#ue4-general
1 messages · Page 309 of 1
Im making an RPG demo, but a lot of my game logic i did with Blueprint. I wonder if I should move it to C++ or just leave it the way it is? That includes stuff like hp regen and spell casting and whatever...
so I got this weird bug maybe I forgot something, I setup my main menu on different level and after pressing Play button it will go to my main map but I can't look around unless I hold the left or right mouse button
that's just player character logic. Should i move all that to cpp file?
@next pebble
sorry mate didn't try and I don't even know what cpp is lol
C++
Are we supposed to access functions that have been made "inaccessible" in engine source another way, or is that simply a bug?
Hey how do you change the name@of a service node?
@dire fjord That’s usually by design. If something is protected / private then it’s probably like that for a reason. What were you looking to do?
@gritty matrix In the current version of unreal there are tons of random functions that are suddenly 'inaccessible' according to visual studio. Things like fireimpulse() , SetVelocityInLocalSpace etc etc etc.
Ah, I’ve not upgraded to 4.20 yet so I’ve not seen this. I think I’ve seen others mentioning it though and I believe there is a work around. Hopefully someone can come along with the answer (might be worth asking in #cpp too)
Its fixed in 4.20.3 but not yet released
Do masked materials incur a performance cost on the parts of the mesh that aren't being rendered?
@novel ember yes, it's actually the opposite, if you have masked material that draws something, it's usually cheaper as it blocks things behind it from drawing (if there's a hole, you get overdraw)
at least in principle, I've never measured this myself if it's really happening
would be trivial to make some brute force test and try it if one needs to be sure
I wonder if that overdraw's what's causing an issue I'm having
I have two meshes with separate masked DMIs, which are set up to appear / disappear at the same place
If the meshes are separate like that, they show up fine
But if they're lined up they only use the material of the top mesh for some reason
If I use different meshes (one's higher-poly), they both show up, but the bottom one gets a z-fighting sort of effect
is there a best setting to get the highest quality when playing cinematics?
What release version of VS2017 is ue4 compatible with? I'm having certain crashes because of the latest release I believe...
4.20
@plucky reef cinematic scalability settings and you can even make changes to the .usf files for some of the post process settings if needed (recently did it for motion blur to help improve the quality when rendering)
Also r.tonemapper.sharpen 1-2 can help in some cases where you want to sharpen up but still use TAA
Hey, is there an off-topic chat or something?
that's kinda disappointing that there's not
oh ok thanks
@fair violet and how to set it? changing in the blueprint?
@plush yew read the #old-rules, then you wouldve known 😉
Hello guys I want to ask you can you reccomend me which book to buy or read for s=ql server because I want to download for now the free sql server from microsoft and to make client and to make delivers to the server
@shy silo no chance man
eho
is world machine good ?
I'm thinking about learning how to use it
cuz sculpting a huge world can be.. time consuming
and might not even live up to the quality of other faster ways
@plush yew its cool, but its been overshadowed quite hard by houdini
I think he meant houdini is better
since there's apuchase button on thei r page...
$120 for indies
You have the Purchase button on the top of the software
You are probably using the free license
Which is most likely non-commercial
and houdini is expensive isn't it ?
270 dollars
but it does much more than terrains
thats why its overshadowed worldmachine
One Time/Monthly/Yearly?
worldmachine can only do procedural terrains
houdini does procedural everything
and it can be combined
if I could buy stuff on the internet I would save for it
I guess I will have to make a do for now
if you can handle it correctly.
so houdini is a must have 🤔
Depends. I wouldn't say it's a must have.
It has a fre learning edition https://www.sidefx.com/buy/#houdini0
for terrains its damn aawesome
it all depends on what you want to do.
OH free learning edition ?
looks like it
we're not your personal google service you know
you can't use hengine or export stuff
if I could just build terrains and it's all good for me
also it's non-commercial only
so I can't export ?
Non-commercial is your big enemy :P
Even if it's the full version, you are not allowed to use it in something you earn money with
I see
Use of Houdini Apprentice is limited to following:
Non-commercial projects
Houdini Apprentice cannot be used in the same pipeline as commercial versions of Houdini
Houdini Digital Assets created in Apprentice can not be used with Houdini Engine or Houdini Engine Indie
Houdini Apprentice uses its own file format for saving scenes and assets
It is restricted to 1280x720 when rendering
Rendering to file formats other than .picnc are wordmarked
Houdini Apprentice does not work with third party renderers.
it's indeed the biggest enemy
its the full version, but you cant use it for anything (non-comercial) and it has no export options
You can use a browser, can't you?
I can
I'm sorry for making you do this
I feel guilty rn
so world machine is also non-commercial ?
yes
Create vast 3D landscapes of realistic procedural terrain with the premier tool of professional game developers and artists. Download World Machine.
