#ue4-general
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It's too hard there
Should I start by making money from making paid Android games?
Using gamemaker
I'm still in school and here nobody accepts people who aren't in uni
I'm a few steps away from uni tho
What should I go for in university?
I really like the idea of making games
I have no idea what I should go for
I make good YouTube videos about just anything including gaming
I make videos for myself and for people irl
I have good knowledge in PCs
I love computers
Should I go for something like programming or something?
Btw @cloud cobalt the game is gonna have a lot of animations and cutscenes.
Are those easy in unreal?
whats todays stream about?
#ue4jam and turn in place
ue4jam Day 2 Non-Stop Playthrough and Review
thanks ๐
@fierce tulip Can i share my youtube channel in 'Share your work'?
@teal glen computer science is what you'd want
depends what you have on your channel @copper lava
ue4 tutorials ๐
then go ahead ๐
nice ^^
@inland seal alright thanks
@teal glen afaik in uni you have outdated shit
in gamedev at least
but you still need
degree
What's a great name for a kinda-openworld-scifi-kinda-stealth-action-puzzler-adventure game?
Hm
You don't care about the name
btw
I picked a meh name that I don't wanna share here cause it sounds so dumb
People say unity is harder than unreal blueprints a few months ago here
Or the story, or the logo, or the graphics - care about the gameplay, the features you believe you can actually bring to your game without spnding half a decade
Hmmm
Would you like a game with lots of ways to play the game? (Go stealth or action or Darksouls-like-swords or Ninja-like etc.)
Is funny we went to unreal
gamedev is last resort for people without job
No it's not
@plush yew behave
Hahaha
Wow that's still a pointed comment
Ideas don't have much value
@indigo veldt there is a looking for talent channel, but nobody will take you serious unless you can show you have content to work with and the skills to make it happen
They do, they help you make the game the way you wanted it
@teal glen IDEA PEOPLE are not good generally. You need to do morw
execution > idea
Either they helped a little or they didn't help
@indigo veldt I made the begonnong of a horror game two 2 years ago
idea is also important
Cause they didn't understand the game
but you need skills first
Ideas are worthless, execution of ideas is what might have value
i have many ideas but most of the time dont know how to proceed
I worked in the game industry for about eight years. It's not all fun and games.
I've found that people IRL that you try to bring into dev aren't suited for dev. People in dev you become friends with IRL, OTOH...
I've been thinking about sketching an animation of the story and sending it to everyone who wants to be involved to get an idea of the story. Should I do that? It'll take me a bit of time tho
Best I can tell you, is stop asking what people want or what they would do.
Any project you make needs to be for yourself.
Any path you take needs to be based on Your circumstances and what fullfils your short and long-term goals goals. @teal glen
@worn granite what is OTOH
Nice
@inland seal you mean I can't go telling my friends to learn gamedev together to make things go faster and easier?
Cause I gotta go do everything for my self..?
I kinda don't understand what you meant
And generally your first project/idea will be poop. Don't fall in love with it. @teal glen
Ehhh
Well you can definitely try
I've been developing the story for a long time now
be prepared to sacrifice friendships
lmao immut
be prepared to be the only person in the team thats invested and not just doing it to be with friends
I'm not saying don't encourage them but yes you need to work with the mentality that you'll do things by yourself and be a. Team player
It's gonna be a mindfuck story for the people who will play it
Story is cool, but it's not valuable if the gameplay isn't good
That will make sense once you understand it all
@worn granite better if he does it alone
@cloud cobalt yeah I've kinda learned that from metal gear
Who knows, maybe you have the right friend group
@worn granite bingo. Already went through that. But thinning out the herd was good
worth a shot, but expect very little and let it drop rather easily if you value your friends.
@teal glen I'll be honest I don't like where you going with things.
Before you break rules you gotta learn em.
If I held my "lets make games together" friends to task, they'd have me blocked
@inland seal teach me the rules
spend a few years doing tutorials and joining gamejams
I'd recommend starting small then, grow bigger. Otherwise you're gonna burn out, get fustrated and be finished before you even start
People always start gamedev thinking they've got a great idea that is very original and very interesting
Often it's actually "Hugely successful AAA title but with zombies"
Which is really "project I won't complete"
Indies, amateurs do the game they can do
"ignore vert slices, lets just make a cool environment"
I can't tell you the number of pepple I've seen with "Lets smash 5 full fledged games together, but with a bigger scope for each. Also its MMO."
If it's not fun with blocks and squares what makes you think it will with flashing stuff
if you really want to become a game developer, do "getting started" tutorials, find what you like doing, follow more tutorials than you can count about that, join gamejams, take it from there
we can teamwork dude
oh lordy
if you have zero experience in gamedev or anything related to it, a proper "pong" game will take you months, imagine how long a AAA FPS MMORPG battle royale zombie shooter will take you
My take on game dev is, the scope (volume & complexity) of a game is the single most important decision in creating a game. It's the most common cause of dead projects.
If you end up completing a game, then the second most important is how original it is
90% of the people who come through here who say there gonna make a game never even get half way.
imo complex games can be reduced but still fundamentally the same
Start small.
Agreed
It's not just starting small, it's making sure the small version of the game is still good
My artist, boss, and I sat down one night and made a pyramid breaking down the important parts of our game. What could we take out before it was not the same
How do I start small?
For beginners I'd say start small and competing a project are the most important things. Then you get nuance
I can't think of game ideas
I'm obsessed with my game idea
Any small game ideas to go for?
make pong
You have to get out of that. Not all ideas are good or even worth entertaining
lemonergy
Pong, tetris, Mario.... Think of those
did you even open unreal
I did a while ago
Replicate them. Understand what's happening
lol
Breakout is another "small" game.
