#ue4-general

1 messages ยท Page 327 of 1

grim ore
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#1 ties into #2 tho as you can always block out the level layout with BSP, then move it into your 3d program to make production designs

winged bear
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okay

grim ore
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BSP's are not designed to be performance friendly, you will get less performance out of a bsp cube than a static mesh cube and it only gets worse the more operations you perform on the BSP brush

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with that said if your entire game consists of squares and you have like 50 on screen at a time then BSP vs Static Meshes really does not matter.

winged bear
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Okay, so if I make a wall with a hole for a door with an edited BSP, it will cost more than a wall made on 3ds Max ?

grim ore
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yes

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but you can always convert that wall into a static mesh inside UE4 and then export it out to clean it up in max and bring it back in for example

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technically you can clean up any geometry brush in UE4 as well by hand but its super painful as the tools are not designed for it

winged bear
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So I can use the greybox and import it into 3ds Max, for example, and then clean it, unwrap it, etc etc, for production?

grim ore
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there is a content example that showcases the workflow from greyboxing out to production

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and yes that is the normalish workflow

winged bear
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I also have another question : Do you know another solution than Level Streaming to work on the same scene with multiple persons?

grim ore
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level streaming is the standard way of collaboration but there is a plugin that is supposed to support collaboration as well that is out/coming out

winged bear
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Ow! Do you remember the name of the plug-in ?

grim ore
winged bear
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Thank you ! :D

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I'll look into that

languid shard
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if you want to join their discord

winged bear
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Perfect! ๐Ÿ‘

languid shard
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its in closed alpha for now though

winged bear
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Thanks a lot !

winged bear
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Ah not the UE4 version I think

brittle gyro
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is there a way to have the "new project/select" screen from popping up Steam VR? I remember a setting to turn it off in a config file somewhere.

granite swift
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I got a quick question, if I make certain parts of a model 'invisible' by setting their opacity to 0

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do they still affect performance as they would while fully visible?

olive yew
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I can't find the stuff for the root, pelvis, clavicle and more

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i imported the character form mixamo.

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what should i do?

grim sinew
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@granite swift yes.

golden magnet
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(new to unreal) is it possible to snap objects to another, for example if I want to create 4 equal walls that touch each other?

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right now i'm just dragging them but it's not accurate enough

worn granite
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if they're all uniform size you can turn on grid snapping and kinda get that

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And you can press End to snap objects to a floor

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other than that, you'll have to use an editor extension to get things like vertex snapping

golden magnet
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ok, thanks

olive yew
olive yew
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?

fossil ore
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@olive yew It's called "HIPS"

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Pelvis = Hips

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Clavicle = Shoulder

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Mixamo has different naming conviction

plush yew
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oh hello

autumn temple
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if you have an AI, and you dot the actors right with the direction to the player, what direction could the the player be if the dot product result is 0.0?

Would that be in front, behind, or to the sides? I'm still confused about Dot Product

trim tapir
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PQ-QP=ih/4pi

regal mulch
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@autumn temple 90ยฐ Angle is 0.0

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Same direction is 1

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Opposite direction is -1

autumn temple
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Thank you very much.

wintry glade
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hello is rendering with an embedded Alpha channel an option yet ?

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for cinematic camera rendering output to mov or something

autumn swan
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Anyone here using GameSparks as their backend?

void rapids
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hola

tawdry raptor
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I have an issue where my AI walk and sound like a marching army, I have 2 foot steps sounds each time the AI hits the ground but these 2 get repeative, how can I make my AI foot steps more realistic when I can onky add 2 foot steps sounds

plush yew
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use one audio source and let each step interrupt the last

tawdry raptor
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like one right after the other?

plush yew
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how do I change the vr hands for ue4?

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I have all the blendspaces setup but It doesn't work

paper sky
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Hey all - looking for general advice. Somewhat of a beginner here, have done really cursory work with Unity and am looking to start a dark souls / zelda style third person game. I am a developer with basic knowledge of C++, not averse to going deep into it. In fact, I prefer it over the idea of getting good with Blueprints (at least to start)

Wondering if I'm on the right track - I'm starting with the Third Person Code starter project, and am looking to write a z-targeting / lock-on (to e.g., an actor I deem targetable) with appropriate camera follow as my first project. Two questions:

  1. Am I barking up the right tree by starting with the third person example project - or would I be better off starting from scratch to really drill in some basics,

  2. Do any of you know of any good tutorials that would steer me in the right direction for this zelda style z-targeting goal?

Again - total beginner, and happy to learn to crawl before I learn to walk, but having trouble finding out a good starting point here.

icy bone
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@golden magnet there is vertex snapping in UE4, but i forgot the hotkeys, google it :)

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@paper sky Best is to start scratch, I start all my projects from empty C++ ptoject. But it require u to learn the basic of UE4. I recomme d Tom Loomans course on Udemy for C++. Or u can youtube tutorial series. But those may be outdated to current version, and may cause confusion. Udemy videos tend to stay up to date as new versions arrive.

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@paper sky Also Blueprints are must learn things in UE4. Usual wotkflow is to code base code in C++ and use BP to setup and connect game. logic cus its much easier. Writing C++ for everything is not very flexible

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for ur purpose of locking (i never played zelda), what u wanna modify is the movement direction vectors and camera lookat towards a target location/actor

brittle gulch
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Hi here, is it possible to make a Grass Type Foliage movable? I can't find a way to change it's mbility.
I'm talking about grass type foliage, the one you use with inside a material

cloud cobalt
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@plush yew ?

plush yew
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the launcher was not in the taskkbar

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just in task manager

cloud cobalt
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Sounds like it's running in background... ?

sleek solar
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How to prevent Epic Launcher from starting with UE4 Editor? I am not even using launcher version of the engine...

fierce tulip
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not sure if its fixed, but a few years ago @polar hawk posted a way to disable that which resulted in games unable to cook O_o

sleek solar
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๐Ÿ˜ฆ

fierce tulip
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when someone took over adding vfx to characters due to being stuck in another country, and noticing he accidentally used particle systems each containing about 40 emitters.. for a mobile game and it still runs within the required framerate and ms.

whole quarry
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Sounds like a win

manic pawn
fierce tulip
static viper
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i posted first ๐Ÿ˜

fierce tulip
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ยฏ_(ใƒ„)_/ยฏ

unreal spoke
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Is possible to write data into a data asset using blueprints? from the editor? in-game? python?

static viper
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whats a dataasset

floral lion
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@unreal spoke You can do that in editor, during run-time dataassets are fixed / baked iirc

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(like they are changed in editor but nothing above like Standalone or Packaged)

unreal spoke
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@floral lion Great. Editor would work for me. Any idea how can I do it? C++ is not an option for me

floral lion
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I think you can just use a BP and use a Call From Editor function

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the API should be exposed since the python support was added for asset function scripting ?

