#ue4-general
1 messages ยท Page 327 of 1
okay
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
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.
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 ?
yes
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
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
So I can use the greybox and import it into 3ds Max, for example, and then clean it, unwrap it, etc etc, for production?
there is a content example that showcases the workflow from greyboxing out to production
and yes that is the normalish workflow
I also have another question : Do you know another solution than Level Streaming to work on the same scene with multiple persons?
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
Ow! Do you remember the name of the plug-in ?
Perfect! ๐
its in closed alpha for now though
Thanks a lot !
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.
I got a quick question, if I make certain parts of a model 'invisible' by setting their opacity to 0
do they still affect performance as they would while fully visible?
I can't find the stuff for the root, pelvis, clavicle and more
i imported the character form mixamo.
what should i do?
@granite swift yes.
(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?
right now i'm just dragging them but it's not accurate enough
if they're all uniform size you can turn on grid snapping and kinda get that
And you can press End to snap objects to a floor
other than that, you'll have to use an editor extension to get things like vertex snapping
ok, thanks
https://gyazo.com/54854eb8aa7104d302b99122f636924b
I can't find the stuff for the root, pelvis, clavicle and more
i imported the character form mixamo.
what should i do?
?
@olive yew It's called "HIPS"
Pelvis = Hips
Clavicle = Shoulder
Mixamo has different naming conviction
oh hello
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
PQ-QP=ih/4pi
Thank you very much.
hello is rendering with an embedded Alpha channel an option yet ?
for cinematic camera rendering output to mov or something
Anyone here using GameSparks as their backend?
hola
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
use one audio source and let each step interrupt the last
like one right after the other?
how do I change the vr hands for ue4?
I have all the blendspaces setup but It doesn't work
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:
-
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,
-
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.
@golden magnet there is vertex snapping in UE4, but i forgot the hotkeys, google it :)
@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.
@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
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
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
@plush yew ?
Sounds like it's running in background... ?
How to prevent Epic Launcher from starting with UE4 Editor? I am not even using launcher version of the engine...
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
๐ฆ
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.
Sounds like a win
๐ค is this meant to be shown in the editor? https://i.imgur.com/PrvCH67.png
i posted first ๐
ยฏ_(ใ)_/ยฏ
Is possible to write data into a data asset using blueprints? from the editor? in-game? python?
whats a dataasset
@static viper I think https://api.unrealengine.com/INT/API/Runtime/Engine/Engine/UDataAsset/index.html is what he meant
Base class for a simple asset containing data.
@unreal spoke You can do that in editor, during run-time dataassets are fixed / baked iirc
(like they are changed in editor but nothing above like Standalone or Packaged)
@floral lion Great. Editor would work for me. Any idea how can I do it? C++ is not an option for me
I think you can just use a BP and use a Call From Editor function
the API should be exposed since the python support was added for asset function scripting ?
ive only read about it but already forgot what it is called there is a BP class which adds itself to asset action iirc
AssetActionUtility*
@unreal spoke yeah seems to be what I meant - requires 4.20 though
https://docs.unrealengine.com/en-US/Builds/4_20 | "New: Scripted Extensions for Actor and Content Browser Context Menu"
@floral lion Awesome ๐ Thanks
@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"?
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
and script your update things
@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
Ideas to support the data asset in the action?
nope
Okay, then I'm quiet :D
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
Yeah it's an Asset after all. You don't update them from Runtime anyway
It's like trying to update a Texture or Sound runtime.
Assets should be Static data, at least during runtime.
Preruntime should be fine of course
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.
Why would you need to update it through some code though?
Usually you just open it and set whatever variable it has
Is there some reasoning behind having some sort of actionality doing that?
@unreal spoke
my dudes just a quick one
how can i change the pivot offset on the door
in a blueprint
iirc you can't
sigh
So either reimport it with a proper pivot
Or put a SceneComponent as parent
And rotate the scenecomponent
But I would advise properly exporting your mesh
But maybe there is an option by now that can do that afterwards
UE4 changed a lot :D
^ technically it's already a child of a scene component so just place it properly and rotate the scene component/actor
wasnt there a new thing that allows to change pivots? or am I confused with some weird mp pack?
the mesh and the handles are separate though
@fierce tulip That's where I'm not sure either
child the handles to the door mesh then
so scene root -> door mesh -> handles
rorate scene root/actor to roate the door.
