NPC), and how to decide how the player can hack a target based on what type of target they are

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I know for things like npc loot tables, that's easy. Miscellanious -> Data Table

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and adding actual terminal commands and programs, that's done.

cedar snow
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i'd separate npc from machine

plush yew
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as in?

cedar snow
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the files/loot are on the machine and not the owner

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npc owns one or more machines

plush yew
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makes sense

cedar snow
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also for simplicity server/desktop could be the same

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maybe start only with one

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a machine can be a group of services

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like filesystem, network

inland seal
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You gonna be using tables and arrays for your data. I'm telling you that now

plush yew
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I already know that.

inland seal
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That's where most of your handling is gonna be

plush yew
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Now, in that case, would things like government alert be handled within an NPC/player's Tick event or from within a shared game state class?

inland seal
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So you can store the playrers info in one table and when you enter another computer tempersrily overwrite the players knfo

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I don't see why you couldnt have a timer in the npc class if it's only for when you are in that npc

plush yew
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or I could have the player pawn have like a "Connected Machine ID" that points at their system and when Ithey connect to an npc, point it at that.

inland seal
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If it's a global thing, you may wanna try ganeinstance

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Exactly

plush yew
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hell, make it an array if I want multiple connections at once

inland seal
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Yup

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Tables and arrays are you best friend! Lol

plush yew
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So.
Machine is an object, containing gvt. alert, ip address/hostname, other general metadata.
Machine contains array of Services, which are Hackables that provide the Machine with functionality such as a desktop environment, a filesystem, etc.

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Character (not to be confused with the ue4 character class) is an object that has an "Owned Machines" array, pointing to that person's owned machines

inland seal
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Sounds good so far

plush yew
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actually, character will hold gvt. alert, skill level, stuff like that. that's more logical.

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NPC is just a character that isn't a player. Duh, "NPC" = "Non-Player Character."

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Player is a character that is an actual pawn, and deals with letting the actual player control the game.

inland seal
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Yes. Though of I'm not mistaken you don't actually need a pawn. You San have the player control an actor etc. But you on the right track

worn granite
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Input is kinda weird - you can actually (but shouldn't) have the level itself handle the controls.

plush yew
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I let the pawn listen to input actions

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such as CTRL+T which is a universal "Open Terminal on Current System" hotkey

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but I've noticed a bug

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when Terminal spawns, it sets the input mode to UI only

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which stops CTRL+T from working

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I mean, I only need UI input, not game input. You only see the UI, you never actually see the level.

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and even if you could eject yourself from the UI, all you'd see is infinite black void

worn granite
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that's not a bug

plush yew
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I need that universal hotkey but I also need mouse scrolling in the terminal which doesn't work in Input Mode Game and UI.

worn granite
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You can use Game and UI, where UI takes precedence but if the event isn't handled in the UI, you can handle it with the game code.

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Ah.

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Sounds like you get to have a lot of fun with low level input stuff or dirty workarounds

plush yew
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you obviously haven't seen the bash blueprint.

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my friend Trey has.

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he sorta works on the game with me but doesn't use BP at all

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and even he thinks my bash BP is the visual definition of spaghetti code

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"to be fair it is" he just said lol

worn granite
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BP is super easy to get spaghettified

pallid compass
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All bp is a sin

plush yew
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nope

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latent action nodes are way more readable in BP than C++

worn granite
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Yeah that's definitely the case.

plush yew
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but, C++ is way more friendly when creating custom UMG widgets that do their own rendering stuff

worn granite
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There's a few things I'd rather do in BP than in C++. Somebody's gonna print this message out and frame it on their wall.

plush yew
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no, someone's going to open up their game in UE4 and stick that message in their Fortunes string database

worn granite
plush yew
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I wasn't joking.

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also fun fact: i have literally never used the Nodes or World Outline panels

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or the Details panel in the main UE4 editor UI

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I literally just have Content Browser to the left and a big massive viewport taking up the rest of the space.

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Nodes panel? MODES panel, ya drunky me.

worn granite
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/r/me_irl

inland seal
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I love BP. It's how the company I'm with allowed a bunch of artists to be able to make big strides in the game we are making

worn granite
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Ever use the palette window?

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BP is the big bad, but if you don't ever use it you'll be the big sad.

plush yew
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the hell is the palette window

pallid compass
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omg

worn granite
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tfw trying way too hard to have a second entry in the fortunes datatable

plush yew
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tfw recompiling my game just to start the editor to put that IN to the fortune database

worn granite
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In a BP (umg or otherwise) open the palette window. You've now got a vertically split pane where you can filter by class or by function name - then drag nodes onto the graph.

inland seal
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Same in materials

worn granite
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Actually I think it might be any node graph

plush yew
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I just use the context-sensitive palette you get when you right-click or drag off a pin

inland seal
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Fun fun

worn granite
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And favorites are pinned to the top by default

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I use both, context sensitivity is pretty OP

plush yew
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half the time I literally only have the graph on screen because magnifier

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don't see any of the UI that surrounds it

worn granite
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Ah, fair.

plush yew
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....even saints row has consumed my game lol

narrow socket
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dm?

plush yew
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?

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anyway, now I know how I'ma structure my game now :D

inland seal
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Tables... Lots of em. And just comparing and contrasting in BP lol

worn granite
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comparing tables in BP 🤢

inland seal
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Welcome to the thhunderdome