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ive only read about it but already forgot what it is called there is a BP class which adds itself to asset action iirc

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AssetActionUtility*

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@unreal spoke yeah seems to be what I meant - requires 4.20 though

unreal spoke
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@floral lion Awesome ๐Ÿ˜ƒ Thanks

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@floral lion I cannot find the way. The assetActionUtility is not a problem. The problem is the BP to create the data asset. Should I use "Create asset data"?

floral lion
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No you create on by using the DataAsset wizard (right-click -> misc -> data asset) and then use the class of that dataasset in the AssetActionUtility

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and script your update things

unreal spoke
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@floral lion ok I follow until "use the class of that dataasset in the AssetActionUtility". I guess I need to override the GetSupportedClass function but I don't know how

regal mulch
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"Create DataAsset"?

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Are you trying to do this RunTime?

unreal spoke
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nope

regal mulch
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Okay, then I'm quiet :D

unreal spoke
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I mean... I'm trying to create an asset while in the editor. In fact I don't even need to create it I just need to update it. But the idea was to do it from the editor, not while playing

regal mulch
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Yeah it's an Asset after all. You don't update them from Runtime anyway

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It's like trying to update a Texture or Sound runtime.

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Assets should be Static data, at least during runtime.

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Preruntime should be fine of course

unreal spoke
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yep, but I don't know first how to make the actionutility to appear in my data asset, and second I have no idea how to update the data asset with blueprints. Any tutorials/docs that could help? The official doc seems useless from BP side.

regal mulch
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Why would you need to update it through some code though?

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Usually you just open it and set whatever variable it has

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Is there some reasoning behind having some sort of actionality doing that?

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@unreal spoke

keen pawn
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my dudes just a quick one

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how can i change the pivot offset on the door

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in a blueprint

regal mulch
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iirc you can't

keen pawn
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sigh

regal mulch
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So either reimport it with a proper pivot

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Or put a SceneComponent as parent

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And rotate the scenecomponent

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But I would advise properly exporting your mesh

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But maybe there is an option by now that can do that afterwards

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UE4 changed a lot :D

grim ore
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^ technically it's already a child of a scene component so just place it properly and rotate the scene component/actor

fierce tulip
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wasnt there a new thing that allows to change pivots? or am I confused with some weird mp pack?

keen pawn
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the mesh and the handles are separate though

regal mulch
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@fierce tulip That's where I'm not sure either

grim ore
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child the handles to the door mesh then

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so scene root -> door mesh -> handles

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rorate scene root/actor to roate the door.

fierce tulip
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"ALT + MiddleMouse to move the pivot, then Right-click the actor and choose Pivot > Set as Pivot Offset to save it."

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try that

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(with a test mesh preferably)

grim ore
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the offset in the static mesh editor works as well when reimporting, you don't have to much with your 3d software you can offset it in the editor itself on reimport.

fierce tulip
keen pawn
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@grim ore I have sorted out the parenting, so your saying add another object and rotate that object to move the door?

grim ore
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in your example your scene root (the base object) is already another object

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the mesh is a child of that, rotating the scene root or the actor BP will rotate all children appropriately

keen pawn
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ah i see

grim ore
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yeah so if you offset your door mesh so the 0,0 of the scene is your pivot point then when you rotate the actor/pawn/root you will rotate along that 0,0 point

keen pawn
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sure

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thanks man

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btw you do the youtube videos right?

grim ore
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importing it with the correct offset is of course the correct answer but easy fixes are easy fixes... for now lol

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I have done a few yep ๐Ÿ˜ƒ

keen pawn
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Nice, yeah i watched alot of them when i first started

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great stuff

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๐Ÿ‘

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@fierce tulip tried that video dude, its not a perma solution

fierce tulip
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if you save the offset it should be permanent, but even with other suggestions its always good practice to set the pivots correctly in your 3d tool of choice

keen pawn
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all done

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๐Ÿ‘

keen pawn
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๐Ÿ˜Ž

whole gale
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@sleek solar Did you find a place to upload your assets ? Can't you publish hem on the Unreal Marketplace ?

manic pawn
sleek solar
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@whole gale didn't have time to...

whole gale
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@sleek solar Okay, your cel-shading is pretty nice

lilac cobalt
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hello

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somebody help

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Currently I run UE editor on 4k monitor

grim ore
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2+2=4!

lilac cobalt
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Everything work fail

grim ore
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so it does work fine or not?

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I run UE4 on a 1440p monitor 100% scaling with no issues here, 4k should work the same just super small unless you using scaling

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and if you use scaling just change resolutions instead and hope it works lol

lilac cobalt
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if I check that checkbox

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everything work same on 1080p monitor but the text inside Editor is blurry..not clear

grim ore
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yeah that makes sense as I doubt it would use cleartype at that point

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you would probably have the same issue if you downscaled the monitor itself to a lower resolution

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I am pretty sure this is just one of the downsides of using a 4k monitor at this point with UE4 ๐Ÿ˜ฆ

lilac cobalt
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Real mouse position is at yellow circle

grim sinew
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If youโ€™re using monitor scaling of any kind of messes up Unreals editor

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It gets confused and runs at a lower resolution entirely

ember hinge
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Hey, I'm not sure if I'm posting in the right chat, but I'm trying to do something a bit oddball and figured I'd turn to this discord for help

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I'm not super big into 3D / stereoscopy / VR, but I discovered Ansel stereo screenshots look absolutely gorgeous

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example:

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I discovered you could force stereo output for real-time play via -emulatestereo on the command line

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Unfortunately, this seems to be optimized for VR device instead of SBS viewing, as the FOV is waaay out of wack

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judging by some Google sleuthing, it seems I'm unable to change the FOV / aspect ratio without downloading a dev build of UE4 itself, is that correct?

light lark
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Hey guys ๐Ÿ˜‚ Nothing unreal related here but i didnt know where else i could ask. Is there a way to change the color of your RGB strips that are built in to your pc to an RGB wave? They ar econnected to my motherboard but i dont know if there is any software to add wave lightning to them since i just have a remote control that has like... breathing and then color hanging and normal colors but not something like a rainbow RGB wave

unreal spoke
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How to cast "Udatassets" in blueprint? There is no "Cast to Data Asset" node...

manic pawn
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cast it to the specific subclass of data asset you want

unreal spoke
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@manic pawn Ah that makes sense. Thanks ๐Ÿ˜ƒ

unreal spoke
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Is possible to make a data asset in editor from scratch? I mean not based in another data asset

north nova
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im not really sure where this question should go, but anyways, does anyone know if there is a way to export out a bezier curve from blender with an animation and import it with said animation into ue4

manic pawn
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what do you mean make it from scratch? @unreal spoke

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are you talking about instances or a data asset class

subtle sedge
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Guuuuys i neeeeeeed work =( do u have any 3d jobs for me ?

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=(

fierce tulip
subtle sedge
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Ohh, i know about this board. I was be already posted here. I just fall in total depression and now search job everywere =((

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Nooone need 3d artists =(((

unreal spoke
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@manic pawn I'm probably talking about a class. Right now in the editor if you try to make a data asset it asks you which data asset class do you want to base it on. I want to define my own data asset.

manic pawn
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you're not basing it on something, you're making an instance of a specific data asset class that is saved to a package on disk

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I'm not sure if you can derive UDataAsset with bp, normally you make subclasses of this in c++

plush yew
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Good day to everyone!

regal mulch
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DataAssets can only be subclassed in C++ afaik

plush yew
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I am a new here. So the main purpose why I am here is to search mates for UE4 developing skills.