READ
and the cheap version limits you to 2 cores
I was reading
I doubt it
relax
Hello guys I want to ask you can you reccomend me which book to buy or read for s=ql server because I want to download for now the free sql server from microsoft and to make client and to make delivers to the server
do you want to use sql ?
and most important
what sql
becouse every sql has quite critical diferences
so all I can do now is work with the UE4 editor.. it's fine
it's not that bad
it just needs more hand work
@plush yew this might help http://vterrain.org/Packages/Artificial/
@plush yew also this: https://forums.unrealengine.com/development-discussion/content-creation/28291-community-list-free-software-tools-resources-list It says TerreScultor (currently in beta) is similar to World Machine, it's in the "Modelling, Sculpting, Animation and Mesh Optimization Tools" section
Talk about Level Design, Static Meshes, Physics, and more.
What I like to do is break a pen in half and shake all the ink out on a piece of paper
then scan the paper
volia, heightmap
sounds like a good plan actually
crumble up some paper, scan it, invert color, some filters, and bam, you have a cobweb :p
or a spider terrain
rofl
or a really shitty civ 6 map
rocky mountains are my biggest enemy
go to your grocery store
buy 4 24packs of that cheap ass off brand soda
drink all the soda
smash all the cans together
make a pile with the crumpled cans
take a top down picture of said cans
generate heightmap
get it for $Free.99
a team project ? never met one before
it can be really helpful
Allar the all solutions guy
Got both near and far mp4s
because far was 4k and 1080p crop is still 1080p
¯_(ツ)_/¯
4k gif's are the best for unreal expression
The amount of dumb shit one can do with a 4k camera is astounding
yall got any good heightmap generator ?
one that you trust
and love
not something you find randomly on google
OH
cans
I want to setting sql server and to make order to the server like when I start the game to set uyour username password and email and to register and then to start the game and other things but I don't know wich book to buy or read @frank escarp
My feature request of the day https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1525603-feature-request-getvelocity-flexibility
The addition of an exposed boolean to have the ability to define which velocity the Pawn actors want to get will make definitively easier to work on blueprints
Well there is people there
so how do i make a diving blueprint
If its blueprints adk in blueprints
like this
thats all XD
go #blueprint
and ask there
not here
you need to try at least XD
increasing the mass of the player
And #animation
right
you cannot force it XD
will anyone can say me book for sql server match with unrealengine to make it when I start the game to set you username password and email and then to start the game and after you register then to save your info and log in
like real game 😉
@plush yew Are you looking for a login & authentication service? If so then I'd recommend looking at something like GameSparks. Setting up your own servers for this stuff can be complex.
and to send me link to the book
@gritty matrix yes exactly this but I want to setting my own server free for now to learn the database and I iwll download the free sql server 2016 from microsoft
Ah, OK. If it's just for learning then GameSparks might hide some of the good stuff away from you. Rather than using Microsoft SQL, I'd suggest looking at MySQL or maybe MongoDB depending on what you want (both are free and very, very widely used so it'll be easier to get community support).
Google for something like 'setup mysql on AWS' to get the service running, then you might need to search for something like a nodejs tutorial to create a service you can call to perform the login step. (something like this: https://medium.com/@dev2605vyas/user-login-registration-and-authentication-using-nodejs-express-and-mysql-7329cae3a17)
Can somebody help me? Everytime I add an animation in my animation blueprint, the mesh disappears
ingame and in preview
applying the same animation as an animation asset works ingame
I want to make it woth mysql not js and okay for the microsoft sql but I want to use sql server 2016 from the microsoft -
will it do me? @gritty matrix
im trying to reset an array value to "None" anyone know how to do this
im so confused right now then.. shity
to set an array value to none, literally set it to none
@plush yew MS Server will certainly work. I don't have loads of experience with it myself because I've been more MySQL focused.
You will probably need something like a nodejs layer in order to process requests and responses to the database. The game must ask some service to log you in, it shouldn't communicate directly with the DB. There are plenty of alternatives to js though so take your pick.
there are nodes that allow you to set specific array member values
why you'd want to do this with a get all actors iterator, I have no idea
that makes no sense at all
so i have bunch of code which works when it's set to none
problem is when i want to unequipt a weapon
theres no way i can find to set it back to none
what it looks like to change weapons currently
what happens if you just destroy the actor you are spawning for the weapon?
