#ue4-general
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nice
could anyone help me with this
...does Substance support Linux?
Does Substance support Wear OS?
any one here had some experience with collision issues in 4.19 ?
@vagrant latch haven't used 4.19 yet but what's up
hmmmmm...Should my game's Machine class be an Actor or just a regular UObject?
if you want any machine subclass to be an actor, you've got to make the machine an actor
what I mean is, should any machine even be an actor
is there any notable functionality I would need from an actor for this
singleplayer, mostly/entirely UI game?
Online multiplayer is planned.
but, yeah, entirely UI-based
If you want to use UE4 networking, you'll want actors.
But if you're going to be doing something like ssh you can probably roll that yourself
Basically, actors can have net owners and channels. Its also easy enough to sync which actor you're referencing. Objects get none of that, IIRC.
I'm just thinking that, actors have things like the Tick and BeginPlay events. Which may be useful for government alert, loading the save file for the player, etc.
Aye
If you want to make a multiplayer game, it really wants to be made that way from day one
And I also agree with ambershee.
especially if you have to restructure the entire thing (eg: moving to actors)
Good point.
Yup, the potential workload is enormous
And there's huge scope for introducing new issues in the process
@inland seal thanks for the response, collision import issues. I just posted a thread I will link it. - https://answers.unrealengine.com/questions/819173/collision-import-issues-419.html
And Machine Services should be actor components I presume?
basically i can't get custom collision meshes to import properly.
@plush yew Aye, that could work
about time unreal livestreams are recorded in 4k :p
does anyone know how to update toolchain version with visual studio?
How do I go about getting a child of an actor?
Anyone know a thing about Epic support/getting a real email? I have a problem with logging in due to no password reset email, and their contact form just sends an automated message
okay I am now frustrated as hell.
Child of an actor? @stoic dew
I've got a c++ actor, and, I have my .generated.h include exactly where it should be
but I keep getting an "expected include at the top of header file: VirtualMachine.generated.h"
while I'm literally staring at that exact include
@timid flame I am not sure what they are called in unreal engine but I clicked and draged one object into another and now its attached. as you can see in my last screenshot i sent just after your message. Now I want to make them visible/invisable in this chunk of code
void AInvaderzPawn::ThrustInput(float Val)
{
// Is there any input?
bool bHasInput = !FMath::IsNearlyEqual(Val, 0.f);
// If input is not held down, reduce speed
float CurrentAcc = bHasInput ? (Val * Acceleration) : (-0.5f * Acceleration);
// Calculate new speed
float NewForwardSpeed = CurrentForwardSpeed + (GetWorld()->GetDeltaSeconds() * CurrentAcc);
// Clamp between MinSpeed and MaxSpeed
CurrentForwardSpeed = FMath::Clamp(NewForwardSpeed, MinSpeed, MaxSpeed);
}
How do I get a reference to the thurster particle in order to do this?
@plush yew is it the very first include? If so then you may simply need to regenerate solution files by right clicking the .uproject file (if on windows) and selecting generate solution files
@stoic dew I rarely if ever have attached actors as children via world outliner. Typically I would just contain the particle components within the primary actor itself, or attach it as a variable reference. There's probably still a way to get that though
You could also add child actor components from your primary actor
Hmm alright, I will move it as a child component nowwasn't aware this wasn't a common practice
So from there I would just use uproperty to grab a reference of the child component?
Yea so in your flying pawn you can either add a particle component directly/set its transforms etc. Same goes for if you encapsulated a bunch of particle components in their own actor, in which case you'd add the child actor
The simplest would probably just be adding the emitter in the flying pawn itself, unless you need things encapsulated differently
Alright I appreciate the help! Thanks.
@balmy cypress ...that...didn't work at all.
@normal pollen hey, who is this imposter? They didn't even have the decency to use only lowercase characters as per my trait
regenerating the VS project did nothing but crash Visual Studio when it tried to reload
that's fine, when you re-open it it should all be generated
did you try compiling it after it crashed?
yeah, I know. but it didn't fix the issue.
I have had this a few times, and what i did was delete my intermediate directory (it will get recreated) and then regenerate, then compile. If you want to avoid the crash you can have visual studios closed, it does not need to be open
@vagrant latch give me a bit. Looking
@plush yew can you share the top of the header, including that include statement?
hang on
busy figuring out why I can't regenerate the project by right-clicking the .uproject in File Explorer.
didn't you do it just a moment ago?