Also are cutscenes easy to make once you learn them?
It can still take a lot of time and effort tho
What are some things you need to learn before using unreal? Like character modelling
Does additional directories never to cook not work?
@teal glen I think you should take some time to go do some research
About what
Unreal?
I'm really confused about what should we learn before starting to use unreal
@indigo veldt if you have to ask then that might be an indicator
I mean
Without the art, story, etc
Start with the game
YEs
i will thanks
what do you guys want me to add or the story line
^
can anyone help me
with U4.19
i just wanna know if there's anyway to stop this message to popup every single asset that i import
Uh... Unreal Engine sure seems different from Unity. Seems I really need to do some basic tutorials. I have managed to built a custom version of the engine and have opened a few different maps, but moving assets and such between different projects, looking at what each actor / object in the seem is and can do, how to copy components and attributes from one object to another... its all so different. Also I really need to change this UI layout. Feels pretty cluttered.
Other than that, it also feels a lot more polished than Unity so far, and when I get to know how to use all these features it has, there sure seem to many many interesting features here.
*be
Btw when learning to make games, personally I just follow different tutorials to learn new things. If you are new to making games and do not have experience with programming, find some blueprint tutorials. They are pretty easy to start out with. Then there are some different tutorials for different game types, maybe start with the ones you find most interesting.
Yeah, I would not advise that at all
You would hit roadblocks at every turn. You first need the basics or you wont get anywhere
yea
and thats how you learn
why make something boring unrelated
when can start from ur project
Does updating 4.20.2 install a new separate version
Its how you get frustrated and stop trying it. Follow some good video tutorials first on how to do different things, then as you learn you get more ideas on what you can do on your own. If you do not have the patience for this, game development might not be for you
or is it just an update for any current 4.20 installs
Pretty sure it updates the current 4.20 engine you have installed
@next lance Any particular reason you're building the engine from scratch?
It sounds like you don't have much experience with UE4 in general let alone enough to justify using the source.
Only reason is because I wanted the engine to have and support FleX
0lento has a build that supports flex.
Yup, and its pretty great
But yeah I see what you mean
Can i pm @plush yew
Flex is dope
Also you should try to avoid copying project files around UE4 doesn't make it easy.
Its the one I am using, now I just need to learn how to use the editor again... I used it a bit about 2-3 years ago but I have been using Unity a lot since, and it all seems strange to me
It does a lot of references
so when you migrate a single asset it might migrate an entire hierarchy of dependencies.
Super annoying
Yeah, thats what I suspected, so I was considering copying the files around, but it seems like it would be a problem
Are u very familiar with ue4 @tame bluff
I am used to just copy stuff between projects all the time
do u know how to not have this popup every asset that i import
im trying to import a load of assets but it's so hard when i have to press ok for each one of them
I think its about what material and such the engine should use for the texture / image you are importing?
and it shouldn't have issues importing multiple files at once
I do it all the time O_o
I never drag
It only seems to allow for certain file types though?
I mean I usually import from weird locations that are never opened up anyways
you can only import assets that UE4 supports. Of course.
I have a FleX project and a VR project, and I want the FleX stuff in the VR project. But I cannot find any "valid" files in the FleX projects contents
You can theoretically put the assets manually into the cotent folder if it's not generally supported within UE4 and you want to support it manually or something
I'm not completely familiar with that stuff though
I will just google a bit then, but I should most likely just get some basic tutorials over with. I am just grasping in the dark here ๐
importable files
any flex asset
and it should migrate over every file related to the asset including folder hierarchy's.
So you should be able to just select a whole folder?
If not, all the files in a specific folder -> Migrate
Without using the import button in the content browser then?
Or would this be after copying that folder into this project manually?
migrating assets automatically exports assets into another project
no import needed
so you click migrate, choose a project or whatever, and it imports them I believe.
I havent' done it in a while.
But yeah that's the gist of it.
Well, problem still is I can only see folders, but not the files
I don't have flex these days, wasn't using it since 4.18
Flex files should exist
like templates and stuff
I cannot even find valid files in the VR project... hmmm, I think I will try to launch the regular Unreal Engine maybe and see if something is wrong with this build or something
valid files?
Again, what do you mean by that? What is an "invalid" file to you?
The only stuff you really need for flex are those physics models assets
I forget their name
flex core components or something
you prefab them or use the ones they have as examples and they determine the behaviour of the system you apply them to
and their materials are nice
Valid means something I can actually see and select when trying to import
So that it does not all look like empty folders I am browsing
So like, you open your project, and both are empty
So UE4 compatible files
like I mean you're inside the UE4 editor
and you're not seeing any files in your hierarchy?
I have tried manually browsing the same folders I am browsing with the import function
leave the import function
They often contain UASSET files
open flex project
inside flex project choose asset you want to migrate
right click
migrate
choose project
done
ahh... so I migrate them... that makes more sense
well, some sense ๐
Thanks
I should have considered what migrate means
Asset Actions btw
Right click -> Asset Actions -> Migrate
You should only ever migrate assets over because that ensures all dependencies are carried over too.
Thanks, that helps a lot... I think. Yup, it worked
np
Oh... seems like its very easy to make a project into a VR project btw. That is with the same controls but being able to control the camera with your VR headset and then have regular controls for the game. That is pretty nice
I don't know if you have seen it but you should look into VR Expansion.
The default project does that.