I mean you have a weapon somewhere in the world you spawned in and attached, what happens if you destroy it when you are done with it?
if i destroy it, it continues with animations set for the weapons
instead of the no weapon animations that work with none
ok, so how does it know which animations to use?
if its set to none it uses a set of animations
set what to none?
yep thats where it gets it from, but where are you setting it to rifle for example?
is it checking the BP current weapon ref variable?
hold up trying to find out, been stuck on this for ages, im going through the anim bp trying to find it ofr you now
aha okay @gritty matrix but withe the server that I mention you it will be-yes?
i can see where its getting the poses from animationstates, im trying to find where its assigning which one to use
i think this is it
@plush yew Yes, MS SQL Server will work fine as a Database, but you'll still need the layer that sits between that and the game. Maybe MS Server provides some of this, I'm not sure so you should check.
so I must to elearn what?? for the server and thus log and register system to make requests to the serveer? And about the server it will be install on the other computer not to this to don't spoil the computer although it is faster than the one it will be because this computer is from July this year new to the games and the old one will be for the server-is there no problem?
what to check?
yep it looks like bp current weapon ref which you are setting in your first picture
I will install the MS Server and then to learn what database or sql or??
just literally call that set node again without anything hooked up to it and it will set it back to none
I need some help in my multiplayer game, how can i drag a ragdoll to safety, drag another player while dead from one location to another? how is it even done
which one mathew?
The Set node for the BPCurrent Weapon Ref
hey guys, if i update my cpp class for "character" (the default one), does it update the Third person character BP?
well that wont get called because you are destroying the actor before it's called for one thing
and second it's possible you need to set it to the default and not none if there is a default it is expecting.
the actor is the gun, its seperate to that node
you have to debug the code and see what it looks like before you equip the weapon and then make sure it's set to that
ah yeah gotcha didn't notice the destroy actor was plugged into something lol
debug your animation BP, put a watch on it before it set the animations and watch it when its running with no weapon. Then see the path when it's equipped. then check it again after destroying it.
it should be easy to see the difference and then figure out where the problem is
all we can do is guess based on your screenshots which is not working well lol
I'll give it a go, still pretty new to all this, so its confusing me like crazy
but cheers
did you start off with a pre made pack before learning the basics?
yeah, about 2 months into it now, picking up lots, following tutorials, making lots from scratch now
i have an idea, it changes animation states going into the pistol
if i can just find out how it manages to do that
i might be able to do it
yeah all I see is it setting bpcurrent weapon ref
which is what I need to be on none :\
hold up think i know how to do it.
fixed ittt
The Unreal Engine Developer Course - Learn C++ & Make Games
Someone know how to add in game purchases?
first you'll need a perfectly balanced game, so you can add in in-game purchases to mess that balance up
LUOS
or work for EA
he did?
Well not massive spam...
search says two channels
same
error, cannot solve error without error message
accessed none
corrupt data found, please verify your installation.
firstly that
then
Serialization Error: Action Needed
annnnd then it crashes
yepp
as soon as i post the problem
thanos disintegrates everyone
Never.
Mind.
im just gonna do a verify
Why do I get that I need to rebuild my reflection captures after changing my graphics setting for effects? https://gyazo.com/d41267ecc6cbf761600498a11f2442ca
because mods come to make jokes and disappear like ninjas
yes
is that where some games say a restart is required, because restarting things seem to be ok.
Hey guys, is it normal that there is no "Begin play" in my default Character c++ class
@plush yew You can add one if there isn't
@plush yew https://www.youtube.com/watch?v=lkorF6voAW4
Today's lesson is on BeginPlay, Tick, and EndPlay. All three are important functions to be familiar with when starting out with Unreal Engine 4 programming. ...
I'm running into a weird issue with masked materials
So, I have two meshes using masked DMIs, both of which start where the other ends in terms of visibility
If they're separated, it's totally fine
But if they're touching, they both take on the appearance of the top material
Using different meshes (ex. 1 here is a higher level of detail) shows both, but causes a z-fighting effect on the bottom one
It doesn't have anything to do with the proximity-based LOD effect does it?
I assume it's just an issue with how masked materials render things
Someone know how to make updates to the game?
first step is to make a game that needs updates
I got a game that I'm playing with my friends with..I want to update the game and I don't know how
have you looked up the documentation yet?
guys how do i get to the unreal engine github build?
link your github account to your epic account and login in to github.
what's "Unreal subscriber"?
error 404
yeah. you're 1.) not logged in or 2.) didn't linked your accounts
i got an email for account linked
do i have to
relog?
finally
I GOT THERE
i needed to join Epic Games
all, i’ve noticed that my movements are jerky, it’s like instead of being fluid they go in notches of 1 degree or so... is this related to mouse sensitivity or other? demo here https://youtu.be/KP6LSk9eLT0
Testing new GPS functionality for the upcoming game One Step Ahead. One Step Ahead is a multiplayer simulation game where you can choose to play the role of ...
when i turn the player it’s like it only turns in 1 deg steps or so
even when i move the mouse slowly
@latent moth What are you using as a template?
iirc i started from tps
Third Person template?
yes
Have you tried...
