#ue4-general
1 messages ยท Page 302 of 1
how much is autogenerated from steam listings? lol
there's even a fake 'download game for free' virus page for it
found the author:
https://answers.unrealengine.com/users/386878/anazz-enien.html
Hes put loads of Time into Dev
member since May 04 '17 at 21:57
Epic really need to change them conditions to stop things like this happening
well
it will look bad
certainly
But epic cant prevent this over and over again
its a massive troll
Yeah understandable, Just gives Indie Dev's a bad Name,
so, from what i've read and tried so far, it seems you can't have soft shadows on characters(or movable things) from point lights
does anyone know otherwise?
Because it's nothing but free learning content Epic released with absolutely nothing original
It's abusing Epic's kindness for a quick buck
i moved started content folders into folder 'Template'
and it throws errors
moving it back
its unfortunate i cant move it
i dont want these folders there visible
You can move it, you're just bad at moving folders
no
yes
Well yes, that's why you let Unreal make redirectors, then clean up those redirectors
Standard procedure for moving stuff in Unreal
how
...I don't even know where to begin with this one.
I'm going to let someone else handle it, good luck XD
@pallid compass Hey your best friend wants to learn how to use cut and paste
If it returns errors, then clearly you don't, or you're doing it outside of Unreal
@delicate lintel Yeah. App. capsule shadows only work on dir lights not on point lights. Weird i thought they worked on pointlights as well at some point.
Wait what? I had capsule shadows working on stationary point lights yesterday
i dont do anythin
i just did a quick test. possible i missed something. But i only get soft shadows on directioal light. the point lights casting a normal shadow.
or its just ue4 bug
thats great. i'm trying to get soft lights for characters from stationary point lights, the environment is a closed space so i'm not using directional light
i do get indirect shadows tho
its just the direct shadow/s that wont show up
i did try the source radius
Unless it's a bug, you can see in that screenshot right there it works
With a point light
zero you are very guud in ue4
Got it working in my project too
Just a weird angle I have the light at so it's not the most clear
for player spawn
@delicate lintel
Unreal isn't very smart about it, it doesn't respect light length when doing it, only source radius and position. Still, it works
it works in another project, thats a good sign
Also make sure you're better at making the capsules connect than I am ๐
I was lazy when doing the capsules since I wasn't intending to use capsule shadows for the final output
Just for AO instead
haha
he does robot game it seems
Nope, just not a character artist.
It was an environment art test, so why would I care about changing the character
i got it to work with the capsule shadow now ๐
turns out you have to build the lightning
#blendertimes323
back
just ended up having
2 hour conversation with new people who moved in up stairs lmao
and got fed
rei the king of getting food for free
@elfin jacinth I've notice Epic removed the Wiki, and the message says:
We're working on a new Wiki!
It's my IMHO, but you rather not make another Wiki. Use the official documentation as single source of info and let people make custom articles for it (also add comments to articles).
so
when all 3 players click ready
it triggers Redy
supposedly it gets a random integer
then adds +1
but this isnt happening randomly
._.
?
ok.. thx
@crude jasper sorry, i can't see your random node on the screenshot
ok wait
Current players is set to 3
wait..
omg
wait
i think im stupid letm e test
yep not working
We have an extra multiplayer channel :3
multiplayer people will mostly look into that
this is sorta general chat
well why dont you go there today ๐ฎ
@crude jasper Just like real life, people can have two jobs. This one is a Detective and a Murderer. Let him live his life how he pleases.
wait
no he answered below it xD i just dint see it, let me test
oh my
ahahaha
why you tagged yourself
they are 3
what
legion
tbh im reading about cpp cuz its more interesting than blender -_-
@grim sinew
I've made a bullet bp that's spawned when i press left click. But for some reason it prints hello no matter where i fire in the world and the bullet is no way near a enemy bp.
Anyone know why?
U sweeping?
not that im aware of
It doesn't print hit? However dealing with projectiles you would like to use event hit
it spawns fine and col box is fine, the bullet fires then like a split second later it prints hello
no matter where im shooting
it is a projectile
Debug line draw it
nothing gets printed
which of those enemies was getting hitted
which instance
and where does it lie on the world
also how are you spawning your projectile?
print hit loc
are you adding forward offset to avoid colliding with itself?
i think i know whats happening
in the enemy bp i have a big collision box for the fire radius, an my bullet was hitting that xD
i knew it was something simple
yes, thats it
i was thinking wtf why isnt working
either way, check always collisionj channels on your mechanics interaction
but when i done that print string again it was returning the collision box
and also
for projectiles
as I advised previously
use event hit better than event overlap
i have a problem packaging after installing a plug, the plugin works as it should with the editor but when i package i get an error:
Error Could not find definition for module 'FMODStudio' (referenced via project.uproject -> FMODStudio.uplugin)
any ideas ive spent a few days messing with this and getting nowhere
Do anyone know what to do when the Editor does not open due to file errors?
