#ue4-general
1 messages ยท Page 308 of 1
damn
look at what i just found
The goal of this project was to study in detail the entire process of creation of an HD Game Asset, based on one of my previous concept.
From the Baking process to the final PBR texture, using Substance Designer.
Itโs also the result of an awesome collaboration with Allegor...
What folders can be deleted to reduce the project size? I would want to conserve configs
Help me
cant help with 0 context \o/
need more context than 5% still
what's the error?
Logs, error's, etc
did u install the correct packages with vs2017
I'm using VS 2017 ๐
idk, generate VS solution again?
@inland seal all materials are fine
i dont see the ue4 box ticked
i cant remember whats under it
but pretty sure there is guide
no
follow that guide
u have a ton of stuff ticked that u dont need for ue4, assuming that is all you are using vs for
Got win sdk 10 and 8.1 ticked yeah?
not yet
uki
win sdk 10 and 8.1
muse be choose manual in Invidiual Package tabs
Why we need win sdk 10 and 8.1?
Because the engine uses items that are in those SDK
Welcome to developing things on windows
It also depends on which version of Unreal Engine and which version of Visual Studio to know which version of the windows SDK you need LOL
which is why the guide is a thing
imagine a world in which setting up an IDE for a complex software such as UE4 was a trivial process
yeah
lmao I just had an amazing bug
I was running into an issue last night where I'm using Flying for custom character movement stuff and my character would just kinda get off the ground without jumping or anything if they moved too fast
I'm using a custom event for gravity too, so I just set it up where those gravity impulses don't affect you if you're grounded
Which works for flat surfaces, but for point-based gravity (ex. Super Mario Galaxy), you can just walk right off the surface and still be considered grounded because the directional impulses are no longer updated
So you can just walk around thin air at obtuse angles
Why nobody can respect #looking-for-talent posts? Everybody react with a poop lol
a lot of the premises are silly
It's easier to sell yourself with references in stuff by posting talent
You provided nothing that'd draw my interest - not even this is a chill group to work with does
Im not complaining lol
I added a poop because you called it out
A lot of the looking for talent ads amount to "new upstart indiedev ShadowBlaze Studios looking to create AAA GTAV meets Super Mario Bros. 3 open world arena FPS" and clearly don't have a lot of actual existing resources behind them
Poop is nice though
Also anything with a lot of effort detailing the work but is unpaid deserves the poop emoji
Umm, my game is literally almost done
Really? Money is everything? All you guys care is about money?
I mean if I'm working for someone else yes
dollar makes me holla
I already do a significant amount of work on something that I may not "break even" on.
Well, programming games for me is a hobby lol
Not a work...
You guys dont have to be so negative
Well, guess what? A lot of us actually do this for work
Just because I am developing for fun
And you asked for our opinion.
Sure, whatever....

Notice that I do not react to posts in lfw with poop emoji
I'm not even really calling your post out
But hey, while we're being defensive I thought your group was easygoing and cool dudes
Wdym?
Besides, I'm sure a lot of people would be willing to work on little projects for free
But I've noticed a lot of the frequenters on the discord moreso than the reddit are doing commercial stuff in some capacity
Again, Im not complaining, some guys did dm me and have joined
Great ๐
Well if you're interested in what'd make your posts more attractive to the "serious" crowd we can give some tips.
But we're not actually agitated that you've made the post or that it may have people help you
Maybe you can
Anyways, good luck with your search, but I suggest you to work in a actual company and not that little unknown projects...
Well yeah, maybe I could.
No no no
Fine, I mean. I ... am working with an actual company.
whatever clearly we're talking past each other.


Domt actually ban me plz

Oh shoot

god i love this discord

hey i have a question
If i create a session
enter a map
play with 2 players
and change map
do the changes to that map like picking weapons and stuff maitain
this is for debating whether job posts are worthy
LFT makes me laugh sometimes
also, actual blueprinting question
How would I go about getting the angle of a hit normal relative to the player?

I'm trying to do the same thing as Walkable Slope Height but separately basically
arcos the dot of hit and player forward
I have a honest question: do you guys hate me? ๐
Knowing Rei, you'll have a friend you can't shake for months on end now.
u need try harder than a lft post
LFT posts are complicated, someone asks "hey i want a friend to make a game", the answer is "post in LFT", poop emoji ensues
:(
I think its less the unpaid/royalty aspect and more the nature of the posts with the context of payment. I get that you can't really do a lot with the format - but something more than "Hey the games cool please work on it" while not being as arrogant as "Make my entire game literally for free" is going to get better reactions from the crowd that lurks in LFT.