They use for examples
But basically you just detect whether or not hmd is being used and if not you change the player pawn to be a 2D actor instead of a VR one
Hey I am new
I think I am using the VR expansion template
Maybe... at least I am using a VR scene that supports motion controllers
Oh... no, it has a lot more features whatever that is. I will try to get that. Thanks ๐
Seems to get me much closer to VRTK, I was looking for something like this ๐
Hi Sam
Yup, I got flex stuff in my VR project now ๐ Performance seems good. Much better than the CPU dependent Obi stuff.
Ahh, I had forgotten about single and multi rendering for VR... now I got some shader problems where the shader only renders for one eye. Anyone know how to change VR render settings?
hey
hey
mah boys I got to the point where I am so desperate that I need to pay somebody to write me a plugin for steam spatialized voice chat, like Rust, H1Z1, DayZ, PUBG etc
I would give u about 25 euros
if anyone is interested pls tell me
dude nobody would reply to that channel
dude use the channels you're supposed to
well technically I am not looking for talent ๐
people do in fact reply to listings on that channel
You're looking for someone to program something for you
that's talent
See pinned message
ok
Not me, sounds like it might be fun
fart night
Cant you edit maps in runtime?
What does edit map and in runtime mean?
Probably not, If I understand it correctly
But you can always add objects ;)
I am guessing the lounge is for off-topic... topics?
yup
ohhh, smashed my monitor testing this VR project ๐ Was throwing a cube.
But its working ๐ Flex sure integrates well with VR. Even with the basic VR tracked controller example your VR hands can actually interact with several of the FleX physics objects.
Well, the monitor did not break, it just got a... pretty solid punch
Where do you guys find people to work with? I make posts looking for programmers offering various options of compensation including money and either i get no responses or I get first messages like "hey ive never used ue4 before but" or "i havent been programming for long but"
Hmmm, its not easy finding people to work with
There is the "looking for talent" room here
May I message somebody who's not offended by naked pixels please I'm trying to figure out why my skin texture is doing strange stuff all I have done is changed the textures out in a working material, I don't want to offend people here or break the channel rules
I havent had so much luck with basically any form of postings. I tried that in the past and ive talked to people looking for work. I get a lot of the same results
Seems like there are a lot of people out there looking to get paid for essentially figuring it out as they go.
well why not if you can ๐ doesn't hurt to ask and most people are not generalists so getting a specialist that does exactly what you want is normally in high demand or costs real money
sucks... seems the VR Expansion needs to be built into the engine as well
Sure looks promising though, several times of movement modes, being able to climb, moving platforms, a driveable car and more
oh yes, and buttons, drawers, doors and such
Hmmm, maybe I just needed to run Visual Studio as admin? That would be nice, then I can build the engine again with VR Expansion included
Unreal added a resource, learning site! https://academy.unrealengine.com
Hey, does anyone use Unreal Studio to make cad models presentable? Specifically mechanical rather than archvis?
I'm a mech engineer by trade and have a lot of experience in UE4 through the doomed UT project... And I see Studio as an interesting intersection between the two
Unreal Studio? Is it part of Unreal Engine or is it something else?
Previously called Datasmith. it's a plugin I think, for the editor that allows you to import 3D CAD geometry file types
ahh, okay
So, kind of a strange question, but google won't answer it for me seemingly.
How can I learn to make more "large-scale" game systems, such that might be used in a proper triple a title.
I have a basic understanding of how to make simple systems that "work" but wouldn't be good for a larger scale. Is there some sort of well made example finished game project that I could study and learn how it handles systems in a larger game?
the question is much to broad. Different games need widely different solutions, this is why not all games use the same code base.
Itโs very specific to the thing your making. An inventory system for example can be very small or massive depending on the needs of the game.
What you asked would be like going to a chef and say "what ingredients are in the best foods." A dessert will need different ingredients than a roast and so on.
Yeah, I know it was generic.
But any examples of "the right way" to make stuff would be helpful.
Instead of simple indie solutions that work, but aren't very good solutions.
@scarlet jackal as far as finished or well made existing stuff, you can look at marketplace content.
in addition, there are a lot of tutorials for you to look at on academy.unrealengine.com
That's a good point, but I'd rather not spend a bunch to get marketplace plugins to study them.
yeah, i can see that.
But, the unrealengine academy looked cool, I kind of forgot it came out, I'll probably check that out.
it's a give and take with the marketplace. i went wild and bought a ton of stuff on there on their summer sale. you might consider marking your favorite assets and checking on the prices every now and then as well.
yeah! give it a look. good stuff ๐
Ah, good idea, I didn't know they had sales.
yeah
Also, you can do your own benchmarks or look up articles that perform benchmarks of specific types of programming. Its a case by case basis so when you actually get to a point where you need to make a decision ask the question specific to that decision you are looking to make.
Yeah, I don't really have a specific "thing" I want to make in mind right now, I'm just trying to learn more in general.
Well then all we can provide is an answer equal to the question, which is general and wont be very helpful.
Yeah.
@chrome ivy https://old.reddit.com/r/unrealengine/comments/99riq8/patch_for_steam_spatialized_voip_in_420/
Hey guys, from a programming perspective, what would ya's think would be the best way to sort-of fake a unix-like file system in Unreal Engine?
like, I don't want a full-on ramdisk or anything. Don't want to load in an ACTUAL filesystem
but I want to give the player the ability to store and read files in their virtual Peacegate OS machine in a way that FEELS like it's a unix filesystem
i.e programs are in /bin, documents in /home/user/Documents
etc
anyone here play eve online (with in the last 8 years or so)?? I am wondering what it would take to make a map, like the eve space map (f10 in game) in UE4? where would i start? what wuld i need top know to finish the project?