I have a lot of errors in log that say: Can't find file '/Script/Dark' (Dark its my project name)
where does a game define custom traces?
like cover trace, is that default to unreal? seems like it's part of the template I am using
physics tab should have option for custom channels
๐
Hy there! .) I have silly question. .)
Does anyone know why editor can stuck at 95%? I've tried to open|create|recreate Action RPG project. At 4.20.1 it worked well (I created it once and lookup for some features). But after updating to 4.20.2 it's gonna stucks every time I try to launch it... Engine verifycation, clearing data cache, waiting (for 25 hours), deleting all saved,intermediate, redownload content of ARPG, recreate project in different folders etc. All this actions has no effect. Editor stucks at 95% and after that it eats only about 0,05% of CPU and 5-10Mb ram per hour. And nothing else happens. Other projects at 4.20.2 works and loads well. This trouble occurs only with Action RPG template... o__0
why bother with new version then?
well i couldnt load their multiplayer template
on
NEWER version
but on older i could
i use 4.18 version now
no difference for me
This project made for 4.20
so use 4.20.1
I have some projects at older versions and it's all right. But at this time I've tried to do some experiments with Ability system in their educational project. But it's harder than I imagined before .)
Is there any ways to downgrade engine version from launcher? Or manually building is only the one way? .)
Only don't kick me hard... .)
Project upgrading is a one way process
That's why it asks you to create a copy
And patch versions, like 4.XX.1, are permanent and cannot go backwards on
Without grabbing the old commit from github
Yepp... I understand. But trouble of this version for me - it works at 4.20 and upgrading of 4.20 subversions broke it on my PC .)
And I can't try it on another versions using just only launcher functionality .)
something tells me the background is also a sprite
so you just hid that as well
so just dont that
simple fix
@storm venture
i need to use G to take screenshots
the background is a level, i figured out that the screenshots still capture the real level and not the green though, so all is fine, thanks anyway
Does anyone know if the Switch Pro Controller works on PC games? I'm making my game compatible with as many controllers as possible. I got N64, GC, PS1-3, 360, DC and Arcade stick/controllers working on it.
according to coogle you can, and apparently steam has support for it
Awesome. I'll do my usual then. Buy it, test it on my game.
Linkedin?
Pinned message in #looking-for-work will tell you how @fervent kiln
thanks
im exploring the landscape shit
it keeps referencing "CPU heavy" shit
my cpu is 8700k
should i care about this lmao
should i just bump up everything and expect it to go smooth
or do they mean only the latest i9s can run it?
does Trace Complex allow tracing from inside a volume?
I have a box collision component that I'm tracing from within, and when the trace goes outside of the box I want to know where
i9s run hot. Unless you are heavy rendering you don't need an I9 when you already have an 8700k.
or if you want to compile the engine
anyone else experience some trouble lately with the epic launcher not been able to download projects on a mac (some not supported and some supported) I tried already clearing remove local content etc.. but no go... the projects just won't download anymore
Hey slackers ๐ When using github to save code and such, does it save assests and blueprints as well?
as long you don't add them to the .gitignore sure
for large files enable git lfs though and then just track all uasset files
i made this as a complete beginner. hows this?
๐
Do I need the Saved folder in my project to retain project settings or any other preferences or can I delete that safely without affecting anything I've set up?
Should be safe
Cool, thanks
You'll loose your saved games, your screenshots & profiler sessions
@karmic pine only code do not use lfs it has tons of issues and will cause u disruption, use parforce its free for teams smaller than 6
@teal glen that actually looks pretty legit, with a low-res texture you could use it as a background mountain in the distance
p4 is good
@pallid compass https://www.perforce.com is this what you were referring too?
Discover why enterprise teams powered by Perforce have freedom to innovate at unrivaled scale.
Yes p4
is anyone else having trouble logging into the epic launcher
Hello, I made a simple grappling hook and I need to have it only activate depending on the surface. does anyone have a solution?
so this started like 2 days ago, but i was supposed to get a verification code, because i had 2 step login turned on. the email with my code didn't arrive at all, so i thought maybe i'd reset my password, and that email wouldn't send either. so i contacted customer support, and of course i only get an automated response, and they said they'd have someone help as soon as possible, but it's been like 2 days and nothing's happened
i just have to go straight to unreal with the exe
so i can't get updates
does anyone know how to have things activate depending what surface you are aiming at?
idk
very helpful ๐ฆ
so is no one else having login problems
nope
weird
@fossil ridge you can attach a physics material to an object and then see which object that is and go from there. alternately you can use a blueprint interface on the object to determine if it's grappable by checking to see if it implements that interface.
Clothing physics?
I have been doing this for 30 minutes on some props I bought off the market place is this normal?
I keep having to do this over and over for all files
is there an auto way?
