#ue4-general
1 messages · Page 306 of 1
Can't type proper anymore -.- sorry
its fine
You can always trace left and right if you ware moving left and right
And if you hit the other wall you can interp between both normals
Depending on what wall is nearer
e.g. if you are exactly in the corner, you are the same distance to both walls
So you would have a 45° angle
hard to explain, but maybe it gives you an idea
It should really not be much more than setting the mode to flying and defining the plane you want to limit the movement to
im trying to animate a door opening should I use a skelaton mesh or static mesh?
static mesh + blueprints
oh damn I thought I would have had to animate the skelaton
depends a bit on the door ofcourse, but generally a blueprint lerping the door locations is enough.
(at least for basic movements)
skeleton...
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.
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
which part works at random?
the target getting destroy. i scraped it an replace it with a new method an this one is working haha
every time i ask a question in this discord i find a solution
i was using interfaces and it didnt always fire for some reason, even when the print string was working fine
Hello friends. Which Key do i need to press to pop-up the Console inside the Standalone Game?
@grim ore never mind, still got the same issue. it seems to happen more often when im moving at a fast pace
sounds like your calling your destroy in the wrong place then if it's not firing every time.
@tough quiver you press tilde key ~
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
target bp
thats the laser beam
thats inside the target bp
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
@harsh tiger can try doing something like this, using tags for the other actor
first off, any reason you are not just destroying the entire actor?
and it seems like it could fail if can be destroyed is not true, when is that the case?
the target im shooting can be destroyedd
so why have the boolean check?
because i use some of them as barriers and hide the button
oof. ok so then you have more than one way of hitting it? like a main bullet and something else?
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
secondary bullet yes
i was using an interface for it but it worked but only sometimes
i dont think the interface is the problem
because i use a interface for the enemy
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
they have 100 health an the main beam does 100 dmg and the sec does 50 making it a 2 shot kill
well you have a damage taken variable, when does that get set?
thats the interface events
just changed it to that instead
but i think the collision is messed up or something
yeah ok so all that casting is why you use interfaces lol
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.
your line trace takes whatever is hit, checks to see if you use the interface like "can take damage" which has that event above
and then calls that event on whatever it hit passing in the damage you want it to take
i dont use line traces
well the overlap event then, same result
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?)
whats wrong with the last ss i sent? because i need to know if it was main or sec bullet
because main bullet instant destroys and sec bullet only does half
well no, the main bullet does X damage and the secondary does Y
the target has 100hp an the main bullet does 100 and sec does 50
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?
the print strings fire but not all the time
yep the primary issue is probably a collison one
what are you checking against overlapping?
yeah it would be instant. the sec would bring it to 50hp and then the main bullet will finish it off
from the tutorial i watched i think it checks if the actor that hit it has the player interface, which the bullets do
but i use this exact same method for enemies an they work perfect
i think it works because the sphere collision
ok so your actually firing an object out into the world, it moves, then if it overlaps something happens?
yeah
then yeah it's possible it's a physics thing and your target is too thin
i spawn actor an the bullets have projectile movement attached to it
is that why its random?
you might want to make the targets thicker, the collider part, or turn on continuous collision Dsomething (ccd)
yes and it's less random and more based on your FPS
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.
CCD makes it check for the stuff inbetween frames
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
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
with CCD on? is that on the bullet or on the target?
target
CCD should be on the bullet
you also might need to turn on physics sub stepping =/
just turn it on?
ah very interesting. this one?
what eng ver is that gothic?
i noticed some of my high speed missiles dont collide with walls. i enabled CCD but have not tried substepping yet.
which is why i ask
i am using 4.20.2 F5
im using 17,2
cool
still is random
yes just turn it on
if it still fails cut the speed in half and see if it still fails
repeat like 2 more times and if it still fails then its not physics or collision
but seriously unless your going at like a billion meters per second using CCD and substepping should work
oh and on top of that what is your actual FPS?