"ALT + MiddleMouse to move the pivot, then Right-click the actor and choose Pivot > Set as Pivot Offset to save it."
try that
(with a test mesh preferably)
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.
Use the key combo of ALT + Middle Mouse Button to move the Pivot Point on either a BSP or a Static Mesh. To make the change permanent right-click on the shap...
@grim ore I have sorted out the parenting, so your saying add another object and rotate that object to move the door?
in your example your scene root (the base object) is already another object
the mesh is a child of that, rotating the scene root or the actor BP will rotate all children appropriately
ah i see
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
importing it with the correct offset is of course the correct answer but easy fixes are easy fixes... for now lol
I have done a few yep ๐
Nice, yeah i watched alot of them when i first started
great stuff
๐
@fierce tulip tried that video dude, its not a perma solution
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
@sleek solar Did you find a place to upload your assets ? Can't you publish hem on the Unreal Marketplace ?
https://i.imgur.com/Sjz0Vdo.png and with that, the game went ๐ฎ and the rest was pointless
@whole gale didn't have time to...
@sleek solar Okay, your cel-shading is pretty nice
2+2=4!
Everything work fail
I must check to this checkbox..and everything work same on 1080p monitor
so it does work fine or not?
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
and if you use scaling just change resolutions instead and hope it works lol
if I check that checkbox
everything work same on 1080p monitor but the text inside Editor is blurry..not clear
yeah that makes sense as I doubt it would use cleartype at that point
you would probably have the same issue if you downscaled the monitor itself to a lower resolution
I am pretty sure this is just one of the downsides of using a 4k monitor at this point with UE4 ๐ฆ
If youโre using monitor scaling of any kind of messes up Unreals editor
It gets confused and runs at a lower resolution entirely
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
I'm not super big into 3D / stereoscopy / VR, but I discovered Ansel stereo screenshots look absolutely gorgeous
example:
I discovered you could force stereo output for real-time play via -emulatestereo on the command line
Unfortunately, this seems to be optimized for VR device instead of SBS viewing, as the FOV is waaay out of wack
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?
Hey guys ๐ 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
How to cast "Udatassets" in blueprint? There is no "Cast to Data Asset" node...
cast it to the specific subclass of data asset you want
@manic pawn Ah that makes sense. Thanks ๐
Is possible to make a data asset in editor from scratch? I mean not based in another data asset
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
what do you mean make it from scratch? @unreal spoke
are you talking about instances or a data asset class
try #looking-for-work and read its pinned post
Ohh, i know about this board. I was be already posted here. I just fall in total depression and now search job everywere =((
Nooone need 3d artists =(((
@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.
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
I'm not sure if you can derive UDataAsset with bp, normally you make subclasses of this in c++
Good day to everyone!
DataAssets can only be subclassed in C++ afaik
I am a new here. So the main purpose why I am here is to search mates for UE4 developing skills.
Where I can search for team in order to develope my skills and help each other?
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
Ok. Thanks for fast response
guys how to fix [SM5] Only translucent materials can use the scene color node.
without translucent mode
help
you cant
can i replace this node
Excuse me. Anyone knows how to apply my resume in Job board " Looking- for- work"?
i dont know
Honestly ๐
pinned message in the channel
Understood. Will try now. Thanks
@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
you can only do that in c++
you could create semi content containers
even have them as singular variable types...
but in the end they are fake and not attached to the system
data structure sounds just like structure by the way...
and structs can be used as variables
but those are again made out of ue4 known var types
umm sorry for interrupt but can u guys help me with that?
what's the actual problem/issue/weirdness?
@unreal spoke You can't.
DataAssets classes can not be subclassed in Blueprints.
You can't create your own class in Blueprints.
You need to use C++ for that or use something else than DataAssets
@grim ore my character wont aim at the direction when it walks and aim
Then you Math is probably wrong?
You never showed us that AnimGraph or?
Don't you normally use an AimOffset for that?
