#ue4-general
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๐ค
as in freely available
cant find any release date on that
huh? i thought they were releasing it as a free download
by teh end of the year sometime
?
with fortnite br...
probably not anymore
after all fortnite br was designed as an "ad" for save the world
so people buy it
at the moment fortnite br makes more money than save the world
they hoped to F2p-bullshit the fuck out of save the world so people buy lootboxes
but turns out skins are better in battleroyale
they give tons more money
The recent loot box rulings will end a lot of it.
good
They'll probably go back to... what did we have before loot boxes?
So horse armor makes a return.
we had expansion packs :)
Expansion packs... Yep.
I had to use autodesk 3ds Max for my final year project, so unfortunately I am on their system forever rip
I still got Roller Coaster Tycoon 1 & 2.
@grizzled panther Don't worry. If you work in the game industry there's a 80% chance you won't be paying for it.
so what's the deal with Unreal Engine an their user agreement? I'm guessing you can't sell or share things if you're on the enterprise edition or whatever it's called?
you cant do it anyway, as its closed source
closed source unreal engine gets a massive nerf to its game programming and game publishing stuff
so yeah
true
I have no idea how the licensing works, or the logistics of a studio using the unreal engine for commercial purposes
@grizzled panther Attending GDC next year?
@grizzled panther Ah. Are you entering into film?
you can work with unreal and not bother about license until you got a game ^^
unreal is free shit
@high stone got the box version of every RCT in the attic ๐ข
I have no idea what i'm doing at the moment, i've only just graduated university
i'm experimenting with unreal to see if it's something ii'm interested in!
3 years ago I got accepted into a game design/development university course but I declined... so i'm seeing if I could have ever been good at it!
The RPGMaker can be a good start if you don't want to mess with coding.
I'm a computer science graduate so the coding doesn't scare me too much
although I was never that good at it
RPGMaker floats half of Steam's library. Along with the Minecraft engine.
its actually c++ by now ๐
Yeah that's what i'm using at the moment! @static viper
windows edition
yeah I was jk
I just call all voxels the Minecraft engine. Minus the good stuff.
haha
extremly rude.
one day I'll port my own from Unity to unreal
code minecraft in c++ 1 week challenge
I know. Bart wouldn't like my depiction of voxels.
@grizzled panther I made a very barebone minecraft clone in unity in less than a week
Anything is possible!
i didnt
terrain generation, chunks, world seeds
I prefer Octrees.
I remember making a 2d side scroller as part of my course using c++ and openGL
octrees was a bit too much when I did this project ๐
it was hell
ay
@languid shard Aye. Poor Sebastion got it working in Claybook and it's still crashing more than a Tesla during rush hour.
looks very cool
Bah! I'm using the high detail voxels.
wow you're on no mans sky level of procedural
They are called atom graphics, or giga voxels.
looks good to me, he's just soaked in blood
so many polies
*joxels
No polygon limit in my game. All thanks to N^3 voxels. I think we're pushing 600 billion faces?
Most of that is trees and grass. Dear god trees are 150 mil each!
rip pc
Actually it runs over 400 fps.
Check out Atomontage...
oh god not you too
Claybook isnt voxels
its distance field raymarching
like the distance fields for DFAO and similar
just.. bigger
and doing full raytracing on them through compute shaders
the maniac changed a lot of ue4 code to add better compute shader support
Giga Voxel tech is in the process of coming together. It's downside if RAM usage. 196gb.
sorry I didnt realise you were running a super computer
Check out OpenVDB for the current breakthroughs.
Ok... So what will Raytracing do for the poly limit?
do you know how raytracing scales, no?
I heavily recommend you read Nvidia's white papers on the subject. It's finally getting to application phases.
and the vray guys have demoed a raytraced island, at 30 fps, with 300.000.000.000 triangles
At 1 frame a second. I'm not holding my breath with rays.
The current Nvidia demos.
the current nvidia demos arent 1 frame a second for raytracing
They were even slower with the Spiderman movie demo.
Remove the need for render farms.
they were demoing a frame that was usually rendered in hours
rendering it in seconds
Yeah. It's still tech that's 5-10 years out from real time application.
the realtime hybrid rendering is legit
im running the samples right now in my 2080
it works
you can do real time raytraced shadows + AO at around 2 miliseconds
for 1080p
and thats actually cheaper than badly done shadows
becouse the godot engine demo shadows take like 20 ms
but thats a special case, those are so badly made raytracing goes faster
Film needs 8k and higher for their giant screens...
I'm not saying the tech doesn't work. I'm saying it needs more time. I'm working with what is available now.
Enough of giga voxels are done that we can finally move into phase II.
gigavoxels are dead end tech
now that we are getting better triangle raytracing, there is no point to raytrace voxel octrees
becouse they still have their usual issues
for example, no character skinning
and ridiculous memory usage
So you defend tech that doesn't even had 1 year under the hood and attack other tech that has been out for over a decade with scores of games released?
When you say giga voxels, I think of minecraft with really cubes.
If it were easy then polygons would have died a long time ago. Polygons are around because it's cheap and fast. But it's very limited and not the future.
Industries of Titan in the works with Crowfall. There's No Man's Sky. Hybrid engines. You need to peruse the indie game releases. There's at least 1 voxel game released a month on there.