My gamemode sets bStartPlayersAsSpectators to true in the constructor. Later I am spawning the thirdperson blueprint like so
ActorSpawnParameters spawnParams;
spawnParams.Owner = this;
FRotator rotator = FRotator::ZeroRotator;
FVector spawnLocation = FVector::ZeroVector;
world->SpawnActor<AClientCharacter>(DefaultPawnClass, spawnLocation, rotator, spawnParams);
it spawns the player in the world but am still in spectate mode. How do i turn it off?
is there any way to fast preview an fbx file in windows
so I dont have to import them to see what it is
its getting clogged up
isn't paint 3d included with windows 10? try right clicking and open with. It was included with my copy.
@tawdry raptor use the same software that you used to make the model
I'm not sure where to post this, but I'm having a slight issue with Emissive lights. My game doesn't have any lighting, so I'm using unlit materials with the texture as emissive. The materials don't stay the same color though, and gradually get lighter as the game progresses.
r/dancing in the 90's
default even
It's called unreal 4 engine, but you can make your own engine inside it?
@strange sapphire you can modify the UE source if you get the source build from github yes.
and yes that must be eye adaptation on that vid he sent. no doubt ๐
I can't see the vid
So techically you can't create an engine inside unreal?
Just modify or create parts of it (like lighting system, physics engine etc)?
videos dont play right for me in discord for some reason
@worldly axle u on win10?
yes
u update the client? maybe a graphics driver but i doubt it
works fine for me
u must be talking about non youtube videos
r/UnrealIsOneOfTheBestEngines
@strange sapphire yeah i love UE. they just rolled out 4.20.2
updated right away ๐ i am kinda OCD with updates though lol
they have a changelog on the site
I never update mid project
did they add RTX support in that?
this project is almost done though, should release next month, then I get to upgrade before I start my next one!
Yeah Vlad i was afraid to then i just tried it and it all works. just gotta make sure to copy the original game folder, if after beta-ing for like a few days no errors its safe to delete the old folder.
im glad i am updating. i am noticing less lag in my netgames than with 4.19
RTX support in 4.20.2?
@worldly axle https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1518874-4-20-2-hotfix-released
The 4.20.2 Hotfix is now live! This Hotfix includes fixes for a variety of crash related errors and more.
Feel free to discuss this release on the 4.20 forum
my current project is on 4.18
Yep, a lot of bug fixes and bugs
does not explicity mention RTX there
nope just bug fixes
do u know if there's another changelog?
probably won't get RTX support until 4.21 or 4.22
not that it matters to me, I won't have a card to play with it
Would it be hard to make a 2d "engine" inside unreal?
@worldly axle the RTX 2070 could be an option maybe if you wana test it out
yeah if it's reasonable, I don't like spending more than โฌ500 on a card
same
I badly need an upgrade to my 970 at this stage anyway
Is that AMD?
The RTX series are nvidia's too?
yes
that's what i have now
1060 is a pretty good price performance now but you gotta think about what UE needs, and it does need a gpu and cpu combo - i really wana get the 1950x i was thinking about it for so long
and sell off my current 5960x
Nice CPU, GPU is lacking memory for high res texures/materials
your cpu is fine tbh
8/16
maybe
just overclock it
i didn't do it right lol it kept messing up
im on a crappy 4/8 old i7 3770k
its currently on a set freq
overclocked to 4.4 on all cores
you do UE dev right?
Any good cards from AyyMD?
yes
to both
amds 570 and 580 cards are good in the low to mid range
can get a cheap 580 for around 250
with 8gb of memory
and its on average faster than a 1060
dpends on engine
Oh wow
high end they got vega which was a flop, overpricced but still good cards
vega 56 and vega 64
vega 64 is faster than a 1080
Yeah, most devs work wiith nvidia so rip amd
but slower than 1080ti
Mojo , should i get a 970 evo nvme OS drive? to replace my 250gb + 250 gb raid SSD OS drive?
not worth it imo
get a new gpu
2070 would be a solid upgrade for you
yeah
I'd take that over a cpu or ssd upgrade
1tb ssd's will be under โฌ100 by next year
yeah
@strange sapphire why do u wana do a 2d engine inside UE?
for performance or something?
I'm just curious about everything
And I'd like to create an interactive map sometime in the future
(yes, I know unreal isn't the best engine for it)
Don't care, the community alone is worth it
me either havent looked at that yet
i have used billboards though
for powerups and for my VR Hud in my game
@strange sapphire what kinda map system is that? like the user can move it and then click on an item?
Yep
no it is just a component
But I'm still using a game engine cuz I'm edgy
you wanted to be able to move the entire world in real time?
Yep
in a map format?
well then u just gotta set controls for the movement keys and then transform the world accordingly based on input actions.