Let's look at the new eve online star map which will be an opt-in feature in Rhea. Get a 21 day trial of EVE Online here: https://secure.eveonline.com/trial/...
uh can anyone answer a quick question
how do i get a scene to run in unreal during a camera cinematic sequence
when i play the sequence in the cinematics panel nothing in the scene is moving and if i click "play" on the top the camera is still in a scene where nothing is moving
@lavish garden if you search YT a guy did something similar, with a solo starmap, you could adjust to your needs
@inland seal Thank you!
though solo starmap doesn't bring up much of anything usefull
i might have it
it was all in the way the order of the words.
anyone know why some of my widgets (but not all) are disappearing when I package the project
cool map btw
background is a bit eh
Here's one that either really easy or not supported:
Is there a way to stretch out a giant ENum Switch so that each line is about the same size as a return node?
Didn't think of it, thanks.
does anyone here know if it's possible to use temporal upsampling on a scene capture?
so have the scene capture render at 720p but output to a 1080p render target
I got so bored.
Cheers
@plush yew Read the #old-rules mate.
No Discord links.
Well read the #old-rules, they are pretty clear mate.
Are Voxels often used with the Unreal Engine?
Is it possible to convert a pointlight into a spotlight anyone know`?
sup guys, can i use unreal4 manequin in unity prototype?
there is no good unity mannequin at all, not even on asset store
No
there is a female which i have, but not male
@urban mango Not a native feature but there are plugins online that allow for it
@floral aspen No
bugger
Are plugins needed to have generated land?
datasmith is converting all my target spots in 3ds max into pointlights.
..in unreal
there is like 100 spots in a shop, alot of work to redo it in unreal
oh ok
Machine code is assembled assembly
And data, yeah
nice thing to know
Though assembly is just a readable variant of machine code - the conversion is nothing like compilation, it's more like a file format
haha for me its still
not readable
but anyway im interested in high level languages only
to make things smooth and easy
ok, found out that it in fact is possible to convert a point light into a spotlight in "convert actor"
Hello everyone, could you help me with bug in editor? I didn't find better section for my question.
I've got a local bug, Functional keys like F9, F10, F11, F12 doesn't work in editor, I can't toggle breakpoints, can't toggle fullscreen mode or anything else that binded to f9,f10,f11,f12, but keyboard is fine, I checked it in another apps.
It's a really annoying bug and I can't find any solution on google or anywhere else on UE4 website.
Do you guys know anything about that bug?
the fun part is that assembly means shit @cloud cobalt
modern CPUs execute it however the fuck they want
@sullen nacelle try reinstalling the engine
Yep
thats why you cant outsmart a compiler
at assembly
becouse the compiler writers know more or less whats going to happen with that assembly, but you dont
so while you are there super happy "look ive made it run on less instructions" or some shit, it then goes slower XD
Yeah, I agree, assembly is just a stupid idea these days unless you're really really good at it
its useful to know that the compiler is optimizing stuff properly
(Or you need it - embedded software that needs interrupt handling etc)
yeah but you only have an .asm that instantly sends the interrupt into a C callback
and thats it
@whole quarry I have two engine versions and that bug is reproducing on both of them
My last stab at assembly was to keep a LED powered during a boot sequence for an embedded operating system
Nice
i wrote a loader
@whole quarry shouild I try to reinstall both engines? xD
for an ARM board
it did exactly that
ASM to do initial setup, and then it just called into C
it was the most tilting shit ive ever done
Yeah, was on ARM too. Even the loader was in C though, with only really minimal assembly in the really early phases
becouse some times some state would persist from reboot to reboot
i literally had a test run fine in class
i call the teacher (for review)
and when the teacher runs it it fails
literally no changes beetween the "runs fine" and the "doesnt run" in code or anything
That's often tied to timings of the initialization. We had a working code that was used for literal years - local comms bus between CPU boards
We then spend 6 months hunting for a crippling bug that would disable comms across the system
The driver code to initialize the bus just lacked a few millisecond wait, and the chip performed differently vs temperature, clock etc
Damn
Should've read the processor's 1200 pages manual with more attention ๐
Depends on how large your existing code is
These are not real errors
You need the Visual Assist extension for the red underlining to be correct in UE4
Also the "error window" in VS is wrong - use the output log window to track errors down
you arent really allowed to unpack games
๐
its common courtesy though
Is generating a basic cube hard to do? I don't want to see it on the level until i run the game
dreaming we dont need to catch you. you just admitted you want to steal assets. Its not always about legal trouble
people are not going to be interested in what you make or what your doing if your a known thief
^
You're in a discord filled with people who might have worked on those games you want to steal from. It's disrespectful to the profession.
Legal issues aside, this is the worst place to ask.
@plush yew no need to discuss moral if you dont have any
you might as well be going to a movie studio and asking what the best way to record a movie in theaters is
We dont support theft in here
not really helping yourself there
@plush yew aren't you asking how to unpack the contents of a .packed file which goes against any EULA?
Which is also violating #old-rules ?
So, idk.. how about start to google what morality means
we also dont like people mentioning piracy
You say its not our business, yet you brought the question
Well, not everyone is a asshole
and he is gone
the banhammer flew slightly faster
is it possible to save a selection in ue4 like you can do in 3ds max?
thanks luos
aaah yes thanks
it is, thank you
@fierce tulip to feel good about his 2k income where the common get 500
or right click and select group
anyone here play eve online (with in the last 8 years or so)?? I am wondering what it would take to make a map, like the eve space map (f10 in game) in UE4? where would i start? what would i need to know to finish the project? how would i break it down?