Critical Annihilation. Yeah, they are mostly hybrids.
thats not hybrid, thats just a polygon game
But guess what they still use? Voxels!
If it were pure polygons. Go lecture that to Miguel some time. I'm sure Voxel Farm would be happy to walk you through.
they are pure polygons
just generated from a octree
wich, btw, isnt voxels
its hermite data
Sure. Miguel named his company Voxel Farm for laughs.
wich you could argue actually isnt voxels. Its a more complex data structure
You see why there's so many debates on atom graphics? Whatever term wins out and there will be a term that says 1 thing when it's finally ready, "Not Polygons!"
but atomontage actually isnt polygons
its doing real time raytracing over a voxel octree
Next you're going to tell me Sub Divisions are also polygons, NURBS and Vector graphics.
given that all of those get turned into triangles to render...
unless you do old school NURBS when they were actual parametric surfaces for rendering
Voxels use 3d pixels to process data on a grid. If the grid is small enough you can shrink the cubes to the point where the detail looks smooth. However it runs into several issues with intersection, optimization, shadows and animation. With that said. All of those have had fixes for years.
the way those voxels work, is that they are an optimization for raytracing
Like I said. Go talk to Miguel on Twitter or Gavan. I'm sure they'll give a much more exact description. As of 2016 voxel tech has moved far enough along that it's in phase II. I've been using it myself. Albeit the huge ram issue.
becouse raytracing against triangles was harder. But today we start to get hardware that accelerates triangle raytracing so its FASTER than your voxel engines
Obviously u never used a gud voxel plugin
git gud
all i know is not a single "actual voxels" game ever released
only tech demos from either unlimited detail or atomontage
wich are only that, tech demos
You mean giga voxels.
the other games, like minecraft, just use voxel stuff to make triangles
So... Are you going to hit up Miguel on twitter or just keep hammering away at a guy who is currently working with atom graphics?
and even if you want cool shit, it seems distance fields have taken the shine of it
i still want to see a demo of an animated character with gigavoxels
Working on it. I'm still on textures.
If you want to see animated voxels. Hit up Olick on twitter. He got surface animated voxels running.
Back in 2006.
Jon Olick. He used to work with Carmack.
private twits
Email him? He has a website. You can also check out his demo videos from Siggraph.
Here's a demo with Dennis. https://www.youtube.com/watch?v=Tl6PE_n6zTk
A short introduction to Animated Sparse Voxel Octrees. More info at: https://bautembach.de/?p=372
nice
Pretty fresh
Like I said. I'm not a engineer. I'm just working with the stuff. I do have to become more familiar with it as time goes on. I really wish someone would define some concrete terms.
My plan for the tech is just like the prior indie devs. I'm not aiming for AAA standards of visuals. Rather I want to create some kind of unique style and expand from there like Claybook.
I still want to see if I can adapt Claybook to it.
its a distance field. like a 3 gb 3d texture or some shit
Since voxels has been pushing the hybrid route.
he bakes the objects into that huge distance field texture, and then uses it for rendering
he renders it into the gbuffer, and then unreal takes over
Yep. Sebastion made some recent breakthroughs. Unfortunately the thing still crashes a lot. I think he's got the right idea.
Tech that works more like the human eye with how images are processed.
have you seen the oculus connect talk
where they talk a little bit about foveated rendering
they comment about using raytracing to cut the rendered pixels by 95%
and using an AI algorythm to "fill the holes"
as on the edges you are only doing like 1 rendered pixel per 10 pixels
I think pixels, 3d pixels is a more effective method for rendering.
AI rendering actually sounds legitimately clever
AI ambient occlusion. Make that possible and I'm buying it.
I'd be surprised if RTX stuff doesn't come with integrated DLSS at some point
render AO at quarter res, use DLSS on it, bam
Unreal is getting real time ray tracing soon isn't it? (I should know more about this given unreal is in my job title)
prolly in 4.22
around end of the year at earliest, early 2019 else
@left citrus what's your job title ?
Unreal Guy
Really that soon?
I know MPC have been going hard on developing realtime GI
@languid shard Unreal Engine Technical Artist
oh damn
that's my dream title ๐ฆ
I'm a puny VR Designer rn
Should have asked to be an Unreal Virtual Reality Evangelist instead
I'd love to get into VR
Yep. I'm watching it.
I usually read Nvidia's white papers, or check out tech demos.
Sec... Media Molecule made some amazing advancements with 3d graphics. https://www.youtube.com/watch?v=u9KNtnCZDMI
Alex went to Helsinki recently and presented his Siggraph 2015 talk to the good folks there. Listen as Alex discusses the journey - including the failures - ...
guys how do i restore tab in material editor ? i cant edit material to be transparent without that
check in the window dropdown @idle thunder
what should i look for exactly ?
sorry for noob questions but i am fairly new to ue
found it ๐
thanks
@high stone This is cool stuff
what's this about ? I've checked and only have the one
I have multiple streaming levels with different lighting scenarios but only one lighting level and one skylight for all of the maps
@light thunder just ignore it
I've had this error on projects with multiple lighting scenarios aswell
yup
you gotta wipe the cache
I usually load the levels separately and build the lighting in them, when I show/hide the levels in the master level it usually leaves some data behind
@dim arch How do I do that for lighting? delete intermediate? where is that cache located?