Should the map itself be a widget too?
for a timeline u can store items or data in a .sav file or other file
and then plot it
if the map has dynamic characters etc no
The map itself could be a still
Maybe vector image
Basically dots moving around on a giant map.
If I'm edgy enough I'll make the map a globe 
maybe a large sphere for the entire map? yeah just test it out ๐
A map with unnecessarly advanced graphics
Sounds like a job to me
Let's make the gpu scream!
getting a bunch of errors when I try to compile a fresh download of 4.20.2, anyone seen this before?
Patience is a virtue lol
i have some question.
How can i make a lifetime random distribution min max value to BluePrint node?
Random float in range node not work ๐ฆ
@cloud cobalt there is a reason why all my new projects are PS4 first
right now steam is basically the same as itch io or using your own website
steam is better than itch io 100 times
it seems that more than ever you need to publish your game in as many platforms as possible
so it reaches more eyes
this doesn't work for me
any other way to limit editor fps persistently (= not having to exec t.MaxFPS=60 on every editor run)?
there's also Engine/Config/BaseEngine.ini but that would also limit vr projects to 60 fps i guess?
Interesting that the images in that article show a significant increase in mean revenue from last year. If that's correct, there would need to be a huge increase in success of the best selling games to counter the effect of so many more games selling zero.
dou you need the game in order to use the unreal modding feature of conan exiles?
@dawn linden bigger games do sell more
its just that valve doesnt give a fuck
they get their 30% from everyone
so they prefer to let every one in, and flood the store, just to get the "spoils" of shit indies selling 10 units
the 100 dollars guarantees they wont spend money mantaining the servers for those games
and of course they want to keep a monopoly
that way itch io doesnt get the small indies
Yeah, from Valve's point of view, they care about total sales obviously. And if those numbers are right, and assuming the number of releases is still increasing, total sales in $ must have doubled again on last year, maybe more.
Feels like they are hurting the industry
they dont care they get their 30%
before, maybe 1 GOOD indie game gets 100.000k sales, now 20 indies get 5k sales each and starve
when was the last time valve made a decent game?
Dota2?
when got that released?
lol
you cant blame valve/steam for indie companies having bad business plans
you can. becouse they have caused the indie market to implode on pc
no thats bullshit
its not
Given some of the crap that gets released, you also have to consider what you mean when you say 'Indie company'.
by allowing the crap like steam does, you are devaluing everything
every game is released in the trash bin by default
and getting it out of there is near impossible
@wary ferry The problem isn't shitty not-even-indie games getting 0 lifetime sales, tbh
No one cares about that
sorry but from a business ยดperspective the companies using steam as a plattform that KNOW they will only sell 5K are just badly prepared
No ones 'knows' what they'll sell, that's the point. There is now a much larger degree of luck involved.
I hate to say it, But we need quality control.
no it isnt. its called market research and its one of the first stages you go into before you prepare to develop a game
The problem is that the shit not-even-sold-by-a-company titles make it extremely hard for serious, hard-working, talented indies to stand out. Like, for one Dead Cell that gets some recognition, you have 10 more getting ignored.
you do that in any other business modell too, so why do ppl think its not as important in indie games
Which isn't to argue that most people releasing on steam have no idea what they're doing, as no doubt that's true. But even people who do are going to struggle on average.
ive sold much more than the mayority of indies i was around on some spanish gaming convention
and my game wasnt even close to the best of them
then dont go to steam and instead market your game yourself.
its just that i did PSVR and that automatically gave me sales
The point is that the SERIOUS developers that did market research and work really well still get shit sales, @wary ferry
Including those with glowing reviews from the press
the others spent 4 years making a really good game, published on steam, and got instantly buried
yeah thats why i would avoid steam completely
and its a good game
we arent talking about crappy pixel art #54323456 , but decent games
Dude
have u seen the fucking switch store
its going the same way
i SHIT U NOT RIGHT
its obvious since around 5 years that steam is burrying its dev community under a pile of trash. the only good reaction would be to completely level this plattform and leave
exactly.
there is like 3 games on the switch stuff
that are just
PICTURES
OF A SEXY COSPLAYER
I AM NOT JOKING
i know. thats my point rei ๐
we found it the other day and where like what the fuck
@wary ferry The problem is going where ? The gaming press and Youtubers have the same visibility problem - way too many games.
GOG only takes so many games too
yeah i linked that one in lounge months ago ๐
i think the best joice would be to gather those with talent and ability and just go big. its called ressource pooling and that will be the only solution to that major visibility problem.