Let's look at the new eve online star map which will be an opt-in feature in Rhea. Get a 21 day trial of EVE Online here: https://secure.eveonline.com/trial/...
i am not making a game, just a map. 8D
Hey, does anyone use Unreal Studio to make 3d cad models presentable? Specifically mechanical devices etc, not arch vis. Or is Studio's main benefit is that it's realtime
does someone have a unreal thing for smash bros like games?
What do you mean ?
Anyone in here interested in VA?
Visual Assist?
Voice Acting, I guess
How do i type in there?
Read the pinned messages for instructions
I created a HD remastered version of an old Hong Kong music video:), all the frames captured real-time from UE4 engine. Let me know if you think this is sill...
dat cloth
thats not ue4
nudging @elfin jacinth since everyone is waiting for a reply from epic
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1518161-seriously-damaging-change-to-online-subsystems-in-4-20
Damn this looks nice
Reading
hello guys i was wondering if u cld tell me wt is the difference between the 2 engines Unreal and Unity
the one is unity, the other is unreal
yes i know it is unity and unreal m nt looking for sacractics responds !
Can make almost anything in bp if ur not use to c++
You asked a question too broad to really answer. The differences between the two engines are vast.
I wasnt sarcastic, in the end both are engines, and only your personal opinion/preference and experience matters
That's why people aren't directly answering, it would require nothing short of an essay to explain the differences
Blueprint makes scripting really easy for beginners, and all the tools you need are built in. You don't need to go marketplace hunting to find stuff to even begin working.
thank you @fierce tulip i'll check those
Like how Unity, their post process is on the market place, even the official ones. Not the case with Unreal, it's just a native part of the engine everyone can assume you can use.
good luck deciding
Advanced rendering, facial expressions capture and scanning technologies allow photorealistic human that was previously impossible to come to life in real ti...
I would say go with Unity if you want your game to be smaller since it has less letters than Unreal Engine 4. All those places in the code they use Unreal Engine compared to Unity must really bloat up the final game I would think.
that music video is Awesome luos
frowns
?
lol
guys, Im trying to create an instance editable and expose spawn Var, but it doesnt show up in the level blueprint
any idea? ๐ค
What class is the top screenshot in?
Is there a way to write loddistance settings in ini file (staticmesh lod group) ?
Actor @glossy flame
I don't mean the parent class of that BP, I mean the BP itself.
if u wrap a texture in a material its box margin's change for UI o_O
I would like to edit the default mannequin's idle animation so that his arms are up, while keeping the "breathing" animation.
I tried hitting record, but it's always slightly off.
Anyone know what I need to do?
"UATHelper: Packaging (Android (ETC1)): ERROR: cmd.exe failed with args /c "C:\Users\XXXXX\Documents\Unreal Projects\DefEndlessRunnerByTC\Intermediate/Android/APK\gradle\rungradle.bat" :app:assembleDebug"
error packaging an Android game, any idea?
How do you go about finding, reaching out to people and colleagues in your local city/ community for mentorship n stuff
ive had emails from fellow dutchies who wanted to come over for a day and discuss/talk/figure out stuff
There's online forums and orgs built around that
In NY there are meet up groups and what have you
quite a few counties have those
@grim sinew actually unity has been moving away from distributing their own assets on marketplace, they still do it for projects but eventually everything will be in their new package manager
new package manager is awesome
oh hi
help?
- install on separate drive (preferable ssd)
- install latest.
- if following tutorials try to download the version they are using (especially important for bp/code)
aight ty
Hello! I have a question. How would one go for colored speculars? I've searched for a bit and could not find anything on how you would do it. And yes i know UE4 is PBR but there's gotta be something atleast in a hacky way (?)
@hard surge You use metalness
also my ssd is almost full
And that's your only choice
you can ref packages (which can be content, plugins etc) just by telling unity you want to use that part, nothing needs to be copied to your project and you can swap package versions from easy menu entry
Unreals plugins are way more tedious
well no matter what you need more space
i did but it only reflects around and specular still stays black and white
@hard surge metalness will color the specular to the diffuse color. And you can't do it with a different color in metal/rough PBR, just how it is.
how large is unreal?
depends
latest
it depends
it really depends
depends on what
you can change what you install
like if you are adding android export that adds 5gb
on my use, it's close to 100GB as I build it myself and have all kinds of things on my ue4 build
@hard surge https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/PhysicallyBased https://docs.unrealengine.com/portals/0/images/Engine/Rendering/Materials/PhysicallyBased/metallic.png Here you can see an example, see how it gets more yellow?
you can get it down to like 14gb
but I guess the launcher version is like 15-20gb nowadays
unreal can use anywhere from 10 to 100GB once it starts filling intermediate folders
^
oh right, if you build yourself and do non-unity build, I have no idea how much it will take
I'm currently in process but I need to fix some compilation errors so it's not fully done yet
yeah, i can see that but specular still stays black and white
can't you fake it by adding into base?
What you see in that image is what you get.
and I expect it to go like into 150 when it's done ๐
metal/rough PBR has that limitation, you cannot artistically choose your specular color no matter what you do
You're limited to what the engine chooses for you when you tell it to be metallic
And that's derived from your basecolor
Damn
free up space
rekt
then get a hard drive
๐
planning to get a new hdd
im sure u can free up something
then get rekt
f
You don't need the target platforms
Just untick that
A basic install is around 15GB
Unless you're intending to release games on those platforms IMMEDIATELY, you can always add the platforms later
- I'm sure you can easily free 50GB on that SSD
or delete all the memes
^
haha
Delete windows
start > write "disc" rightclick on disk cleanup > use as administator > additional options to clean C:/ drive
i wanted to export to ios, but my family only has a shitty old macbook that i bet won't be able to handle exporting the games.. so uh, should i stick with blueprints since the start if i want to publish a game on ios?
even the mac's hdd is so slow
Yeah, Apple's kind of restrictive with their stuff
for me 4.20 is 20 gb
i'd just try some tutorials on small games for now. there are some full tiny-game tutorials to be found trough google and youtube
and no hackintosh suggestions pls
it has content examples, so if you uncheck that you would get lower size
even an older macbook should work for exporting if you can run high sierra or sierra on it. You only need xcode on the mac to work.