And can anyone explain why my lighting complexity looks like this ? is this because I'm using forward rendering?
hello is there anyone who can tell me how to loop a hub commpass in unreal
@languid shard it won't let me build lights though
rather, it doesn't let me build HLOD's, I meant
how do you handle cross contamination of 2 steam acc saves on a single machine using single windows acc?
@light thunder yes. forward rendering doesnt show light complexity
not asking for tutorial, just if you handle it at all in your games
@light thunder doesnt let you build hlods ?
have you configured your scene correctly ?
HLOD volumes, LOD settings for the scene etc..
the LOD settings I could use help with
my understanding is that you only needed an HLOD volume if you want to specifically make a group into an HLOD cluster
Right now I just want to use the correct settings and have the system do that automatically
alas I can't really help you more with HLODs, never had the need to use em ๐ฆ
I am looking for someone who has worked with HLOD's but I can never find anyone, even though they are used extensively in Fortnite there is hardly any information about them beyond one livestream
that was a great livestream tbh
It was but they didn't encounter problems, so it's only half helpful
can anyone help me
just ask, don't ask to ask
i need to loop a canvis so it does not end
like you know the pubg compass on top
i have that but it does not loop so it ends
one sc
so i like to do stuff in the background the few times I have to wait for something to load in unreal, has anyone found a way to get around these popups that stay frozen on the screen after alttabbing? https://i.imgur.com/yskgQ6o.png
@rocky kayak this used to happen to me a lot. IIRC try going back to the editor and hitting escape
right here
Can people send me there portfolios Im making my own and I wanna see how everyone went about doing theres
@ivory trout it looks good btw! Very nice
Did you use the default FPS as your foundation?
is unreal engine able to handle negative size values?
what exactly do you mean by negative values?
negative size values
Let's say an object with positive value looks likes this: -->. The same object with negative value looks like this: <--
Makes sense, it would invert
I have the editor open, let's find out what happens ๐ฌ
Just entered negative values on a basic cube and it looks exactly the same, so there you have it
Hello guys, I'm new here
welcome @scarlet cosmos
Any krita users here know how i can work with the alpha channel to create heightmaps?
i cant rotate my door correctly
it just rotates to long so i cant see it
direcly
like that when i just drag a little tiny bit
@iron wadi - not sure if you got an answer, but two steam accounts should have two different save files
use the Steam ID as part of the filename / path or whatever
yeah that makes sense, just put them in steam id specific folders
@olive yew Show us an animation instead so we can see whats happening
look when i try to rotate it
the whole thing just moves and i cant rotate it a tiny bit
Thanks! ๐
does anyone have any experience with running the new nDisplay that comes with 4.20? sorry if this isn't the right channel, but couldnt find an appropriate one
@iron wadi where is the pivot
please help me fix the rotation, it wont stay at the same place
check the door actor
the mesh itself is not in origin of the actor
pivot is where the middle of the actor is (the point where you have the rotation tool)
you need to move the mesh in the actor so that it matches
If i ever need advice with blueprints can i ask in this server?
@olive yew Where did you model this in? The origin might not be centered in bottom
this is my house
and the pivot is centered in the house when i press the door
how am i suppost to change that
After another thought the pivot of the door should be at the door hinge
@olive yew Did you model these things in place like this? Because that seems why the origin of the door is also in the center
In Blender I found when I export an FBX the object origin doesnt matter it's always the center
So you'd have to move the model in place so that the center becomes the correct origin
a guy made this in cinema 4d for me
tell guy to make pivot of door so that door is real
so i should tell him = "can you add a pivot in the middle of the doors?"
@olive yew yes, is it an FBX? If so you could send me the thing, I can try my best
@olive yew Just send via DM on Discord
it says "upload failed"
Because more than 8MB? Maybe try to upload it on some site and send me the link
Hey there! The project I've been working on for multiple weeks suddenly will not build, because I messed up badly. Could anyone please help?
you need to post the log for someone to help you
oh man doing my first packaging now
are future packages faster? or will they all take this long?
First package takes longest. If you donโt delete the cache files youโll be fine.
Can i get it back?
Is the project folder gone too? Deleting the engine version shouldnโt affect that.
I deleted old version and all old projects gone
I know. You said that. Problem is I donโt believe you on account of that should be impossible.
I wast thinking exactly like that too
maybe he put all his projects in the UE4 Engine folder for that engine version?
time to use your version control software to bring it back
๐ต Use source control ๐ต
Files and folders aren't 100% deleted when they get "deleted", get a software and pray your files aren't damaged
Recuva might do it. There are others too. Sooner you try the better, before the files are overwritten
hm... any clever way to not include all assetts in build? Even unused one.
My research says migrate levels to a new project, which only brings over needed assets.
I'm wondering if there is a better way
is anyone successfully using UE4 over a RDP connection?
I have Remote desktop'ed into an amazon G server years ago and was able to use UE4 if that is what you are asking?
got a question and been up too long making assts and stuff for a weather system but need a value to curve up when triggered for cloud density but if the clouds are already at half for instance want it to start half way up on curve
@supple totem if you tell your project settings to include maps it will only use assets referenced by those maps (levels)
thanks, ill check that out
what does the Shader Model have to do with Lightbaking?