Yeah i can not see that working
And Nintendo is about to repeat their mistake with open up Switch development to hobby guys.
just like they did on WiiU
the same issue is present in the indi movie area and you need to invest around 1-2 years along to prepare an audience big enough for any major crowdfunding project (which is the same as presales)
wat
Show me
how its the same on indie movie
Because steam is beyond full of shit
its like swimming in a sewer
if braid would get released today, it would get sub 1000 sales
Fez? sub 50
the only one of those games that would sell well on todays market would be super meat boy
thats the main issue
there was a time in steam where the new releases were low enough that they could get 1 million impressions
the amount of good games in steam is about the same
its just that they cant give 1 million impressions to total trash
and they dont want to moderate
at the moment you not only need to market
go to kickstarter xD youll see. i have been part of a major campaign for a movie thats still in the works as frontline producer in the early stages of funding. in the end we got around 190K or so but we needed around 1,5 years alone to get the audience to listen to our ideas. The major issue there was that we competed with so many other small projects that tried to do something similar, that people just didnt have the time to listen to us all -_-
you need to actively orchestrate a boost of players to trick steam algorithms
or you die
The larger point here @wary ferry is that big titles will sell more and more, and outstanding titles that don't have a huge marketing budget won't sell any. Just like the movies industry where indies don't make a cent, while Big License #15 goes on to sell billions.
The point is that sales are less and less correlated to quality
for my next game launch im going to use discord and social media to see if i can get a boost at day-1 and trick the algos
@cloud cobalt yeah i see that too.
TV ?
Except TV doesn't really has indies as much as it has no-surprises, predictable-plot, that-actor-who-was-someone soapbox shit
You can't compare Games to Movies tbh. Even if a lot of people do.
@tall pendant you can, but only partially when it comes to business modells
Its not even remotely the same
Games are a different genre but they have movie-like scale, production and financing needs
The basic problem with Steam is that it went from the outlet where indies would have the most success, to basically Newgrounds
or Google Play
newgrounds LOL
i think the problem with steam mostly is that direct marketing doesnt exist there
so you cant decide which player to cater to
That's not the problem
All indies are after the same players, really
The 5% of Steam users that have more than 3 games
Issue is the more the platforms open up to terrible wannabe devs so called "indies", the more people will turn back to the few AAA's a year. In the end all serious indies will suffer because people are not interested in "indie" games anymore.
thats an actual issue ive seen
How would one realize(๐ ) a rig where a player holds a sword and it has to switch between being parented to hand or torso?
ive noted that some years ago, on the starting days of greenlight, people would go look at the "new releases" to see what kind of new stuff got greenlit
when steam stopped giving a fuck and that got full of trash, they stopped
becouse "why would i go straight into the trash bin to look for games"
Not to mention the quality bar for games get higher all the time, and AAA is incredibly successful about retention
Most AAA in 2018 are fighting for that "the only game you need" spot
Of course no one's going to look in the trash for a rare indie gem
I'm just surprised sales for games are still generally going up in AAA. I just stopped buying new games for the most part lately, only 2-3 a year, if even that.
Specifically because the games are so massive and take so long to complete
Industry get larger all the time, younger gamers still massively move from one title to another
And to be fair, plenty of games were already an only-played thing in the past. MMOs, competitive multiplayer games etc
i am a "new one" in this special industry of game development too, but when i think about going indi id rather go out and invest a lot of time developing an interested community BEFORE developing the actual game
Yeah, that's how we ended up making a few thousand sales instead of zero
@cloud cobalt which game did you make ๐
Which is why I say here that marketing (in general - including heavy community engagement) is half the work your game takes to succeed.
Build your fleet, trade, explore and conquerHelium Rain is a single-player space simulation that places you at the helm of a spacefaring company. Trade resources, buy ships and stations to fulfill contracts ! Dock at stations to buy and sell you wares or upgrade your ship, up...
$14.99
but then again marketing is important in ANY industry ๐
Marketing as a large fraction of development time isn't that common. You don't spend $300 in marketing to sell a fridge
You do spend half the budget to sell a movie or a game though
but you spend 300.000 to sell 1 million fridges
@cloud cobalt i now remembered. Who made the UI design?
@cloud cobalt Would you mind explaining how you created a community from presumbly nothing and then got them to continuously hold interest in your game?
I'm curious about that
for a scifi game
I did, @frank escarp - all the code & "art" for the UI, ships etc. What I didn't do in the game is the background simulation, economy, trading etc, rest is me
neat
its becouse im looking for a freelance guy to do the new menus for DWVR
the current menu just straight up sucks
i want a new one
@steady sequoia Well, I've shown progress of the game to online forums I was a member of, since day one of development. Community there was semi-technical - people looking to learn about computing in general, gamers, programmers, etc.
Ah I see
By the time we were in Greenlight we had ~100 people invested enough to play a closed beta, report bugs, talk about the game in other places, etc
So it started off as a group of forum regulars and then grew to people who had different things they wanted to learn from your project
And then it just kept on growing from there
Yeah, and it was like really really early - here's the first video I shared https://www.youtube.com/watch?v=V3KJzX35y7Q
A quick preview of the flight controls for project Flare. Flare is a space shooter game project built with Unreal Engine 4.