Anyone know how to edit existing animations?
Take the idle animation of the mannequin for example: If I rotate his arm a little, it stays that way while he continues to "breath"
How do I save that change?
Duplicate the animation, edit the animation by moving/rotating/etc the parts you want, save, win?
anybody know how to re pack a unpacked .pak file
anyone have video they would suggest for optimizing a open world ?
hi, in unreal engine my videocard seems not to be working (not sure but fan is not rotating) any idea why?
what is not working? The video card is not being used, the engine does not start, the engine starts with an error? desktop or laptop. dedicated GPU or integrated?
actually i thought my video card was not being used
but perhaps it wont need to be cooled
Mine doesnt spin up the fans till like 70c so it's possible
I've noticed since update my code compiles quicker ๐
yeah, i was just quessing why i had bad performance
anyway.. anyone knows why and or if the ue4 terrain foliage is better in performance rather than actors generated
@pastel dirge need that info to !
just was like the same ๐
I un packed a .pak file and Im wondering if there is a way I can repack it
How are we all doing today?
@elfin jacinth It's Friday again but i only got one for ya: What do you call a fake noodle?
An Impasta.
@ocean geyser can you please change your name so that there is in fact a name ๐ thanks
Well then
If that is how we're going to do this, I am all in.
Did you hear about the guy who invented the Knock Knock joke? He won the Nobel prize.
I don't know how, but someone stole my Microsoft office. I don't know who they are, but I will find them. They have my word.
(I may have told that one already)
hehe
ok one more: A furniture store keeps calling me. All I wanted was one night stand.
@fierce tulip that co op your doing with two other artists, are they all fresh made assets? or did u pick them up from somewhere, or a base from somewhere because that is very similar to what iv been looking for, hand painted wise
all fresh made content
Dam, props to you guys, it looks really god dam nice
Is that all hand painted yeah?
yea, I keep being amazed by how well Mitch and Andrew can design and draw
(and animate)
Its really good, okay last question do you know what software they used for the texture painting? im really struggling to pick one
both artists for gunslinger, one of my clients
it depends, some of it is just drawn directly on a uv-map in photoshop, other times mitch uses 3dcoat
I hear 3d coat is good, iv been using photoshop
its good good 3d support now
For 3d painting
true, though I'd personally probably use 3dcoat for such things as well, that said we dont rely on normal maps or roughness maps since its a mobile game and in this case dont need em
though one could draw roughness and normal maps in 3dcoat as well
and its fairly affordable
I have a very weird glitch right now
Whenever I start my game in game mode (from editor though, with -game command line), first the window is correct
But then it reverts to being a square window larger than my screen (??)
And whenever I enter any console command, it reverts back to this square window
And if I resize the window, it keep snapping to a square
if you run an execute console command
from your game instance
to your desired resolution
would that fix it?
i know that in editor as well i have that funky issue with the window being bigger than my screen
but on a .exe or .app it actually works at the correct resolution
If I run any console command, it'll reset back to a square window
So even if I change resolution once, it'll just revert back whenever I call some debug stuff again ๐
It doesn't make any sense why those things would be in any way connected
so you mean like as in a standalone game, and not PIE
Yeah, standalone game, but ran under the editors executable
But without the editor itself
yea i dont do that enough on this current project im working on as it doesnt require it.... that is an interesting problem though
i mean, if you compile the game though
It'll probably be fine
does it still do it? or is it only as standalone from editor
I haven't tried, but I'm sure it won't come up in standalone
As it seems to be tied into running console commands somehow
I'm now stepping through console manager to see at which point it resets that stuff ๐
Hey does anyone know if dynamically updating colliders to procedural meshes is bugged? I'm having issues with it. I saw several posts online that it was around 2 years ago which led people to use plugins like this one -> https://github.com/Koderz/RuntimeMeshComponent But im not sure if this has ever been fixed.
@sonic pagoda It's pretty retarded. Every time you call any console command, UE4 re-checks everything related to scalability
And as part of that, it re-applies all settings for scalability, resolution etc
Every time anything goes into console (?why). And apparently system resolution is set to 2048x2048 for whatever reason
It's loaded correctly, but somewhere between reading configs & starting the game it resets the resolution
Oh.
Oh...
It's the stereo panorama plugin
my issue is a different one, whenever i play in editor in a new window it will always make the window bigger than my current resolution, so i have to somehow alt tab to anotehr program, focus out of that window and click the window twice or the resize button and then it resizes to the correct resolution.. it doesnt matter that i have set to 1920 x 1080 on the launch settings it will always be like 1960 x 1080... but thats just in PIE new window, on a standalone game it works fine, and with my graphics menu i dont have those issues you are saying... but im not running console commands in the menu, im running like the actual blueprint commands for changing those resolution settings
For some inane reason it requests a resolution change to 2048x2048, makes zero sense whatsoever
Anyone interesting in making a video game? Is this even the right place to ask? lol
๐
My game dev Twitter is RedFeather_Dev, if anyone is interested. It'll be nice to get into something serious and make something to sell
Hi All. Any ideas on how to make a two piece mesh that can fall apart? Would I use a static or skeletal mesh? Just looking for a simple idea. I dont like the apex plugin too much.