Has anyone had an issue with graphics glitching in the editor? It looks like this
looks like z fighting maybe
Thought it might be z-fighting, but it's appeared in all of my projects all of a sudden
When I make a new project, it's there
have you upgraded windows/drivers and things lately
that can also be a sign of you overclocking your GPU too much
I haven't upgraded any drivers since I last opened this. If it matters, I'm on a Mac.
@pallid compass awwwww are you offering to buy me a new computer โค
and you havent upgraded ue4 ?
I upgraded it yesterday just in case, uninstalled and reinstalled (though that was due to a separate issue)
no but on a serious note
Just letting you know development on a mac is a nightmare
I've heard as much. I'm stuck with the mac for now until I can afford something else. It was a scholarship prize.
I noticed if I set Antialiasing (MSAA I believe) up to 8 my gun becomes invisible. I thought it was funny...
r.MSAACount
@plush yew do you think the Antialiasing might be causing the glitch?
I've seen several issues with AA so far
either MSAA or Temporal
And maybe the Editor itself might have some unique issues that you wouldn't find in game. who knows
The game LawBreakers by example had the ugliest Temporall AA I've ever seen.
It's like something wrong was going on with the characters. it's hard to explain
Ghosting artifacts
Etc.
u in the forward renderer?
^reading that to find out what that means ๐
that forward renderer was at u hermit
If it's your Anti-Aliasing, that means it's either FXAA or Temporal AA
and vanishing object
Yes, the vanishing object had to do with Forward Rendering + MSAA = 8x
thought so
u on mobile at all
and not a clu fam
i am reading through the engine reder settings at all
and by mobile, i mean u using ES mobile stuff
Nah I'm making a WIndows game, I was just trying the Forward Rendering path
Im making a fast paced FPS, works better for me
I dont see any notes really on MSAA x8
Same here, I remember changing render settings before to fix another problem and I can't remmeber what it was
It was just occuring the the default weapons that comes with the FPS template (C++)
I was just testing various console commands to optimize frame rate and visual clarity
u on the latest ver?
4.19
yes
ah okay
But not 4.20x
I don't mind, MSAA x4 is plenty
I generally just don't use AA
But players might try to set it to 8x, who knows
Well just dont give them the option
This is just a random test scene, I just found this GoW model online to test something. Is it just me or UE4 still look pretty good with everything turned off (barebones), except shadows. Even specular is off here. It almost looks cartoony. In recent years, many games have tried to use a more realistic lighting, but I think it really hurts visual clarity.
The only thing I kept were basically Global Illumination, Shadows (Medium) and Volumetric Lightmap.
Well the comparison becomes invalid right away because your comparing it against a background it was not designed for
and also an uncalibrated light room
If anything the after is just bringing the model closer to match the plain lighter theme that is them blank cubes that are gray.
I disagree. And I'm used to seeing UE4 scenes and with recent engines and lighting, it really affect visual clarity. Greatly...
https://i.imgur.com/FwoVgWR.jpg
Characters are difficult to see.
To fix it, the UT dev team had to use some extremely bright saturated colors.
It's basically because this realistic lighting creates a very strong contrast betweeen light/dark.
Remember Paragon?
@azure shore what do you do now days
And this is just a new trend of game with poor visual clarity, because of the lighting technique or ''more realistic'' art direction they use.
https://i.ytimg.com/vi/KhcqgX4tOZU/maxresdefault.jpg
Some people might find this appealing, others might claim it's poor design.
I think there is room for both.
Not sure if my message went through, it disappeared from my chat
but @plush yew I like those two images you posted together, the rose tint in the second one looks really good
I was just reading this master painter's blog about how he draws from yellows and purples to convey light and shadow, rather than just darken/brighten the hue he's working with
to improve visual clarity, of the character
Well it looks good, perhaps you have a secret talent
I've written a big post on the LawBreakers forum on how to improve visual clarity for gmae characters, but since the game got shut down... the website went down too
No archive of the posts?
Hola all ๐
@severe egret lol, I don't think I necessarily have a''secret talent'' for visual clarity. But I'm very experienced in that field.
Also, I fixed the problem I was having. Love to share in case it happens to someone else.
Believe it or not, the very same setting that was the solution to my last problem nearly a year ago
Project Settings > Platform > Mac < Rendering, then I changed it back to Metal v 1.1
Oh... I see
Is metal related to Vulkan or OpenGL?
I don't think I have such setting on Windows
iirc vulkan and metal are mobile only right now
i think vulkan is planned for desktop at some point
Oh hi twist, I'm still working on Monster Blood
@azure shore Sounds cool! Good luck with your project. What is monster blood about?
Hey all. I'm working on an Aim Down Sights feature on my weapons in a first person shooter game and was wondering if there is a way to easily interpolate between two FOV on my camera?
Most people use green for monster blood. I say go neon colors like pink, orange.
you should be able to use a timeline or a lerp node or both to make the FOV change smooth
@grim ore Thanks! I always forget those since I'm more use to c++. ๐
I bet you can find those in C++ somewhere in the deep bowels of the code.... the dark parts where they hide the fun stuff
@crude totem you want to switch via a button press/hold or automatically?
Switch via button hold.
I watched a tutorial for it ages ago and I think this was it: https://youtu.be/KpSzDxMLoHU
In this tutorial I go over how to add a camera system that switches cameras to show the player something or the point of view of a NPC conversation. In this ...