Yeah that makes sense. Thanks for explaining!
Now that also was quite some time ago, so I don't know how that holds up today
But basically, any time spent on talking about the game is useful
@frank escarp I can't help you on that, since I'm finishing that project, moving on to a new one, plus day job, etc
so another question still xD how to install the conan modding tools :/
the epic games launcher has a modding tab
yeah i am there and it start installation and then it stops
stops and starts again? thats pretty normal for epic launcher in my exp.
it says IS-PL01
no i mean it completely stops
and creates a failure xD do i need to own the game in order to install?
Maybe? Dunno
like too long folder names
Try asking your computer nicely
xD
It's a 152gb download, nobody is going to mirror that thing
You need to get it through the launcher
152 Oo ok sounds like fun yeah then i go google again, maybe i find a solution
Is there a function to set the parent bone for a bone?
@cloud cobalt how did you make such awesome lighting in game ?
Hi, anyone knows a good place to learn creating video settings (with widgets) ?
@west quarry Directional light with heavy intensity, skylight refreshed on load to have some backlighting, and careful use of roughness to have good-looking SSR
thanks! I just realize how much I don't know about lighting ๐
Basically tinker with it until it looks good, get feedback, update based on feedback
hm
is cinema 4d worth it?
i mean, i tried learning blender but that took really long and it's hard to find the tutorials you need
i can't type anything in youtube and the tutorial i needed would pop up
You won't find that much more tutorials on other software tbh
Blender is quite popular
i love blender, it's just too complicated
should i go for cinema 4d?
does it have character modelling too?
God dam stuck with a naming convention, if you call Equipment inventory Equipment Container, what would you call the equipment container for equipped items?
@teal glen If you want to do character modeling, I guess what you want is Zbrush
hmm
(And Maya, and probably Marvelous and Substance)
what is cinema 4d used for in unreal?
Dunno, never saw it used
like what?
could you import vfx to unreal?
yes of cos
like for example if you're trying to do a sword swinging animation
@pallid compass it's obviously an Equipped Equipment Container :D
Happy Monday, all!
omg zeb
@teal glen Seriously though, character modeling isn't about the software, it's about your anatomy skills, and as a beginner you should steer clear from it until you're comfortable with regular objects.
by animation i mean the special fx
but yea of course, you still have to edit the end product in ue4
that applies for all
software
@cloud cobalt i mean blender is a bit hard to learn
Anything else? i need it to fit in my FName hierarchy
Game modeling is hard overall, it's very technical and everything you'll do at first will look like shit
Especially characters, these will look like shit for quite a long time
so what should i go for? blender?
Depends on what you want to do, if you're learning at school, trying to get in the industry, what you want to create etc
Honestly. Do you think gamedev even is for you? I mean you're asking basically the same questions for over a week now.
Like I said I think many times now, you just don't start with character modeling
Which engine is better for the creation of smartphone games?
- Unreal Engine
- Unity
And why?
Probably Unity because you won't use any of the rendering features in UE4, the executable will be way bigger with UE4, and you want a engine to work on a different cash grab every month
There is no answer to which engine is better.
It highly depends on your projects needs. among other things
for a simple smartphone game
Unity is better at making smaller games that need little setup, few resources, 2D graphics, can be developed and dropped in months
Yeah i totally missed the smatphone part. Thats my bad.
Unity
And for the UE4 does not settings exist for something like that?
Shader Settings....
Eh I have not been using unreal recently but I think it does
Donโt quote me on that
Because my Small Game is exported 2GB big. (Unreal Engine 4)
How i could improve this?
@placid garnet Make sure you only cook the required maps, for starter
The "build all maps" thing will actually package all content regardless of whether it's used
Set a maximum size to every texture to make sure it's like 1024px max, that will be the bulk of your space
Use low lightmap resolutions
why
this is how the top of the cube looks like
and in the previous picture that is the side of the cube
seems like it might make sense, you are working with the X and Y of the item but not the Z at all
what are you trying to achieve here? @chrome ivy
a grid
@fierce tulip
@grim ore Okay and how do I do it for the Z
cuz this thing worked perfectly in 4.19
before I switched to 4.20
:/
Is it a feasible workflow to create a rock generator material in Substance Designer, apply it to a BSP plane, and then convert that to a static mesh to create a series of procedural rocks? Any performance downsides to doing this vs an alternative method? Would be using heavy displacement and tessellation to drive the rock shapes.
O_o
the big performance downside would be using tessellation.