Project settings -> Input and changing the mouse settings there?
try 0.0001
ok
The mouse input in UE4 feels better the higher your frame rate is and the lower the graphics are.
Let's just say it might turn off a lot of people who are into FPS games and care deeply about the mouse input in their games.
I'm like 99% sure my math's correct, but it just doesn't look right in-game to me
I have a plane that's 100x100uus, and iirc 1uu = 1cm
So if I set that plane's world scale to 10,000, it'll be 10km across, right?
@latent moth also, don't test it in the Editor viewport. Test it with a Launch game or Package it.
yes that’s why i’m concerned about the steps in movement
I'm testing some values on my end, I'll give you the ones that feel right on my hardware. We can compare.
@latent moth
Project settings -> Engine -> Input -> Mouse properties
- Enable FOVscaling = true
- FOVscale = 0.001
In-Game use console command...
- setmouseSensitivity 0.3
--
let me know if the mouse is still skipping pixels
trying
(loading project)
so, this is what I have before I change anything and I move the mouse super-slow: https://gyazo.com/566667691104bb831085b8873c98ef37
Yes, I also get that by default.
I fixed it with the settings posted above.
now applying your settings
im getting an error MSB3644 when generating project files in unreal source build
FOV scaling is currently 0,01111
I think your sensitivity is too high. Like by default I can turn 1080 degree on myself.
And when I move slow, it skips pixels.
now with 0.001 it is: https://gyazo.com/3c029f4103a3b2a6d71416993a3cea3c
Change it
Project settings -> Engine -> Input -> Mouse properties - Enable FOVscaling = true - FOVscale = 0.001
what should i look for after this command?
it's just a way to test it quickly. You game should offer user friendly settings to change that
But this is as far as I know about this.
Someone else, more knowledgeable might be able to help you from here.
it does, but i do it like this: https://gyazo.com/f846b750308dcdc7f812f2f5d324de3e
mouse sensitivity comes from settings
is this the proper way to do it?
how far are you from world origin?
very close
4.20.2
try to get rid of your mouse sensitivity variable and the ads movement reduction
just base turn rate * deltatime * axis value
if you are moving your controller in other parts of your code then that might be the issue
well maybe trying that for the sick of it makes you discover that you are somehow manipulating this rate somewhere else that might produce that sloppyness
you could try, see that's not the case and then move forward and explore another parts of the project you might be moving the controller input
or the rotation
So, I tried Unreal Tournament Pre-Alpha. I never thought to testing mouse settings in that project.
But by default FOVscaling is enabled.
The mouse feels a lot more responsive if FOVscaling is off.
However, if you zoom in... the aiming is way too fast. FOVscaling helped with that.
If you don't use FOVscaling, i assume that you would have to give two sensitivity settings. One for default and a second one when zoomed-in.
hey guys i got small issue with building the UE4 from source. It gives a lot of errors that heap limit has been reached
should i give it a high page file or something?
you should install more memory
i have 16gb
hm
and it doesn't even use it
that should be enough
it uses 10
at max
compiler is out of heap space it says
how do i give it more? does it limit itself at 5GB or something?
but ubt configures this automatically so it should always work, and I've never seen that error with unreal before
That's an odd one. Never had such an error either.
Do you absolutely need an source build for your project? If not you can always use a binary build.
what do you guys think about a game that's released in small episodes. For example you would have small levels with really tricky puzzles or challenging objectives and people who complete it will get a code to unlock the next episode.
The game would be free to download with an associated Patreon?
I have a packaged game, and it shows reflection capture spheres need to be rebuilt. Is there anything in any of the .ini files I can edit to disable it?
I know I can do it with a console command, but I'd rather not ship it in this state, and the build did take a while lol
you can disable it by building the reflection captures in the editor and packaging it again
Well, that's precisely what I was hoping to avoid
@manic pawn @oblique sorrel I'm getting that I need to rebuild reflection captures after changing graphics in a packaged game. Is that normal?
what do you mean by "changing graphics"?
Changing sg.EffectsQuality from 3 to 2 or 2 to 3 for example. After a restart (settings saved) the message is gone though.
Is that why some games say "Won't take effect till game restarts."
this is by-far the most out of place right click menu
can't tell if that's coming from the editor or in-game. lol
Cats. I for the past 2 days have been trying to figure out how the kittens to make a cape, that's all I want to do so I know how to use cloth physics and such on Unreal, and I've gotten to the point where I do definitely need help. I'm not 100% sure what I'm supposed to do, but I've downloaded Maya and some Nvidia stuff for Maya, but none of it works properly, I've found a thing for PhysX 3.4.0 and I want to download that because I need the Maya plugin that works with 2018 Maya and the only one that does is used with PhysX 3.4.0, now I've found the Github for PhysX 3.4.0 but I have no idea what I'm doing with Github. All I want is to make a cape in whatever program, export it as an apx or whatever file, so then I can import it in the little box for the character after you get to where you're selecting what you want to make cloth, and as far as I know you need the plugin to make Maya export to apx or whatever and for the plugin to work I need PhysX 3.4.0
cat.