I don't think UE4 ever got a chance to associate .uproject files with itself
oh
I did it within the editor.
but like
if I nuke the intermediate folder, it likely won't open in the editor.
associate the extension then, you can do it by right clicking, open with, navigating to the UnrealEngine (don't do the launcher by mistake) and then have it save the preference
time to do some streaming!
can anyone help me with toolchain visual studio
ugh deleting intermediate and regenerating vs didn't work
what the hell is UE4 smoking? I want some of it.
:P// Copyright (c) 2018 The Peacenet & Alkaline Thunder.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "VirtualMachine.generated.h"
UCLASS()
class PROJECTOGLOWIA_API AVirtualMachine : public AActor
{
GENERATED_BODY()
//...
};
if you're missing the regenerate shortcut for some reason, go to the engine folder and run the binaries/win64/unrealversionselector thing
Anyone know of an issue with being unable to reset their account password? Haven't gotten any emails for the reset after multiple attempts
@manic pawn I fixed that issue
my issue now is UE4 wants that VirtualMachine.generated.h include exactly where it is right now.
It's just not finding it.
what error do you get
Expected an include at the top of the header: '#include "VirtualMachine.generated.h"'
?
rip
if that caused it, I'm going to scream.
yeah if headers have nonsensical errors, quadrouple check that entire section
it probably confused uht lol
Clearly lol.
Cannot use an old toolchain (missing ToolchainVersion.txt file, assuming version earlier than v11) SurvivorX E:\PatientX\PXEditor 4.19 - 2 4.20\Intermediate\ProjectFiles\UnrealBuildTool
Anyone help with this ?
in 4.21 they should add error: Unexepected emoticon at start of file. This isn't IRC
I know how it got there, though.
That error reminds me of when I had a mouse with buttons on the side of it. Good times.
You were talking to somebody either on discord or whatever, and literally anything caused VS to get focus. Either loading the sln, or a process within VS finishing.
You quickly switched focus back to continue your convo, then proceeded to do whatever you were waiting on VS before doing.
I blame YOU, Unreal Build Tool.
A tale as old as time.
I've had VS fail to open its search dialog in time to catch my search query completely, placing the first part IN THE ENGINE FILE I WAS SEACHING
MICROSOOOOOOOOOOOOOFT
well now I'm happy again, can start reworking my game's npc system now. :D
What function hides visibility of an actor?
BisPeekaboo
setting all the engine source files as read only prevented at least 3 accidental rebuilds so far
Can i delete intermediate folder without problems?
yes
okay cool hopefully this will fix the stupid error
I just keep getting old toolchain
so annoying man
has anyone experienced that?
Is there like a button to mute/unmute sound in ue4. I just randomly lost sound in the game when I pressed something and I can't figure out how to fix it xd
nvm fixed that but the editor crashed during a hot reload and now my project wont load ๐ฆ
pro tip, dont hot reload unless ur brave af
or unless u understand how hot reload works
Its enabled on its own
well what i mean is
i just hit build the little thing came up and said it was compiling the game mode on the editor window
dont recomile code with editor open
i pray for u
u got git build? or launcher build
launcher
dam im no good with launcher shit
4.20.1
oh well
4.20.1
never use latest ver for that reason
try deleting everything but
Source, Plugins, Content
I have no plugins folder is that a problem maybe?
nope was just being safe
after that
right click uproject
Generate visual studio files
If u have some bad code in source
it will fail to generate
which means u need to open up ur sln
generate visual studio files?
and find out what bad code u have
how do I do that?
Should I delete the sln first?
not seeing anything in the log that seems alarming
oh i found the problem I think
LeftThruster = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ThrusterFxLeft"));
RightThruster = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("ThrusterFxLeft"));
interesting that something like that
could cause a crash
Just for reference, because this is the next thing I want to implement after I get core gameplay in my game, how would you guys recommend implementing a data-driven mission system?
Ideally one where the only programming/BP required is to actually write the backend, the data types, and the different types of objectives.
Okay...I think my stomach just got tied in a knot.......
Please tell me the Asset Registry isn't an editor-only thing and that it will work in a packaged game...
Seems to not be editor only
What did I miss? Who has question?