new project capped at 120
never drops below 119
the speed thing seems to have helped
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
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
only if you want it to
Hey everyone! In this video I show off an FPS Platformer project that I worked on with Ray Frihy. This was a couple of months ago and it was going to be a ga...
thats what i was kinda referencing
line trace, -> hit -> delay -> destroy
the problem is the delay, it could be 1 second it could be 4
how would i determine it
yes which you can determine based on the length of the line trace
alternately send him a message see how he solved it?
i just clicked on the projectille movement and i found this
might fix my problem if i turn it on an turn it up a bit
also, im calling the left click shot event twice
once when the bullet hits sometimes and again when the target gets hit
i had a rotating movement component too which i dont think helped
turning sub stepping on the bullet itself seems to have fixed it, thanks for the help! @grim ore
cool
Can someone read my explanation of my gameplay systems, and give me some feedback
Is there any docs on region locking?
if it's confusing or anything like that
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
how can I make it so I can walk ijnside the vents?
I tried doing complex coliision as simple but it didnt work
@tawdry raptor Turn on the show PlayerCollision flag in the Viewport and see if it still has collision blocking the entrance?
it just doesnt have collison inside for some reason
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
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?
discord replaced some of my multiplication signs with italics 😦
Also a second question about procedural meshes, is there a way to discern the section index that was collided with in a hit result?
Guys I want to make a game like hello neighbor but it’s not like a rip off
Awesome
Any advice
But this game would be my first game I have no expierence
I’m starting tomorrow
What should be my first game?
If you have no experience at all try something simple to start with.
You need to learn the tools first.
I'm just lost xD
Um
just programmed two npc to help you fight zombie hordes
i'm really proud
this game is coming out soon
@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.
@left flame does dat blue print even compute ?
Might be a dumb question but, do we put credits in a game prototype or demo?
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.
Hi guys, learning to design games atm
I'm looking for a way to weld together new logs onto my raft, https://forums.unrealengine.com/development-discussion/c-gameplay-programming/42102-attaching-with-welding-how-to-keep-collision this seems like my best bet
For gameplay programmers writing C++ code.
my project is freezing randomly (wasnt doing it yesterday)
any way to find out whats causing it?
What's the last thing you "developed"? Breakpoint it or print some strings and see what can be going on
Hey! Morning from Spain! Have a simple question, hope you can help me: where can I ask something related with UE4 and Steam?
where = what channel? xD
this channel I would guess
Really? Cool. Thanks! I'll write my question
If you're going for that generic scan look yes it's def. worth the money.
You want to consider getting an VT middleware tho to handle those high res textures
like Granite SDK
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...
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
And what's your question, @plucky reef ?
I think I managed to fix it, I want to execute my custom event using a button in widget
I just need to cast it lol
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
WORLD WAR Z Gameplay Demo E3 2018 Zombie Game • Release Date: 2018 • Platform: PS4, Xbox One & PC ►SUBSCRIBE: http://goo.gl/w0ca4q
I just need that navigation to the quest widget
if you know thing like that please let me know, someone here heapcleaner sent me a link but it requires c++
Waypoint path is like ai without the pew pew
can you please elaborate? I'm really noob at UE
if there's some to-follow-tutorial in youtube or vlog or documents it's better
wait, it's a waypoint with distance measuring and trigger collision right?
so whenever I overlap the trigger collision it will disappear and make the second one visible?
Does anybody know if there is some trick to replicating arrays? I have an array that replicates its size but not its contents
because it replicates the difference
and takes its sweet time to check has it changed
okay, so i initialize it on the server in the begin play element, is that to early?
i don't touch the array on client side at all except reading so at least the size must be replicated
And i get OnRepNotify events, the array is just still empty
I think it has something to do with the fact that its an interface array
Yay, i swapped it for a generic object array and now everythin works
Picture the most simple game you can imagine, then make it 10x more simple than that.
