#ue4-general

1 messages · Page 306 of 1

plush yew
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but as you can see i have angles on my walls

regal mulch
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Can't type proper anymore -.- sorry

plush yew
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its fine

regal mulch
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You can always trace left and right if you ware moving left and right

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And if you hit the other wall you can interp between both normals

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Depending on what wall is nearer

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e.g. if you are exactly in the corner, you are the same distance to both walls

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So you would have a 45° angle

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hard to explain, but maybe it gives you an idea

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It should really not be much more than setting the mode to flying and defining the plane you want to limit the movement to

tawdry raptor
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im trying to animate a door opening should I use a skelaton mesh or static mesh?

fierce tulip
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static mesh + blueprints

tawdry raptor
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oh damn I thought I would have had to animate the skelaton

fierce tulip
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depends a bit on the door ofcourse, but generally a blueprint lerping the door locations is enough.

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(at least for basic movements)

high stone
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skeleton...

whole aspen
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I wish I could find more documentation on niagara but I'm having an issue where an emmiter that is receiving a location event is spawning at the origin of the first emmiter and then at the end but I only need it to spawn at the end of the previous emmitter.

harsh tiger
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I have a really strange and random bug. I have a target that is destroyed when its shot. However, it only works sometimes at random. I've tried different methods to fix this or even reproduce it an i can't seem to it

grim ore
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which part works at random?

harsh tiger
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the target getting destroy. i scraped it an replace it with a new method an this one is working haha

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every time i ask a question in this discord i find a solution

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i was using interfaces and it didnt always fire for some reason, even when the print string was working fine

tough quiver
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Hello friends. Which Key do i need to press to pop-up the Console inside the Standalone Game?

harsh tiger
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@grim ore never mind, still got the same issue. it seems to happen more often when im moving at a fast pace

grim ore
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sounds like your calling your destroy in the wrong place then if it's not firing every time.

plush yew
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@tough quiver you press tilde key ~

harsh tiger
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i basically have a target bp with a button on it that can be shot by either the main or secondary bullet which is like a laser beam that flys through the air and it has a box collision infront of it

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whats strange is i have the same thing happening with the enemy and that works perfectly. the only difference being the enemy has a sphere collision and the button on the target doesnt

plush yew
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@harsh tiger can try doing something like this, using tags for the other actor

grim ore
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first off, any reason you are not just destroying the entire actor?

harsh tiger
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thinking about it, no

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there was a reason at one point. but not no more haha

grim ore
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and it seems like it could fail if can be destroyed is not true, when is that the case?

harsh tiger
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the target im shooting can be destroyedd

grim ore
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so why have the boolean check?

harsh tiger
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because i use some of them as barriers and hide the button

grim ore
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oof. ok so then you have more than one way of hitting it? like a main bullet and something else?

harsh tiger
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so for example the top one can be destroyed but the bottom one has no button so it cant be destroyed an you die if you hit it

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secondary bullet yes

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i was using an interface for it but it worked but only sometimes

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i dont think the interface is the problem

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because i use a interface for the enemy

grim ore
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and each target has something that determines how much health it takes in damage when hit then? Perhaps some of them are spawning in with that as 0? or is it failing on the main bullet as well

harsh tiger
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they have 100 health an the main beam does 100 dmg and the sec does 50 making it a 2 shot kill

grim ore
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well you have a damage taken variable, when does that get set?

harsh tiger
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but i think the collision is messed up or something

grim ore
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yeah ok so all that casting is why you use interfaces lol

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a cleaner way might be to use an interface with something like "take damage" or "was hit" or some other event that takes in your damage amount on your target.

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your line trace takes whatever is hit, checks to see if you use the interface like "can take damage" which has that event above

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and then calls that event on whatever it hit passing in the damage you want it to take

harsh tiger
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i dont use line traces

grim ore
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well the overlap event then, same result

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that leaves your target to just simply calculate it's new health based on damage taken then do whatever it needs to do (destroy self or uh flash?)

harsh tiger
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whats wrong with the last ss i sent? because i need to know if it was main or sec bullet

grim ore
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why do you need to know?

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ah for the sound effect or particles

harsh tiger
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because main bullet instant destroys and sec bullet only does half

grim ore
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well no, the main bullet does X damage and the secondary does Y

harsh tiger
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the target has 100hp an the main bullet does 100 and sec does 50

grim ore
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yep so the main bullet does 100 and the secondary does 50, the main doesnt instant destroy it just does enough damage to destroy it. if you for example did a secondary then primary it wouldnt be an instant would it?

harsh tiger
grim ore
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yep the primary issue is probably a collison one

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what are you checking against overlapping?

harsh tiger
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yeah it would be instant. the sec would bring it to 50hp and then the main bullet will finish it off

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from the tutorial i watched i think it checks if the actor that hit it has the player interface, which the bullets do

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but i use this exact same method for enemies an they work perfect

grim ore
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ok so your actually firing an object out into the world, it moves, then if it overlaps something happens?

harsh tiger
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yeah

grim ore
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then yeah it's possible it's a physics thing and your target is too thin

harsh tiger
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i spawn actor an the bullets have projectile movement attached to it

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is that why its random?

grim ore
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you might want to make the targets thicker, the collider part, or turn on continuous collision Dsomething (ccd)

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yes and it's less random and more based on your FPS

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bullet fires, it moves X distance, it looks for collision, next frame it moves X distance which is now past the target, it checks for collision.

harsh tiger
grim ore
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CCD makes it check for the stuff inbetween frames

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alternately you use line traces which would not have the issue and then fire the projectile and have it just be for show or you check between every frame on the projectile to see if it should have hit something

harsh tiger
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thats what i done at the start. but the issue was the target would get destroyed the second i click an not when the bullet hits the button

grim ore
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with CCD on? is that on the bullet or on the target?

harsh tiger
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target

grim ore
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CCD should be on the bullet

harsh tiger
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my bad haha sorry, ill try it now

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still no

grim ore
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you also might need to turn on physics sub stepping =/

harsh tiger
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its random

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on bullets or target?

grim ore
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for the project

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under project settings, physics

harsh tiger
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just turn it on?

plush yew
harsh tiger
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what eng ver is that gothic?

plush yew
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i noticed some of my high speed missiles dont collide with walls. i enabled CCD but have not tried substepping yet.

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which is why i ask

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i am using 4.20.2 F5

harsh tiger
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im using 17,2

plush yew
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always on latest build

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for me

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😃

harsh tiger
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mine looks a little different

plush yew
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cool

harsh tiger
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still is random

grim ore
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yes just turn it on

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if it still fails cut the speed in half and see if it still fails

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repeat like 2 more times and if it still fails then its not physics or collision

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but seriously unless your going at like a billion meters per second using CCD and substepping should work

harsh tiger
grim ore
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oh and on top of that what is your actual FPS?

harsh tiger
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new project capped at 120

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never drops below 119

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the speed thing seems to have helped

grim ore
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yeah if your doing that then it might be non physics related. Might be better in the end to swap to a line trace system and fake the projectile if that is what you need

harsh tiger
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slowing it down has helped

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but it defeats the purpose

grim ore
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honestly line traces are intended for stuff like this, most of the time what you see in a game is a line trace with a particle effect to simulate something being fired

harsh tiger
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but the line trace instantly destroys it

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an not when the bullet hits it

grim ore
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only if you want it to

harsh tiger
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thats what i was kinda referencing

grim ore
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line trace, -> hit -> delay -> destroy

harsh tiger
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the problem is the delay, it could be 1 second it could be 4

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how would i determine it

grim ore
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yes which you can determine based on the length of the line trace

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alternately send him a message see how he solved it?

harsh tiger
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i just clicked on the projectille movement and i found this

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might fix my problem if i turn it on an turn it up a bit

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also, im calling the left click shot event twice

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once when the bullet hits sometimes and again when the target gets hit

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i had a rotating movement component too which i dont think helped

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turning sub stepping on the bullet itself seems to have fixed it, thanks for the help! @grim ore

grim ore
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cool

queen arch
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Can someone read my explanation of my gameplay systems, and give me some feedback

bitter iris
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Is there any docs on region locking?

queen arch
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if it's confusing or anything like that

plush yew
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Just....why...

tawdry raptor
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I have some vents, they were see through I used 2 sided material for them and 2 sided geometry and now it looks whole but when I go to try to walk through it

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how can I make it so I can walk ijnside the vents?