I've actually never seen a royalty project in there that'd get me to be interested, despite the fact that I've heavily debated working on one recently.
My game costs 1$/developer and its gonna be published on steam.
if u make a 100 sales that be impressive
Yep
most likely u will be buried though
Why?
@polar hawk is this correct?
with out marketing or pre audience
Nah dw
Everybody earns a dollar for each purchase of the game
Oh duh. Yeah that's correct
u do realise over 10 games get released on steam every day right
:p
ul be lucky to make any sales
sorry I had the string output connected to a print string node that wasn't tied to an event lol
It was outputting 0 so I was confused
Btw I mainly posted the lft post just for making the development more interesting so I can meet new guys and stuff
aye
You also have to factor in steam and epic's cut.
oh ye
Yeah yeah Ik
Steam, epic, tax, vat if applic
5% for Epic only if I make 3000$ of the game
Do u have any marketing?
It changed!
Sure it issss
either my potato brains have fallen out
or forever
since ever
30% cut in stores
No way bro
100$ for publishing it
after the init cost
steam's cut isn't as codified, but you can expect in that ballpark
You think the $100 is their cut of the entire game?
They are making so much money, I didnt know that!
on average u can expect to lose around 50% of profit
That's a barrier to entry - its meant to pay for them to vett the product and as a deterrent. You actually earn that $100 back.
You know what, fk it, I gona publish it with another way
If you never get the entry fee back then they win cause you paid them ~$80 or w/e to get on there.
But again, I mainly do it for FUN
If you're not interested you could always go work on the project.
btw if u dont mind me asking since u didnt know that
have u setup a limited company? as a legal entity
highly recommended
I see no reason why you should continue this discussion if every valid point is dismissed with but its for fun
If I am not making money, do I have too? -_-
join my project
To*
Well it should be done in general before u even try and put it on steam
You put it under the company name
Please stop being offensive
im not a lawyer tho, so u know
nah I'm not gonna convice this guy to do anything he doesn't wanna do
just tips and tricks i have been given / researched my self
Not you rei
steam'll let you put stuff up under your own name
Yeah they will, but not recommended
Rei, I guess it costs tons of money to make myslef a company yeah?
no
not really
just setup a Limited company
i only know for UK
no other states
Its not really expensive here
Oh, so you dont get it. My country is pretty much poor so the prices are very high
So yeah, problem
well
dont quote me on this, its been awhile since we had a proper talk about this in slackers
but one of the great things for having a company
is thats its a legal entity
So that your not 100% responsible personally for the product
otherwise your accountable for the product 100%
i mean anyone can sue anyone over anything these days u know
gotta be careful
also then u have stuff like tax brackets and stuff
So after I will make it, can I publish my game to some guys, and they will pay me on paypal or something in order to get a code?
if all the money goes directly in to your personal account
then well yeah
expect your bracket to fly the fuck up
sure i dont see why not
My English sucks, so, excuse me?
idk how paypal handles goods like that though
Omg a lot harder than Ive expected lol
I know paypal, what's the question?
How does paypal handle digital goods like games codes,
how does there policy protect the seller and consumer
@silver crown can I develop a game, publish it for free in some places, and if someone wants to buy it, he can purchase it through PayPal and then he will get a special code?
Easier than paypal?
Itch? Is it good for stuff like that?
<@&213101288538374145> i think we need a few bans over in #looking-for-talent
yes exactly that guy
Thats me
and the guy before him probably
I agree.
Oh hi there pfist
Is good to know that gay bashing, racism, assholerly and other things go unnoticed but #looking-for-talent gets immediately shouted out.
Boy, what a fun and professional conversation we have today.
Yeah, sorry about that.
@polar hawk that's because i noticed the thing in lft, believe me i'd have called the mods a million more times if i had witnessed any of the assholery you just mentioned
I knew i would get banned for following the crowd and doing an emjo on a lft post
You're not the only one who noticed, it was reported by others immediately too, at a crazy high speed comparatively
oh wait wut, did something serious actually go on i missed?
I'm curious if those channels are much more watched than others
probably because people have notifications on LFT, because you know, money..
also while i am here jfc released is a shit storm of a channel
I was kinda mad about those guys that dont know how to be mature so I wasnt mature too :)
@plush yew so telling everyone to commit suicide is the smart reaction towards a few shitheads behaving like what they are?