@plush yew it's hard to explain but I'd rely on enums and switches have mission types maybe set as functions and having variable for the different types of thongs: mission giver, type, tasks, etc
I have tables and arrays within tables and arrays haha
I can show you later
oh come on unreal engine. now I've got a missing public: in one of my classes apparently, and I can't find it.
What channel should I post in regarding AA?
alcoholics anonymous
anti aircraft?
AA batteries?
Are the sample projects in unreal multiplayer by default or something? I see things in the world outliner like NetworkPlayerStart and stuff.
@stoic dew the player starts are always the same object type, just placed in the world. they may have custom naming but they are the same objects
yo red ๐
Still rendering. I need one of those new Nvidia GPUs. Anyone have a spare $10k?
Yeah.
So is that a no then?
It seems like its here i just am not sure how i'd even check if it is
this is the one i have now i go by price performance
but i can understand need for a good GPU in ur case
I'm eager to see if the GTX 1160 is versus the 1060.
i have a 1060 but i was thinking of getting a 1080 actually
maybe like a few years lol
somehow i always put off my gpu upgrades a lot
I can get 1080's easily.
what i currently want to get - 1950x / x399 board
you are doing ue imports still right? or you said you were waiting on a project
@stoic dew do you mean for the first person project and those example ones?
Anyone in here good at making somewhat complex AI? If so please DM me! Thanks alot!
@plush yew I am using the flying one but yes
I found some setting in the editor somewhere that let me add another player
and when I press play in the editor
two of the space ships spawn
but idk if this is like multiplayer as in two player on a single device
yes that's the assigned name, object is still default
well
to change that set 1 player
in PIE dropdown
alright
So if I put 2 there and it spawns two ships when I press play
dos that mean it will work with mp?
Im not trying to make mp work I just want to make sure i am not wasting any resources on it
that's for testing replication locally before you expand out to standalone and eventually package your game.
i use 2 player PIE all the time to test my game. it's really useful
what does pie stand for?
play in editor
Is it possible to take a project with me to places? Like say I have it on my c drive now, but I wanna put it on an external ssd, if it is possible, would I have to copy all the assets over, like the sounds and models and that? Or are they kept within the project cached?
Once it's compiled. There should be a finished version you can take on the go.
I'm talking about working on, say on college pcs and my laptop
Like the actual full on project
Hm? What does that do?
you'd have to look that up. but for the most part it hosts the project files in one place in the cloud so you can work on it from multiple places, detecting changes made and uploading only files that have been changed
there is a button at the top of the editor "source control"
i am sure that will help you get started
or if not there is prolly a tutorial on setting it up with unreal at the very least
Github is free.
Ik that lol, but I meant cloud server rental, or vps rental to host the files
I think that's free, but you lose privacy.
If you know your way around coding you could encrypt it.
I'm code-illiterate lol
Smart FTP should still be available.
id just use bit bucket
its free and private
github charges in order to make your files private
Okay, but say if I put the project on say Phsyical storage, the models and assets I've put in, are they saved and cached in the project, or does it still use the original destination (my desktop) to get the assets
I have not used unreal with source control yet
but considering it seems to be integrated directly in
Im guessing it will be alright
There is prolly certain workflows you have to follow but
this is how studios keep everyone on the same page when they have 100s of people working on a project so it would be pretty important for what you mentioned to work
Yes but that still isn't answering the question of, do I need to take my assets with me, or does UE4 cache them
anyone good with visual studio?
Id still strongly suggest using something like github/bitbucket instead of doing all that work manually. It pretty much does exactly what you want + gives you cloud backup and tools so you can merge two different versions together incase things go wrong.
Is there a way to call the super custom event function in a blueprint child
Like in Tick, construct, etc
Error: Currently, only 16 bit WAV files are supported- how do I fix this error?
it is a wav file
Is it 24-bit wav?
So much I missed
@stoic dew hey man you'll wanna convert your samples down to 16bit using an audio converter, here's one i found after a google search https://www.mediahuman.com/audio-converter/ convert with those settings and you should be fine
@plush yew thank you for the link, i will try that now
How to remove a post from LFW channel
The pinned messages tells you
In that channel
Oh you mean remove it.
Well, just ignore it and it'll go up past where anyone looks soon enough ๐
hi everybody! i have problem with loading level. My personage loading faster then landscape collision and going down. How i can to set loading sequence ?