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..
overwatch clone
minecreft
mmo
milsim
I can’t picture a simple game
All I wanna do is make a game like hello neighbor that isn’t a rip off
is there a way where I can add floating text in the actor that is changable by the variable inside it?
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.
Guys should I make a 3D or 2D game first
4D or don't even bother
Guys I’m 13
2d platformer or mini adventure game, zelda like
screw 2, 3 and 4D, go full holodeck
I asked my to let me make a kick starter she said I have to earn my money
how can I make TEXT RENDER into screen space?
How am I supposed to earn money if I don’t get allowance
like billboard?
@plucky reef first thing I can think of, use a 3D widget with a text on it, set it to screenspace
And when I ask to do a lemonade stand she says it’s to hot
Isn’t that the reason of a lemonade stand
@whole quarry so I do need to make a widget? but I'm attaching it to actor
I got it all working but the screenspace is not
actually I can't
@terse notch why not remake the first levels of of Super Mario
@plucky reef then faith seems, again, worthless. damn 😦
can I message you?
sure, but be warned, i never read my dm's
I've been stuck here for so long
I want to make a game were you fight a giant robot
just add a Widget component in the BP Actor
mind = blown
@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.
and what next?
make a widget with the text you want it, and set it as Widget in the Widget Component
@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.
Nobody's first game is a good game. Ever. In the history of mankind.
You need practice
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.
You think I can make some Skyrim sh**
@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
These things take skill, like anything else in life.
No, you can't make Skyrim. You will be at this until you're in your late 50s it you try.
I’ve tried with another engine and got a complete project
I just have trouble coding and uploading
I use the family pc
Since we can’t afford a laptop
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.
Also is this a active discord
Yes, you're just asking a question at 5:30 AM so anyone in the US is probably sleeping.
Not the most active time of day
It’s 8:30 AM for me
Which means people are still waking up or going about their commutes.
It's 2PM here
The time of day isn't the problem here though. You want to do too much too fast.
Making a game kickstarter at 13 is insanity.
those damn commutenists
I don’t start school until October
Oh, so you're making a game kickstarter at 13, and you only have a month to do it.
can you even legally have a kickstarter at 13?
Probably not.
@terse notch It takes a few years of work to learn game development
if you spend 5yrs studying to hell then when youre 18 you'll have the best kickstarter ever
Ah a troll.
Oh, you're trolling here, ok
I’m not trolling
its called gamejam mentality
I’m serious
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... 🤔
is that you, K?
@whole quarry Who added a vandaagom to my name
vandaag om = today at (dutch 😛 )
@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
In both case, you need solid experience
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.
plus the guys at Beth know their stuff.
@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 😄
How long did it take to make hello neighbor
Hello Neighbor took like 1,5 years or so?
Fortnite?
Fortnite took like 7 years
With a full AAA studio team
lol you know how long Mini Metro took and its simple AF
HN took at least 2 years
https://youtu.be/yICV06ukb4k?t=38 See this list of people? They all made that Hello Neighbor game. They all had years of experience, and this likely wasn't any of their first games.
its just a few chars and a simple map, what?
remember, even Super Mario took an extended time to make
Good. Go do that. Just keep expectations reasonable.
Ill keep my phone with me if i need any help with it
Let's address some of the common misconceptions about what a game designer is, and the skills/knowledge you'll need to be successful. The best way to get pra...
well.. anyways just another block. i got no time to waste on a troll hehe
This isn't something you learn in a weekend. You're going to be at this for decades.
we're game devs, not a mobile support company 😛
lol hasnt even downloaded unreal
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.
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.
Look up online tutorials, it'll help immensely. Epic themselves put up hundreds of hours of learning content alone.
you build a ship in drydock too not in the middle of the ocean
Not to mention the first ship you build will probably sink right away
So maybe don't try building it too big
hell the Titanic even sank 😛
yeah get a good bikini tan, that'll give you some good XP
I’m a boy
hey boys can have bikini tans
I’m gonna do a lap around the yard to help me think of what should be in my game
- Grass
This is my first game
that is cool but not the thing you should usually share in #ue4-general to be honest
reminds me of wimp loo
Make it as simple as humanly possible.