Nonono
You know you can just call me out, right?
Im just seeing tons of suicide reactions in some lft posts, not even mine
wth is a suicide react
Wdym call me out?
not a thing
Its like that: ๐ค ๐ซ
how did u read that as suicide
Is it possible to detect if a ChacterBP isn't hitting something?
I'm trying to do it without overlap events but from what I can tell the hit event only counts the actual hit
oh nvm, figured out a solution
@novel ember maybe just get the distance to it, and then use an overlap check only if near enough?
I found a non-raytracing solution actually
but the engine probably already does that internally anyway
My character is in Flying mode all the time and I manually assign walking / falling parameters because gravity is uneven sometimes
overlap events don't trace rays
So it uses hit events even when hitting the floor
overlaps are just physicless hits
So basically I just make the Hit event's normal a variable, and after a fraction of a second of not hitting anything it resets the vector to 0,0,0
Sorry yeah I meant to say I was trying to minimize using overlap events in this case
but if you check for hits all the time anyway then overlapping shouldn't increase the load significantly
Hits don't but overlapping seems to
but hits are overlaps
Not checking for overlap events specifically, but having the level utilize overlap events on structures and stuff
Like, having the walls and floors use overlap events has reduced map performance for me before
Largely because a lot of the map is primitives strung together rather than unique meshes for an entire building and stuff
oh did you make sure they can't trigger events on each other?
and actually cant even have any events, but just allow others to overlap?
the walls/floors etc don't need to overlap anything but the player, and the player is the only thing that should have events on it
They don't overlap one another, but there are various overlappable actors (ex. gravity volumes) in the maps which also contribute to that overhead
hmm sounds strange
My collision is kind of a mess
It's very particular and organized, but it's still a mess
So I'm trying to reduce as many variables as possible with that because there are certain relationships between projectiles and projectile barriers (think Metroid), but with it being in 3D it's a bit more dynamic
cant re-generate sln file
random question
right now I'm trying to build a wall around certain locations
and I like to rotate them so they face the appropriate directions
but whenever I do this, it makes moving the wall and creating new segments harder
since the translater doesn't line up
can I reorient the translater?
i think i know what you mean, try click the globe
https://gyazo.com/32e9907ca3c2d80686a2e7909817344a
...
@charred dove
my
boi
โค
I had three people tell me it was impossible, and bam
right there lol
in different software you have different ways to alter the pivot, i remember figuring this out in the roblox engine about 10 years ago lol
blender is good, as it has options to line up to tons of things! rather then just local or global
I've been working in Unity a lot so there just are a bunch of little things I miss
another thing I need to figure out is the landscape materials
I keep getting tripped up with those
im quite the opposite, iv been using ue4 for years, but just got a job using unity lol
your best off trying to find a 5 min tutorial on landscape materials, any longer then that, and they start talking about lots of irrelevant things lol
right now I'm using Procedural Landscape Environment, so still trying to figure out how they do all their things
and yeah you're absolutely right
so hard to find a video that gets right to the problem you're having
yessss
looks good now
๐
this will make my life so much easier haha
herse a video i found thats 7 mins long, gives you everything you need
https://www.youtube.com/watch?v=XMIXGzdq3mk
oh awesome
thank you
yeah right now I'm trying to figure out vegetation
because all the systems we use
are integrated into the vegetation system
and it uses this weird procedural layer based vegetation application
that I'm still wrapping my mind around
๐
like these
right now I only have like, four things to replace from the marketplace before we're completely marketplace asset free
and this is just one of them that I'm wrestling with
i mean it looks really good ๐
ey I have dedicated server which has an interrelated gpu so it doesn't have DX11, is there anyway to force open UE4? I only need it to check some blueprints and all that not for the level, dont wanna spend on a new gpu yet xd Thanks!
If it's something like a Quadro, the newer models should have drivers. What year is it?
you mean the server?
What are you running the graphics off of? GPU, CPU?
honestly I have no idea since I can't open UE4 xD so might be CPU since the intergraded gpu (some intel hd) isn't much of a help
i really dont think you can run unreal 4 on a intel intergraded gpu
Yeah, you need a GPU.
I'd recommend a GTX 1060. If you're working with 4k, a 1070 or higher. If it's high end 3d graphics a Quadro.