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I tried doing complex coliision as simple but it didnt work

weary basalt
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@tawdry raptor Turn on the show PlayerCollision flag in the Viewport and see if it still has collision blocking the entrance?

tawdry raptor
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it just doesnt have collison inside for some reason

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from the outside it looks like it will work it looks like I should be able to walk inside but its only outside collision like the outer part of the vent that hjas collsion

dense turret
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Does anyone here have experience with procedural mesh components? Im wondering about mesh sections and if im using them right. I have a mesh component actor responsible for a 888 cube of voxels, and each voxel is its own section. This allows me to update the voxels 1 at a time, and each voxel can get a unique index based on its local coordinate (x + y8 + z8*8). My worry is that in editor, it seems that if i set only a few voxels to generate, including one at the max point 7, 7, 7, the detail inspector lags a bit as it brings up 512 empty material slots. Is the procedural mesh somehow allocating resources for all the skipped indexes?

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discord replaced some of my multiplication signs with italics 😦

dense turret
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Also a second question about procedural meshes, is there a way to discern the section index that was collided with in a hit result?

terse notch
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Guys I want to make a game like hello neighbor but it’s not like a rip off

weary basalt
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Awesome

terse notch
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Any advice

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But this game would be my first game I have no expierence

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I’m starting tomorrow

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What should be my first game?

weary basalt
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If you have no experience at all try something simple to start with.

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You need to learn the tools first.

left flame
broken shadow
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Um

left flame
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just programmed two npc to help you fight zombie hordes

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i'm really proud

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this game is coming out soon

plush yew
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@left flame cool! you can use collapsed graphs to help organize groups of nodes like that into smaller segments if you like. i made the switch to collapsed graphs after quite a while of having large code chunks, the only thing is the visual identifier of the code chunk is slightly lost since there's always a noticable pattern of blueprints in the large blocks like that, but collapsing it saves some CPU on loading and helps to organize it, so even though it's probably a bit harder to find things at first glance, you will quickly get used to the collapsed graph anyways.

west quarry
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@left flame does dat blue print even compute ?

warm mountain
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Might be a dumb question but, do we put credits in a game prototype or demo?

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I'm just thinking if it turns out bad, it might not look good on the team that works on it so might wait till some bearing of reception shows favor of it.

kind briar
dim arch
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my project is freezing randomly (wasnt doing it yesterday)

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any way to find out whats causing it?

hard rivet
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What's the last thing you "developed"? Breakpoint it or print some strings and see what can be going on

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Hey! Morning from Spain! Have a simple question, hope you can help me: where can I ask something related with UE4 and Steam?

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where = what channel? xD

whole quarry
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this channel I would guess

hard rivet
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Really? Cool. Thanks! I'll write my question

robust cedar
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is mega scans worth the price

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?

tall pendant
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If you're going for that generic scan look yes it's def. worth the money.

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You want to consider getting an VT middleware tho to handle those high res textures

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like Granite SDK

hard rivet
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My question: We are porting a PS4 game to Steam. I'm in charge of achievements but in the way of looking for docs on how set them up, one question has arised in my mind: how do you package for Steam? There must be a way to... "connect" everything. I know Steamworks SDK for the achievements, but I don't know how a game is packaged for Steam. I guess there must be some settings to develop or something like that...

plucky reef
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I got one simple question guys
I got custom event at my character_blueprint, and I created a widget which consist of only 1 button and when I click that button I want to play the custom event on my character_blueprint

hard rivet
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And what's your question, @plucky reef ?

plucky reef
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I think I managed to fix it, I want to execute my custom event using a button in widget

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I just need to cast it lol

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my question is really regarding save system, any insight on how to do that also this kind of widget where you'll get the location and distance from your next goal, like in this video

paper kernel
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that's division - zombie mode

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at least feels very very similar

plucky reef
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I just need that navigation to the quest widget

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if you know thing like that please let me know, someone here heapcleaner sent me a link but it requires c++

polar hawk
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Waypoint path is like ai without the pew pew

plucky reef
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can you please elaborate? I'm really noob at UE

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if there's some to-follow-tutorial in youtube or vlog or documents it's better

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wait, it's a waypoint with distance measuring and trigger collision right?

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so whenever I overlap the trigger collision it will disappear and make the second one visible?

pure marsh
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Does anybody know if there is some trick to replicating arrays? I have an array that replicates its size but not its contents

paper kernel
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because it replicates the difference

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and takes its sweet time to check has it changed

pure marsh
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okay, so i initialize it on the server in the begin play element, is that to early?

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i don't touch the array on client side at all except reading so at least the size must be replicated

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And i get OnRepNotify events, the array is just still empty

pure marsh
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I think it has something to do with the fact that its an interface array

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Yay, i swapped it for a generic object array and now everythin works

terse notch
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Guys I need your help

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What type of game should be my first

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Is anyone on

grim sinew
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Picture the most simple game you can imagine, then make it 10x more simple than that.

dire fjord
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Even when I close the editor and open it again unreal is unsetting variables.. fml this makes it so damn hard to get anything done. I make one small change that I need to check and then I have to open half a dozen things to make sure unreal didn't just randomly rip stuff apart on me..

static viper
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overwatch clone

languid shard
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minecreft

tall pendant
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mmo

languid shard
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milsim

terse notch
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I can’t picture a simple game

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All I wanna do is make a game like hello neighbor that isn’t a rip off

plucky reef
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is there a way where I can add floating text in the actor that is changable by the variable inside it?

dire fjord
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It's like Unreal is basically just picking a component at random and reseting it for no reason whenever I compile or load the project.

terse notch
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Guys should I make a 3D or 2D game first

static viper
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err

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everything in hello neighbor direction is weird XD

dire fjord
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4D or don't even bother

terse notch
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Guys I’m 13

languid shard
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2d platformer or mini adventure game, zelda like

whole quarry
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screw 2, 3 and 4D, go full holodeck

terse notch
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I asked my to let me make a kick starter she said I have to earn my money

plucky reef
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how can I make TEXT RENDER into screen space?

terse notch
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How am I supposed to earn money if I don’t get allowance

plucky reef
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like billboard?

whole quarry
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@plucky reef first thing I can think of, use a 3D widget with a text on it, set it to screenspace

terse notch
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And when I ask to do a lemonade stand she says it’s to hot

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Isn’t that the reason of a lemonade stand

plucky reef
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@whole quarry so I do need to make a widget? but I'm attaching it to actor

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I got it all working but the screenspace is not

whole quarry
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yes and you can do that

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we've faith in your abilities

plucky reef
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actually I can't

whole quarry
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@terse notch why not remake the first levels of of Super Mario

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@plucky reef then faith seems, again, worthless. damn 😦

plucky reef
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can I message you?

whole quarry
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sure, but be warned, i never read my dm's

plucky reef
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I've been stuck here for so long

terse notch
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I want to make a game were you fight a giant robot

whole quarry
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just add a Widget component in the BP Actor

plucky reef
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WOW

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you can add widget at ACTOR OMG

whole quarry
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mind = blown

grim sinew
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@terse notch There's a lot of people trolling tonight, so here's some real advice. You're 13, you won't complete your first game. Period. Make practice games, using simple shapes, using simple gameplay mechanics. If the game plays, at all, when you're done, consider it a success and move on to another project about the same complexity.

plucky reef
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and what next?

whole quarry
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make a widget with the text you want it, and set it as Widget in the Widget Component

static viper
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yes listen to zero

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he knows some real advice

grim sinew
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@terse notch Don't make giant robots. Make cubes that stare at each other intensely or something. Keep it as simple as humanly possible, or you won't be able to do it. Even the most simple project has a MOUNTAIN of things you need to learn first.

terse notch
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But I want a good game

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To make people happy

grim sinew
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Nobody's first game is a good game. Ever. In the history of mankind.

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You need practice

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You can't sit down at a piano and play Mozart on your first day. You can't make a good game on your first try.

terse notch
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You think I can make some Skyrim sh**

whole quarry
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@terse notch Here's an idea: I call it "Super Cube". You control a cube in a 2.5D world, and your aim is to get to the big cube at the end of the level. Meanwhile Sphere's and Cones try to kill you (by hitting you). You as player can kill them by jumping on their head

grim sinew
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These things take skill, like anything else in life.