Should it be a first person shooter
Honestly? It should be tic-tac-toe.
@terse notch I think a shooter will demand too much knowledge for you. I think even TicTacToe would require to much mechanic knowledge
That'll get you the basics of blueprint, UI, stuff like that.
You know what, @terse notch start with this: https://www.youtube.com/watch?v=EM_HYqQdToE
Announce Post: https://forums.unrealengine.com/showthread.php?101051 This Training Stream takes a look at Blueprint Communication. We find that Unreal Develo...
take it from experts, no its not
FPS will need: Health system, widget to display health and ammo stats, Damage-Health->Death, characters, animations, weapons, projectiles, and some map/level design
And either AI, or if you're really crazy, multiplayer
lol, I totally forgot AI
My unreal name is mattyyy games
so BehaviourTree and Blackboard 😄
My first game was MP, because I thought AI was too hard
lol 😄
Boy, was I in for a ride
how hard can MP be, every game has it
To be fair, MP in Unreal isn't as brutal as other engines
Still not beginner stuff though
When I do MP, no players can shoot except the one who hosts the game (who will shoot for the others too)
Epic games owns unreal engine!
...you don't say
oooh thats why everywhere there is this Epic label stuff 😄
My life has been a lie
glad they printed the logo on the polos right
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.
im 31, still hitting rocks with sticks..
That’s why it said I already have an account
Its Luos, quick, throw some Higgsboson particles at him
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
Is it unreal engine 4
Unreal Engine 4.20.2
dank engine 4
NotUnityButBetter 4
Why does it say I need to download epic games launcher
I’m downloading unreal engine
Because you do.
I already have it
Then use it.
You download and install UE4 from the Epic Launcher
fortnut and unreal engine have the same launcher
you can tick a box in the launcher's settings to hide the games (like fortnite)
I wish they would put Fortnite somewhere else... in a basement dungeon or some wierd dark forest with only dead trees
wait a sec, why did no one tell me Epic games owns Unreal Engine
Tim said "Dont tell Mon"
jeez you guys are not helpful at all -_-
¯_(ツ)_/¯
@upbeat trench you thought Activision held Unreal right ?
Blizzard powah
tencent is epic's majority shareholder, right?
Not quite, they have less than half
close enough
isnt Tencent going bankrupt?
pff no
haha i wish
I read somewhere they lost billions
Ofcoarse cuz Destiny 2 is made with Unreal Engine so why wouldnt I think that @languid shard
which is like pocket change for tencent
Destiny 2 is not made with UE
It's Bungie's engine and doesn't have anything in common
tru
How long does it take unreal to download
depends on your speed
∞
took me about 20min to download and install on a 1gbit connection
it takes 8 speeds for me
lol
Bungie needs a chord not an engine 😛
<_< when ue4 refuses to import vert colors
wow luos
?
nah just a fan
You want his autograph?
lol haha
just a regular tiny person
I hope you sign in particles 😛
i could :p
Luos is the only man alive to texture solely using substance painter's particle brushes
< has substance, never used it
Get him! Such a heresy must be punished! 😄
lol
That's sculptable topology, right?
hehe
that moment you realize your brain is more messed up than previously thought
hehe
Is there another way to hide the sky sphere from wireframe view instead of pressing the eye next to it?
I have been waiting one hour for unreal engine to download it better be worth it
@crude jasper depends on the needs. sometimes bp's are better, sometimes c++.