How do I make a variable which retains its value to the next level
game instance @leaden dust
I need some more help lol
I am making a 3d side scroller character with left and right movement
with a and d
but the spring arm is rotating around when my character turns
I got it
thx anyways
How performant is the projectile movement component?
Can I have say anywhere between 10,000-100,000 in a level at any given time or should I plan for a different solution?
Can somebody please help me? I placed a cube as a click hit box for a cabinet thing
Once you click it your player is supposed to zoom into it and be able to interact
my problem here is that the hitbox only works until I move
(at playtime)
Plz
@stoic dew Also the answer is no.
; (
Whats the realistic amount I can have before they will become a problem?
Maybe 1/100th of that
They're physics objects, and it's single threaded. RIP your CPU.
Is there anything built in I can use that isn't so resource heavy?
@limpid star I have a space scene that has tons of random astroids floating around i was suggested in this channel to use projectile movement component so I can have them floating around through space
There is absolutely nothing you can do to get that many projectiles without fundamentally changing how the engine works.
Maybe so
For 10,000+ objects, I'm not sure there's anything you can do at ALL for that
Transforming that many objects on tick is insanity
It would never run
Yeah i would have to update them in batch
each one couldn't have its own ontick method
I have no idea
I'm going to go give him the realistic answer - give up and do something that won't be a colossal waste of time.
There is no way to make that work
Keep them stationary
Even the spinning ones I guarantee were distance based and only spinning when you were close by
Yeah no problem xd
you arent lookin deep enough
Just didn't think it would be a problem in ue4
It's not an engine problem, it's a hardware problem. CPU single thread performance has not gotten good enough to do that.
I have NO clue why
you can have 10000 asteriods
There is no game engine on earth that could do what you ask at a good framerate
@grim sinew have you not saw the unity demo with 100k animated soliders fighting in reltime?
you wouldnt have physics on in that distance true
I think entt would be a good start
but you could generate them via instance mesh
and LOD is a big thing here
i am very crazy
but i totally think its possible ๐
just maybe not super advanced
you cant have 100k asteriods with physics in 60 fps
@stoic dew Yes, and that has nothing to do with this particular question. You're free to ignore me and try anyway, it's your life you're wasting.
I think I can very well move 100k objects
they spawn lots of blocks
Even if you had 100k asteroids, you would hit 2 million polygons on those asteroids if those were only 20 polygons each
Instancing is not magic, it won't 100% save you
just keyframe the asteroids spinning slightly, duplicate the meshes in a 3rd party tool of some sort like 3ds max or blender, and have one big ring, rotate the ring slightly or something. using physics for all objects is not practical.
Let's be realistic. 200 polygons, minimum, per asteroid. There you go, 20 million polys for asteroids alone, you've hit modern GPU polygon limits. Even if we say that somehow you avoid drawcalls being an issue, it'll never work.
the asteriods from really far away could be triangles
you could probably have low poly asteroids if there are 10,000 of them..
with a picture on it
remember to use textures in a power of 2 though so mips transfer over
no one here is a "wanker"
wankers?
just trying to learn and help each other out
i am not giving him hope
its a massive task
takes weeks or months
and you would need special tech
still doesnt mean its impossible XD
like some plugin that is designed for asteriods
a chunk system inbuilt
Not even Star Citizen, a game with $180 million in funding, has that many asteroids on screen at once in an asteroid belt.
with lods
@limpid star Oh I've given up, we've got outnumbered by people that won't listen to reason
We can't convince them, they just need to learn the hard way and waste some time. No big deal.
look at Stranger's game.. he does a lot of asteroid fields
We have been drowned out by people with incomplete information filling in each others' gaps incorrectly. Just let them try and fail on their own, sometimes that's the only option.
you can probably just put the entire asteroid belt on a plane texture TBH
if its far
enough away
100K projectiles???
Yeah that was his idea, he wanted to have each asteroid using projectile physics
The original idea.
that is mad
I didn't want to
and i recommended against projectiles or physics set for each one because it's too costly
I was suggested
@limpid star Just back off and let them figure it out, it's not worth the fight.