Meow
I wouldn't be surprised if I've missed something and made it loads harder for myself
Does Pixel Depth Offset just not work at larger scales?
like here it works fine, but
When blown up I get z-fighting / banding, even with the pixel depth offset value increased
actually nevermind, I finally found a solution, jesus
only took all weekend
Just in case anyone else runs into this issue trying to used masked-opacity meshes in the same position, provided they're at a large enough scale you can just scale one of them and offset it by that scale factor so you can force the perspective
Does anyone know of the EPIC Launcher. How to start in proxy mode. Because my network segment is limited.
still loading.....
hello, someone know a good motorcycle template? even free?
Does anyone know why my 4.20.2 shows preview 5? Sometimes it doesn't show up, sometimes it shows,Didn't 4.20.2 release the official version yet? I deleted it and added it again ,still showed the preview 5
Who here knows best way to make a "drug" effect, a single player's screen goes "rainbow" etc etc
use post processing
first-person players usually have post process cubes included
alternatively, make a master material that does all the drunk-effects and apply it to literally everything in your environment
well, all players actually
When i launch a 'open mapname' the map automatically closes and returns to the game startup map. I get no message log errors or console errors. Is a log file created anywhere for that type of error?
@plush yew So the furniture can be drunk too 
alternatively, make a master material that does all the drunk-effects and apply it to literally everything in your environment.
If you dont care about optimizations, its a good suggestion hehe.
why would anyone care for optimisations, just blame people having a shit computer
and if you're developing for consoles, you're as much of a peasant as the console peasants themselves :^)
i suddenly have the urge to grab the hammer
oh great, we've a new clown!
karol²
If im able to upgrade to a Xeon Quad Core X5570 from my i5 4690k should i?
im having the worst time compiling shaders and having landscape manipulation just die on me
not sure if the CPU is your only problem in that case
@vapid spire different sockets, how tf do you want to fit a xeon in an iX slot
just jam it in there with great force
just welt die individual pins onto the board, how hard could it be?
Borrow Yoeri's hammer
Im going to be replacing the rig not swapping cpu's
kind of an odd question hthough, if you can get something better and it doesnt financially ruin you, then obviously you should, or use the money to go on vacation
I mean were talking £200-£300 depending on the sku.
thats nothing
Yeah, if you need hardware advise, this isn't the right place :P
Just the numbers and see if it would help you
And compare it to other CPUs of the same price range
- make sure you identify the issue correctly
Not that you buy a CPU and your HDD or SSD is slow af
you can't just say that's nothing, for some people that's quite a lot of money. It's always a matter of perspective, but like Luos said earlier, if it is actually a relatively small amount for you and if it's an upgrade then do it.
200 is a lot of money, but when talking computers, its peanutz
Yeah, "that's nothing" was not relative to his ability to pay :P
:p
200-300 €/$/whatever is relatively "Nothing" when upgrading your pc
I mean i will be selling old parts on top of the price range
My next upgrade is ~1.5k, cause basically only the PSU and GPU stays >.>
For a 8 core system with hyperthreading its pretty nifty
I just literally upgraded 2 days ago, $2000 later.
With or without VAT?
with
Corsair Vengeance Pro 32 GB DDR4 Ram.
Samsung EVO 970 Pro 500 TB
ASUS Motherboard z370-E
Intel Core i7 8700k
is my new stuff ^^^^^^
@vapid spire
'cause turing wasn't even announced yet
Get a 2700x you are set, or better yet, look at the threadripper deals, 12 core for like 300$
Im using a Vega 64 while developing on unreal4.
Oh man i was looking at that card some time back
thats definitely out of budget range, kinda stuck with this 970
The i7 8700k was by far my favourite part of my upgrade, super fast shader compiling, stuff is so smooth in UE 😃
Not only does the Samsung 970 EVO help but damn...
@fierce tulip Need to polish the hammer?
Yes but you have 8700k since when? Not too long ago. I had 5820k since 2015 while u were still on quad core
<_<
Anyone got any news of CodeSpartan's mmo kit?
oh wauw, seems like he dissapeared
perhaps bad license expiration during a vacation period?
hm, he was last seen on 30/8
@plush yew did you try joining his discord?
on page 1 of his MMO Starter Kit there is a Discord link to his server
Yes
Noone is talking about it
When u buy extra strong hair pasta but its weak as hell
Wheres my money
Its like the mmo kit's dead in the water together with the discord channel
No need mmo kit
Do it yourself m8
Not a network engineer
Im pretty sure this guy used custom network code for this
Unreal netcode is not designed for mmos in mind
Hmm
Yea
But you never know
@plush yew Try sending a mail to Epic, CodeSpartan has also various marketplace items where he seems to have stopped responding
I do know cuz ive tested it. The only thing its good for is 2 people coop game
Really?