AMD also has good stuff
all i need it for is to check the code to make sure P4 didn't break anything xDD I make my game on my work pc
there is a way but I guess my server is just TOOO BAD xD
welp it almost work with -opengl xD https://gyazo.com/42abaa358f90f9742360c86faa713c80
i cant edit BPs in VS
xD
they only offer the gtx 1070s from who i have
which will cost me 200 to get and install
oh
and then + 30$ more per month to mantain
who is hosting for you?
Rootlayer i have servers only from them like 6 xD
Can you have an empty texture sample for material instances?
but its okeh it's not really important
idk if you want to switch server hosts but i think pulse servers offers servers with gpus
not sure tho
rootlayer has good servers tho
yeee ๐ thanks anywys! โค
What axis am I supposed to be rotating a character for their looking direction? When I do this the value gets set correctly but the character is now on his head. In the editor it is the Z/Yaw value so that is what sent over the network and set on recieving clients. but for whatever reason its not working correctly. I know the values being sent and recieved are the same so its not the net code its something to do with the ue4 rotation system I am guessing. Not very familiar with how it works.
FRotator rot = GetActorRotation();
bs->Write((short)rot.Yaw);
bs->Read(rot);
a->character->SetActorRotation(FRotator(0, 0, rot));
help me! I have a umg button, that works perfectly when running the game in the editor
but does nothing when i run standalone / or build
I'm having trouble with some pretty straightforward math, and I think I'm just missing a step
I'm trying to get my character's movement input to factor in the last hit normal so that on the ground the input works relatively, like when going up a slope
Up until my now my movement inputs have been using the Z-axis of the player's control rotation, getting the forward and right vectors from it, normalizing them, and plugging the direction in that way
Where would I need to integrate the hit normal to properly relativize that?
@pallid compass I'm pretty sure you can, but personally I like to use a 100% black 16x16 texture as placeholder.
@novel ember So, you just want to make the hit normal be the new "Z"?
You just need a simple cross product.
If I'm understanding correctly, yes
If you do crossproduct(SurfaceNormal, PawnForward), you'll get your new Right vector.
Essentially I want the character's movement to be treated as though they're always parallel to the ground they're standing on, but without actually rotating the CapsuleComponent
Then crossproduct(RightVector, SurfaceNormal) to get your new Forward vector.
X cross Y = Z. Y cross Z = X. Z cross X = Y.
You have your new Z and your old X. You want your new Y to be perpendicular to both, so you cross your new Z with your old X to get the new Y.
Now you have your new Z and new Y. To get the new X, you cross new Y with new Z to get new X.
Make sense?
X = Forward, Y = Right, Z = Up.
Okay, yeah, that makes sense, I was getting tripped up because I wasn't thinking of breaking it up per axis like that
Technically, you can also use the old right/Y instead of old X. You'll get slightly different results simply due to floating point error.
(And obviously you'd have to do slightly different cross products, not just using old Y in place of old X)
Has anyone got UMG invalidation to work before? having a few issues with it
Yeah, that totally works, thank you for the help
I've gutted a significant chunk of CharacterMovement at this point because my whole movement sandbox has a lot of moving parts, but have you guys ever played around with directional gravity support for the default Walking / Falling states in CharacterMovement?
EVERYONE PLEASE VOTE IT IS IMPORTANT: https://issues.unrealengine.com/issue/UE-63843
Hello
one quick question
can we record a video after implemented ARKit with Unreal engine on iphone app?
we did an ARKit app in Unity and we used the iOS native ReplayKit: https://developer.apple.com/documentation/replaykit to record video
this seems very naive, but i have a question about materials and how they scale/repeat on different meshes
i'm working on this house level and i have two meshes for two different floors that join together
the carpet material is obviously a different visual scale on the two different meshes
i'm thinking one way to solve it would be in the UVs
but i'm wondering if there is another way
through the material editor or anything
i also know i could use a single mesh for the entire floor that has that carpet material, but that's almost the entire floor of the house and then i'd only have the single lightmap for that whole large floor
@desert sandal can you implement ARKit with Unreal engine?
can you do video recording also?
do you mean take a video recording of the screen? or capture video from the camera of the phone?
i'm assuming you want a video that includes the camera capture with your augmented objects?
yes, I mean for taking a video recording of the screen which showing AR function.
yes
right
i have not done that with unreal before
but in the Unity app we used that ReplayKit, which is a native iOS API for recording the screen
i don't know if a plugin exists for unreal yet or not
well, the plugin would just call the system methods to start ReplayKit
all iOS devices already have ReplayKit, you just need to tell it to start recording, tell it to stop recording and then access the video file
but again, i don't think i've seen that plugin yet
this is all i could find
All Things Related to the Unreal Engine Marketplace. Discuss Marketplace Offerings, Request New Content, Promote Your Work.
you could message that user and see if they have successfully connected unreal with replaykit, otherwise you'd probably need to figure out how to do that
Does anyone know if in general it's possible to have an actor with no scene component in unreal?