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Where I can search for team in order to develope my skills and help each other?

regal mulch
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Don't think we have channe lfor that or?
If not, make a post in #looking-for-talent and mark it unpaid and explain what your goal is

plush yew
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Ok. Thanks for fast response

pearl saffron
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guys how to fix [SM5] Only translucent materials can use the scene color node.
without translucent mode
help

fierce tulip
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you cant

pearl saffron
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can i replace this node

plush yew
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Excuse me. Anyone knows how to apply my resume in Job board " Looking- for- work"?

pearl saffron
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i dont know

plush yew
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Honestly ๐Ÿ˜ƒ

manic pawn
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pinned message in the channel

plush yew
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Understood. Will try now. Thanks

static viper
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50BPs on luos

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all in

unreal spoke
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@manic pawn I mean data asset class (I think). My own data "structure". In the editor you can create data asset but that one must be based on another data asset (a class I guess). I want to ue my own data asset class. And c++ is not an option for me

static viper
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you can only do that in c++

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you could create semi content containers

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even have them as singular variable types...

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but in the end they are fake and not attached to the system

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data structure sounds just like structure by the way...

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and structs can be used as variables

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but those are again made out of ue4 known var types

crystal arrow
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umm sorry for interrupt but can u guys help me with that?

grim ore
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what's the actual problem/issue/weirdness?

regal mulch
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@unreal spoke You can't.

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DataAssets classes can not be subclassed in Blueprints.

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You can't create your own class in Blueprints.

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You need to use C++ for that or use something else than DataAssets

crystal arrow
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@grim ore my character wont aim at the direction when it walks and aim

regal mulch
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Then you Math is probably wrong?

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You never showed us that AnimGraph or?

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Don't you normally use an AimOffset for that?

crystal arrow
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ok

plush yew
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how can i trigger a sequence by a line trace

grim ore
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newer machines have a higher IPC and will be naturally faster clock for clock. UE4 for lighting and shader compilation will use all available cores and clock speeds. yes a newer machine will be faster if you match the cores/threads.

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now how often you use lighting builds and shader compiles is on your project and how much it might help in the long run

gilded badger
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speaking of which.. and sorry to interject, but I'm getting serious lag in editor, mostly when menuing around. RTX 2080, i5 6600, 16gb ram, happening in multiple versions. FPS is around 100 when editor is in the background, but drops to 20 when i focus in and start hovering over things.

grim ore
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I am using a i7-2600/1050ti setup here right now and I have a 5820k/1080 setup at home and the difference is VERY noticeable when saving materials and opening projects.

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both have SSD so the drive is not a bottleneck

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I also used a 7300HQ-I5 (no hyperthreading) and while faster clock to clock than the 2600-I7 the lack of hyperthreading hurt it when compiling

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yeah the GPU is kinda moot when editing for wait times its like all pure cpu , ram, and drive

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and the newer/faster/more cores you can push at it the less wait lol

tall pendant
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ram doesn't make a huge defference imho. cpu on the other hand does.

grim ore
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I am running 64GB of slower ram and I just go meh on the speed since I never run out of memory lol. Hitting the drive pagefile just blows

tall pendant
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running an i7 2600 here as well and it shows its age

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esp. on source builds and light builds

grim ore
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16GB for sure, that CPU seems to get good reviews

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a ryzen might be a good alternative tho

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its the more cores that makes a difference for ryzen

tall pendant
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yeah. i'm considering a switch to AMD's TR platform for my new workstation

gilded badger
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Think I solved my thing if anyone is interested. G-SYNC fucks up framerate in editor, but you can disable it specifically in unreal in your nvidia settings

tall pendant
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the nice thing with AMD is they keep supporting TR4 for a while. so you can start with a lower end threadripper and upgrade later

grim ore
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yep same here, ryzen or TR is my next plan to replace my 5820k in the next year or so. getting another 4 or more cores makes me happy

tall pendant
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dont know if intel is doing similar

foggy merlin
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Hey guys, super quick question. I've got interp to movement on an actor, I'd like to make the control points to it external variables because when I use it as a child of another component I can't edit the control points on the fly. Is there any way to do this? I'm so lost!

primal musk
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hey, i'm new to unreal engine, i used other engines before, do you guys have an tips for newcomers?

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no

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i'm not even sure if the engine i've used before is considered an engine

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i was useing cube 2 if anyone is familar with

fierce tulip
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hehe packt.com asking me to write a book about unreal engine visual scripting

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O_o

primal musk
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for a long time tho ^^

fierce tulip
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lol

primal musk
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I see

grim ore
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swarm helps if you have a ton of stuff to light and machines to help with. Mainly with production lighting on bigger scenes

unreal spoke
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@regal mulch Thanks ๐Ÿ˜ฆ

primal musk
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i tried importing an fbx file, waited for 10 minutes and now it crashed :l

bitter iris
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hey guys, how do i get symbol debugging for source?

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i got a warning about it

grim ore
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in the launcher next to each version of the engine installed is a drop down menu, there is options in that menu, in that options menu is the option to install that option

bitter iris
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Yeah but would me installing that for 4.20.3, work for the UE4 Source from git?

grim ore
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oh good point, if using the source your going to have to compile the source with debugging as the target

pallid compass
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source has debug symbols by default

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compiling debug mode only stops optimisations by the compiler

proven ivy
proven ivy
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obviously but why clicking the sing in button brought me to that image? I'm suspecting some dark magic >.<

proven halo
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ุชู„ุนุจ roblox
๐Ÿ˜‹

plain gazelle
plush yew
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if you were already clicking a link to there but weren't signed in, maybe it redirected back after signing in ๐Ÿคท

dark scarab
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welp, unity discord got deleted.

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ah, found out what happened.

viscid canyon
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Hey all. Is houdini decent for 3D Character Creation?

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as in, no other 3D tools other than it

dim arch
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they added a lot of new modelling/game tools in the most recent release

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so its possible, but stuff like zbrush is better for modelling workflow

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also, is there any bug report channel on the discord server? because I find a few bugs but I cant seem to submit a ticket because of VPN issues

viscid canyon
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Right but zbrush is hella expensive

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lol

dim arch
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zbrush core isnt too expensive

viscid canyon
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Currently trying to don many hats and trying to figure out the best 3D software to start with. I have some experience with Maya in the past.

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I am a software engineer by trade but have done level design in the past and a touch of 3D modeling (not much beyond tinkering)

dim arch
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houdini is primarily a VFX/Film application, but it has enough tools to make game-res assets

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also its pretty good for an engineer

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because its node based/procudral system which has a sdk and python editor scripting

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I think it will be pretty successful in the future as you can use machine learning with it, and also its particle systems can be integrated into ue4

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maya is the best to start with imo

viscid canyon
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Right. I started back with 3DS Max way back in the day and moved to maya. Followed a tutorial on making a realistic alien head and made a futuristic gateway for unreal tournament 2k3 but thats pretty much it ๐Ÿ˜› I have a large gap in my learning (12 years?)

dim arch
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yeah thats quite some time, but the modelling principles are the same, mostly subdivision surfaces, retopo, normal map etc not too much has changed

bitter iris
viscid canyon
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I never got to texturing my 3D models though

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so that will be new

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Mostly it was just trying to get polygon modeling down... though.... sculpting looks awesome

grim ore
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@bitter iris I guess it would depend on why you can't open it in VS. Fix that problem then you can compile is probably your choice.

bitter iris
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Like do iopen the uproject?

grim ore
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the uproject is for unreal, the sln is for visual studio

bitter iris
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i cant generate the sln as i need c++ files it says

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but i cant get into the project again to do so lol

grim ore
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ah well that's a conundrum. Why won't it open?