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No, you can't make Skyrim. You will be at this until you're in your late 50s it you try.

terse notch
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I’ve tried with another engine and got a complete project

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I just have trouble coding and uploading

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I use the family pc

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Since we can’t afford a laptop

grim sinew
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I'm sure you think you're qualified, and I'd rather you get good advice on the matter before reality hits you hard. Take it slow.

terse notch
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Also is this a active discord

grim sinew
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Yes, you're just asking a question at 5:30 AM so anyone in the US is probably sleeping.

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Not the most active time of day

terse notch
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It’s 8:30 AM for me

grim sinew
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Which means people are still waking up or going about their commutes.

cloud cobalt
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It's 2PM here

grim sinew
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The time of day isn't the problem here though. You want to do too much too fast.

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Making a game kickstarter at 13 is insanity.

upbeat trench
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those damn commutenists

terse notch
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I don’t start school until October

grim sinew
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Oh, so you're making a game kickstarter at 13, and you only have a month to do it.

upbeat trench
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can you even legally have a kickstarter at 13?

grim sinew
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Probably not.

cloud cobalt
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@terse notch It takes a few years of work to learn game development

terse notch
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What

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But I wanna finish a game today

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Isn’t that how it works

upbeat trench
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if you spend 5yrs studying to hell then when youre 18 you'll have the best kickstarter ever

tall pendant
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Ah a troll.

cloud cobalt
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Oh, you're trolling here, ok

grim sinew
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And with that last sentence, convinced you're a troll

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Ok

terse notch
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I’m not trolling

upbeat trench
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its called gamejam mentality

terse notch
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I’m serious

whole quarry
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Oh, so you're making a game kickstarter at 13, and you only have a month to do it.```
Where have I seen this before... 🤔
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is that you, K?

grim sinew
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@whole quarry Who added a vandaagom to my name

terse notch
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No

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Who is K

whole quarry
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vandaag om = today at (dutch 😛 )

cloud cobalt
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@terse notch Serious answer then : no real game is done in less than 3 months, talking about one-button mobile games here. A game like Skyrim needs 2 years, some hundreds of developers

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In both case, you need solid experience

grim sinew
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Look, I'm going to give you the benefit of the doubt here one last time. Make small games, with small scope, to start out. No amount of wishful thinking is going to make a journey that takes people years of their lives happen in a day.

tall pendant
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plus the guys at Beth know their stuff.

whole quarry
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@terse notch make the game idea I just gave you.. Try to do it in a few weeks. If you can finish that in 1 month, we'll talk further 😄

terse notch
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How long did it take to make hello neighbor

grim sinew
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Longer than a month.

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With more than 1 person, most likely.

whole quarry
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Hello Neighbor took like 1,5 years or so?

terse notch
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Fortnite?

grim sinew
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Fortnite took like 7 years

whole quarry
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Fortnite with its full Epic team?

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lol

grim sinew
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With a full AAA studio team

upbeat trench
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lol you know how long Mini Metro took and its simple AF

tall pendant
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HN took at least 2 years

grim sinew
whole quarry
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its just a few chars and a simple map, what?

terse notch
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I’m gonna go download unreal

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And make a file for my first game

whole quarry
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remember, even Super Mario took an extended time to make

grim sinew
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Good. Go do that. Just keep expectations reasonable.

terse notch
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Ill keep my phone with me if i need any help with it

upbeat trench
tall pendant
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well.. anyways just another block. i got no time to waste on a troll hehe

grim sinew
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This isn't something you learn in a weekend. You're going to be at this for decades.

whole quarry
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we're game devs, not a mobile support company 😛

upbeat trench
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lol hasnt even downloaded unreal

grim sinew
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And yeah, nobody is being paid to be here. This is not going to be 1 on 1 support, beginning to end, on how to make your first game. Nobody here has the time for that.

cloud cobalt
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If you're into game development, this is exactly like being into ship building. You don't build a sea ship in a day. Or a week. You're going to need to learn shipbuilding, and then build ships.

grim sinew
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Look up online tutorials, it'll help immensely. Epic themselves put up hundreds of hours of learning content alone.

upbeat trench
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you build a ship in drydock too not in the middle of the ocean

cloud cobalt
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Not to mention the first ship you build will probably sink right away

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So maybe don't try building it too big

upbeat trench
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hell the Titanic even sank 😛

terse notch
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I’m warming up outside first

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It’s freezing in my house

upbeat trench
#

yeah get a good bikini tan, that'll give you some good XP

terse notch
#

I’m a boy

upbeat trench
#

hey boys can have bikini tans

terse notch
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I’m gonna do a lap around the yard to help me think of what should be in my game

upbeat trench
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  1. Grass
terse notch
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This is my first game

surreal viper
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that is cool but not the thing you should usually share in #ue4-general to be honest

fierce tulip
#

reminds me of wimp loo

grim sinew
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Make it as simple as humanly possible.

terse notch
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Should it be a first person shooter

grim sinew
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Honestly? It should be tic-tac-toe.

whole quarry
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@terse notch I think a shooter will demand too much knowledge for you. I think even TicTacToe would require to much mechanic knowledge

grim sinew
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That'll get you the basics of blueprint, UI, stuff like that.

whole quarry
terse notch
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That’s what other engines said

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First person shooters

fierce tulip
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take it from experts, no its not

whole quarry
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FPS will need: Health system, widget to display health and ammo stats, Damage-Health->Death, characters, animations, weapons, projectiles, and some map/level design

cloud cobalt
#

And either AI, or if you're really crazy, multiplayer

whole quarry
#

lol, I totally forgot AI

terse notch
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My unreal name is mattyyy games

whole quarry
#

so BehaviourTree and Blackboard 😄

cloud cobalt
#

My first game was MP, because I thought AI was too hard

whole quarry
#

lol 😄

cloud cobalt
#

Boy, was I in for a ride

whole quarry
#

how hard can MP be, every game has it

grim sinew
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To be fair, MP in Unreal isn't as brutal as other engines

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Still not beginner stuff though

whole quarry
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When I do MP, no players can shoot except the one who hosts the game (who will shoot for the others too)

languid shard
#

local splitscreen MP was my first MP game

#

went alright, dev was on Unity

terse notch
#

Epic games owns unreal engine!

whole quarry
#

really?

#

o0

grim sinew
#

...you don't say

whole quarry
#

oooh thats why everywhere there is this Epic label stuff 😄

terse notch
#

My life has been a lie

languid shard
#

glad they printed the logo on the polos right

grim sinew
#

Your life fraught with experience and turmoil I'm sure at the ripe age of 13. How do the rest of us even compete?

#

Seriously, it's good you want to start out game dev this early in life, but keep expectations reasonable.

whole quarry
#

im 31, still hitting rocks with sticks..

terse notch
#

That’s why it said I already have an account

whole quarry
#

Its Luos, quick, throw some Higgsboson particles at him

fierce tulip
#

this is exactly why I am sad UT4 didnt really get a good start. else I'd just say "make a few maps"

#

no gp design, solid rules. model away

languid shard
terse notch
#

Is it unreal engine 4

whole quarry
#

Unreal Engine 4.20.2

languid shard
#

dank engine 4

whole quarry
#

NotUnityButBetter 4

terse notch
#

Why does it say I need to download epic games launcher

#

I’m downloading unreal engine

grim sinew
#

Because you do.

terse notch
#

I already have it

grim sinew
#

Then use it.

whole quarry
#

You download and install UE4 from the Epic Launcher

languid shard
#

fortnut and unreal engine have the same launcher

iron cobalt
#

you can tick a box in the launcher's settings to hide the games (like fortnite)

whole quarry
#

I wish they would put Fortnite somewhere else... in a basement dungeon or some wierd dark forest with only dead trees

upbeat trench
#

wait a sec, why did no one tell me Epic games owns Unreal Engine

whole quarry
#

Tim said "Dont tell Mon"

upbeat trench
#

jeez you guys are not helpful at all -_-

whole quarry
#

¯_(ツ)_/¯

languid shard
#

@upbeat trench you thought Activision held Unreal right ?

whole quarry
#

Blizzard powah

iron cobalt
#

tencent is epic's majority shareholder, right?

grim sinew
#

Not quite, they have less than half

iron cobalt
#

close enough

whole quarry
#

isnt Tencent going bankrupt?