I have the weirdest problem. I have this umg, that has buttons on it. In the editor it works perfectly. When I build my game or when I run it in standalone mode, the buttons aren't working. The mouse does highlight them, but the click event is not happening.
I have been able to solve that problem, by choosing on event pressed instead of clicked, but the problem remains for a text box I have in this umg. I can't click it, so I can't write in it.
Why is it when I rotate my character via a->character->SetActorRotation(FRotator(0, 0, rot)); it is spinning him on his head upside down?
Am I using the wrong axis? that is the axis i rotate it in in the inspector
hey guys
why would controls be working fine in editor but not in packaged build? (checked input config already)

Are you able to I looking for talented Augmented Reality developer how has experienced in ARKit framework and Unreal Engine 4.
Functions:
- Video Record (without Audio) and save to camera roll.
- Screen Capture and save to camera roll
- Replace the 3D objects in scrollView (similar horizontal collection view in iOS apps)
Send me iPA test file through installrapp.com or diawi and share the source code after complete the project! Send me your best estimate! I will process bit Unreal Real engine project with you if you can do this job ๏ฟผ
hey
Suddenly a friend request from someone I've never talked to before.
@winged plover I think you're mistaking this for a gaming discord.
This is a game development discord.
Is it possible to have a main level with dynamic lighting and a sublevels with static lighting only (and no overlap in lighting between levels)?
Has anyone worked on UWP-supported UE4 Editor? Iโve packaged a game for UWP, it deploys to my Xbox, but when I start the game, it stays on the splash screen, and then proceeds to close, saying that it took too long to load and to try again. I am running the game in game mode, Iโve also tried running it in app mode, and that doesnโt work either.
^does it load in a normal packaged build?
But all the money they make with Fortnite, who knows. It might help them finish UT.
they will continue once they add a BR mode to it ๐
- UE4 documentation
- Youtube
- Udemy
- Digital tutors
- And so on
More importantly, what do you want to do.
a ww2 roleplay game
What kind of RPG?
Cyberpunk 2077, but WW2?
rpg is 3rd person right?
I dont want n rpg finally
I want a ww2 game where there is 2 teams
they spawn in their hqs
and they need to do objectives to win the match
What camera perspective do you want?
First Person?
3rd person?
@dark depot The package is getting built and deployed. But the game level is never loaded.
It is stuck on the splash screen.
You can download the ShooterGame demo on the UE4 marketplace.
me?
yes
will it teach me level design?
Boy, you have a long journey ahead.
I got that ๐
will it be useful?
Sure
@foggy chasm hmmm no packaging issues? and you have the lastest builds for uwp?
and you have it set to load a map haha
@gleaming latch With UE4, when you launch the Editor it gives you the option to start with a 3rd person or First Person template.
Or you can download the ShooterGame demo, it's multiplayer. And start with that instead.
@gleaming latch any thing is possible but that would take years look at how many devs work on battlefield
How much time it will take you to make games is totally up to you.
i would say start smaller buddy
@dark depot
Yup. this is what i am using
UE4 4.19
Windows Sdk : 10. 0.17131.
Visual Studio 2017.
DEfault Game map : set to ThirdpersonTemplateMap.
so I start making the map first?
you could create a ''TestMap'' first.
A gym to test your gameplay.
And maybe install 19.2, I was personally not able to build with 20.2
in visual studio
^idk the uwp builds need a specific version
so look
I make a small ass map
with target practice
a runway
and a tiny forest
right?
I start with that?
snoovvy what you do is up to you.. are you wanting to make a full game or just a map?
a full game
and @foggy chasm im not sure what it could be then maybe post in the forum thread on uwp but i would also try making a normal windows build to see if it launches
so I start with the gym map
and then moddeling the carachter
then making the animations
and importing it?
after idk
@gleaming latch ok well battlefield has 1000s of people working on it so..... maybe learn the basics of making things in game then slowly make bigger games
i always say start will making tetris or pong
he is 13. he got all the time in the world.