Sometimes you need a hands off approach. Let them burn their hand on the stove and learn the hard way ;P
he can try to dup the asteroids a few times and test out the utilization using profiling if he wants to.
youre telling people to not try XD in a matter in which experimenting is stated as a bad thing
let him try
he will learn new awesome stuff
I generally respect people's time enough to suggest they don't utterly waste it, but that's clearly not a shared sentiment here
If you think you can do it @stoic dew go for it. You'll learn very quickly where game engines struggle.
youre laying words in owls mouth XD
And with that, I am leaving this particular discussion. Good luck to you.
I am clearly not needed here
like i said, either try to either get a texture of the asteroids on a plane if it's far, if it's kind of close by, use LODs and try to make sure your textures are set properly and have several instances of the asteroid placed in the level to make your belt.
๐ฆ
like the little girl that got lost in the forest
I don't think I have ever used a game engine that struggles moving stuff. But alright Zero thank you for your perspective at least.
abd got her eyes eaten out bc owl thinks she is crazy for asking for the way...
@stoic dew you know what you could do as a nice trade off?
Hmm?
just dup the mesh a ton of times in 3ds max or blender
make sure your initial mesh is relatively low poly like ZN said, said 100-200 polys
have some kind of a system where you dup them in an array, so it makes the dup process quicker
array of 360 degrees, just keep adding more
add all of the meshes to a single object
and then import as ONE FBX into ue
them what you can do is keyframe a global rotation of the entire mesh object in UE
very slow rotation
of the entire chunk of data
so it gives it some movement
this way, rotation is not being applied locally to all meshes, but globally to the entire thing.
then finally, add in your planet to center and texture with a nice planet material or something, there's marketplace assets for planet textures.
maybe make the belt a child of the planet, and add yet another slight rotation to the planet, very subtle rotation.
so there is some movement to it
this way you are reducing cpu util
and still having a good final import
can be less if its far or medium range.
Yeah that doesn't sound like a bad idea tbh
if you add some nice normal or texture map you can make the poly count less Narcotic
Does ue4 not do frustrum culling smurfies?
I dont see how the number of polies spread through a scene matter when not all of them will be on screen at once
Ah fair enough
I mean I duped 3500 in editor
he could do 500
yep thats' why i said consider adding the textures for the asteroids onto a large plane image that you rotate. you can fake some of them and keep the rest in view.
doesn't rendering hapepn on a different thread than code?
I dont see how me adding gameplay code is going to slow things down any
yeah xd
how does gameplay correlate to rendering?
is it not done on a seperate thread?
if its instanced stationary then he could have it much higher
the problem is translatioln
Hi, can someone tell me how to delete stuff in the UE world outliner?
highlight it
@trim granite select stuff and press delete
press delete
hehe, if it where only that easy.
It is.
do you mean via code or blueprints rather?
it just keeps comming back when i go in and out of simulation mode.
@grim sinew How do you punctuate your sentences so well everytime
save
ah
@leaden dust My keyboard isn't broken?
even after pressing ''keep changes''.
@grim sinew I got a 2$ keyboard and it ain't broken 2
@trim granite When you sim the game, extra code actors spawn in in order to make the game actually work.
But I can't punctuate that well.
@trim granite And anything you change during simulation does NOT persist when you stop simulating.
It's all temporary.
hmm
"So why do you need this grant?" "Therapy."
I try not to insult people unless they -really- test my patience. And even then I just start messing with them the majority of the time instead of insulting them. "My editor crashed" "Well clearly it's time to burn the computer down"
yeah, if there is one thing i've learned is to not underestimate people.
yep
I am a noob in UE, i admit that, but i have otehr skills.
Gonna agree with gothic here smurfies i stopped really taking your opinion serious when you started calling people wankers.
jbk if you keep working at it you could be better at UE for sure. i'm still learning myself.
well insulting people is against the #old-rules
so not really
There are some people that are just aggressively stupid however. Like, you'll tell them how to fix their problem every single week, for a month, and a month later when you ask if they actually tried what you suggest they just say "Eh, didn't feel like it".
rofl
That's the best way I have to really put it, they're just aggressively stupid at that point. It's self sabotage.
Yes, but you can't expect everyone to be like that.