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the uproject

bitter iris
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cause i need to build the uproject apperently

grim ore
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I think the thing that is missing is how did this all start

bitter iris
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well i originally had the c++ built, then deleted it an now wont let me open it

grim ore
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roll back to an older version using your source control

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or remake the project with the c++ code then move your other code in or copy the code from a remade project into this one

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or technically you could manually make a c++ class and add it to your uproject

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but uh if you deleted the c++ code you had originally to make it work you probably need to get that back

bitter iris
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okay ill see if i can restore it

viscid canyon
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@dim arch, so is zbrushcore a yearly price of $180?

dim arch
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I think so yup

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zb is great for modelling quickly and also detailing

grim sinew
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@viscid canyon if you want to make characters, zbrush is almost a requirement of you want any sort of fidelity out of it. Zbrush or 3d coat.

bitter iris
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zbrush is $180 a year? I thought it was $180 one off

viscid canyon
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if its $180 for good... I may have to get it

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Do you think ZBrush + Houdini is enough?

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or is Maya still a big player?

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gets sort of costly if I have to learn 3 3D studio packages

dim arch
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thats enough with houdini 17

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they have a one click retopo bake solution

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you probably would want to use substance painter for texturing though

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painter/designer

grim sinew
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zbrush core is $180 I think, the full ver of zbrush is $750 last I checked

#

And while they're not obligated to offer free upgrades, they have done so for the last 19 years and show no signs of stopping that.

#

But if you're serious about making characters, zbrush is pretty much your only real option

viscid canyon
#

zomg Zbrush is awesome!

#

just got the trial

#

so is maya still relevant?

smoky stream
#

zbrush tends to be rather high poly, so its not the best for putting stuff directly into unreal

#

iirc unreal is moastly build around 3dsmax/maya for the modelling workflow

#

and blender is usable as well

viscid canyon
#

Just playing around with it

#

@smoky stream Right but aren't there tools to lower the triangles for a high poly model and then extrapolate a normal map from that high poly to apply to the lower poly model?

smoky stream
#

none come to mind, but more than likley there are

#

imo its just an extra step to the workflow that could be avoided by using another tool

#

but zbrush is the best of the best for sculpting faces/bodys

viscid canyon
#

This is what is so frustrating coming from a programming/level design side of things is trying to find a thread to grasp when it comes to 3D Art. I am not sure where to start ๐Ÿ˜›

smoky stream
#

blender is better for hard surce stuff from my experience

viscid canyon
#

gah.... blender is a nightmare to navigate

smoky stream
#

i started out with blender, so i should state that bias

#

blender is really damn quick once you figure out the hotkeys

#

all 5000 of them...

viscid canyon
#

I wished I had started with it because I have Maya/3DS Max related experience bleeding through clashing with blender

smoky stream
#

steep learning curve to say the least

#

i actually tried sfm thinking it would be easier than blender

#

i couldnt even load a scene

#

so i got stuck there

#

blender gave me a cube and told me to go nuts

#

but there are alot of hotkeys to remember with blender

#

but hot damn is it fast once you know some of them

viscid canyon
#

oh ive done some blender. I followed that popular donut tutorial on youtube

#

thats as far as I got though

smoky stream
#

protip: Shift+F is amazing

#

free cam with wasd controls

viscid canyon
#

oooooo!

smoky stream
#

sutch a crutch its amazing

viscid canyon
#

I never knew about that

smoky stream
#

once i found it it became so much easier

#

its way more trackpad friendly than the normal controls

viscid canyon
#

what popular games use Blender with the 3D artists not having crazy experience?

smoky stream
#

seeing as i dont know how companys work interally, i cant say

viscid canyon
#

ah okay

smoky stream
#

also blender has its python api so it can now be automated inside unreal

#

so thats a nice bonus

viscid canyon
#

I have been looking at houdini so maybe Blender + Houdini would be a nice mix

#

Houdini is awesome for procedural assets

smoky stream
#

my workflow was blender -> substance painter -> unreal

#

worked a charm for what i needed

viscid canyon
#

I really want to learn substance painter.

smoky stream
#

my art talents are uh

#

not good

viscid canyon
#

same... probably worse

smoky stream
#

i can model better than the average programmer

#

which isnt saying mutch

#

i can draw better than a 80y/o with parkinsons

viscid canyon
#

im used to a web development world peppered with level design (Doom2, HL1, Hl2, UT2k3, UT2k4) and software dev ๐Ÿ˜›

smoky stream
#

my entire artstation is boxes

#

its all i know

#

but if you ever need a crate hmu

viscid canyon
#

still looks slick

smoky stream
#

i tried some web dev a while ago

viscid canyon
#

eh... its my profession. I want to get out of it

smoky stream
#

it was a good learning experience

viscid canyon
#

I am not passionate about it

smoky stream
#

it was not a good exersize in anger managment

#

react can go commit die

viscid canyon
#

I make good $$$ but.... that doesn't constitute a good healthy creative life

smoky stream
#

and css + html is a pain in the ass

#

who knew dropdown menus were so hard to do

viscid canyon
#

We are using Angular 6 at work and using Hapi.js/Node.js for backend API

smoky stream
#

i was using npm create-react-app

viscid canyon
#

ah yeah. React is popular

smoky stream
#

then i said fuck it and used flask instead and all was well

viscid canyon
#

have fun dealing with state ๐Ÿ˜›

smoky stream
#

react's state managment is a fun time

#

i've had to help my dad with react recently

#

he really didnt enjoy it

viscid canyon
#

how old are you if you dont mind me asking?