I will try recompiling the engine with specific Sdk version to start with. and try to get all the sdk versions aligned together.
@dark depot Thanks. Will post once I have tried it.
Thanks
@gleaming latch What you need to know is the fundamentals.
- How to build Geometry in UE4
- How to use UE4 in general
- Learn how to draw (concept art, character design, weapon design, etc.)
- How to model, texture, bake game assets (props, hard surface, foliage, etc.)
- How to make game characters (Zbrush, anatomy, etc.)
- How to rig and animate
- How to make particle FX
- How to design multiplayer maps
- How to design multiplayer games
- Design or purchase sound FX
- Compose or purchase music tracks
- Learn how to use UE4 - Blueprints.
- Learn C++ programming with UE4
where do I learn all this?
Either you use the internet.
Or you find teammates to help you with your project.
Or you get rich and pay others to help you.
Or you pretend to be a small company and hire tons of interns working for free.
That's good, boy.
I wanted to make money so I can buy a new pc
but ya know
I wanted to make something good too
ok so I start with building geometry?
(what does it mean)
Everything that you need to know is already available for free on the internet.
ha I forgot two things, very important things...
- How to build Geometry in UE4
- How to use UE4 in general
- Learn how to draw (concept art, character design, weapon design, etc.)
- How to model, texture, bake game assets (props, hard surface, foliage, etc.)
- How to make game characters (Zbrush, anatomy, etc.)
- How to rig and animate
- How to make particle FX
- How to design multiplayer maps
- How to design multiplayer games
- Design or purchase sound FX
- Compose or purchase music tracks
- Learn how to use UE4 - Blueprints.
- Learn C++ programming with UE4
wait so building geometry is simpler than learning how to use the engine over all right?
@gleaming latch i recommend looking on the unreal site they have a Doc section and a newly released Learning area. From there looking at the forums and once you download the engine the Learn tab will get you most of what you need. then its looking up random things on answerhub and youtube for the things that doesnt cover
those things arnt in order its just things you will have to learn
its why most say start small with a game like tetris or pong or whatever because it will make you have to deal with every part of the engine from UI, materials, models, lighting etc
yes ik that
my overall question was this: what do I start with ( what thing to learn first)
What you want to do usually requires a team of 15-60 people to do.
Doesn't mean you can't do it solo, it's just very unlikely.
thats up to you... you mentioned wanting to make a fps soo look at the learn tab download the shootergame project and mess around
kk
You can also download the Unreal Tournament project that can be downloaded from the Epic Games launcher.
plan your game features from there break it down.... know how to open a door no then make that
dont worry about graphics just think of how a game works
I was asking what to start learning
like whats the first video I should watch
first thing I should look up
have you used unreal
https://docs.unrealengine.com/en-US/GettingStarted look at the docs then
First you might want to learn how to use Unreal Engine 4 in general.
Then you'll want to learn how to create geometry.
And then you'll want to learn how to add objects, interact with them. And that brings us back to ''Blueprint'' which is a Nodal-Scripting visual interface to script stuff. Enter a trigger zone, toggle a light On/Off, etc.
For your project, you'll need to learn how to do multiplayer games. There are several tutorials for that.
you'll have to find them
btw
A game such as LawBreakers started with the ShooterGame template.
do geometry means objects right?
Brushes
brushes for the lanscape?
Unreal Engine 4 Beginner Tutorial Series - #7 Primitive Geometry This is episode 7 of my Unreal Engine 4 Beginner Tutorial Series, In this video I show you h...
Brushes as in ''geometrical forms'' called brushes. We used to call that BSP back in the days.
you use that to create ''grayboxes''. Rough map layouts before adding real art.
kk
I am looking at the virtus tutorial series
There are tons of tutorials out there for everything.
So don't start your project already, start by learning how to make games first.
otherwise, you'll break your legs before you can even sprint.
The softwares that we usually use in the video games industry, for you would be...
- Blender (3d props, retopo)
- Photoshop (concept art)
- Substance Designer / Substance Painter (texturing props, even baking normal maps or else)
- Zbrush (character modeling or 3D sculpting)
No
photo shop isnt free
There are free alternative to photoshop and you can make characters in Blender.
Those are just ''standard tools''
you know when you make an image with colors and then you use it to texture in blender
then when you render your model in blender
its textured
then I save the file as an fbx
and export it to ue4
then when I drag the model in the view port, its not textured
how do I fix it?