grim sinew
#

pff no

iron cobalt
#

haha i wish

whole quarry
#

I read somewhere they lost billions

upbeat trench
#

Ofcoarse cuz Destiny 2 is made with Unreal Engine so why wouldnt I think that @languid shard

fierce tulip
#

which is like pocket change for tencent

cloud cobalt
#

Destiny 2 is not made with UE

#

It's Bungie's engine and doesn't have anything in common

languid shard
#

tru

terse notch
#

How long does it take unreal to download

whole quarry
#

depends on your speed

languid shard
#

whole quarry
#

took me about 20min to download and install on a 1gbit connection

languid shard
#

it takes 8 speeds for me

whole quarry
#

lol

upbeat trench
#

Bungie needs a chord not an engine 😛

fierce tulip
#

<_< when ue4 refuses to import vert colors

plucky reef
#

wow luos

fierce tulip
#

?

plucky reef
#

nah just a fan

grim sinew
#

You want his autograph?

plucky reef
#

lol haha

fierce tulip
#

just a regular tiny person

upbeat trench
#

I hope you sign in particles 😛

fierce tulip
#

i could :p

grim sinew
#

Luos is the only man alive to texture solely using substance painter's particle brushes

fierce tulip
#

< has substance, never used it

tall pendant
#

Get him! Such a heresy must be punished! 😄

fierce tulip
#

lol

grim sinew
fierce tulip
#

hehe

whole quarry
#

that moment you realize your brain is more messed up than previously thought

fierce tulip
sudden agate
#

Only one thing is constant in the universe

#

the FPS of Luos' gifs

fierce tulip
#

hehe

ancient sandal
#

Is there another way to hide the sky sphere from wireframe view instead of pressing the eye next to it?

crude jasper
#

hey guys

#

for all the professionals out here

#

do you program in Blueprint or c++

terse notch
#

I have been waiting one hour for unreal engine to download it better be worth it

fierce tulip
#

@crude jasper depends on the needs. sometimes bp's are better, sometimes c++.

crude jasper
#

xD

#

thx 😃

terse notch
#

I have been waiting one hour for unreal engine to download it better be worth it

fierce tulip
#

no need to repeat yourself

whole quarry
#

I've been waiting all my life for.... nvm... -.-

devout lintel
#

This linetrace isn't hitting anything, why? the Cevents are connected to a shooting event in the input

whole quarry
#

set DrawDebugType to Duration with like 30 seconds duration

#

shoot around and make a screenshot of that

terse notch
#

It finally downloaded

whole quarry
#

now time to install, will take 2*DownloadTime

devout lintel
#

Still nothing, it's not spawning emitter nor the print string debug is showing when i fire

whole quarry
#

so if its not giving a trace line.... does it even fire at all?

devout lintel
#

it fires only if the branch coming after linetracebychanncel is false

dire fjord
#

Under current Unreal every time I compile, or every time I save and re-open my project, Unreal keeps unsetting this. I think because it is not set in the C++ file. Is there anyway for me to set this variable in the c++ code itself? The value I'm choosing in the blueprint is a blueprint so I'm not sure if there is anyway to actually set that in code or not. I have this on two different units, so every time I do something I need to go to two different editors and reset this or nothing works. It's really wearing thin.

devout lintel
#

but it doesn't show the emitter

tawdry storm
#

is there a maximum on how complex the collision geometry for a mesh can be?

upper quartz
#

hi guys

#

will be flash back ~

terse notch
#

This is my first game should I make it with blueprint or c++

whole quarry
bitter iris
#

@terse notch Its not really a process of if to make it in BP or C++ it should be what do you know better

grave nebula
#

Did something very important just got deleted here ?

fierce tulip
#

check lounge

#

Ponny is a tiny kid, so i do suggest we be kind to him.

#

no need to shatter all them dreams at once :p

kind forum
#

@grave nebula if u mean that gif 🤷 i dont know who is that

whole quarry
#

@fierce tulip So shatter 1 dream a day? 🤔

fierce tulip
#

bit less hehe

whole quarry
#

ShatterDreams function only support int, no floats :d

tawdry storm
#

yes I'm reading the article right now, so my problem is probaly the whole convex mesh thing

#

for example, a soup bowl is non-convex, right?

#

how would you make a convex mesh out of that if you need it to be bowl shaped?

whole quarry
#

Hmm, a cube with a small bottom than top?

#

or a hexagon shape with a smaller bottom?

tawdry storm
#

but that wouldn't be hollow

fierce tulip
#

you can also make a seperate very low poly mesh, make it invissi and just have its collision active. kinda the way we did things back in the day

tawdry storm
#

by using the "complex as simple" option?

fierce tulip
#

yea

tawdry storm
#

doesn't that have the limitation that you can't push it around as a physics object?

fierce tulip
#

yea, that

tawdry storm
#

because I kinda need that aswell 😅

fierce tulip
#

your thing is quite a pickle to do hehe

tawdry storm
#

I guess I'll just have to go around with a few boxes individually

#

and see if that works

thorn topaz
#

Anyone use TrueSky?

tawdry storm
#

jeez, I never realised how complicated it can be to make custom collision meshes 😄

upper quartz
#

hi guys , montage is not working on multicast mode...

#

somebody know?

next sierra
#

yo guys hopefully you can help me out with something that's driving me crazy. I have a character bp (my project is loosely based on SideScrollerTemplate) and when I set OrientRotationToMovement to true it doesn't rotate properly when going left. it looks stuck half way and when I release the movement it always snaps back to being rotated to the right, as if something is forcing it's rotation every frame, but there's nothing in my logic doing so. any idea how to debug this?

crude jasper
#

is it like a 3d side scroller ?

#

im not too experienced but

#

is it ? xd

astral marsh
#

can anyone help me to fix this problem in ue4 through screenshare in my dms pls

normal hemlock
#

hi unreal dev's i hawe question can i use c# and blueprints togather in unreal engine 4 i like c# for programming its very easy to learn

tall pendant
#

you can't use c# in UE4 really.

charred dove
#

for windows x64*

fallow cliff
#

the top three

charred dove
#

ouch 16gig 😦

abstract marsh
#

Yo yo is there a way to change the scaling in unreal? What I mean is most things need to be moved a few cm in the game but only move in intervals that make them intersect in the editor.

#

I'm trying to design a level.

charred dove
#

do you mean change the grid snapping scale? the object scale?, or the measurement units name?

abstract marsh
#

The grid snapping scale, I think @charred dove

plush yew
#

this is terrifying

fierce tulip
#

lol

plush yew
#

im just trying to keep him on the wall he is currently climbing O_O

abstract marsh
#

@plush yew what's supposed to be happenign here? Lol.

plush yew
#

well its a freeclimbing system so he's meant to jump onto the wall and then you can climb anywhere on the climbable surface, the problem is when you hit a slope or a curved surface it comes away from the wall so its supposed to keep him locked against the wall

abstract marsh
#

oof

#

Well now it's my turn! (turns hat sideways)

#

Don't call us bootleg sims

plush yew
#

oh nice, did you buy the stylized plains pack by chris sparks?

abstract marsh
#

Yeah I have the plains trees in the background.

#

And some of the rocks somewhere too.

plush yew
#

nice

abstract marsh
#

The other stuff is from an artist on the team

#

I hope vblanco and ambershee don't hate themselves. They've got no profile pics!

abstract marsh
#

Did anybody have an answer to my scaling issue?

brittle gulch
#

at the top right of your viewport there's a grid icon, if you uncheck it you could move things without snapping

#

If that's what you wanted to do?

#

guys, I have a big problem. I tried to move my maps into a folder and now they just disapeared! What do I do? They are here in the windows explorer but not anymore in UE4's content browser

fierce tulip
#

move them back, and move them properly in the content browser

brittle gulch
#

No it didn't work Luos, but never mind I got the one from the saved folder fortunately

fierce tulip
#

did you move them in the cb or in explorer?
maps tend to not want to move first try when you move a folder with maps in em in cb

bitter iris
#

guys is there anyways I can get my BasePass lower than 1.23, i feel like its high?

#

there is only a few buildings rendered in

left flame
#

Cool map @bitter iris

bitter iris
#

Lol, ty most things are despawned with a cull volume, i just dont get why the MS is so high

fierce tulip
#

easiest is just to photoshop the numbers into something you like.

left flame
fierce tulip
#

try using the profiler, that should allow you to pinpoint the issue

bitter iris
terse notch
iron cobalt
#

hahaha.

terse notch
#

I’m not kidding

grim sinew
#

That's a mod kit, not your own game. You aren't fooling anyone.