I do take any advice i can get.
i do get insulted by that garbage
and others do too
i don't like being disrespected
all in this together
after all
And, to be honest, if you're on here helping a ton of people, day in and day out, it wears on you. It really does. Sometimes people are just on a short fuse because of it, having good intentions going in but not having the willpower anymore to deal with a confrontation.
then why don't you let someone else take over?
yep i come to help when i can, learned some good stuff on here
It can be a lot of things, so I try not to judge people on a handful of encounters. You never know what's going on in their lives or what else they've been doing that day.
i know you dont like me XD
Unless it's Karol, in which case you know everything he does because he treats the lounge as his diary.
but dont let that blur your mind so much that you think experimenting is bad
hehe, i don't know.
there's tons of different approaches to doing this, and honestly my suggestion of grouping into one large object is fine for testing.
he can lower the count to something less in the final object if its gets cpu heavy
I've been using Unreal for 10 years, I don't think experimenting is bad I'm just jaded. I've seen a ton of times what works and what doesn't and sometimes, you just know going in when something won't work.
Not assuming. Experience.
experience with the new guy?
There's a difference between assumptions, which is a blind guess, and experience.
i told him to dup the meshes in 3ds max or blender several times , not use projectiles or rotate them locally.
and you called me a name
It's also why at a certain point I just stop arguing. Experience is the best teacher, some people you need to allow to fail.
so learn to treat people with respect
I didn't call you anything?
maybe we should chill now XD the asteriod belt clearly got out of hand
@plush yew Just to clarify, did I call you something? Not sure who you meant when you said it wasn't about someone.
lmao
isnt god damnit more like a... err... expression of personal feels?
like darth vader when he realized his wife ded
NOOOOO
When I say it, it's just me shouting into the void to vent without directing it at someone, and to communicate I'm getting frustrated ๐
ye
ahoi
same
โต
https://api.unrealengine.com/udk/Three/VideoTutorials.html#3D Buzz Video Tutorials - Using UDK When I learned Unreal, this was all there was. I wish I could have had someone to yell at me when I was doing something silly.
i might deal with something similar myself.. im going to do an open space environment soon and might need to do a belt. not 100k type belt but a belt. lol
lol nice guide
and @limpid star i didnt mean to get agitated earlier, sorry if i was getting upset there
so back to gravity gun...
See? Hugs all around, this is so much better.
i just am very careful about personal treatment about things
I was blindly hopeful for a long time actually. learned a lot. some of it wasted time though.
People learn fast when people are honest. I've seen people make incredible improvement in a short amount of time because of honesty
So quick question lets say I create a class that inherits from AActor, do I really have to delete and regenerate my project files in order to get the .generated.h file?
This was the first sculpture that guy ever did. He only was able to do that because people were honest, from the get go, brutally so, about every mistake he was making.
ahh
google is my guide
i never liked my teachers
they were teaching me useless fluff in school, and most of that i forgot regardless wasting solid part of my life on it.
And because, you know, he put like 160+ hours into it.
i learn way differently
than I did in schools
google and internet remade the learning process
yeah but you dont learn googling in school
at least when i was in school, we never did it
very barely we did
and polish internet wasnt that fulll of info back then
haha
my bad
i had
google helps me tons in IT or in my own projects (web dev, game dev, other stuff)
but barely helped me in school
maybe
but i will let my son choose if he wants school or not
after primary school of course
wtf is grade 12
XD
do you mean 12th year
in school
yeah
like when hes 12?
yikes
He is going to chose to not go
yea but i regret going
and then we have another degenerate in the world
it didnt make me smarter
school teaches you more than what you learn
it teaches you work ethic
and responibility
i liked highschool but i didn't really like college that much
i liked highscool, was nice
its useless work
learning pointless fluff
that you wont use in real life
but maybe US schools are better
than polish
so idk
something polish people something lightbulb?
yeah kick them out
so u dont have to worry
about them
i dont have kids
when theyre in school
i think private schools can be better
so you have kids then i suppose
i dont. all i do is my gamedev.
gothic
what
how long in gamedev br0
10months, 7 years in animation mocap before that. 3dsmax motionbuilder etc.
photoshop zbrush stuff
oh so you like
modelling
im creating game too in ue you know
cool
im few months in ue
dont
smurfies
do you still do games without marketing
yep i agree with your earlier conversation about how if the quality of the material is high enough you can sell it despite marketing Smurfies
comes from hard work
did you ever make a succesful title without team?
oh
okay
I disagree with that gothic
There is so much shovelware being pushed on every market no one will find your game if you don't advertise it
^
yep it was a conversation he had earlier some time ago
exactly
narcotic
smurfies
marketing is very complex thing
yep if the game is not fun it wont be played
you can get results for free
or pay 10000 usd and not get them
I've worked for a few companies and done marketing campaigns for Microsoft - trust me, the data doesn't lie - marketing is extremely important and it just matters how you do it.
nice
Games with publishers do much better because marketing in general.