By remaining calm, patient and watching all the fundamental tutorials ๐
โ good luck
kk
thx
whats the shooter game template I need to install?
I cant find it in the market place
You will find it on the UE4 Marketplace. You'll find that marketplace in the Epic Games Launcher.
Also, you'll need this.
https://wiki.unrealengine.com/Shooter_Game_-_Toggle_Third_Person
Unreal Engine -> Learn -> Games -> Shooter Game
ohhh
thx
wait
wtf
I am so lost
what
do I click now?
I pressed learn
In the Epic Games launcher, you have Unreal Engine in the tabs on top.
You select that.
Then on the left, you click on Learn.
Then you scroll down in LEARN and at the bottom you'll find Games -> Shooter Game
nvm I found it xD
Good job, boy. (GoW-PS4 joke)
Good night.
anyone use a server to host players for their game?
Any idea what this is all about?>
I want to learn unreal but I have no idea how it works how do I start?
@sacred lotus You just did. Download unreal, open it up. Find yourself a tutorial. Youtube is good, or you can find structured online classes
before watching tuts etc. start here: https://docs.unrealengine.com/en-US/GettingStarted
trust me. thats how you want to start out.
A reliable way to filter collision by team? Ie: players team 1 dont block players from team 1. But players team 1 block players team 2. I would like to do this at the right place. To avoid silly queries every capsule overlap.
a: np, apparently UT does it and I have where to look at to see how to do this reliably
why not give teams seperate coll channels
because they inheritate from the same primitive, and teams can change in the runtime
also, from UT: // FIXMESTEVE do when character gets team, not every tick
๐
and I was wrong, the "IgnoreActorWhenMoving" is... more used than I thought
any chinese here?
Is there a way to export a level made in Blender with modular pieces to ue4 and keep the pivot point at their location?
is it somehow possible to compile a unreal engine 4 game through travis?
@cinder iron technically adding negate hit impulse from OnHit event should make it behave like a solid wall
and thats what I wanted to avoid
I wouldn't even deem that a dirty hack
either that or 2 nearly identical collision profiles
since you do bunch of movement stuff and I know it, maybe you might be interested on how UT is approaching this
basically the little function of "ignore while moving"
- a little change on the cmc
if you have a team framework or a set of functions to handle it, will make this easier
since you can ignore all the actors that implements that interface and match your team
however they do it on the tick, which is not very convenient (but it is reliable due to team changes)
so the recommendation would be executing the function everytime a player gets a team
but not only on the primitive component of the person who changes the team
but on the other target aswell since it needs to update their collisions with you
since you changed your team
can i delete these?
no
Hey, guys! I was altering some values on the character movement component and I'm not sure what I did, but now "is falling" is returning true constantly. I can get the on landed event to fire by trying to walk in random directions when I'm on the ground, but it's not instant and seems a bit random when/if that'll happen. Any ideas what may have caused that?
Yes you can delete that, the next time you run the engine it will recreate what is needed.
I'm not sure. Why not just create an actor class variable?
well, if you are doing some kind of datatable stuff
you could add a new column that will represent the integer variable of your text
it is not posible to convert from text to integer in blueprints
thx.
Okay, so I created a new project, imported the character and I'm still having the same issue. I have another character on a different project with mostly the same set up that doesn't have this issue on the other project, but when I import it into the current, it's not "landing" nfi what's going on.
Has someone experience with cloth physics? I can't get my cloth to collide with the physics asset at all. Goes right through. UE 4.20.2
Meaning?
creating some wepons like a shotgun, pistol , and a rifle
There is a section on the left ''Job Board''
there are some free asset packs on the subreddit if you need something to start with
okay, cool
It's sometimes better to let someone do the concept art and let another create the actual 3D model.
yeah, that makes a LOT of sense
The best 3D artists can do both, but they are kind of rare.
yeah, i can draw pretty well so i have that covered
Which is why a lot of artists, if you look at their portfolio, they all reproduced in 3 stuff from already existing concept arts that they didn`t make themselves.
lucky you!
yep.
so uh I have a really specific problem
Not looking to have the math done, more just looking for the right way to do this
My skybox is going to be using a "globe" since the world's inside-out
The world itself isn't an icosphere, it's an arbitrary, 60-sided shape
What I want to be able to do is figure out the values I need to rotate the globe such that the triangle the setting is on is always flush with the floor
The problem is I don't know how I would go about calculating the rotations necessary for that, as well as offsetting the world location along the Z axis because it's not a uniform icosphere
does anyone know how to make a game with multiplayer out of blueprints and make different models have different skill like one guy has 10 speed and the girl model has 20 speed and make them have like different abilities like one can float while jumping the other can break walls
@novel rover you making an MMORPG ?