smoky stream
#

you first

viscid canyon
#

34

smoky stream
#

16

viscid canyon
#

ah nice. seems you are on the right track ๐Ÿ˜ƒ

#

I started doing html/css around 12

#

that was when blink tags were acceptable XD

#

and doom gifs ๐Ÿ˜›

smoky stream
#
<div style="width: 0px; height: 0px;">.</div>
```has saved me way too often
viscid canyon
#

ewwwww no inline styles ๐Ÿ˜›

smoky stream
#

it just sort of makes stuff line properly

#

for some reason

#

html is a mystery to me

viscid canyon
#

add that to a class or id

smoky stream
#

it just sort of magically works

#

for most things i use class and id

#

that was just an example

#

the worst is inline javascript

viscid canyon
#

<div class="card"> Stuff</div>

.card {
width:0;
height:0;
}

#

Right. The best lesson I learned was this. Move CSS to declarations in a CSS file and NEVER EVER EVER name the class or ID something that would indicate a style related text (eg. Blue, Shadow, etc)

#

HTML = Semantics, CSS = Looks

smoky stream
#

im seeingly so fucking lucky to have a parent whos been doing this stuff for 35 odd years

viscid canyon
#

hah

smoky stream
#

my old man seemingly knows everything about this stuff

viscid canyon
#

Nice!

#

your dad could throw together a quick website for your projects ๐Ÿ˜„

smoky stream
#

im still working on that myself

#

once i figure out my stdlib fully im going to add an html module to make that stuff programmatic and easy

#

because html + css is a pain

#

i seem to also be lucky with the common sense part of programming

#

so thats nice

grim sinew
#

Keg, yeah you can use ZBrush for pretty much anything really.

#

Zbrush does have regular sub-d modeling built in, with something called ZModeler, and it's really fast compared to blender/maya/whatever

#

I don't really touch maya anymore for modeling, aside from retopology

#

Booleans in zbrush are really good too, you can do it on multi-million poly meshes and it doesn't even lag

viscid canyon
#

isnt zmodeler the pro subscription?

#

I don't have that kind of $$$ to drop on that sadly

grim sinew
#

ZBrush's regular version has it, and zbrush has no subscription options

#

You buy zbrush once, you have it forever.

viscid canyon
#

ah

#

how much is regular zbrush?

#

like 400?

grim sinew
#

$895

viscid canyon
#

well fuuu

#

I dont have that kind of cash.....

grim sinew
#

There is no zbrush pro, there's just zbrush and zbrush core. Core has maybe 80% of the features cut out, I wouldn't recommend it.

#

Unless you just want to sculpt and do nothing but sculpt

viscid canyon
#

Right. So I was thinking of ZBrush for sculpting and then Maya for Texturing.

grim sinew
#

You can't texture in Maya

viscid canyon
#

well applying materials to the 3D model in maya.

tropic oracle
#

maybe he's thinking UV mapping in Maya to get the texture coords?

viscid canyon
#

yes

grim sinew
#

Right, well yeah that you can do.

#

For actual texturing, you need to use either Substance (designer/painter) or Mari

viscid canyon
#

again.... not a true 3D artist ๐Ÿ˜› mostly a programmer/Level Designer lol

#

Hrm okay

grim sinew
#

It's addictive, you'll cave in soon enough. Thankfully there's an upgrade path from the cut down to full version of zbrush for when you do ๐Ÿ˜›

tropic oracle
#

I can still remember when Zbrush just came out. It's come a long way since

viscid canyon
#

Right well... I am fighting debt already as it is and trying to find a justification to buy 3D packages so I think a few simple games under my belt would do some good.

#

maybe I am trying to be too ambitious

#

๐Ÿ˜‰

grim sinew
#

Early on, just make cool looking stuff honestly. You'll improve so fast that your first few projects will have noticeable improvement from just one asset to the next

#

Better to make many, small projects

viscid canyon
#

Yeah. Right now its just the noise of too many hats I guess

tropic oracle
#

also noteworthy that you don't have t be good at 3D art to make a good game. Antichamber for instance only had one visible character aside from the player and it was a rotating/flying cube

viscid canyon
#

while I could find a 3D artist, I kind of want to accomplish something simple across the entire workflow myself

#

Anyways, I gotta head to bed for work in the morning. Thank for your feedback ๐Ÿ˜ƒ

plush yew
#

Hey has anyone ever gotten audio to work in unreal engine, I know this is an area that unreal engine lacks and we're supposed to use 3rd party but was hoping it'd have some basic support

#

i mean it allows to import file but we cannot do anything inside the engine as there is no audio support

grim sinew
#

Not entirely sure you're talking about Unreal.

plush yew
#

if I try to drag file into "sound" in blueprint it is not recognised, I've tried forcing it in engine source but it causes the engine to crash

#

well im familier with unreal, but for audio work for 3d projects we're supposed to use Unity as no one in the studio has ever had any luck with UE4 in this area

grim sinew
#

Okay, you need more than just a question or two answered, you need a basic tutorial or just the documentation I think

plush yew
#

the way we've done it in the past is to havve a second program running alongside our project and have ue4 communicate out>in

grim sinew
plush yew
#

well in unity we import and can drag audio file into the scene in 3d, but this action is not supported in ue4

grim sinew
#

Unreal supports audio just fine, every single UE4 game manages it. You can too.

plush yew
#

most use fmod, we have a license for it but haven't set it up yet

grim sinew
#

If you say so.

#

Look, just download UT4's editor or something and see how they do it, I don't know what to tell you. There's so much to go over it would take more time than I have tonight.

#

There's also the "Content Examples" project, they probably have an audio example there somewhere.

plush yew
#

hmm yeh will try that

#

i was hoping it'd take less than several long hours to simply drag an audio source in lol

#

yeh it doesnt support here, we cannot do anything with this lol

grim sinew
#

If you give up so quickly, I'm frankly astounded you make games in the first place.

#

Give it some time, learn how it works.

#

This is getting ridiculous.

plush yew
#

ah we don't normally i just wanted to throw together an example quickly to show my boss

#

im quite experienced in the audio field (I do live Djing as a 2nd job), don't have much time on me hands really for game dev I do mostly graphics, we use Unity for any 3d and audio normally, but I prefer Unreal and we use Unreal for game dev

#

but it seems

Q: Can you drag an audio file into UE4 in less than an hour?

A: No is what im getting here lol

smoky stream
#

i managed to do it

#

create an actor and have it play that sound in blueprints

#

have the event trigger on some triggerable event

#

done

#

PlaySoundCue is the node i belive

#

or PlayAudioCue

#

something like that

#

@plush yew

plush yew
#

hmm we tried already

#

file not found in this instance

smoky stream
#

you can create a class variable

plush yew
#

creating sound que not accepted either

smoky stream
#

create a class variable

sand birch
#

um hello everyone, I am a very new to programing and very bad at it as well, I read the rules and I came here looking for help

smoky stream
#

help with what?

sand birch
#

so I managed (barely) to make a very basic hunger and thirst system

#

but i really want to flesh it out using real world studies on starvation and how it affects you

#

so heres what ive found

plush yew
sand birch
#

i did research

plush yew
smoky stream
#

oh go read the damn tutorials @plush yew

plush yew
#

@plush yew .WAV and 16 bit?

#

this shouldn't be this complicated

sand birch
#

so the body can in fact go without food for a good couple of weeks or even months if water is available

smoky stream
#

it is what it is now live with it and adapt

sand birch
#

depending on how fat you are

plush yew
#

right now we're using ogg

sand birch
#

can I link the stages of starvation

plush yew
#

UE4 only supports WAV. It's in the documentation

smoky stream
#

@sand birch thats all relativley simple to implement with some if statements

plush yew
#

oh... maybe the documentation i was reading on supported file formats is out of date

sand birch
#

ok

#

i dont have to go into how fat the character is nor do i want to

smoky stream
#

if(hunger < 50) { /*do thing that hungry people do */ }

sand birch
#

i made the hunger system

smoky stream
#

you should proably ask there

sand birch
#

should i go there

#

ok

#

thank you

plush yew
#

aha yeh that works better

#

im surprised ue4 allows unsuported files for import, and gives them a deceptive icon lol.

sand birch
#

I don' t think there is anyone in game-design should i wait for the next day it is getting late for me

#

Well maybe I should go to bed anyway good night everyone and I hope to be talking with you soon.

storm venture
#

hey so i reset windows and reinstalled the ue4 launcher but it doesnt know where i put the engine, which is on another drive

#

how do i point the launcher to the engine?

storm venture
#

thanks

lilac cobalt
umbral tartan
#

Docs outdated maybe?

#

I want to check out that "Product Viewer" template.

#

Ah nm. Looks like the tab got removed, and all 4.20 projects on are Studio. My bad.

regal mulch
#

How you do this? You have some sort of Structure (Sturct inside of an Array) for your Actionbar.
Then you perform a Drag&Drop operation in UMG where you can specify a payload (so the required information about your ability).
Then when dropping onto the action bar, you fill the Array Entry with the Payload

#

Rest is UI

#

Remember that your UI always only displays information

thorn vector
#

how do i do it

#

i already know the drag n drop part

#

but when the ability in the one of the bar how do i execute it

regal mulch
#

Each Bar Slot has an ID

#

The StructArray I mentioned should match that ID

thorn vector
#

can u show me the code in blueprint of how should i perform it

regal mulch
#

If you click on the slot 3 of your action bar, you execute the third*entry of your array

#

No I can't sorry :P

earnest cape
#

Is blueprint nativization working properly now?

thorn vector
#

so bout my actionbar @regal mulch can i use this tutorial series to make it

#

because it close to what im currently want to make

#

and my inventory system based on this tutorial

short onyx
#

Hey guys, someone know the approximate price for a Modeler+Rigger+Animator for realistic character (human) ? We need one but don't know the price ๐Ÿค”

static viper
#

cod ww2 human character?

short onyx
#

Normal human ๐Ÿค”

#

Not military

#

Like GTA5 NPC

static viper
#

well

#

with clothing?

short onyx
#

Yup, complete

static viper
#

that will cost you aloototototot

short onyx
#

Yeah, but how much? x)

static viper
#

you will have to start above K

#

it depends on the artist

#

and one the packages

#

soo this could go high fast

oblique coyote
#

Expect 200$+ depending on complexity and what you actually look for

#

Time is the most valueble thing in that equasion

static viper
#

200 is very low

#

very very low

#

that wont work at all

oblique coyote
#

20h on a 10$/H not that unrealistic

static viper
#

10/h???

#

XD

short onyx