The greenlight program being dropped made the whole im not gonna market my game obsolete
and the app store had been that way for some time
emarketing eh?
๐คท
but im not that perfect at it
You can do it yourself for free as well
You'll need a smart marketing strategy then.
There's no one way to market.
wonder what name
๐
I came here to ask if you guys have seen any unreal games in toons tyle lately.
I would like to see your data and sources sir
toon style*
fortnite xd
cel shading*
Fortnite has people playing it on twitch which is free marketing.
i dont think i seen alot
Not all games need toon style.
yee zelda
Need cel shading to be toon*
How do we know it's UE4?
because they said it in the presentation XD
probably an own branch then
its a switch game after all
they dont present it as ue4 game big
I don't see them saying it was UE4.
Some folks thought Nintendo used Unreal for the new smash bros.
But that's not correct.
The unreal logo was in the direct because of fortnite.
So people misinterpreted that.
what is the point
If anyones good with visual studio, can you check #engine-source thanks
They claimed it was made in unreal.
That's hilarious.
Writer didn't do their research.
We'd see if Zelda was made with Unreal in the Epic Games license agreement, which we do not, so I conclude it wasn't made in unreal. I hope to be corrected if wrong.
how are you all guys feeling right now
I still want to see some toon styled games..
have you looked at bendy
@limpid star I am, that is why I am looking at other games in unreal that are toon.
if you really want to
then you should think about a plan
like what will be important on screen
what colors
and how do things move
the light
guys
if I have word "Sex" in title of game, but theres no sex or nudity in my game, can this title be played by 10 year old?
studio ghibli
go away
thats like selling skittles but its smarties.
if you didnt knew it, sex sells, even if its not porn/sex/nudity industry
people put beautiful women in unrelated ads
because of it
if you didnt knew it... your fame isnt going to rise with that XD
why not
everyone will straight out know that you are a cheap grab
that kind of marketing is for cowboys...
okay, i convinced myself this is good idea to do
and were all out of cowboys.
thanks
why you here in the first place XD
also there are games like blade and soul and other that are basically MMORPGs
but devs put big boobs and stuff there to attract male players
same with anime
they do... and pay for it dearly.
Ok you got me
you can always convince a male person to everything just by rubbing boobs in their face.
Its biological
haha
@static viper I literally did do those things.
If you saw our game you'd know instantly ๐
Here, have a look.
yes?
have alook br0
Promotional art and game art
sexy
The characters aren't meant to be naked, just body reference.
and that is... sexual?
No..
That's not what naked looks like.
he removed it
Well, 'unclothed'
....you don't say
you can loose more clothes in zelda XD
I didn't want to be bothersome with the images.
They're just wearing swimsuits, no big deal
What did you think?
Yeah haha
there was a boy too
Man*
So no reason to rage.
.....you mean the response of everyone saying "She isn't naked, calm down?"
He's beeg strong mon
Yes
It's the age we live in.
he looks very... boyish XD
I did want feedback though โค
Thing is, I know Love is being sarcastic, but Karol is being serious.
does he eat well?
I am serious
Karol..?
Im the Karol
I'm the love
Oh god they're multiplying
Hey! I wanted feedback for that toon style though.
youre all just weird...
Is anyone using Rama Save System? I'm trying to save component variables and the documentation isn't helping
it looks flat
Oh, ignore the tree and rocks
and jittery
Are you not running at full resolution?
They're assets from the store
did you draw it in real life
That's in editor.
How about this?
Better? Ignore trees/rocks/grass
They're from the HW plains pack
i like the stones a lot
and no depth
They're from a MP pack called HW something
Grr they're blurry due to motion of the camera
why you keep moving when making shots?
I made a video yesterday and then took a screen from it just now.
Let me take a screen from the game one sec...
What might you want to see?
tiddies ofc.