That sounds very heavy
@fierce tulip do u have any idea how would I fix it
you just want a world aligned setup for grid?
hmm local aligned world space
is that a function
dunno, just thinking about it
@tall pendant @pallid compass I haven't used UE4 a ton so bear with me here, but once I use tessellation to drive the initial shape of the rock based off my height map and then convert that to a static mesh, could't that then be LOD'd for better performance? I am just trying to think of the best way to utilize my Rock Generator to create actual meshes.
http://luosarts.com/planar-gradient-mf-alt/ only think i can think of, though would need to be altered to do X, Y, and Z?
https://www.tomlooman.com/updated-mockup-material-for-unreal-4/ , this mentions the issue with 4.20 and a node that should fix the issue
or that ^
"There is a built-in tri-planar mapping material function which does a better job now and doesnโt have the 4.20 glitch, you can use that one until I update the material at some point (I think searching for โtriplanarโ does the trick)
- Tom"
try both @grim ore and the triplanar one
No idea here personally just saw the post might help
curious to see what the issue is when I get to work later tho, I wonder what epic broke
I want to take this(which is using tessellation inside Substance Designer)and create an actual mesh from it. I've tried importing the height information into blender but the detail loss seems high. Maybe this isn't possible I don't know, just wondering if it was ๐
there might be, but its really specific so not sure who would be able to tell you how and what.
This need to be done from Substance, not in UE4
Game engines just don't handle displacement well at all
For displacement to work well, you need much more detail level that is practical , hence baking to low-poly geometry instead
I have no idea if Substance offers a way to generate low-poly geometry from a material, but that's what you should investigate
As far as creating unique rock meshes, you can keep using Substance for a regular flat material, and use the same kind of procedural work in Blender etc
@fierce tulip how do I convert float 2 to float 3
cuz I have float 2 and the triplanar thing asks for v3
"Append" node with a constant value
Sounds like you really needed a float2 there
nah its good I did a mask
@cloud cobalt Substance does not have the ability to generate meshes unfortunately, which is why I was investigating exporting the height map to a 3d modeling program to generate the rock shape, cut around the rock to remove the excess plane, and use that as the mesh, applying the normal, roughness, and color maps inside UE4.
Can I make a "select" node with animation assets in an animation blueprint? If so how?
I wonder when 4.20.3 is coming and if it will have 4.20.2 bugs fixed
How usable is the BP editor on a touchscreen?
I am shopping for the optimal laptop for school and development of my game
Not sure if it'd work, but you could try blueprintue to see if the graph lends itself to touch. Website may not work though, even if the actual editor would. https://blueprintue.com/blueprint/v4_24prp/
You could also try a remote desktop app
Control your PC from your phone, try and use the real deal.
Nothing beats actually using it on the laptop, though.
Which is cool because i will be the only person at school badass enough to use unreal in a moving bus
lemme be clear I mean nothing beats using it, to evaluate if its usable. I don't have a laptop which runs UE4.
Well, my goal is to get a mid-range laptop that has enough RAM to run Unreal perfectly fine (my desktop has 8GB and runs it fine)
a GPU that isn't Intel Integrated Graphics
but not a full-on 1050ti
so that I can at least develop The Peacenet on the go, because that doesn't really need the full graphical power of Unreal
but is also a good laptop for productivity and schoolwork
so once I get into the classroom, I'm just as productive and fluent in Microsoft Office as I am with Unreal, being able to use the touch screen to highlight multiple choice answers or match things together etc.
Right.
And you'd prefer not to fiddle with a wireless mouse or the trackpad itself, on the bus
I didn't want to give you the impression that it works well - iunno if it does.
I would use a wireless mouse in some scenarios where it's more equipped and there's room on the desk
but for things like highlighting or drawing etc, that's a pain on a mouse and a touchpad, and....I'd know because I've had to deal with it since grade 4
I want to get either a 15 or 17 inch laptop so that it is big enough that I don't have to strain my eyes or hunch over to look at it
and at my school most of the desks have just barely enough room to fit that. :P
Actually I don't really see why BP wouldn't work on a touchscreen mostly because panning around the graph is a left click + drag, so is moving a node or dragging off a pin
.....guess what Windows emulates when you touch the screen and drag
slate tho
Windows doesn't emulate a mouse cursor, and Unreal treats touch screen and mouse inputs as different
not sure touch screen would work with the editor
well I mean I could be wrong. I know it emulates a cursor on my mom's laptop
then again it was designed for 8.1 and did NOT run 10 well
and there were like, no drivers
Oh well, I'll find out when I actually do get to try the laptop
im sure its been posted before, but well.. great justice and all
https://www.youtube.com/watch?v=qCh7va8VlCc
I'm not even sorry I made this.
@fierce tulip That Epic Account ID at the end there
Time to hack everything.... but fore real is there really anything you could use that for
Submit bug requests on someone's behalf?
Btw, I was wondering what happened to the Wiki? When can we add articles?
When its doneโข
^
they're moving to a new system
...eventually
until its done, though, fuck anyone who wants to write aritcles in a centralized place
that's what ya blog is for 
id rather read your blog then have to go on reddit
eww is that a reddit on ur shoe?