Might be a good place to start
Is there a tutorial that explains how barebone UE4 can get?
Like let's say you just want to make sure you can run a game at 60fps on Nintendo Switch.
Let's say a game along the lines of Wrack, Unreal 1998, Quake 3 Arena, High Hell, Strafe, etc. And performance is the main focus. Not AAA graphics. Maybe even Mario Kart 8 and Captain Toad Treasure Tracker would be decent refs.
Got an issue with Reflection capture causing hard edges, What would be the best way to fix this? other than having the reflection capture cover more than what we really want it to reflect?
@plush yew use the SimpleForward renderer if you can. Itโs so basic it doesnโt even support normal maps.
Isnt that an option per material?
I could be wrong but once you use Forward Shading you might still be able to enable normal maps by editing the material under Forward Shading
nevermind
probably run with mobile shaders considering mobile devices are in the same range as a switch
anyone know wassup with this? trying to build the game in VS (UE4 Server)
Anyone else had any issues with TrueSky's cloud keyframes making the clouds turn 180 degrees and go back in the direction they came from, with no parameters changed compared to the other keyframes?
@bitter iris can you screenshot the top of your .cs
Something might be missing in your #includes
@severe egret this?
Do you all have any good tutorial series I should follow? I followed the 69 video series from virtus gaming and finished that. I got to the inventory system part of the horror series by virtus gaming but after looking at the end video and hearing what other people had to say about virtus gaming, I have since stopped on that. Any recommendations.
@severe egret or this
@plush yew forward and simple forward are not the same thing
Totally different
Completely unrelated
how do you guys feel about camera placement in FPS being offset to the right of the weapon, allowing you to see the shell ejection and rounds cycling
@bitter iris looks like you have modules in your script, so I'm not sure what's missing
I might be too novice to pick out what's wrong with it
vertex snapping just doesn't seem to do what I want 90% of the time. any tips? https://i.imgur.com/tjMVx8O.gifv
oh, my games backstory is that some guys taste monster blood somehow and end up selling it as a drink
They'd been sending unprofessional hunters through a portal to their world to hunt for blood, but when it got too dangerous they managed to capture some intelligent ones and get them to hunt instead
So you play as either one of them or a human hunter who got trapped there
The non human hunters can front flip and run fast, but the human one will move more like a person and have less health
So non humans would be mostly for the platformer/dangerous environment levels whereas humans would be mostly for fighting maps
sounds fun
@plush yew Graphic wise You can go quite basic, like drawing directly on the canvas or write ur own shader. But UE4 has lots of overhead inbuilt for game code, you can ofc strip away most things to most basic of Actor to use ur own PrimitiveComponents. This is so that u can utilize UE4s reflection system, cross plstform and GC. To go even more basic i dont recommend UE4, but write ur own.
Might not be the correct channel, but does anyone know if it's possible to add existing levels when using World Composition?
Well ofc u can run a game on switch at 60 fps
Its not about it beinf barebone
U need to optimise
U got a dev kit?
Lmao
Why dont u make a full block out around the mouth
1 solid thing
Then mark cuts with edges
Then seperte and stitch
Then its just reshaping
hey guys any one know how to set up a kill zvolume so that it returns player to main menu if he falls into it
Be lazy
I wanted to shape the skull first and that came out pretty good. The problem is I'm used to human teeth. Which are smaller.
Tag an event on too the player death
Or make ur own custom kill volume
Yeah id be lazy and block an cut
Its essential like drawing
I do it all one line at a time.
Not sure whst your pointing at
If i did it
All teeth be different
And id be done in anout 40 mins
For complex set like that
40 mins?! Bah!
I'll have an easier time with the rest of the model. Probably not the ear canal...
Does unreal work on one of those fancy windows pc tablets or whatever they are?
hello sorru i left yesterday
but can someone help me with my pubg compass its works when i role around \
it seams to me the image is not looping around it ends at sought and when i look behind me there is nothing there
and if u put your mouse in the nwse it moves around in there
the docs are so bad, can't wait for VA to finish parsing the engine source
@plush yew likely not
Love the new Unreal Tournament but I cannot find the original maps online through the server? Is there a way to get them?
Any idea why I'd be getting texture artifacts when using nearest filter and UI group
I want to make my own landscape mateiral for my game
can someone recomend a good tutorial?
Is there a guide on SMOOTH VOXEL terrain in ue4?
I do C++ and I'd like to know how to manipulate the terrain itself in realtime.
Like, I googled but only found plugins..
Where do i go if i need some help with third person character movement
@wary wave i get a bug whenever I try to flag a post, do you still receive them regardless?
let me check
would be about 5 minutes or so ago
I don't see any flag reports in the queue unfortunately
doh
maybe @elfin jacinth could take a look at this error, have had it ever since they moved to the current version of the forums.
cant flag anything
ยฏ_(ใ)_/ยฏ
go to a bar with wifi?
if you buy a coffee and do it on very early hours or at least when not many costumers are around they generally are ok with that hehe
but its still quite the haul XD
I dont know where I can write that but can Epic make an MOBA example like Paragon (Third Person), because they do really good shit like this shooter game and other stuff. Hope any Epic Staff read this ^^
does anyone have a document that goes into detail on how a Pawn works and how to correctly control one through a PlayerController in C++?
thanks!
coming from Unity and C#
I just need to see how it works in UE4
hmm well it shows how to do the input in the Pawn
I'd like to use a PlayerController instead ๐
Hey i'm making a scary game and need a teenager character for it, can someone help me?
tweaking these procedural foliage properties is mind numbing
hoping it pays off in long run
anyone else using the proc foliage volume feature? Seems good despite its experimental status.
actually came out okay
i like the patchiness
5 mil tris though!!!!
i'm making a unreal engine main menu so i need everything black, can someone help me how i remove my healt and armor bar from the level please.
this is how the mana and health works, and i dont want them to appear when i play the main menu level
i want everything black.. :/
Should I use Pawn or Character for my character? I understand that Character already has a lot to make your own, but is Pawn more flexible?