I have been waiting one hour for unreal engine to download it better be worth it
no need to repeat yourself
I've been waiting all my life for.... nvm... -.-
This linetrace isn't hitting anything, why? the Cevents are connected to a shooting event in the input
set DrawDebugType to Duration with like 30 seconds duration
shoot around and make a screenshot of that
It finally downloaded
now time to install, will take 2*DownloadTime
Still nothing, it's not spawning emitter nor the print string debug is showing when i fire
so if its not giving a trace line.... does it even fire at all?
it fires only if the branch coming after linetracebychanncel is false
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.
is there a maximum on how complex the collision geometry for a mesh can be?
My first game is a 2D side scroller
This is my first game should I make it with blueprint or c++
@tawdry storm https://docs.unrealengine.com/en-us/Engine/Content/FBX/StaticMeshes#collision
This article isn't dedicated to the complexity but it doesnt cover a part of it
@terse notch Its not really a process of if to make it in BP or C++ it should be what do you know better
Did something very important just got deleted here ?
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
@grave nebula if u mean that gif 🤷 i dont know who is that
@fierce tulip So shatter 1 dream a day? 🤔
bit less hehe
ShatterDreams function only support int, no floats :d
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?
Hmm, a cube with a small bottom than top?
or a hexagon shape with a smaller bottom?
but that wouldn't be hollow
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
by using the "complex as simple" option?
yea
doesn't that have the limitation that you can't push it around as a physics object?
yea, that
because I kinda need that aswell 😅
your thing is quite a pickle to do hehe
I guess I'll just have to go around with a few boxes individually
and see if that works
Anyone use TrueSky?
jeez, I never realised how complicated it can be to make custom collision meshes 😄
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?
can anyone help me to fix this problem in ue4 through screenshare in my dms pls
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
you can't use c# in UE4 really.
the top three
ouch 16gig 😦
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.
do you mean change the grid snapping scale? the object scale?, or the measurement units name?
The grid snapping scale, I think @charred dove
lol
im just trying to keep him on the wall he is currently climbing O_O
@plush yew what's supposed to be happenign here? Lol.
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
oh nice, did you buy the stylized plains pack by chris sparks?
Yeah I have the plains trees in the background.
And some of the rocks somewhere too.
nice
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!
Did anybody have an answer to my scaling issue?
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
move them back, and move them properly in the content browser
No it didn't work Luos, but never mind I got the one from the saved folder fortunately
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
guys is there anyways I can get my BasePass lower than 1.23, i feel like its high?
then when i play its like this
there is only a few buildings rendered in
thats bearly anything imo
Cool map @bitter iris
Lol, ty most things are despawned with a cull volume, i just dont get why the MS is so high
easiest is just to photoshop the numbers into something you like.
kill em all!! ''Diacrisis game''
try using the profiler, that should allow you to pinpoint the issue
@fierce tulip I have just dont know what it is tbh
I can’t make a good game in a day you said!
hahaha.
I’m not kidding
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.
Is there a way to turn a progress bar into a circle?
No I made the game
wow that's incredible
you should see if tinybuild wants to publish it
seems right up their alley
which jam?
not today
13?
maybe idk but they only stream on Thursdays now so would make sense
IM GONNA FUCKING SUPERGLUE THIS GUY TO THE WALL IN A MINUTE!
https://gyazo.com/26817ff0f274fa715bfa896620d6e509.mp4
looking at that page it says 13th
nice greggy better then the climbing system i tried to make once haha
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
@novel ember very aware, thats why im not using walking or falling in general
How are you handling movement?
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)
@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
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?
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
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
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
Foliage improvements definitely needs to be added as a trello card for a future release 👀
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..
You may want to try source-control
@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
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.
dont thibk so
Ye only found some for "checked out"
How do I make pak files for my game?
can someone please make a video tutorial of this https://wiki.unrealengine.com/Loading_Screen
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?