#

We need like 200+ character + variation for customization

static viper
#

if its unique

short onyx
#

Maybe not 200 at start but....

static viper
#

then you can start with 2000

oblique coyote
#

well good luck going broke ;P

short onyx
#

Like 50 to start

#

We have money, it's not a little projet

static viper
#

you can make modular characters

oblique coyote
#

If you dont have a massive budget you wont get far

static viper
#

that will raise price again

short onyx
#

Yeah, modular can be better for us, i'm gonna see with the projet manager

static viper
#

facial animation is also extra

short onyx
#

We don't need a huge facial animation

static viper
#

make work packages

regal mulch
#

10$/hour for something like that is just rude

short onyx
#

Basic one

oblique coyote
#

Well most people i worked for braught me down to 8 so im probably not the right person to talk about this stuff

static viper
#

get the base character , textures skeleton rig done first.

#

that will be the base

#

then you make a list with animations

regal mulch
#

@oblique coyote You are underselling by A LOT

static viper
#

every animation will cost extra

#

clothing can be done afterwards

#

make a list with clothing

oblique coyote
#

Well i cant get work at all as a hard surface artist atm so im takeign what i can @regal mulch

static viper
#

on gta scale this will need alot of lists and organizing

#

artworks

regal mulch
#

Welp

static viper
#

concepts

short onyx
#

Thanks, we gonna make a full list :)
I gonna see for modular character ๐Ÿค”

regal mulch
#

I wouldn't even wake up for 8-10$/hour

static viper
#

modular is more like... blend morphs

oblique coyote
#

Welp guess how i feel atm ๐Ÿ˜›

static viper
#

and you will have to decide for female or male only...

#

any gender is extra.

short onyx
#

Well, for the player it's gonna be customizable, we already have the code, but not the model (work with the UE model for now)

static viper
#

with the code already done you can tell exactly what you need

oblique coyote
#

But yeah maybe i should just expand my hard surface gallery on artstation maybe that will help any ideas what wuld look on a Portfolio for a 3d Artist on arstation @regal mulch because i have no idea what i should really put on there if im honest

regal mulch
#

What are we even discussing here? Go to #looking-for-work or post in #looking-for-talent , check Portfolios and pass the people you think match your style a doc with all requirements

#

And then live with the fact that this will cost a few thousands

short onyx
#

I'm not, i'm just get info to the price and how to make it work for searching someone ๐Ÿ˜ƒ

regal mulch
#

The price is up to the person you hire

short onyx
#

I'm gonna post in the channel when we know exactly what we need

static viper
#

make sure you write down the entire thing you need

#

a long job is very good

short onyx
#

I'll do ๐Ÿ˜ƒ

static viper
#

and no blocktext!

#

XD

short onyx
#

No problemo ๐Ÿ‘Œ

#

And thanks for the info ๐Ÿ˜ƒ

cloud cobalt
#

Anyone has knowledge of with releasing a game on the Epic launcher for modding purposes ?

oblique coyote
#

Nope tryed to get info on that in the past youll probably have to personally contac a special somebody on the forums (atleast thats what i was told) Everybody can correct me on this if yo uahve any more proper knowledge about it,.

short onyx
#

I'm interested for that too, we may need that for full release x)

oblique coyote
#

Took a while to find it :p

cloud cobalt
#

Well okay, I'll do that, thank you

regal mulch
#

a special somebody How can you not know Chance ;-;

oblique coyote
#

im a pleb cedric i do my 3d art and thats it also im really bad with names

regal mulch
#

All these young people.

#

He was community manager at the start. I don't blame you if you aren't around for that long :P

oblique coyote
#

i see xD

fierce tulip
#

I miss Chance and Alex.
Things changed and you can tell its a more hands-off approach nowadays, which makes sense since most communities are well established now.

cloud cobalt
#

Well, Chance doesn't have a MP option apparently

static viper
#

i think i started with unreal when alex was becoming manager

regal mulch
#

Yeah Chance became senior and Alex went from QA to CM

static viper
#

hah

#

good old 2015

fierce tulip
#

i sometimes cant believe how much time has passed since ue4 got released for 19,- a month

static viper
#

oh i would ve bought that

#

:3

fierce tulip
#

i can remember where I was, who I talked to, and was totes excited the entire day

static viper
#

its totally worth it

oblique coyote
#

well i was here when ue4 was still pay to use right before the free to use inception :p

fierce tulip
#

I made a joke about a week before it went from 19,- to free, and I suddenly had dm's and emails from epic staffs

cloud cobalt
#

Plebs

#

I used it before that

fierce tulip
#

(about ue4 becoming free)

oblique coyote
#

lol

fierce tulip
#

execs apparently went into a call about who leaked info

#

then the bomb dropped and even had people emailing me about how I found out.

static viper
#

i found out on moddb

oblique coyote
#

When a joke goes too far

fierce tulip
#

I just landed in SanFran, and my phone blew up when I took it off airplane mode

#

Then Chance told me about the chaos I caused XD

static viper
#

you evil twist

oblique coyote
#

lol

static viper
#

i knew it all the time!!!!

cloud cobalt
#

So with Chance not allowing DMs is there any other way to get in contact ?

#

This whole mod editor thing really stinks

static viper
#

you can always use twitter

cloud cobalt
#

No DM there either

oblique coyote
#

I agree on that it was a pain to get any information on it and well i can remember you telling me back then to just do it ๐Ÿ˜›

static viper
#

no you do it directly

#

you could ask someone else

oblique coyote
#

Now you go trough the same pain i went trough @cloud cobalt but i hope youll have more luck

bitter iris
#

Could anyone help me with this please

#
Discovering modules, targets and source code for project...
While compiling D:\Survivor X\Survivor X - Current\Intermediate\Build\BuildRules\SurvivorXModuleRules.dll:
d:\Survivor X\Survivor X - Current\Intermediate\Source\SurvivorX.Build.cs(3,14) : error CS0101: The namespace '<global namespace>' already contains a definition for 'SurvivorX'
d:\Survivor X\Survivor X - Current\Intermediate\Source\SurvivorX.Target.cs(3,14) : error CS0101: The namespace '<global namespace>' already contains a definition for 'SurvivorXTarget'
ERROR: UnrealBuildTool Exception: Unable to compile source files.
oblique coyote
#

CS0101: The namespace '<global namespace>' already contains a definition for 'SurvivorXTarget'

bitter iris
#

shall i just delete the intermediate folder an try again?

oblique coyote
#

What are you trying to do ?

static viper
#

it looks like hes shipping

#

with a plugin

bitter iris
#

I'm needing to generate vs files so that I can create a dedicated server

oblique coyote
#

try this

#

Preatty much the same error you have.

bitter iris
#

ahh okay so deleting the folder an regen

#

thx

round ivy
#

How does ue4 works with wmr? Compatible?

short onyx
#

Hint : WidgetChild ๐Ÿ˜ƒ

fierce tulip
brittle gulch
plush yew
sudden agate
#

all hail magician Ryan

sinful umbra
#

@brittle gulch He also has a blog post about the technique

teal tulip
#

isn't complete at all or a pain to make it work so

hard gulch
#

hey udn seems to be down

#

is there a reason ? has been like this since 2 days

fierce tulip
#

better ask @elfin jacinth or so. not many here have access to it

grim ore
#

I didn't see it posted yet but apparently in the new launcher you can hide vault items you not longer want to show

hard gulch
#

@fierce tulip - Thanks, will do

plush yew
#

@static viper u still there?

static viper
#

ark did it a bit different

plush yew
#

oh

static viper
#

they used some of ue4s tools

plush yew
#

ah

static viper
#

but coded most of it themselves it seems

plush yew
#

oh...

#

i just wana load in custom content at runtime

#

T_T

static viper
#

ยดยดยด Yes, and we have designed the UE4 Editor and launcher to accommodate this. We aim to build a unified UE4 development and modding community. Here is how this works: Youโ€™re free to release your game through any distribution channels of your choosing, however the UE4 Editor (including modified versions) and code may only be distributed through official Epic channels (e.g. the UE4 launcher for binaries, and GitHub for source), to users who have accepted the EULA.

Epic has opened up the Epic Games launcher to developers who wish to ship games supporting mods using the Unreal Editor. This is a great opportunity for games to inspire and benefit a rapidly-growing UE4 mod community. For an example of this process in action, see the Unreal Tournament tab within the UE4 launcher: it hosts the game, the editor, and a marketplace for user-created content. If youโ€™re interested in pursuing this route for your project, contact us. ยดยดยด

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oof

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Can I ship a game that supports mods using the UE4 Editor or source?

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Also this is interesting

plush yew
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i found a interesting link to

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look down there it sais something about loading pak files

plush yew
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noice leme read it

static viper
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i think by now you noticed... how large this topic is

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its a massive task

plush yew
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it is large

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but its a good one

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i love modable games

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so why not try and make them

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thay last longer and are fun

cloud cobalt
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Technical support for mods is trivial : distribute your editor and release archive, explain people how to do patches

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It's basically just the patching pipeline

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The real issue is the UE4 license

manic pawn
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when finished, contact chance ivey on forum for help distributing the editor

cloud cobalt
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You don't need any "load content dynamically" stuff

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@manic pawn Chance doesn't have PMs

manic pawn
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huh

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that's strange because I've talked to him about mod editors in the past and can send him one just fine

plush yew
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@cloud cobalt oh

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wait the license does allow modable games right?

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else i just add simple scripting