I have my unreal mmo somwwhwre
UE4 supports ~100 Players per Server Instance
If you wanna put 1000+ people on a server,with unreal net code wont work
Ohh
What about unity netcode
Hmmm
unity netcode is much worse than unreal
Lol
Still needs custom
Well if pubg was able to achieve 100 player battle royale, they probably had some custpm code in there
nah, pubg is using basic networking
like, "we literally just use default characeter movement" basic
Same with Fortnite
Then it means i've tested a very early build of unreal4
@sand cedar #looking-for-talent
@plush yew UE4 can mmo now
with the replication graph thing
good luck tho
you have direct control of relevancy, so you can optimize how ue4 replicates what to what
Thats more of an mmo
and wow didnt really have 200 people on the same spot
its all a matter of instancing
- not all of the players are relevant to each other
you can do guild wars in ue4
you can say there's 10 000 players on a single map
map/instance based
and have no more than a hundred in one instance
each map has maybe 200 players
Yup, unfortunately mate im gonna need 2000 people fighting on 1 battlefield
yeah thats bullshit m8
m8
you wont ever have that many players at once
but it wont
- if you have a bigger project that needs some out of the ordinary coding, get yourself a bigger team with someone who can do the network stuff
becouse the game will never get filled
I wanna game like tibia
Here is the problem with most people who develop mmos
Tbh i dont like 3d that much
Topdown 3d is hot
🍿
Most MMOs I know are pretty much different from WoW.
Hence why I don't play them.
How different?
Enough to not at all feel like WoW
Classes, Abilities, Dungeons, Questing, Fighting, Style
When talking MMO's one question is how big is your team and how much exp said team has?
The moment u start uding tap targeting or any hybrid action combat like gw2, that is already you trying to fight wow and other ges like it
Nope
Tera is a legit action rpg outside of the mmo factor
Gw2
- GW2 isn't like WoW, but welp.
- How big is your team that you aim for 2.000 players at once on a single Battelfield using UE4?
The only difference between the 2 = no reticle
in tera i had things like "teleport behind enemy", "do a charged attack wich counters", combos, "attack that has iframes on its duration", etc
Developing an MMO with a team under 50 people simply won't work out, frankly.
best mmo ever is Lineage 2, just a bit too grindy
I decided to complely not use tap targeting nor action combat like tera or gw2, nor hybrid, nor turn based
Pretty much dodging the team question
astroneer uses UE 4, doesn't it?
I got another combat and item system in mind, however it will be a pain to implement for an mmo
Yeah, but Astroneer doesn't have a lot of players on the same instance @honest vale
ah, I wasn't paying attention to the current convo
Oh, yeah they are using it :D
I was just wondering if they fixed the god awful shadow map acne issues 😄
since it's all dynamic lighting
Do you think a publisher like ubi/ea/activision will allow themselves the risk of developing an mmo and not getting their money back till 20 years in the future?
I guess no...
Yes, but the risk with publishers is actually too little
The biggest risks are with crowd funded games
A publisher wont go out of their way to develop a game without knowing the cost of development (everything needs to be pre-calculated so that risk is at its lowest), where as a crowd funded game developer who has a lot of backer support of $ 193 million, you know who i am talking about, will just keep on delaying release and adding more on top...
@tall pendant thats why AAA stands for "Always A Risk"
Are you serious? 😄
If u wanna try out how much are they gonna risk, go tell activision to make an mmo that includes all game genres in itself and they are gonna tell you to F off
not only Activision would tell you that
all game genres? So its not just a MMO
but single player too
Well every other publisher would. They want as little risk as possible
you cant put a game with all genres in to a MMO
its like a swimmingpool, a car, a bike and a boxing ring in 1
who?
The developer behind Star Citizen with $193 million
Backer 💵
And you are telling me AAA publishers are talking risks? No they arent. They arent. All they want is low cost of development and high margins to satisfy the investors
thats why mmos go with tab based combat
its the easiest to implement by far
and its super, super cheap to run on the servers
And thats why they fail
Tera did client-side combat
thats why it was an action game with iframes and dodges and stuff
i think guild wars does similar?
Tera was allso near unplayable with high ping
And where is tera on Blizzard's radar?
How far did tera beat wow?
Do you know why its shit?