If it walks, use character.
Care to explain the reasoning behind? I'd just like to understand a bit more ^^
afaik Pawn can walk too
Character includes the character movement component which supports basic things like walking and jumping out of the box
Pawn you need to do it all from scratch
i am dumb..... with cull distance what is min and what is max?
is min like.... where some start getting culled
and max where all culled?
@supple totem I think it works like a gradient, where the culling accelerates in effect until it reaches the end of its range
ok, that makes sense, thanks
I've got a dilemma. I started working on a minimap for fun, which turned into pulling my hair out lol. I set up a camera to look over the player, and for the most part if works, but my pointer icon I'm using to represent the player doesn't appear on camera.
Pointer isn't attached to the second camera, and it's set so that the owner can't see it (the main camera). Should appear, like it did before.
What would cause UE4 light baking (on medium) to cause different light textures between modular wall pieces? Keeping modular for lightmaps since it's a decent size wall for the game.
i'm making a unreal engine main menu so i need everything black, can someone help me how i remove my healt and armor bar from the level please.
https://gyazo.com/9b3ee77bbfc6ed707425f4607ace2d53
https://gyazo.com/cb9a54f877c1500b794093b92ea96f5b
this is how the mana and health works, and i dont want them to appear when i play the main menu level
i want everything black.. :/
@fierce tulip Where are you getting that error?
@candid cypress it happens with lightmass all the time. Itโs common. Happens because lightmass builds objects individually. Pump up the settings to fix it or build your content to avoid it.
Guys i just stared a new project and added a shotgun but when am moving my arms have an animation and the gun doesnt move
i want the gun follow the hands
atattch the gun mesh to a socket on the hand
look at the FPS template for an example on how to do it
@chrome summit
yes
ok i did but it doesnt work
should i just add a preview asset?
to atach the weapon
@smoky stream
idk
epic has tutorials on this stuff
it'll be on their youtube channel or website
ok thanks
Does anyone know the runeberg's plugin really well and can help me with somthing?
(the vr one)
hit me up with that duplicate question
when i save a gesture it seems like even if i draw one line from that gesture it counts it as a positive
@grim sinew Thanks, apparently adjusting these lightmass settings, helped reduce the issue, to where it's not as apparent.
HI GUYS!, I have two questions that are probably very rare.
Is there a way to create a RIG inside unreal? Just using unreal tools ( I know its not the best way to do it, just asking)
Is there a way to animate characters inside unreal, Just using Unreal tools not any other third party software??
No. And yes but painfully.
hope you enjoy splines if you want to animate inside unreal
Anyone know a good tutorial on inventory systems?
there actually is an experimental rig system in ue4
but yeah super super experimental
https://i.imgur.com/EzvSS9G.png weirdest new plugin in 4.21
@manic pawn That's included with the engine?
it was added with 4.21
๐ค ๐ค ๐ค
It's important for arch vis firms because it lets them make location-accurate lighting for proposals.
What the typo.
interesting
Yeah. I had never considered it until my client brought it up.
They were doing arch vis for city proposals, so they really wanted their scene's time-of-day to match the real location.
When I say they wanted it, I mean in Unreal. Prior to working with Unreal, they did offline rendering with Max and such.
With those pipelines they were used to being able to type in lat/long and get an accurate sun.
anyone got any background landscape that like to give to me ?
@broken stream Go and check out the free Infinity Blades asset packs on the Marketplace that Epic released. They have heaps of assets you can use.
some page to download skeletal mesh to part of mixamo?
Hey! Anyone know of documentation on processing a PDF file into a book format within UE4? (Please @ me if you response so I know, thanks!)
...you want to use Unreal to convert a PDF into a book?
Pretty sure Unreal can't open PDFs in the first place
...book format?
You would need printer for that
If I wanted to take an ebook and made it into a 3D book in VR that you could turn that pages on and what not
Probably need to integrate a third party PDF library. You can try displaying the PDF using some sort of browser plugin but IIRC they're all based off Chromium which doesn't support PDF out of the box (I think)
But yes, it sounds painful
What if you broke it down into a page by page basis and then applied that to a material?