manic pawn
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to make a proper modable game you need to make a custom build of the editor and distribute it using the unreal launcher

cloud cobalt
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The license doesn't allow redistributing the editor

plush yew
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i will make sure to add a disclaimer and say all user content is beyond my responsiblity

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@cloud cobalt no need

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i think i can get away with letting them use the normal editor

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aslong as i can mount pak files from there projects

cloud cobalt
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If your game doesn't need any custom actor class, then sure, but that's incredibly limiting

plush yew
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true but i culd use unrealjs for coding

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thas a plugin allowing javascript to be run in UE4

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so thay code there actors for my game in js

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and the content from paks

cloud cobalt
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Or you could just stick to the regular tools and use the built-in modding support

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Which is also paks

plush yew
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oh

cloud cobalt
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The problem with that is the UE4 license

plush yew
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@cloud cobalt i didnt know about that thanks

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why

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if i dont use a custom editor

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and just make it so thay can load pak files from there projects

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and script js actors

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then i dont break anything i think

cloud cobalt
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If you can get away with custom actors in mods not needing any functionality from your game, then yeah ?

plush yew
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brb

cloud cobalt
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Not to mention people won't be able to test

plush yew
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some idoit cant seem to wait

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irl

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okay i am back

cloud cobalt
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The only real pipeline for modders is to release the full UE4 editor you use yourself - so that people can actually play your game with their mods, integrate well with your functionality, etc

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And that ^ is what the UE4 license makes difficult

plush yew
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true

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but i think if i fork the origrnal private github

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then link that to them

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it still requires them to be added by epic

frank escarp
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against EULA

plush yew
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not if thay still have to link there github to epic to allow that @frank escarp

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and even if i cant do that

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i can code a unrealjs api

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so thay use that to work with the game componends

livid haven
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@plush yew Not sure why you're so averse to doing the proper thing.

plush yew
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@livid haven i am still reading the article

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about modding

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from epic's unreal wiki

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and i dont close out any ideas

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i just think of them

cloud cobalt
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UnrealJS is an additional problem, not a solution

plush yew
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why

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its a plugin

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thay can download the plugin code

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for free

cloud cobalt
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Which problem does that solve ?

livid haven
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If your solution to any problem is "more JavaScript", you're making more problems. ๐Ÿ˜ƒ

plush yew
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the custom actor ones

cloud cobalt
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It doesn't

plush yew
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it does support making custom actors

cloud cobalt
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Blueprint does that

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Out of the box

plush yew
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yes

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i know

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thay can use both

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bp and js

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but i dont think thay can use C++

cloud cobalt
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UnrealJS brings absolutely nothing here

plush yew
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thas why i try to fix it

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cause C++ is adding code to the exe

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wich is imposible

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without a full game src

cloud cobalt
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Your real problem is : how are modders going to test their mod content ?

plush yew
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oh

cloud cobalt
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New level - how do they play it ?

plush yew
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i know how

cloud cobalt
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New character - how do they test it ?

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New weapon - how do they balance it

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etc

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The only answer is that they need your full game content, one way or another

plush yew
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true

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but i culd make a plugin copying there pak files into the already installed game folder

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and i can leave out the things i dont want people to mess with

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and only include the meshes and blueprints

cloud cobalt
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That doesn't change anything

livid haven
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Why add JS when BP exists?

plush yew
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thay can test it if thay install the mod into the game

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@livid haven as a extra option

cloud cobalt
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That's not a solution

plush yew
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i am still thinking this out

livid haven
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Complexity isn't a good thing to arbitrarily add because "options"

plush yew
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better idea

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scrap unrealjs

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and just somehow make it so thay can load there dll into the game

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and use bp

livid haven
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Uh

cloud cobalt
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no

livid haven
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Loading strange DLLs from the internet.

plush yew
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nvm thas indeed a horrable idea

livid haven
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Absolutely not a good idea.

plush yew
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but besides bp

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how can thay add content to paks

livid haven
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Better better idea - get the clearance to distribute your editor with your source content... and be done with it.

plush yew
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wich content is in there anyway

cloud cobalt
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In reality, you have three choices here @plush yew

  • fully open-source project where you distribute your entire project directory on Github including content
  • going through the Epic launcher
  • all your game logic and data stored externally in text files with very complete in-game tools to work on mods
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Sorted from the most accessible to least

livid haven
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Doesn't need to be text files for option 3, but, yeah.

plush yew
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i already had the idea of them installing the epic launcher

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and making a project using a template

livid haven
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Not a project.

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That's different. That produces a totally separate exe.

plush yew
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true

frank escarp
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3 is possible, but its really fucking hard

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i wanted to do that with json files

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instead of using data assets like a normal guy

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load game data through jsons

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and allow them to be edited

livid haven
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I mean, it's doable, it's just very limiting to only allow data edits.

plush yew
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are blueprints stored in pak files?

frank escarp
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yes

plush yew