#

There's nothing wrong with making mods, mind you, but it's not your game.

sudden flax
#

Is there a way to turn a progress bar into a circle?

terse notch
#

No I made the game

worn granite
#

wow that's incredible

#

you should see if tinybuild wants to publish it

#

seems right up their alley

gaunt grove
#

Hi guys! 😃

#

Will be the result of jam today or I something messed up?

dark depot
#

which jam?

gaunt grove
dark depot
#

not today

gaunt grove
#

13?

dark depot
#

maybe idk but they only stream on Thursdays now so would make sense

plush yew
dark depot
#

looking at that page it says 13th

gaunt grove
#

It's strange that there is no message

#

Ok, thank you 😃

dark depot
#

nice greggy better then the climbing system i tried to make once haha

novel ember
#

Are you guys aware of any documentation on custom movement modes via the CharacterMovementComponent?

#

I have custom gravity volumes implemented that'll reorient you in the direction of the gravity, but the vanilla walking / falling states aren't designed to work with anything but uniform gravity directions

#

Walking just constrains your z-axis movement I'm pretty sure

plush yew
#

@novel ember very aware, thats why im not using walking or falling in general

novel ember
#

How are you handling movement?

iron cobalt
#

hey guys, is there any other place to ask for help with technical problems? i'm not sure if i should keep pestering people in this discord 😬 (I've also tried the answershub , the forums and reddit)

plush yew
#

@novel ember im handling movement using the flying mode changing the vectors dependent on the axis values

#

my climbing honestly works great apart from the fact i cant keep him locked against the wall when he changes from a flat wall to a sloped or rounded

novel ember
#

I was considering cannibalizing one of the existing modes like that

#

How do you prevent the engine from automatically trying to swap movement modes on impacts and stuff though?

plush yew
#

well ill never use flying so i did that

#

watcha mean

novel ember
#

as in, like, when the character lands CharacterMovement will automatically try switching the movement mode from whatever it was to Walking

#

or vice-versa for Flying

#

*falling I mean

plush yew
#

i just force it to use whatever i tell it to

#

so if i jump and the linetrace hits a wall and im not climbing

#

i start climbing

novel ember
#

huh, neat

#

actually it looks like Flying doesn't try forcing a movement switch like falling does

#

oh shit flying is perfect

#

I guess movement inputs can handle Z-axis movement, Walking (and possibly Falling?) just clamp Z-axis inputs to 0

#

I was having to do a dumb solution where I was firing off really weak physics impulses along the Z-axis to let characters move in irregular gravity but this works no problem

#

thanks for the suggestion

#

it looks like Flying still obeys friction in some capacity based on whether the player is colliding with something

#

is there a way to pull that value somehow?

#

not the actual fraction, but if the player's touching something

upper heart
#

Foliage improvements definitely needs to be added as a trello card for a future release 👀

sudden kettle
#

Question: Is there a way to filter for "new" objects or files that not under source control (yet) ?

#

Or could someone tell me which is the correct channel for the question, if it's wrong here..

novel ember
#

You may want to try source-control

livid haven
sudden kettle
#

@novel ember I do...

#

But when you migrate objects there are not directly under source control (yellow question mark). But sometimes "migrate" from other projects is put all the stuff in strange folders...

#

So to find everything it's a bit of a work...

#

Could be easier

#

obviously... didn't saw the channel

livid haven
#

Huh, there might not be a filter for it, not sure. I mean, the content browser has some filters for related things, but maybe not for that.

fierce tulip
#

dont thibk so

sudden kettle
#

Ye only found some for "checked out"

ocean geyser
#

How do I make pak files for my game?

hot ledge
shy silo
#

How do y’all go about making a game? Have an idea for a premise, assemble a map and assets as you go, then code it up?

wary wave
#

you start with the code

#

well, after a premise

#

and you build from there

#

the code is the game, without that building a map and assets is useless

#

once you have a basic functional prototype of the coremost mechanics, you iterate from there

shy silo
#

Makes sense. Had an idea for a game and was wondering what process looked like for other people.

wary wave
#

it varies depending on the size of the game, but developing the mechanical concept is key

south ridge
#

@shy silo start with hacking together a prototype, then collecting research materials that will be the basis for further work

#

Collecting documentation, references etc that are needed on the initial stage

#

Writing up a general vision of the game (or discussing it with partners)

wary wave
#

pretty much

south ridge
#

If it's a big project, the next step is to start establishing work processes, writing code specific to the game, finalizing the vision of the game and general plan for it

#

Once you established work process, you can start planning more dilligently and doing in-depth consideration for big chunks of the game

#

I'm counting stuff like story and setting to be part of that initial research phase, by the time you start making the game you already know story of the game very well, the script is finished reviewed, finalized

wary wave
#

oh no, stories never come at the beginning, generally speaking

#

in my experience those are developed in tandem with content

#

that usually emerges after you have a vertical slice of your mechanics; i.e all the gameplay fundamentals implemented and working

south ridge
#

Mmmm. Well, you're not wrong!

#

I'm not sure we have the same vision of what the "story" is for a game

#

There are parts of story stuff you'll be doing with the content, but I think a game with a story should have a script written before development starts

#

That script may not be script of the game itself, but more like...

#

A book that's just set in the same world. Maybe it follows different events, but it establishes the world and gives you idea of what kinda concept artists to look for, what kinda content you'll be producing etc

#

Not story as in specific texts for specific quests

shy silo
#

I guess that makes sense, since the bulk of the work would be making the mechanics work as opposed to imposing your story on the mechanics as the story can often depend on the story

wary wave
#

that's not a great approach, since mechanically things might change during development and need to be justified

#

ideally you really only have a setting and general thematic premise early on

south ridge
#

Yeah, but the world doesn't depend on game mechanics

wary wave
#

they should

south ridge
#

If you're making a steampunk game, it's not like events in that world care about your game mechanics. The actual quests and the actual stuff you do in the game does, the script of the game itself

#

But not the work you do to build a living world into which you'll be putting your game

#

Idk. I like well developed worlds, so I would never skip on that step

upbeat trench
#

Id personally recommend against writing a story first as it can lead to issues with finding room for game mechanics, if you go in treating it as a game not a linear story it tends to work out better in my experience

south ridge
#

I would always start a story game with writing a novel of arbitrary size about some interesting characters

wary wave
#

I've been playing Prey recently, and it's fairly clear the story came quite late in development

south ridge
#

Get the human aspects of the world and story down having general gameplay elements in mind, then continue developing the script for the game itself as part of the content production

wary wave
#

and whilst the story isn't amazing, it does have a very well defined setting and world that meshes neatly with the game mechanics

south ridge
#

I like Fallout New Vegas

#

When you play that game, you hear mentions of events that happen outside of the game script

upbeat trench
#

I mean theres nothing wrong with an outline or even a draft just be careful not to cement story to the point you sacrifice game mechanics for it

south ridge
#

They refer to events and places which are not brought up anywhere in specific quests

#

I love that. I think that's great

#

It feels like the world is bigger than the game

wary wave
#

New Vegas is a sequel with established core mechanics; there's not really much new in it

#

it's not really a great example tbh

south ridge
#

Why not?