Cuz they are trying to beat wow
.... Just like everyone else
Good combat yes, but the hybrid between tap targeting, as far as it gets is guild wars 2
Tera is shit becouse its a korean mmo.
no korean mmo ever is good
they can get interesting, but never good
they allways have some blatant flaw or P2W to an extreme level
not enough end game content
@whole quarry "Always A Risk"
I take that sentence for my use thanks
i pref gw1 combat
"shit becouse its a korean"
and the way GW2 removed the trinity irks me. Ive allways liked tanks in mmos
The best way to avoid fighting blizzard in their own game, is to avoid doing what others are doing. Dont tap target, dont do action combat
Avoid what wow is
uhm, action combat is a huge selling point
becouse combat in mmos is shit all ove the place
just dont do tab target, at all
And approach on a completely different angle. Make a new type of mmorpg
i think the next wave of mmos is stuff like Conan
its very mmo-ish
with its 100 player servers or whatever
it even has PvE content like dungeons and PvP stuff
Lol 😁 both tap targeting and action combat has been done to death. Its all over the place, i guess u dont wanna understand that
Well that's all just your opinion though :p
Bdo is failing, tera went f2p and p2w along woth most korean mmos, then u got ashes of creation with steven sheriff copying guild wars
And no its not my opinion, look at the market
How about you come back, teaching us about how to do a successful MMO AFTER you did your MMO?
BDO has allways had the spirit of P2W looming over it
and well, korean grindfest game
Its like people think they have to make an mmo, cash grab everyone and then leave and leave it all to blizzard
JESUS CEDRIC GOING IN FOR THE KILL
@plush yew problem with BDO is simple: the amount of features is too damn high

@regal mulch lets enter into the Zen zone come with me, ignore the randoms :p
@tawdry storm old age can be tough
not really. if lounge would be leaking people had nice convos here
here i can mostly find google search results as answers
Nice convos? Last time I checked lounge, people were spamming emotes and shit
but on the topic of mmos, I liked in how many ways you could play BDO, but it was just too much of a grindfest no matter what you did. I mean everything had features that allowed you to go afk...
@regal mulch you should visit lounge more often then. But yeah emojis in lounge, lazy google search results here 😄
and salty people
Well there is a reason my Company is called Salty Panda
I seem to fit here quite well
@whole quarry im sorry dude, but no, features aren't a problem for BDO. Not at all.
Anyone an idea how I can go from LineTrace distances and Hit Normals to a proper Angular Velocity?
@vale osprey Can I annoy you for this? :x
I was about tell you, just ask Bored XD
Iirc you were quite good with physics, so this should be basic for you
Hey guys, is it possible to change the output of the sound of the Editor himself? (not the project, the editor himself)
Sorry, i don't know where to ask that question x)
Who here knows best way to make a "drug" effect, a single player's screen goes "rainbow" etc etc
PostProcess and Material 😃
delet this
is there any way to automatically import lods?
should already work if you have the lods grouped
It's Hovering Movement, where I set Acceleration based on the Average Floor Normal and the Average Distance of the Pawn to the Floor.
Which works fine for the Linear Velocity part. Hovers fine, slowsly slides off of ramps etc.
To get the average stuff I use x line traces (currently 16) from below the pawn, distributed over a circle
Now I also want the pawn to rotate but I can't use the Average normal, because it can totally be that the pawn is half on a platform and half not, and all floor normals are upwards.
The closer the pawn is to the floor, the stronger it should push the pawn away from that specific part
Which should cause the pawn to rotate
@vale osprey
I'm not sure what would be a logic to rotate to "push away"
have you tried without averaging? and just pushing pawn in each of 16 places individually
The shorter the green line, the stronger the force on that point
No, because the way the movement component works is by using one final velocity value
I can't apply force to each point as I'm not using Physics
you can calculate it from all forces
as in , first you calculate forces from all springs, then you can calculate resulting velocity from their contribution
this reminds me of the snowboard thing I did some years ago, that didn't manage at all how to apply the force 🤔
Yeah, I thought about doing it per linetrace
But I don't get how that ends in a different direction
each spring will act at some point away from the center of the mass, so each will produce some linear and angular force or directly velocity, you can just sum them up
Cause all I have to work with is the floor normal and the distance from trace to floor
I'm missing something to get some sort of direction into this
when force is applied away from the center of the mass, you get angular rotation because of the torque
so that's where rotation will come from
Keep in mind I can only work with Linear Velocity and actual Rotation
So whatever I calculate there needs to be the Desired Rotation
I can't use Physics Simulation
So I basically need to calculate the "new" upwards vector for the pawn
based on the forces
So I'm still missing some sort of direction.
Usually that comes from what you just wrote
Would I take the direction from the HitLocation to the center of the pawn?
And then scale that with how strong the force is per?
Why not just express resulting torque as a pawn up vector deflection, and control it with a variable ?
Or you need precision ?