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
Makes sense. Had an idea for a game and was wondering what process looked like for other people.
it varies depending on the size of the game, but developing the mechanical concept is key
@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)
pretty much
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
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
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
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
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
Yeah, but the world doesn't depend on game mechanics
they should
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
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
I would always start a story game with writing a novel of arbitrary size about some interesting characters
I've been playing Prey recently, and it's fairly clear the story came quite late in development
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
and whilst the story isn't amazing, it does have a very well defined setting and world that meshes neatly with the game mechanics
I like Fallout New Vegas
When you play that game, you hear mentions of events that happen outside of the game script
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
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
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
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
it's an example of a game with little or no mechanical development
I kinda disagree, but not entirely
I think there was a lot of work put into presenting the games story through established game mechanics
it was a big improvement in terms of polish, but it was fundamentally the same game
They didn't invent new game mechanics, but I think they walked all the same paths from the other point of view
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
anyone know if two widgets that reference each other will create a circular dependency?
they could
A game-building script wouldn't be a linear set of events yeah
hmm I was hoping I wouldn't need to create another interface
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 😄
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
You can get to the result by many paths
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..."
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)
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
well they tend to not just pop up out of no where, they tend to be created
yes I think what I'm doing may create one but I'm not sure
it's usually pretty hard to create a circular dependency to be fair
is it?
if you're working outside of native code, it's tricky
its easier with UMG than standard BP
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
I've only managed it with standard BP - characters and numerous components
Ark is a very old, and heavily modified version of the engine
@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
I did it between UMG BP and standard BP
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?
perhaps
Well
For the elements of story that have to do with game, I do agree with you
Yes n no
You don't wanna your creative dudes to come up tomorrow with "can we add magic and mana to our sci-fi game?"
Story can drive gameplay, but gameplay can drive story
magic and mana would be mechanics, though
in any case, whether that's reasonable would likely be defined by your setting and themes
Zelda botw story was driven by gameplay
Magic is part of your worlds physics
If your world doesn't allow magic, magic and mana don't make sense
I think you're confusing stories and settings
Magic != story
If you decided to make a game about space marines, but then decided magic is involved, you're now making a different game
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
No ur not
Middle Earth is a setting, the Lord of the Rings is a story
Look at outlaw star magic n space
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"
You need to go read err
Gotta build up some characters before you go use them in a game etc
but there's also no reason Space Marines can't be magic, just look at Warhammer 40,000 :p
Game design throufh lens
Sure. But that's a story and setting that were made that way
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
but none of that is relevant when you're developing your game concept
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
it's completely irrelevant
Just to making it more deep and rich
and if you decide to cut that vendor
it'll only add depth to a game where that is relevant
you just wasted time developing an NPC which never needed to exist
You don't develop John NPC from the start
Dude the fuq u saying
But you develop a bunch of characters
Makes no sense
John NPC shopkeeper might have gotten cut and his character reused for the side character in some new quest
Your saying the opposite of what i have been doing for past 3 months for work
youre stuck in an RPG box I think
^
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
That's not what we are talking about
Wut
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
Fps != smaller story jfc
it is what we're talking about though
Should you develop the world before or after you have developed the concept of your game?
That is the question
neither
Then then answer is no and yes
it develops alongside the mechanics as part of your needs
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
Because u cant do 1 with out the other to some degree
I think building world after you've started building game will result in a shallow game
That's my whole point here 😄
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
shallow games emerge when narrative and gameplay elements are detached
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
Read rules
k
Also another example is fortnite
Whole thing was made massively before the story was even toucjed
Touched
Like what 4 years or something
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
does anyone wanna make a game in unreal engine 4 or whatever?