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ah

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problem solved

livid haven
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Hold on, that's kind of a confusing question and answer.

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Pak files are just archives.

plush yew
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allow them to make there own paks that will be mounted

livid haven
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Anything can be put in a pak file, content wise.

plush yew
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C++ aswell?

frank escarp
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no

livid haven
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Content, not executable code.

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I mean

frank escarp
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C++ is on the Game.exe

plush yew
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true

livid haven
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Technically... yes... but that's brutal.

frank escarp
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and cant be extended at all

plush yew
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i know

frank escarp
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you could use dlls, but the complexity now truly goes out of the window

plush yew
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i make it so the mod exe launches a installer

pallid compass
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fam ur gonna have a bad time

livid haven
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I wouldn't opt to write bytecode into an asset and arbitrarily execute it. XD

frank escarp
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what about you just do it like everyone else?

livid haven
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THIS

pallid compass
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ender is like 14 btw

plush yew
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no

pallid compass
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mentally 14*

plush yew
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i am 21 i have dislexia tough

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thas true

broken shadow
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Do it all in malbolge ๐Ÿ˜„

pallid compass
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well my point being lacking exp and understanding

plush yew
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i am mentally young

broken shadow
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Nobody will ever crack it

pallid compass
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thats all

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not in a nasty way

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pro t ip

plush yew
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@pallid compass in ue4 yes

pallid compass
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take it the easy way

plush yew
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i am not rly expirenced in ue4

pallid compass
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Because the chance of u even finishing a game is slim, assuming u want more than 5 mins of content

plush yew
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but i am however in unity

pallid compass
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let alone making profit

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etc

plush yew
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in unity i made loads of C# code

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and i coded lots of linux programs in C++

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and QT applications

pallid compass
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then if uv done that i doubt u need help with what u want to do

plush yew
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well i coded easy programs

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not intire games

static viper
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even easy programs will do

plush yew
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just shell programs and ncurses stuff

static viper
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and ue4 uses blueprints

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you will be fine

pallid compass
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well i mean

plush yew
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i know blueprints

pallid compass
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u can do what factorio does

plush yew
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and did alot in there

pallid compass
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they can load data in too the game via xml stuff

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basically most of there content is setup like that

static viper
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if you never made a game before then ofc it isnt wise to jump for a moddable game right away

pallid compass
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but seriously

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modding ue4 is a complex system

static viper
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the process of actually finishing a game is... rarely known.

pallid compass
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if u want to give them editor modding capacity

cloud cobalt
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@plush yew My tip : stick to the vanilla Unreal Engine, don't mess with stuff you don't really need like an entire additional language, and make a finished game first

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Modding is not something you should concern with right now

pallid compass
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wait stranger

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isent there an issue

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with distributing the editor

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for legal reasons

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if u want to give them editor level modding tools

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has to be through ue4 launcher right?

plush yew
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@cloud cobalt good plan

pallid compass
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(u prob said this before im guessing)

cloud cobalt
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Yes @pallid compass

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OR release your full project

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Or be open-source with closed content

plush yew
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i heared vanilla ue4 allows custom paks to

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@regal mulch told me the game loads new paks added to a certian folder

cloud cobalt
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Yes

plush yew
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wich is good news

pallid compass
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thats not for modding

plush yew
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oh

pallid compass
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afaik

plush yew
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๐Ÿ˜ 

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also he sended me a article i will read

pallid compass
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honestly man dont even bother with modding

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u will be lucky if u even finish your game

static viper
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i send you the same article before

plush yew
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@static viper i know

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i am a bit tired rn

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sorry for forgetting to credit you to

static viper
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you need to distribute your sleep then

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over a few hours

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in packages

plush yew
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nah just worked hard i am taking a rest now

static viper
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i was saying that

plush yew
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oh

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sorry

static viper
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you so sleepy

plush yew
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leme take a youtube cat video and food filled break

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or just any other vid not to compliated

cloud cobalt
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Long story short : modding is only seriously approachable when your game is finished, and has a large audience

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Work on that first

plush marsh
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Hi guys. I've just asked for an opinions in anim channel , but i think everyone is asleep there. So , what do you guys think about animation pose tool (remember GDC talk about proc anim for indies ) ? Can you actually do a project with proper quality using pose animation ? By quality i mean , something like XCOM . Isometric , no cut-scenes, no close-ups, only humans

kindred viper
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The tools are there in the engine to do it, so I dont see why not

plush marsh
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It just i saw only one example and it is overgrowth. So , i am wondering is it a gimmick ?

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In theory , it is very powerful . No need for complex animation. But in reality no one is trying to do it

kindred viper
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I animate between poses a lot in my current project, but im using the blend as the interped animation. I could easily add more pose keyframes and tweak it out manually though. I've been nothing but impressed with the animation tools available in UE for a while now

cloud cobalt
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@manic pawn I've emailed Chance so I'll see how it goes

manic pawn
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I wonder why you can't send him a PM

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I definitely have the button to do that

cloud cobalt
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Well shit, I see one now

crude jasper
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Can anyone help me ??

cloud cobalt
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What the hell

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@crude jasper Ask your question, wait for answers

crude jasper
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ok