You still need some way to parse it
Unless you mean converting the pages into images, then yeah that could work but sounds inefficient
Not to mention the disk space that would take up
Yeah
Ok well it seems like a fun challenge
I tried looking around for anyone else who had done something similar and didnโt see anything
Iโm not good enough at C++ to try it yet though
Possible avenue you can go down is to convert PDF to HTML and use browser plugin to display it. Dunno how well PDF to HTML works though
Alright Iโll look into that thanks
Are there any unreal related podcasts? I've got a line up of game design ish podcasts, and it just occurred to me that there might be some podcasts more on the development side of things
I was unable to fix my failed attempt at a physics profile tutorial so now I shall spend the rest of me testing AI days as a vengeful pair of pants
good night, but if som one can take a look at this and tell me how i can make a return nod if i die on this blueprint so the compas works after i die ? this is the error i get then the BP
Blueprint Runtime Error: Attempted to access TP Camera via property Rotation, but TP Camera is pending kill from function: 'Set Diraction' from node: Set Position in graph: Set Diraction in object: Compas_HUD with description: Attempted to access TP Camera via property Rotation, but TP Camera is pending kill
@sleek mango Not that I know of. I've wanted to start an Unreal dev podcast for ages. Just a matter of finding the time, putting together a good plan, and probably finding a good co-host or two.
Hi all my talented friends here, i have a question: what advantage does unreal hold over unity and what would be the best online hosting solution for a multiplyer game built in unreal
unreal is great for working in a team
The choice of tech always depends on your projects needs. It's that simple.
@vestal minnow As always, all depends on you and your game (:
Barely anyone can properly answer this.
We are using UE4 cause we like it, so we are biased already.
You can do most of the stuff in UE4 and Unity.
It's really just a software. The differences may be in the features, but you can easily read that up and check if your game needs something from UE4 or Unity.
Furthermore, your question about the hosting solution is also up to how you game works.
There is no "best" in general. You need to use the solution that fits your game.
@tall pendant
"The choice of tech always depends on your projects needs. It's that simple."
Why would you use Unity instead of UE4?
How many experienced Unity devs moved to UE4 and then went back to Unity?
If you want to develop a video game, not talking about ''messing around''.
I don't know many dev that would pickup Unity over UE4. It's suicide.
Generally, those who do choose Unity like to work with underdog technologies (like Godot, Lumberyard, etc.).
They like to do things different and or they have hope that other engines might get better later on
I'm not going to argue about Unity vs UE vs LY vs X. Just know what your projects needs are and which tech fits the best.
youre assuming alot again hermit
XD
and the word "underdog"
what does that mean
I'm not assuming, I'm talking about someone who REALLY wants to develop a video games VS someone who has different goals.
If you really want to make a game, UE4 is a no brainer.
hands down
But familiarity with the toolset could be one reason
Yes, but this is different
you cannot declare unity or ue4 the definite choice XD
As I said, long time Unity devs that kept using Unity because they were ''familia'' with it eventually tried UE4 and went ''F my life. I should have used UE4 a long time ago.''
and the other way around
The Unity devs that made the jump to UE4 usually don't look back
I know people who went from UE4 to Unity and are happier. And also the other way around.
It really depends
I live in MTL, and I've been watching this going on since 2008.
We have tons of studios and indie game devs here.
Everyone keep talking about this Unity vs UE4 discussion.
Some of our schools have teachers who are pro Unity just because the governments is pushing for mobile dev and unity
mtl?
But the reality is... if you are willing to learn UE4, there is no reason to use Unity.
Montreal
nah
It's in Quebec, Canada.
oh lucky you...
i almost had an argument there
Montreal is one of the biggest cities for game developers
that doesnt mean so much in the end
We have both a Unity and Epic Games studio here
montreal is also the home of many studios who use their own engines
Well it is a important hub.
And we have ubisoft, Warner Bros, Eidos, Square Enix, Bethesda, Behaviour, etc
And maybe 50 smaller studios
careful you are breaking your argument
XD
its crumbling away under all these custom engines
@static viper
The game companies that have their own engine are big companies that just don't want to pay Epic
It's as simple as that.
Money
you believe that?
But what more important with a question like "multiplayer combat game" is does the person have the skillset for such a game? regardless of the tech.
It's not that easy
Those same studios have used Unreal Engine too for years
Ubisoft used UE3, Eidos used UE3
But they have their own engines now
they just grew big enough to do engines themselves XD
i hear alot of "better tools for our artists"
Huh. Even "smaller" Studios have their own tech now
yee
Deck 13 from Germany for example
oh yeees
ubisoft spents at least 80 millions to make the first Assassin s Creed engine
And they spent a hell lot more for all others versions that came after
a wonderful example!
man i loved venetica
and piranha bytes!
they also have own engine
oh and crytek...
i kinda remember now where unity came from
shit
i am so sorry
People like Unity to mess around and try things. But try shipping an actual game. It's almost impossible
opinion
Opinion? No dude, I've used Unity professionally I got friends who keep working with it
it's crap
unity is for professionals
i am just throwing random arguments in the chat now to see how you react
its clear that you are pro ue4 XD
I tried for two weeks to bake lightmaps and all I was getting were crashes
swiftly runs out of the back to after dizco
I'm not pro UE4. I have a game to develop and have spend a good amount of time getting into different engines to see if they could fit my needs that are fairly basic.
But all things considered, UE4 is still the best option hands down
Could someone help with some things in my project?
I hav ebeen struggleing some time with and i cant continue with my small game before its fixed.
its about some animation and triggers
It's usually best to just straight up ask the question.
yee try in #blueprint directly :3
we aรถlso have animations
but i think is #blueprint
I will try ask my questin in Bp section then ๐
@static viper
if you make the claim that game devs choose their engine depending on their needs...