I couldn't DM you.
Is this what you mean?
The edges are because it's using a shader that gives soft outlines based on the color of what it's outlining.
Let me see some of your work?
And the point is for the edges to be soft.
I kind of expected constructive criticism or something.
@limpid star
you cant have it double
What do you recommend?
guys is it a problem if acronym for your game is taken and estabilished already?
for your game name
for example if GTA acronym was used
then you take another name ๐
before they made that game
before you get sued
its acronym dude
be carefull in the industry
people do turn shit all kinds of ways
always go for the safe route
That's not called plagiarism.
I'd look at similar cases if I were you @plush yew
Look at Mojang Scrolls getting sued by bethesda.
you guys are not gonna survive long XD
Mojang's game was called 'Scrolls'
And The Elder Scrolls was 'too similar'.
Also, the game Prey requested "Prey for the Gods' to change its name.
It became 'Praey for the Gods'
Or whatever game it was.
It's precedent.
The point isn't to prove anyone right it's to help the individual.
I think citing past cases helps.
Owl,
no indie ever will start out creating GTA game even if its completly different
What do you think of this?
Also I think he means primarily the acronym and not the game GTA itself.
Nani..?
i dont think so ๐
you take your outlines away and...
are different things, not games
the same point stays
your colors are broken
also your depth and light
that way it looks just cheap.
I definitely don't think so. The witness is a lot more realistic with different lighting. It's not at all a toon/anime game.
It's slightly stylized but it's like a midway between toon and realism.
It's just a different style altogether.
Ah wait it is kind of toon.
i think its a very sloppy style then. Very cheap because lack of details. I dont see a huge crowd
yes
thank god that i have no idea what i am talking about
I'll be off now.
its weird how some companies use acronyms without of And etc
but others put them
in acronym
example LoL
i will keep it in title
i decided and have great catchy title @abstract marsh
i dont have game tho, nor abilities
thats the hard part
i have buildings and stats done
but its replacement graphics anyway
i think the innitial gameplay is hardest and most important to do
after that just details
https://i.imgur.com/fHQ4pAZ.jpg -- possible to rotate it BUT all of its elements?
when i select all and rotate they rotate weirdly - not as a single structure, but all on their own
nvm ill just leave it as it is
@grim sinew this is a random comment but I feel you should be mod instead of these mostly inactive mods
D'aww โค Thanks ๐ The mods are usually super responsive to the moderators tag at least, usually a near instant response if something comes up
I'm having an issue, it says there isnt a program associated with my project
but i only made it yesterday
Can anyone tell me what causes the actor getting pushed away like this? I googled and did the following, all which did not solve it:
- I added a second capsule to the character scaled it bigger than anything else and put it on Block All Dynamid.
- I changed CharacterMovementComponent -> Jump Off Z factor
- I changed CharacterMovementComponent -> Anything related to Push Force
The third person template actor does that less
@plush yew check step height on character movement component, try to lower it to 0 for starters and see if it still happens and what does the collision look like for the boat? Is it bigger that what is seen?
@static viper Im pretty sure it's not caused by the weight
did try?
@plush yew if you want to be able to get on boat you can also have the static meshes can player step on disabled bit idk what your goal is.
@mint raptor This is the collision shape
@static viper Yeah I increased the boat mass pretty much
@plush yew did you make those collisions in your modeling software?
checked if it is heigher then the players mass?
@mint raptor I put the max step height on 0, he still gets pushed away
@mint raptor Yes in Blender
That may be your problem, lots of overlapping collisions
When you make your custom collisions don't have them overlap
In my experience that causes odd issues
@static viper I couldnt check the player mass, it's not shown when I open the Blueprint and I spawn him with a PlayerStart so he is not listed in the Outliner.
its in the character movement
and that also states physics options
you can fix it there
@mint raptor I have another one where I just used 1 collision shape but it does the same
@static viper Oh I found it, yeah the boat was definitely much more, player 100 boat 30000
then your physics are bogus XD
@mint raptor with max step height on 0 he even gets shot off right when he contacts it, maybe increase it?
the player shouldnt even be able to move it
I know, Im asking myself what causes the physics to act like this
I ate so much my belly is gonna explode
show how you set boat mass
@plush yew Imo it's the overlapping custom collisions. Try generating autoconvex and see if behavior changes