@plush yew no i am planning on making 2 different games one you play ass rolling balls and you roll on a track that is skinny and you race with peoople online and you can jump and do shortcuts to go ahead and you can destroy obstacles on the way
the other one is hidea nd seek
I'm trying to make an MMORPG
right now I'm focusing on the world
the animations and skills and all that is for later
and art design and texture design lol i can only build and do simple blueprinting
until I pressed the play button
oh lol\
use the pak that epic has its free there are rocks and you can like build one big mountain
i hate when you put textures on one largething but it gets streatched
im making a mmo too
this is just the tip of the iceberg
I worked really hard on my materials
the snow layer is nice I like it
instruction count ?
Rei does your mmo have birds?
Cause I like birds
well my mmo is kind of complicated
but also simple at the same time
complicated cuz it's the first time anyone would be going with my style. simple cuz players will be making the game and the fights
oh cool
there is no leveling system
how do they make game
your hp bar stays the same no matter how much you progress
cool like overwatch
it all depends on your skills
fighting a dragon ?
deal with it
BUT
that also means
you can wear any item you want
literally
the spells
Are you doing it singleplayer first and then convert it to MP?
you make them
hp never increases
you will be given few fundamental spells
Answer to my question tho I am curious
anyone good with blueprints
for now I'm thinking of : punch / kick / jump / "ranged attack" like kind of throwing a kamehameha / block attack
then it's up to you to combine few of them
@surreal viper is good with Blueprints
increase the dammage which also means the amount of energy you spend gets higher
@cinder iron multiplayer
Directly MP?
yes
but it's here where it gets tricky
Jump is customized too
you can't reach and explore some places
without having your jump increased
and to increase it you need more total energy
coool
and to increase that energy
it's complicated
I'm making a small tutorial right now
a tutorial level
just to begin with
if only someone was working with me
it would be 10 times faster
Rei, you should work with him
I got pretty fast internet so sending files won't be a problem for me
On top of the GAS system using a master server system to manages worlds, and also prediction that is driven by GAS framework, with SQL data support
wbu?
its where u go fast
oh u mean the system
gameplay ability system
built in too the engine
SQL ?
nothing to do with sql
hmm
not really
CHEATING THROUGHT THEIR WORK ?
its a framework
oh maybe I used the cheat word wrong
just like everything else u use in the engine is a framework in some sense
I will do my best
i believe 0% of the people who said they are gonna make an MMO have actually finished in this discord
cuz you always find things u need to add or remove
you fix one thing another thing gets bugged
and so on
and working alone will triple if not 10x the load on you
just got to git gud
working on materials landscape animations characters meshes ETC
skeletons
my god
that's a lot of work
but I'm ready to take on the challenge
no MMO was good enough for me
especially the free ones
they always had something missing
or more
one lvl 60 got 100 times more hp than one who's just 5 lvls behind
wtf is that ?
there is never balance as well
one class is obviously stronger than the other
I mean it's good to have progression
but a HUGE
of a difference
is a bit too much
and the moment you are new in a game
everyone has reached max lvl
ye stupid to give people progressio nand reward for time spent
and you feel lonely through your journey to reaching the top
everyone be equal
I see how this is going
what?
that's why
I made a way
to make it equal while also rewarding players
who spent time on the game
not made it yet
but thought of it
-_-
hold up
wait
hey
anyone here who can gimme some quick help
i need to get the latest stable release version of 4.20
now I know the the branch called release does that
but when 4.21.1 comes out
I will f*ck up
so how do I do it
so I shouldn't go to origin/4.20
I should go to release branch
am I right
@pallid compass
it feels like I am not gonna get much help
I got question, what is the logic behind game menu screen? should I create another map? and what is the logic behind that, how to remove widget and mesh of the character and the movements, I just want it to be UI only and if I pressed play it will go to my map with cinematics
as a person learning UE4 off the website, and coming in with no experience is it feasible to make a multiplayer (more competitive) game, or is it much harder then other game varieties?
hi guys
ahoy