In what scenario would you use Unity over UE4?
There are cases, but you'll understand after why we can discredit them
i tell people that ue4 is not for mobile games or lower class software products.
unity has this c# java integration
that makes it alot more compatible with devices
And yet my friend who is a Sr. Designer is currently making a mobile game with UE4.
ue4 is made for consoles and desktop hardware
windows and linux are platforms for ue4
good for him
its no proof
Unity is great as long as the project is lightweight.
Some people don't have a PC that can run UE4 so they stick to Unity.
Most people who don't code shouldn't use Unity. They'll end up using UE4, because Blueprints.
UE4 has hands down greater development tools than Unity even for mobile game dev
But Unity might have better 2D tools
That doesn't mean it would necessarily be bad to make a 2D game in UE4.
But the fact is, UE4 is a full game engine right from the start. And that's a big deal.
Whoever wants to use Unity, that person needs to get into C#
or other alternative scripting languages in Unity
Unity struggles whenever the project grows in size
Trouble loading scenes, calculating lighting, etc
Crashes
Crashes
UE4 has no problem with that.
Because it was built to make AAA games and just work
To the point where I'm even tempted to make the claim that Unity is a scam
I'd recommend Unity to someone who wants to make a low poly game and use C#
if you want to do more, use UE4
And by the way, I've worked on over 5 mobile games and the lead programmers that had to use Unity freaking hated it and don't want to ever touch it again
They preferred VISION over Unity
And Vision (by Havok) is dead
The Havok Vision Game Engine (formerly known as the Trinigy Vision Engine) provides a powerful and versatile multi-platform runtime technology ideally suited...
@plush yew never 4get havok anarchy
last time i used Vision was when they were still Trinigy ๐
That's vision
oh, true
yeah
it is indeed havok anarcy
I was in love with that engine until next thing I've learned... it was dead
that one has almost UE4 tier C++ programming
such a shame
some could even say its C++ is better than unreal
thanks to "less bullshit"
but a bit more manual than C++ when you bind stuff to LUA
Well ,the lead programmer that Im talking about preferred Vision over Unity and UE4
He probably had ''reasons'' lol
I think vision did, but I think it's totally dead now
Like you can't use or download it anymore
I think Orcs Must Die was made with Vision
looks like havok anarchy was the "UDK" version of vision
it was closed source
sadly the license was bad
so people didnt jump in
it was "fully free" only for mobile
for PC it was "ask us ;)"
no one wants an ask-us license
and the free for mobile looked sketchy
Yeah. Vision came with full source.
At least under Trinigy
idk about the Havok era
no
Physics yeas
yee
but a lot of people, a LOT, use the havok physics
looks the same as physx
@frank escarp Yeah it was sketchy for PC. And I wanted to use it exclusively for Windows.
i had a look at it but then UE4 happened
It's sad really. Intel once bought the dev team from Project Offset and they ended up shutting them down. It was devastating for that dev team
It killed them
and autodesk bought stingray devs
๐
the stingray devs have such a good blog
from when the engine was called bitsquid
pretty much the best engine dev blog you can get
We had an eval of bitsquid
i dont get why people still invest in doing engines
it was pretty neat at the time
autodesk bought it, and then killed it near-instantly
creating a whole new game engine takes so much time
i think they wanted to integrate it inside the maya viewport
but things didnt turn out that well
meanwhile Blender 2.8 getting a viewport to surpass everything made by autodesk xD
hahahahaa
I really don't understand why so many people keep complaining abotu autodesk and keep supporting them anyway
Please, just stop lmao
rofl
It probably is if you can afford it
We also had an evaul kit of the Reality Engine decades ago
How much is it? 1,500 a year? 3k?
i only payed 35 a month
Exactly
you cant even use the cool plugins
maya lt is really nice :3
then Epic bought them and integrated a lot of their tech into the next UE
it doesnt come with all the render crap
that was UE3 later
wich is kind of the entire point of maya
Blender is so good these days and free. Why arent we all just focusing on improving blender to make the video games industry better for everyone?
becouse FBX working as intended
as a power grab by autodesk
until epic games doesnt finish their glTF support, blender will be crappy in unreal
maya isn't 3,5k a year tho
Last time i checked it was something like 1.5k a year
2015
Maya $3,675 (perpetual) $1,470.00 (annual)
270 a year (for small companies)
1.951,60 โฌ for full maya
they realized they have enemies ๐
Anyone here take the time to try to beautify their blueprints?
i do
sure
its a coders job
my attempt
they become C++
oh a bit cramped
i do not beautify blueprints
use more subfunctions
at all
MAYA
- CDN$245.00 (Monthly)
- CDN$1,965.00 (1 Year)
- CDN$3,733.50 (2 Year)
- CDN$5,305.50 (3 Year)
i found reroute node to be really good, but better if they can be rotated
and custim nodes
if i want to beautify them, they go straight to C++
do u beautify ur C++ too?
yes
that is good
for an example yuo can look at my github
Become the beautifier
nice code is nice for teamworker
hm ive never really worked in team but...
you have good arguments for working in one ๐
i realized that after few thousand lines of code, beautified codes help my future self
currently my cpu rasterizer can render 850.000 triangles in a 1024x1024 screen at 40 fps