Guess the advantage of the blog is if my article has glaring errors I can take it down and pretend it never happened

Anyone want to learn about Biarticulate Linear Targeting?
I have a plaetora of Failed to load '/Game/Effects/Textures/Cube/CaveMap_Interior_Cube': Can't find file for asset '/Game/Effects/Textures/Cube/CaveMap_Interior_Cube' while loading NULL... NULL, right.. When is this damn logLinker going to be fixed. Anyone has clues on how to stop seeing these warnings.
@tribal siren i googled that and nothing came up so uhh sure
@latent moth im not sure but have you tried fixing redirectors?
@dark depot it's about getting a turret to point at something, but the turret has two joints and they're not stacked on top of each other
Oh....
one of them
Do it!
That'd be like a tank's turret, innit?
I've done those before but would be interested in seeing an alternate take
@dark depot yes a gazillion times... it is enough to move a directory into another sub-directory to experience this joy every time
pity
did anyone get to use the Kinect4Unreal plugin in 4.20.1?
they provide no source, and the engine is telling me it's built with a different engine version, although it's for 4.20
eh, fixed
Hello
unreal and visual studio is a pain
getting 288 errors...
"Cannot open source file"
I can build from visual studio, but intellisence is breaking
yes, that is what it will do.
how do i fix that?
You really can't. Intellisense rarely works right with the UE4 code base. Most people recommend something like Visual Assist X or another 3rd party helper program.
i have visual assist x
Doesn't it work alright with includes until you modify a line above a GENERATED_BODY?
I'm not too familiar with that, I don't even use intellisense
dunno, i get these errors when just creating a new project
oh god, notepad?
i dont understand what the compiler error says
are there any current and up to date tutorials you guys can point me towards that can teach me how to make a game within a few hours?
you mean few years
@jolly nest depends how full time you are tbh
one hour a month
12 hours school, 12 hours coding, great
Hey all, is working on games an extracurricular? I'm applying to colleges and they want to know what type of extracurriculars I have.
whats that
it's something in addition to the typical school study stuff @jolly nest
ok
Yeah.
W0w
I'm applying to game design stuff because apparently I need VERY high grades to go into computer science and related computer stuff.
I know, and I am! It's just I need to go to college.
id actually go to school to learn, cuz im more lazy at home to do it
@jolly nest I can teach my high school teachers some of the things they teach in relation to game development.
oh?
doesn't have to be a full on AAA game
just something that can teach me basics n stuff
your avatar is so weird man
@midnight mantle Oh titanic games stuff, comes to mind.
@midnight mantle make a little FPS from the FPS template and Third person template and bam your done in a couple hours with basics learnt such as AI and HUD stuff
i think mine is normal
In this Unreal Engine 4 C++ tutorial we'll learn how to create a health bar on the user's Heads Up Display while applying and receiving damage using the Rece...
well, this seems to be a more complex health ui
well that health bar and ui one really shows you how to make UI well
yeah
I set a record for black screen. 32gb ram 7 seconds!
mic broken yo
never heard of it
google wont even help me
halo prequel
my project is literally called "Halo Ripoff"
we decided to change from unity to an another engine.
possibly godot or unreal.
unreal if i manage to learn it
well, im looking forward to the rtx.
@jolly nest why not unity
(vc chatting here)
@plush yew i am using unity
not only for games, also for rendering and 3d.
U said u switched
Why
not really
If you publish a game with it, and you earn money, epic games will take some of it
@plush yew whats the game?
dude all engines do that
5%
all engines do not do that
cryengine and godot do 5% aswell
most have upfront payment schemes
@robust cedar unity does not take a part revenue of the game
they do
no
@plush yew link
not unity
in unity, either you earn over 100 000$ a year, you would have to pay a subscription
are you using unity pro
So
no
5% is small
alright its 5% past the first 5k per year for unreal and cryengine
blueprints are just clusters
How do i make it so the player wont spawn on a specific map?
Then dont spawn them on that map?
its automaticly spawning
on an empty scene
@robust cedar blender game engine best engine, better than unreal ๐
oof, c++ and with its stupid compiler errors
finally, compile completed
For someone just starting out as a game dev, wouldn't it be more beneficial to learn C++, because at least you can use it outside Unreal?
*insstea dof blueprints
instead of
I caNT TYPE JESUS
The Game Mode determines the default types including the default pawn which would spawn on a map if it needs to spawn one. You can check there. Also you might want to look into reroute nodes to clean up the blueprints.
If you are just staring to lean game dev then Blueprints would be a good start. They are still programming in the end just a visual representation
learning blueprints can teach you basic programming concepts which can be applied to other languages if you decide to do that in the future.
@grim ore well, i managed to make the player posess a pawn instead of changing the gamemode.
Hello, I'm the only one seeing UE4 documentation with this kind of frontend issue?
Idk if its my browser, i see the same in firefox/chrome
Nope, it's been like that for weeks now.