Iโm new to unreal
People are saying I should just learn blueprint but that sounds dumb
if you have the motivation
there's no 'best', just depends on a lot of factors
I got 8192 n3 voxels working! And... I ate through 32gb ram and 192 SSD pagefiles memory. I don't think I can get this into the Unreal engine...
Unity is the best because it's shorter so it uses less memory however if you just shorten Unreal Engine 4 to UE4 then it becomes the best because it uses less memory. So you need to decide if you want to go to the trouble of renaming Unreal Engine 4 to UE4 in the source code to make it run better than Unity or not.
Yeah I was looking over Unity. My goal is getting this running in Unreal.
well that was mainly aimed at the person asking which was better between Unity, GameMaker or UE4.
Oh lol. You were also correct about Unity being able to handle voxel imports.
Two birds, one stone.
Whenever I run UE4 games online, I keep experiencing some random stuttering/freezes. And yet my CPU isn't using more than 24% and my AMD R9 290x can run that game at Epic settings at 60+ fps.
Would you know what causes the stuttering? This happens even on graybox maps in UT. So, I'm assuming it's somehow related to the servers and network code.
I heard in multiplayer the UE4 physics could get heavy with all players moving, shooting, etc. Would that be it?
I'd love to make multiplayer games with UE4, but so far all the games I've played that ran on UE4 were very unstable.
Thats the only reason I am scared to make games on UE4
Because I am scared that it would lag for me
I know ''Unreal Engine'' is supposed to be the perfect fit for First Person Shooter games but right now... it looks like it would be the worst choice.
Maybe it's just my rig that is too old, I don't know.
xD
If it lags im going straight to GameMaker
Or UNITY
Some people seem to like Unity more
It's not ''lag'', it's more like... you change the graphics settings and there isn't much difference between lowest and epic settings. And the frame rate isn't stable unless you leave it to 0 (uncapped) and all other options seem to be unstable (vsync, smooth frame rate, cap frame rate to X number, etc.). There is a noticeable mouse input latency issue with UE4 and r.onethreadframelag 0 isn't a good alternative. Skip GPU buffer isn't a good alternative either. And the anti-aliasing solutions are horrible (FXAA vs Temporal).
UE4 is in a very weird place.
I have hope that to run UE4 games on Vulkan would fix all of this. But what if I make my game and it doesn't change a thing. I would be so pissed XD.
lol
The best alternative I've seen so far was the Forward Shading option in UT Pre-Alpha.
I would imagine you would be
Based on my experience with LawBreakers, UT Pre-Alpha and Fortnite... it seems that UE4 runs amazing when we play a Graybox map, but everything breaks apart on fully meshed maps.
In fact, on UT Pre-Alpha players mainly only play Graybox maps.
And I dont like the way the scripts work on UE4
And TDM was amazing in LawBreakers because the graybox map allowed us to go from like 80-110 fps to 220+ fps.
https://youtu.be/6AbrEG_cpfc
TEAM DEATHMATCH - Clash (Beta map) 16 kills / 2 deaths / 15 assists
@stark shard yeah they are a bit weird.
i did not know you can go over 60 fps
UT Pre-Alpha is capped at 150 fps online, LawBreakers wasn't capped.
That's on PC.
This isn't obvious, but UE4 games only feel good if you can get 200+ fps.
I personally felt that under 120 fps, the mouse felt very very floaty and unresponsive.
feelsbadman
are Ue4 games different
So should I do unity or Ue4
do you think I would be able to run much stuff?
I find UE4 games to be very demanding for what they look like.
if you run let's say LawBreakers at the lowest settings, the game runs really poorly for what you get graphically.
guys, I have Unreal idea how do I render unreal editor in unreal game ?
I said before, I was running LawBreakers or UT Pre-Alpha at the lowest settings at like... 60-110fps (DirectX11) while I can run DOOM 2016 (Vulkan) at Max Settings at 150+ fps + max anti-aliasing and fully responsive mouse input.
@west quarry Not sure I get the question
Press play?
Or is it ''launch"
Or do you mean how to access the Unreal Ed from a specific game?
@plush yew I mean it as joke, rendering Blueprints Visual Scripting in game ๐
ea. run engine withing an engine
@stark shard Can you run the FPSgame template?
you know like virtual box the virtual box heh
hey guys, come join us in voice channel, dont be shy ๐ ๐
I would love too, it's also much better than chatting. More friendly.
idk if i can
I currently can't join, some people here are trying to fall asleep ๐
And I have alot of background noise
I am not into talking ๐
xD
well you can always listen, and type in #vc-unreal-hangout
Welp i will listen i guess
omg, so loud lol
What kind of game do you want to make?
soo any ideas how to add visual scripting to game ?
What are you areas of focus?
@west quarry Visual scripting is blinding to me
@stark shard I know what you mean but for small stuff it is actually really cool
true
Unity is cool if you are a C# programmer and if you like quick prototyping.
In any other cases, I do believe that UE4 is a better option.
@plush yew if you code in C++ switching to C# is not that complicated
True. But the other way around is more complicated.
I'm a C# / Java dev and to get into UE4 C++ is quite something.
personally I have issue just switching projects with diff languages like it takes me almost a day
When I hear C++ guys saying UE4 C++ is a challenge to learn, doesn't seem to be so easy haha
otherwise it all same and I am not an expert dev heh
But Im also a beginner game programmer so, maybe that's why UE4 C++ feels so overwhelming right now
have to code in java/c++/python/C# my brain refuses to switch
oh
C# and Java... are similar enough
@stark shard
I think it depends on your personality type..
Do you like a soft start or you like it hard?