It's networked in the end, so I need to have full control
I thought about taking these blue directions and scaling them with how strong the force is
yes you get rotation from direction
torque is a cross product of force vector and vector from the point of force application to center of mass
Right, then I'm on the right track
then using inertia tensor as angular mass and torque vector as force you find angular acceleration
if you don't have tensor you can just "make it"
it's basically similar to mass but in terms of rotations
like 10, 5, 5 says that it's 2 times more difficult to roll and object (rotation around X) then is to pitch or yaw
Yeah don't have tensor right now. So I just need some damping value
you can treat force as acceleration directly, assuming that your mass is virtual (aka 1)
It doesn't have to be super realistic. Linear Velocity isn't using any mass either
you need rotation based on the force direction?
Hey I sometimes add this object by accident into the scene, anyone know what that is?
I don't have anything like it in assets.
It must be some random keybind, cuz it adds itself when I think I have focus in a different window and start typing.
the pic is filled with objects, can you be more specific?
yeah, if you accidentally press the key and click away it doesnt go away until you press into the scene and press the key again
that was my isue
yeah it's just a reference object like a Macbeth chart
Its for lighting calibration
hey guys, do you know where can I find a good tutorial for a top down character movement that works on ue 4.20?
I just need to setup left click movement and attack animation
right click*
How does one make sure to not affect yaw when using Quaternions to override current rotation?
With Rotators I would just use the old YAW value
convert quat to rot and cancel the yaw? 🤔
Afraid that any use of rotators will produce problems later
Who knows where to find free assets not from ue4 for rpg or open world games
dude
just opened my project and all my stuff from the content folder is gone
both in the project and windows explorer
wtf
are you sure you open the right project?
both in the project and windows explorer
that is like... near to impossible without manual action
running a source control?
i didnt do it
i closed the project last night
no
i have no backup:S
but this kind of thing has happened before with ue4
so you closed it, didn't touch it until you booted your computer?
in 2 years i never had this problem
any others using the computer?
data doesnt auto-delete itself without command to do so
other times, stuff like a character blueprint would disappear every single time i closed and reopened the project
no, im the only user
any gaps in memory?
gaps in memory?
yes, like... no memory of certain times in the day
if the saved folder didnt get deleted, there is backups there, but only of changed stuff
except for outside errors
well i had the project open last night working on a map, i closed it
went to bed
thats it
check event logs of the computer
yeh im looking in the saved folder
data doesnt delete it self
maybe your virusscanner sees .uasset files as virus 😛
(but then it would also delete the save/backup)
system event logs to see if the computer booted up between you shutting it down and booting it up
well, no, im suggesting that data doesn't delete it self out of nowhere
maybe you sleepwalk and deleted the content assets yourself ¯_(ツ)_/¯
lol
would especially be weird if only the content folder items are deleted
would expect more losses
yeh it is just the content folders
and in there now is
collections
developers
in divelopers is a folder with my username
containing a collections folder
all empty
this is why people need to learn source control before making stuff haha
but how the hell can this even happen
eveyrthing else is in there
can you replicate the problem ?
im working on 5 plugins
all the source code is intact
everything seems intact other than the content folder
as i said ive had these strange problems before with stuff in the content folder mysteriously disappearing
but never the whole thing
bc it doesnt happen
but it has
this isnt an unreal issue
it clearly vanished bc of some outside conditions
working on plugins for instance...
dude, i had one project where every time i opened it i had to recreate the character blueprint because it was disapopearing
everytime is very very obvious
it clearly means something
and in your case its obvious XD
why
doubt its unreal related, sounds like a faulty drive
having said that, version control ftw
a faulty drive emptying my content folder of one project?
that is easy
when compiling stuff everything gets touched
its easy for a drive to forget that
yea, it might just hit some faulty slotthingiesforgotthename
well a faulty one.
that should return Errors in the computers Event Log though
the backups should be there
and unreal is very heavy about backups
if the backups arent even there...
its very clear
you should switch machine
and try
thats what you can do
thats good
my map is there
but ill need to mess around to save it
since all the meshes etc are gone
how do I change underlaying row structure of DataTable?
I renamed the row structure and now my DTs are unusable
and not backing up your data while working on 5 plugins...
is just your fault
thats clearly your issue alone
so rename back, export to CVS and import after rename?
yee
hmm
it will remove the row tho
you cant do this clean
since its logic
change a row and its all fucked.
is there a way to import the DT without it being derived from the CSV?
cuz we dont really save them as CSVs, we do them manually
wait, but how do I import that back?
all the data it knows
@amber dune get a droplet on digital ocean, use it for backups
https://m.do.co/c/15e4b890eaa5
nah just the name of the struct
variable names
the name of the struct mh
yee
you should do that before opening anything
change name
save
close editor
reopen
then refresh all DT nods that are broke
@fierce tulip yeah ill do that thanks....atm i just want to figure out what happened