#

It is a game that was made by a third party developer who did not have much relevance to Fallout 3

#

They might've had assets and gameplay, but they were working as a separate group

wary wave
#

it's an example of a game with little or no mechanical development

south ridge
#

I kinda disagree, but not entirely

#

I think there was a lot of work put into presenting the games story through established game mechanics

wary wave
#

it was a big improvement in terms of polish, but it was fundamentally the same game

south ridge
#

They didn't invent new game mechanics, but I think they walked all the same paths from the other point of view

upbeat trench
#

it wasnt a first project either keep that in mind, Obsidian knew what they were doing first. I very much doubt they wrote a story in a first/third person linear fashion which is what most people do when writing game stories for the first time

uneven fractal
#

anyone know if two widgets that reference each other will create a circular dependency?

wary wave
#

they could

south ridge
#

A game-building script wouldn't be a linear set of events yeah

uneven fractal
#

hmm I was hoping I wouldn't need to create another interface

south ridge
#

It would be more like a set of small short stories or novels

#

That all happen in same world, but focus on very different characters

#

Non-player characters mostly

#

Idk. In any case, we cheated with our own game in this department 😄

#

We are making a game about a real world, so we just took real world stories as the basis for our world building

#

Absolute cheating 😄

wary wave
#

but yeah, take a look at Prey as a good example. The in-game items like the Neuromods, the Fabricators etc are all interwoven with the story, and from that perspective it's quite well done

south ridge
#

You can get to the result by many paths

upbeat trench
#

I have to keep my creatives in check all the time since they come up with amazing ideas but theres such heavy handedness theres no room for gameplay in their cool cutscenes. Not to mention it leads to scope creep, suddenly you have 10 new scenes to make cuz "wouldnt it be cool if..."

wary wave
#

in Prey it's pretty clear the story came quite late in development, I genuinely don't think it could have been achieved the other way around

#

(the parts that were tacked on later are more obvious, e.g. the Nightmare)

uneven fractal
#

mann I really don't want to start on this without know for sure if a circular dependency will pop up so I'm just procrastinating now

#

I'm pretty sure I would have to redo the structure completely

upbeat trench
#

well they tend to not just pop up out of no where, they tend to be created

uneven fractal
#

yes I think what I'm doing may create one but I'm not sure

wary wave
#

it's usually pretty hard to create a circular dependency to be fair

uneven fractal
#

is it?

wary wave
#

if you're working outside of native code, it's tricky

upbeat trench
#

its easier with UMG than standard BP

uneven fractal
#

The ark modding rep we have over in our discord from wc said basically if you reference two blueprints to each other it will happen but it may have just been in the specific circumstance

wary wave
#

I've only managed it with standard BP - characters and numerous components

#

Ark is a very old, and heavily modified version of the engine

south ridge
#

@wary wave I found a way to rephrase my point a little. Maybe it'll make more sense - I'm not disagreeing with you, just feel like something needs to be clarified. So I think that best creative projects arise in restricted environments

upbeat trench
#

I did it between UMG BP and standard BP

south ridge
#

I think the story stuff that is done before game starts development should be that restriction on the creative scope during the development itself

#

E.g. it shouldn't be stuff that drives how the game will be played, but stuff that limits what can possibly happen in the games world

#

Does that make a little more sense?

wary wave
#

perhaps

pallid compass
#

Well

south ridge
#

For the elements of story that have to do with game, I do agree with you

pallid compass
#

Yes n no

south ridge
#

You don't wanna your creative dudes to come up tomorrow with "can we add magic and mana to our sci-fi game?"

pallid compass
#

Story can drive gameplay, but gameplay can drive story

wary wave
#

magic and mana would be mechanics, though

#

in any case, whether that's reasonable would likely be defined by your setting and themes

pallid compass
#

Zelda botw story was driven by gameplay

south ridge
#

Magic is part of your worlds physics

#

If your world doesn't allow magic, magic and mana don't make sense

wary wave
#

I think you're confusing stories and settings

pallid compass
#

Magic != story

south ridge
#

If you decided to make a game about space marines, but then decided magic is involved, you're now making a different game

upbeat trench
#

I think there could be more information for people writing game stories so they understand better, I used to approach it like standard creative writing since I didnt know any better and that was bad. I found using more of a screenplay approach works better

pallid compass
#

No ur not

wary wave
#

Middle Earth is a setting, the Lord of the Rings is a story

pallid compass
#

Look at outlaw star magic n space

south ridge
#

Sure, you can use the word setting for it

#

I think setting must be defined by stories that happen in it rather than dry description of "this world has 10 mountains. here are their names: 1. xxxxxx, 2. xxxxx"

pallid compass
#

You need to go read err

south ridge
#

Gotta build up some characters before you go use them in a game etc

wary wave
#

but there's also no reason Space Marines can't be magic, just look at Warhammer 40,000 :p

pallid compass
#

Game design throufh lens

south ridge
#

Sure. But that's a story and setting that were made that way

pallid compass
#

No u dont

#

If that was true imqgine prototyping

south ridge
#

Come on, what's more interesting, John NPC who runs the shop or Johnatan NPC who clearly has some hobbies (as revealed by some assets hanging around the shops walls), has some specific tastes and a specific character that fits with the setting (maybe he took part in the big war Idk)

#

You think you can type up some dry stuff about John NPC and it'll automatically be interesting for player, but humans pick up subtleties well

wary wave
#

but none of that is relevant when you're developing your game concept

south ridge
#

Lifting John NPC from your notes and one of the short stories written for setting development would be ideal

#

No, it's not relevant to base concept of the game

wary wave
#

it's completely irrelevant

south ridge
#

Just to making it more deep and rich

wary wave
#

and if you decide to cut that vendor

upbeat trench
#

it'll only add depth to a game where that is relevant

wary wave
#

you just wasted time developing an NPC which never needed to exist

south ridge
#

You don't develop John NPC from the start

pallid compass
#

Dude the fuq u saying

south ridge
#

But you develop a bunch of characters

pallid compass
#

Makes no sense

south ridge
#

John NPC shopkeeper might have gotten cut and his character reused for the side character in some new quest

pallid compass
#

Your saying the opposite of what i have been doing for past 3 months for work

upbeat trench
#

youre stuck in an RPG box I think

wary wave
#

^

pallid compass
#

Lmao

#

Yes

#

Perfecr monsoon

south ridge
#

I'm just using a RPG game as a basis?

#

If you use a FPS shooter as a basis, the size of your settings description and stories that happen inside it will be much smaller

pallid compass
#

Game setting != story

#

World building != story

south ridge
#

That's not what we are talking about

pallid compass
#

Wut

upbeat trench
#

yeah I understood the example just that selecting an RPG from the get go as an eg can be detrimental to the game mechanics evolving outside of that

pallid compass
#

Fps != smaller story jfc

wary wave
#

it is what we're talking about though

south ridge
#

Should you develop the world before or after you have developed the concept of your game?

#

That is the question

wary wave
#

neither

pallid compass
#

Then then answer is no and yes

wary wave
#

it develops alongside the mechanics as part of your needs

south ridge
#

I think that you should develop world first, then start development of the game and develop final script for the game as part of the work process

pallid compass
#

Because u cant do 1 with out the other to some degree

south ridge
#

I think building world after you've started building game will result in a shallow game

#

That's my whole point here 😄

pallid compass
#

But in general u can work easier with out story than game mec

#

Well ur wrong

#

Look at botw

#

All the story was driven by gameplay

wary wave
#

shallow games emerge when narrative and gameplay elements are detached

upbeat trench
#

I dont disagree just that I wouldnt invest too much into story, as the RPG example if you invest too much time and realize the game might work better as an action/adventure you may be reluctant to change it because of that investment

wary wave
#

(amongst other reasons)

#

Halo began development as an RTS originally, hehe

plush yew
#

wass poppin

#

just joined

pallid compass
#

Read rules

plush yew
#

k

pallid compass
#

Also another example is fortnite

#

Whole thing was made massively before the story was even toucjed

#

Touched

#

Like what 4 years or something

south ridge
#

Idk guys, I grew up on games which were all developed based on short stories and novels and such that together built up the world and served as a basis in which the actual games story happens later. The actual game story would be written and rewritten many times in development, but those short stories and novels always serve as an anchor that keeps you from straying off the path

plush yew
#

does anyone wanna make a game in unreal engine 4 or whatever?

pallid compass
#

How do u know they where developed off story

#

U dont

wary wave
#

Fallout is actually an amusing example - when it was early in development it was a game about time travelling

plush yew
#

ecks dee

wary wave
#

the Fallout world was developed quite late

south ridge
#

@pallid compass err, they talked about it and they show the notes they used (e.g. Raising the Bar for Half Life 2 shows some of the notes for game setting & game script itself)

pallid compass
#

Idk why ur still trying to reinforce your point when u have been given multi examples

south ridge
#

Because this isn't a thing you "win"

upbeat trench
#

Well Prey is actually a great example since its changed how many times to get where it is now including the cancelled projects

south ridge
#

Shame on you for thinking about it this way

pallid compass
#

Its not a win lmao

#

Dude its a fact

#

U dont need story to dev a game

south ridge
#

Okay?