Fallout is actually an amusing example - when it was early in development it was a game about time travelling
ecks dee
the Fallout world was developed quite late
@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)
Idk why ur still trying to reinforce your point when u have been given multi examples
Because this isn't a thing you "win"
Well Prey is actually a great example since its changed how many times to get where it is now including the cancelled projects
Shame on you for thinking about it this way
Same as you dont need a game to dev a story
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
where do i ask if anyone wants to make a simple shit game for fun
You're not obligated to anything by simply being born
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
When u enforce rules on development like that the majority of the time you sre hamstringing your self
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
k then
@plush yew do you have a specific project you're trying to gather people for?
idk
U wont really find any randomers to work with in here shaggy
You would get further if you offered specifics instead of just asking for generals
me and some irl friends were supposed to assemble some stupid bad quality fps
This is the chat to talk about that
Majority prof / free lance / hobbiest herr
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
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
Im sure there are writing for games courses out there, just not as many as the other fields
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
Also gotta find that story about that one guy from Bethesda who does all the cultish writing
It was amusing
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 😛
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
sounds like Robin Williams in Good Morning Vietnam
ok, does anyone want to make some really shit FPS just for fun and practice?
@upbeat trench yeah, gotta be very used to game writing, can't just take a novelist into videogame writing
no
@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 😄
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
Cool!
aha, found it - this is the original planned setting for Fallout, for those interested:
https://index.rpg.net/display-entry.phtml?mainid=2142
I wouldnt say Im a particular good writer though or I might have pursued it as a career
Quick question
churning out 10 books in the space of what it takes to make a single game sounds awesome to me 😛
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.
you can normalise a 2d vector
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
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 😮
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
"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
you're describing game content though - this is the kind of stuff that comes later in development
Is it?
Dunno. There are other gangs in Fallout that never got much recognition in the games, but have same sort of short story about them
it's neither informed by the game's mechanics nor are the game mechanics informed by their existence
The game content is the actual NPC's in the game that shoot at you and the assets that make them up
they're pure content
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
looking for coders that will help make a stupid low-quality FPS
thats just practice lol
dont really matter what it is tbh
@wary wave is it how they developed original fallout? There's sadly not a lot of dates on their design docs
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
Even if same codebase and same gameplay concept, that wasn't yet Fallout though
exactly
There are no dinosaurs in Fallout
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
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
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
the point is the story came after the game mechanics
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
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
Vipers don't appear in Fallout 1 apparently btw
And they were written around the same time as the Fallout timeline
they're named only
Yeah
they were cut in development
They were probably never added in the first place
there are assets for them
Ah
they were cut because the budget wasn't there to build their part of the world
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
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
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...
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
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 😐
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
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
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
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
hey anyone know any active unity3d discord servers?
@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
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
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
A nicely linear, water-tight structured game
Rather than the big sprawling semi-chaotic behemoth worlds that are so common now
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?
@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.
Hi, could anyone help me understand where this 'spatialos.json' file is supposed to come from when im setting up spatialos and ue4?
hi guys , i have a problem as , montage is not sync at multiplayer
UE4 print string development only,anyone know What does this mean?
I want to use print strings to implement some notifications in the game.
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
@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.
@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 ^_^
@weary basalt Thank you, Sir
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
hey guys what are the legal rights to sell models on market
you must own all rights to the assets
usually it means made by you yes
you're not allowed to sell something that you don't have the ownership/rights off
The aim of the Unreal Engine Marketplace Guidelines is to make obtaining and distributing great Unreal Engine content easy and beneficial for everyone.
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!
@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.
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.
@iron depot post that in #looking-for-work
and dont fricking spam it everywhere
ok i had not seen the message before
thank you so mcuh
how do i get permission to post in #looking-for-work ?
please read the pinned post in that channel 😃
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
you might want to try #animation
okay so I tried and followed the steps of https://docs.unrealengine.com/en-US/Engine/Content/FBX/StaticMeshes#collision as closely as I could, but whenever I import my mesh I get some shapes that are fine and some that are strechted to ridiculous dimensions, any idea what could still cause this issue?
ah, sorry didn't see that one.
@tawdry storm what are you trying to achieve?
Iirc custom collision for a bowl
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
I just tried it with one of the collision meshes and this is the result
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
With many meshes it could be a performance issue tho
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
@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?
my suggestion exactly :p
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
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!
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?
Just direct message them as normal
thanks trashbot
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.