@stark shard if you serious about programming start from here: https://www.info.ucl.ac.be/~pvr/book.html
A comprehensive programming textbook that
covers all important programming paradigms in a unified framework
that is both practical and theoretically sound.
Special attention is given to concurrent programming and data abstraction.
The textbook uses the Oz multiparadigm progra...
Unity C# is good for beginners
ooo
UE4 C++ is difficult, but once it clicks... it's nice.
you will be able to code in any language after that
I will download Unity as well as Ue4
@west quarry thnaks for the link
I have ue4
but it will be a bit hard first like 200 pages
@west quarry thanks sir
you need to do all exercises also
@stark shard
UE4 is heavy, you might prefer Unity just because it's lightweight and you will actually be able to code and test stuff right away
Both engines are pretty decent at this point in time.
I sure would recommend UE4 over Unity, but in your case... you better pick the one you can run
@stark shard also think more about what you want to actually learn first (what to do) and not in which language/engine to do it
but im trying to launch the basic template and I have been waiting for 4 minutes
Man, I have to recompile my Shooter Game and it's taking hours to compute
design some stupid simple game implement in unreal then implement in unity
I'm very tempted to return to Unity lol... but at the end of the day they both have their pros and cons
true
you will make best choice where to continue coding
hopfully
i am gonna download Unity tomorrow
I dont feel like going through that again
no im gonna download it from tonight
into tomorrow
lambada lol
lambada
my type of human ๐
what is this conversation ._.
I had this classic dilemma of having to choose Unity VS UE4 for my game, so I had to do a lot of research to know what Untiy veterans who eventually switched to UE4 thought about Unity and basically...
The differences between UE4 and Unity is that UE4 is a full game engine ready for production.
Unity is like the foundation of a game engine, but you need to use the Unity Store or create tools yourself to create the kind of game you want. Tools that are already in UE4.
well in unreal you will need to do insane amount of tweaking
What I'm saying is that if you pickup Unity, along the way... you might have to download plugins or purchase some from the Unity store.
Shader plugin, etc.
Terrain editor
etc
So its a need?
also I have suspicion that unity frame rate is higher then unreal
Depends on what you are making
it is
Based on the feedback I've read it was more about...
Unity has C# which is great to prototype stuff quickly, but takes more work later on to optimize the game.
Unreal Engine 4 has blueprint which is great for prototyping, not so great for performance. But the C++ is slower to use than C#, but better to optimize games later on.
for me it was more about the core engine API and design. UE4 just seems to click more for me. it feels a bit more familiar to what I used to know back in the day with just raw C++ and DirectX in school.
Note:
Still, many UE4 users are able to make full games entirely or mostly in Blueprint.
whereas Unity just feels like pin the tail on the donkey - keep adding components to your game objects until it turns into something. lol
hahahaa
Yeah, I get that feeling too. I thought it was weird that we could just create prefabs in the scene itself. And not in a separate Editor/System.
trash computer
yea, well new unity build revamps the prefab process a bit and does add a first class prefab editor. it's nice, but not official release yet.
I open UE4 and it does look like the greatest Game Engine ever made so far (publicly available).
It's just sad it's so heavy
With long moments of computation.
(hours)
I feel like we are back in the 90s when my dad was trying to render videos on amiga
meh, only major knocks for me so far have been the relatively poor dev experience (when put next to unity) and I guess the poor visual studio intellisense support
but if you just adopt a visual studio driven dev workflow it solves a lot of the weird hot reloading crashes and stuff
yea i bought VAX - it's decent but proper intellisense would be cool
Something was bugging me with how UE4 games looked and I realized I had to turn off anti-aliasing and set showflag.CameraImperfections 0 to get something that doesn't look like vaseline
@stark shard What is your PC?
If you are serious about making games, I'd say it may be worth getting a new PC and then focusing on UE4.
Brutal truth, I've never heard about an Unreal Engine 4 dev who switched to Unity and never came back to UE4.
Usually, you hear Unity devs used Unity for 3 years, switched to UE4... found paradise.
yeah, just turn ON temporal AA
Unless you stop moving the camera for 2 seconds, it looks like s***
I move my camera 80% of the time
Yeah
Do you have a comparison with anti-aliasing and without?
I'm too lazy to start unreal rn
Basically all the post proceses, temporal AA, chromatic aberration and everything new in UE4, to me, makes the visual look more like vaseline instead of giving you that cool sharp clean look.
It's mainly because of Deferred Rendering that doesn't seem to offer MSAA
basically, UE4 would like amazing if you could play in 4K or higher
are epics login servers down or something
But if you can't UE4 games looks worst than any older game with proper AA solutions
Don't go higher than 4k, it's a waste of computing power
Yeah
i get this error when resetting password and can't login
And this is why I said earlier that technically, UE4 is in a weird place.
Fuck 4k, I want good physics
Like, this might sound dumb, but Quake 1 looks sharper than UE4 games.
oop
everything breaks down below like 30fps
and even substepping doesn't help completely
Should I do unity or game maker
UNITY
neither
lul
I dont like the fact that it has its own language
Yooka-Laylee was made in Unity.
2d shit i use unity for
It's decent, but runs like crap on Xbox One
not a very good game imo
Bu it gives you an idea of what Unity can do
Sure, it does PBR now
i mean we are in 2018 now. Unity is still a pretty decent game engine to make games.
But if you are really serious about making games, UE4 is a no brainer
Just depends on what you are trying to do
Good AI
Please stawp 4k and focus on Ai, physics, collusion and stuff like that ty
i cant
like UE4 got you covered, it has pretty much all the tools you could think of that you would need to develop games. Not the case with Unity