#

That's not what we're talking about?

pallid compass
#

Same as you dont need a game to dev a story

south ridge
#

Marc Laidlaw had these tiny stories for HL2, you can find them in Raising The Bar, including that one NPC in that one map which dreams of cheese

#

You don't need to do anything at all in your life

plush yew
#

where do i ask if anyone wants to make a simple shit game for fun

south ridge
#

You're not obligated to anything by simply being born

upbeat trench
#

I was more saying that I personally found developing game mechanics from a linear story more difficult than writing a story in a screenplay fashion which leaves room for gameplay including the emergent type

pallid compass
#

When u enforce rules on development like that the majority of the time you sre hamstringing your self

south ridge
#

I agree with that @upbeat trench, but I think it should be even slightly less formed than a screenplay. Knowing a bunch of random stories that happened in your world is good creative fuel

plush yew
#

k then

south ridge
#

@plush yew do you have a specific project you're trying to gather people for?

plush yew
#

idk

pallid compass
#

U wont really find any randomers to work with in here shaggy

south ridge
#

You would get further if you offered specifics instead of just asking for generals

plush yew
#

me and some irl friends were supposed to assemble some stupid bad quality fps

south ridge
#

This is the chat to talk about that

pallid compass
#

Majority prof / free lance / hobbiest herr

upbeat trench
#

yeah I wouldnt start anything with atleast some outline but creative writing generally tells us to get a draft down and if its not written well it can actually lead to ditching of a quality idea just because it didnt leave room for gameplay

plush yew
#

but everyone was busy

#

nah this would be my first game

#

i can make some really shit models and animations

#

thats what i do lol

upbeat trench
#

Im sure there are writing for games courses out there, just not as many as the other fields

wary wave
#

Fallout became Fallout because they ditched the entire original setting for the game on the basis that a time travel game would require too many assets and be too expensive xD

pallid compass
#

Lmao

#

Amazing

south ridge
#

Also gotta find that story about that one guy from Bethesda who does all the cultish writing

#

It was amusing

upbeat trench
#

yes well thats easy to do when you write a story, its alot cheaper to swap scenes every 5 minutes in a book than with photogrammetry level art 😛

south ridge
#

They had this guy who would lock himself up in the room with shrooms (if I'm not mistaken) and churr out bizzare writings to be used for cultist stuff in Elder Scrolls

#

I'm confident there's locking up and shrooms involved, but not the specifics of the creative process

upbeat trench
#

sounds like Robin Williams in Good Morning Vietnam

plush yew
#

ok, does anyone want to make some really shit FPS just for fun and practice?

south ridge
#

@upbeat trench yeah, gotta be very used to game writing, can't just take a novelist into videogame writing

pallid compass
#

no

south ridge
#

@upbeat trench you ever do any writing yourself btw?

#

Not like neccessarily for videogames

#

I've been dicking around with writing short stories for a very long time, nothing too interesting, just this conversation made me think about it 😄

upbeat trench
#

yup all the time, mainly for video games. I used to do more creative writing but I got out of that habit since it was counterproductive for me as a game designer

south ridge
#

Cool!

wary wave
upbeat trench
#

I wouldnt say Im a particular good writer though or I might have pursued it as a career

novel ember
#

Quick question

upbeat trench
#

churning out 10 books in the space of what it takes to make a single game sounds awesome to me 😛

novel ember
#

What's the easiest way to "normalize" two-directional axis inputs?

#

As in, I've got an axis mapping for left/right and one for forward/back

#

I want to return a value between 0 and 1, but without diagonal movement (left/right and forward/back at the same time) potentially outputting values of 2, etc.

wary wave
#

you can normalise a 2d vector

south ridge
#

I'm looking at Fallout 1 design documents and there's so much story stuff that wasn't relevant to the game or its gameplay

#

But you see these subtle references to it here and there. Some aspects that obviously left to be fleshed out later but never did. Many other things in form of short stories "in year XXX this happened here" that didn't make it into the game directly, but are talked about by characters

upbeat trench
#

I kinda feel bad when I skip past those logs you find in games cuz I know someone worked so hard on em but it gets so tedious 😮

novel ember
#

Oh, duh. That makes complete sense, dunno why I didn't think of that

#

I guess probably because the variable I was storing those values in was a vector

#

Thanks for the help

south ridge
#

"64 years ago, a man named Jonathan Faust led his group of about 200 people from the overcrowded Vault into the wastes of the outside. It was there that his small band came to a small oasis in the middle of the desert. In the middle of this oasis was a large pit, almost like a crater. While resting and setting up camp, Faust decided to look into the pit. Darkness greeted him." <--- who cares, it's just some enemies with guns (Vipers gang of Fallout)

#

Most players couldn't care less that these enemy shootey guys shooting at you were started by a man named John

#

It's not why that story was written and added to the game design

#

Now if you add vipers into the game, what equipment and assets you give them? Conveniently, read the story of their upbringing and certain types of weapons seem to make more sense than others. Etc

wary wave
#

you're describing game content though - this is the kind of stuff that comes later in development

south ridge
#

Is it?

wary wave
#

yes

#

this is absolutely game content

south ridge
#

Dunno. There are other gangs in Fallout that never got much recognition in the games, but have same sort of short story about them

wary wave
#

it's neither informed by the game's mechanics nor are the game mechanics informed by their existence

south ridge
#

The game content is the actual NPC's in the game that shoot at you and the assets that make them up

wary wave
#

they're pure content

south ridge
#

The story of how that gang appeared is just something that gives creative direction to what these NPC's should be. It could be written at any point of development

#

I mean, you can always just invent story during the development, retconning everything and pretending like you have consistency or an interesting world to explore

wary wave
#

I mean, that's how they developed the original Fallout

#

¯_(ツ)_/¯

plush yew
#

looking for coders that will help make a stupid low-quality FPS

#

thats just practice lol

#

dont really matter what it is tbh

south ridge
#

@wary wave is it how they developed original fallout? There's sadly not a lot of dates on their design docs

wary wave
#

it was originally a GURPS license game

#

the initial mechanical prototypes were built to be in a totally different setting

#

it had dinosaurs in it

south ridge
#

Even if same codebase and same gameplay concept, that wasn't yet Fallout though

wary wave
#

exactly

south ridge
#

There are no dinosaurs in Fallout

wary wave
#

this is my point

#

they didn't know what the game was even going to be early on, but their later direction was informed by their game mechanics and (unfortunately) by their budget

south ridge
#

They didn't make up Fallout story as they went, quest by quest, they did a timeline first and then design notes for the world and each of locations with backstory....

#

This was most definitely done before bulk of content for fallout was completed

wary wave
#

content yes

#

game mechanics, no

south ridge
#

Sure. But that's game mechanics, not so much world setting/stories that define the world

#

None of the background stories for Fallout reveal a lot about game mechanics in them

#

They are just there to provide background on which you can design interesting game story

wary wave
#

the point is the story came after the game mechanics

south ridge
#

They didn't really interesect until the bulk of content was started being produced

#

The game mechanics obviously exist on their own, but the base background stories of the world also exist on their own

#

Whether Fallout would be real time or step by step didn't change the fact that Vipers were started by a man named John

#

But it would be a much different game if they made up the gang first and then kinda retconnect John into their story. There are examples of these writing mistakes in Fallout games themselves, plenty

#

But not as many as if they winged it from the start

wary wave
#

whether the Vipers were started by a man named John was totally irrelevant and hadn't been written back when the game was GURPS: Time Travel

#

chances are it still hadn't when it was 'GURPS: Vault 13

south ridge
#

Vipers don't appear in Fallout 1 apparently btw

#

And they were written around the same time as the Fallout timeline

wary wave
#

they're named only

south ridge
#

Yeah

wary wave
#

they were cut in development

south ridge
#

They were probably never added in the first place

wary wave
#

there are assets for them

south ridge
#

Ah

wary wave
#

they were cut because the budget wasn't there to build their part of the world

south ridge
#

Still, the fact that Vipers were started by a man named John is irrelevant for game mechanics, but very relevant if you wanna build a consistent world

#

IIRC there's something about Vipers in New Vegas which follows up on that. It's a trivial detail, but these trivial details make the atmosphere of your game up along with many other things

wary wave
#

but it's completely irrelevant to designing your game which is the entire point people have been trying to drill into you for over an hour

south ridge
#

Motivations of John can tell you what kinda stats you should give Vipers and how they fit with other factions

#

It's not relevant to game mechanics design, sure. I can agree to that. But it's an important part of starting a game and you should know what the game is about before you start bulk content...

broken shadow
#

I think BlackFox's point can be TL;DR'd as make sure you have a clear idea of what your setting is, if that's going to be important, and try to shoot for something that's just as extensible as game-code

south ridge
#

So the game is about shooting people in first person, that's good and that's one chunk of the work. The design of a nice FPS shooting game. But would you be interested in a well designed FPS game about shooting shapes?

#

That's my point yes. Have a solid grasp on setting, preferrably with actual characters designed for it, as a fuel for further creative development of the games story. It's not something that is related to game mechanics, just another building block in making the game

#

Idk, I like writing, so it seems more natural to me to develop a world through short interesting stories and it's the approach I see with my favorite games 😐

wary wave
#

I dunno, it's not an approach I've ever seen working in a large studio environment, and I'm not inclined to believe it's practical

south ridge
#

By the time the project has a large team you would be already way past that stage

#

You [hopefully] won't be changing your base setting much [but of course you will] after assigning a ton of resources to already planned out work

#

Reality likes to mess nice process up, but still

upbeat trench
#

you gotta keep in mind not everyone who plays the game will even see half those little details, its worth taking a balanced approach and consider the production costs of such content vs its value to the player. Sometimes I really like item details but in some games those little blurbs go completely to waste as an eg, or as I said earlier about collectable logs that I mostly skip

wary wave
#

as an example, when working on Fable (the Journey), the game mechanics themselves weren't set in stone until the last 6 months or so of development, and much of the story was written and implemented in that time

vale lagoon
#

hey anyone know any active unity3d discord servers?

south ridge
#

@upbeat trench yeah, I think it's important to keep it concise and very information-rich. Short low-effort stories over a single large stack of unorganized papers that took months

#

Don't need to think of details that don't need to be filled out until actual development

upbeat trench
#

Dead Space has both text and audio logs, Ive listened to most the audio logs but havent read a single text one since it takes me out of the game to read something which is probably not even that relevant. If it were relevant it would be more in your face in terms of the design

south ridge
#

I guess I'm just too into the idea of making projects that would be remembered by people for years

#

I didn't read every text note in Fallout, but eventually I would read the interesting ones, piece together my view of the Fallout world from what was presented in the game

#

The fact that notes were highly consistent helped me to feel immersed in the game. Left something to talk about after finishing it

#

Maybe I'm just not immersed by images on my screen. I want to feel something when I play, emotions, connection to some character in the game. Make my own stories as I play it

#

A full sandbox where I make my own stories is fine too, but that's kinda different type of a game than a story-based game

broken shadow
#

A nicely linear, water-tight structured game

#

Rather than the big sprawling semi-chaotic behemoth worlds that are so common now

young crest
#

So probably a complete newb question (I am REALLY new at all this and just learning) but one of the things I have been trying to look into is working on a character creation, class system like what you see in games like Black Desert Online but I don't even know where to start or if I have to figure it out fron the ground up myself. ANy hint/ tips/ trick/ suggestions you can make to point me in the right direction?

high stone
#

@young crest I recommend watching LazyPeon's criticism on BDO. It has some good insight for game devs making MMOs. Typically people start with the RPGmaker, which can be purchased on Steam.

true vector
#

Hi, could anyone help me understand where this 'spatialos.json' file is supposed to come from when im setting up spatialos and ue4?

upper quartz
#

hi guys , i have a problem as , montage is not sync at multiplayer

frail sky
#

UE4 print string development only,anyone know What does this mean?

#

I want to use print strings to implement some notifications in the game.

dim arch
#

I have an actor with a rotation component

#

it works fine on play

#

but when it is streamed into the level using a persistent level it is not rotating

weary basalt
#

@frail sky It means they wont be executed in Shipping Builds.

#

If you want to have a Notification system you need to implement that yourself.

#

PrintString is not ideal for that at all.

young crest
#

@high stone Been playing BDo from release and it deff has it's ups and downs... Biggest issues being the p2W and gender locked classes. Taht aside it has the MOST robust character creation in an mmorpg which is the reason I would like to learn how to do that myself. That said I have RPGMaker on the side for fun but I plan on getting heavily into C++ and UE4 hence why I am asking about it here ^_^

frail sky
#

@weary basalt Thank you, Sir

sudden flax
#

How do i make my menu widget change my gamemode when i click a button?

#

I'm stuck on 1 gamemode through the entire game which is breaking it

whole quarry
#

@sudden flax afaik you cant

#

only from Project Settings or World Settings

unkempt isle
#

hey guys what are the legal rights to sell models on market

whole quarry
#

you must own all rights to the assets

unkempt isle
#

that means made by me right?

#

cuz i m 15

#

and maybe i can t sell or somethign

whole quarry
#

usually it means made by you yes

#

you're not allowed to sell something that you don't have the ownership/rights off

pallid eagle
#

This is probably a complex thing to ask.... So forgive me, I am still learning.

But How would one store animation and AI behavior data in an array of sorts, so that it can be used in the case of Time reversing, where the character would replay the animations they did before, and undo their AI behaviors, then "forget" the data that had been rewound?

I am using Blueprints, and the AI Toolkit from the Marketplace. Some advice or pointers would be greatly appreciated, thanks!

high stone
#

@young crest I recommend checking out the top RPG indie games. A lot of them use premade engines like the RPGmaker. I'm sure one of them would be ideal for your needs.

rare axle
#

Hey guys, is UE4 good for exporting to website content? Like HTML5 export to go onto a webpage? I'm trying to make a fairly simple product configurator that the user can look around a product and change its properties in real-time. Do you think UE4 would work well for this, or is Unity3D / some other solution faster or more effective? Thank you.

fierce tulip
iron depot
#

Luos. thanks i will do it

#

😃

fierce tulip
#

and dont fricking spam it everywhere

iron depot
#

ok i had not seen the message before

#

thank you so mcuh

fierce tulip
#

please read the pinned post in that channel 😃

pallid eagle
#

Is it possible to store individual animations in an array of a character and play them in reverse order like you can do with transform on an actor?

#

I'm not sure how to do it

fierce tulip
tawdry storm
pallid eagle
#

ah, sorry didn't see that one.

fierce tulip
#

@tawdry storm what are you trying to achieve?

whole quarry
#

Iirc custom collision for a bowl

tawdry storm
#

building custom collision meshes, because we have physics objects that need to be moved through the scene and collide as close as possible to the mesh

#

one of our meshes is roughly bowl shaped, so that was just an example

whole quarry
#

Ah :P

#

Ive always just set the mesh collision to complex as simple

tawdry storm
#

I just tried it with one of the collision meshes and this is the result

fierce tulip
#

re: that lower poly invissi mesh suggestion, that can move along your bowl, or whatever is in there. though physics in ue4 can sometimes be unpredictable

whole quarry
#

With many meshes it could be a performance issue tho

tawdry storm
#

the shape itself looks different and the scale is way off aswell so it's weird where this is even coming from

#

this is for a client and in regard to their request, performance is a secondary issue for us

whole quarry
#

@tawdry storm what if you make a lowpoly model of it, set complex as simple, then make a actor with the lowpoly as root with no visibilitt with the high poly as visible mesh being child of the low poly?

fierce tulip
#

my suggestion exactly :p

tawdry storm
#

the object are moved in VR and are attached with physics handles to the motion controllers so they collide and get blocked by geometry when you pass your hand through them and I think one of the limitations of the complex collision is that it doesn't behave well with physics objects

#

im not sure if the collision would even happen when the low poly mesh is a child as the child would be blocked, but the parent would just move on, right?

#

I guess I'll have to try it just to be sure

#

thanks for the suggestion you two, I'll let you know if it works

plush yew
#

Hi, does anyone know how I go about packaging a build for Xbox One? I am a part of the ID@xbox program AND the UWP program, yet I haven’t gotten access to the XDK. Thanks in advance!

austere lance
#

https://imgur.com/a/3GbEEcK
i was expecting both sides to fall simultaneously, but instead only one falls and the other one does strange things. change one of them to kinematic as well and the other falls just fine. someone knows whats up here?

iron depot
#

hey guys how do i pm

#

a user that shows as offline

#

?

plush yew
#

Just direct message them as normal

iron depot
#

thanks trashbot

plush yew
#

If they are on discord it will go through, if they are off of discord they will get notified when they open the app or instantly if they have push notifications.