Also you might want to post this into #animation
ok
how can i trigger a sequence by a line trace
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.
now how often you use lighting builds and shader compiles is on your project and how much it might help in the long run
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.
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.
both have SSD so the drive is not a bottleneck
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
yeah the GPU is kinda moot when editing for wait times its like all pure cpu , ram, and drive
and the newer/faster/more cores you can push at it the less wait lol
ram doesn't make a huge defference imho. cpu on the other hand does.
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
running an i7 2600 here as well and it shows its age
esp. on source builds and light builds
16GB for sure, that CPU seems to get good reviews
a ryzen might be a good alternative tho
its the more cores that makes a difference for ryzen
yeah. i'm considering a switch to AMD's TR platform for my new workstation
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
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
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
dont know if intel is doing similar
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!
hey, i'm new to unreal engine, i used other engines before, do you guys have an tips for newcomers?
no
i'm not even sure if the engine i've used before is considered an engine
i was useing cube 2 if anyone is familar with
for a long time tho ^^
lol
I see
swarm helps if you have a ton of stuff to light and machines to help with. Mainly with production lighting on bigger scenes
@regal mulch Thanks ๐ฆ
i tried importing an fbx file, waited for 10 minutes and now it crashed :l
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
Yeah but would me installing that for 4.20.3, work for the UE4 Source from git?
oh good point, if using the source your going to have to compile the source with debugging as the target
source has debug symbols by default
compiling debug mode only stops optimisations by the compiler
now that's a new one: trying to sign in in answerhub I ended up on this page https://answers.unrealengine.com/users/42047/photo/view.html?time=1452698603521&s=1024 and I have no clue who that is oO
obviously but why clicking the sing in button brought me to that image? I'm suspecting some dark magic >.<
ุชูุนุจ roblox
๐
if you were already clicking a link to there but weren't signed in, maybe it redirected back after signing in ๐คท
Hey all. Is houdini decent for 3D Character Creation?
as in, no other 3D tools other than it
they added a lot of new modelling/game tools in the most recent release
so its possible, but stuff like zbrush is better for modelling workflow
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
zbrush core isnt too expensive
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.
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)
houdini is primarily a VFX/Film application, but it has enough tools to make game-res assets
also its pretty good for an engineer
because its node based/procudral system which has a sdk and python editor scripting
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
maya is the best to start with imo
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 ๐ I have a large gap in my learning (12 years?)
yeah thats quite some time, but the modelling principles are the same, mostly subdivision surfaces, retopo, normal map etc not too much has changed
how can i do this when it doesnt let me open it in vs
I never got to texturing my 3D models though
so that will be new
Mostly it was just trying to get polygon modeling down... though.... sculpting looks awesome
@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.
Like do iopen the uproject?
the uproject is for unreal, the sln is for visual studio
i cant generate the sln as i need c++ files it says
but i cant get into the project again to do so lol
cause i need to build the uproject apperently
I think the thing that is missing is how did this all start
well i originally had the c++ built, then deleted it an now wont let me open it
roll back to an older version using your source control
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
or technically you could manually make a c++ class and add it to your uproject
but uh if you deleted the c++ code you had originally to make it work you probably need to get that back
okay ill see if i can restore it
@dim arch, so is zbrushcore a yearly price of $180?
@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.
zbrush is $180 a year? I thought it was $180 one off
if its $180 for good... I may have to get it
Do you think ZBrush + Houdini is enough?
or is Maya still a big player?
gets sort of costly if I have to learn 3 3D studio packages
thats enough with houdini 17
they have a one click retopo bake solution
you probably would want to use substance painter for texturing though
painter/designer
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
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
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?
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
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 ๐
blender is better for hard surce stuff from my experience
gah.... blender is a nightmare to navigate
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...
I wished I had started with it because I have Maya/3DS Max related experience bleeding through clashing with blender
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
oh ive done some blender. I followed that popular donut tutorial on youtube
thats as far as I got though
oooooo!
sutch a crutch its amazing
I never knew about that
once i found it it became so much easier
its way more trackpad friendly than the normal controls
what popular games use Blender with the 3D artists not having crazy experience?
seeing as i dont know how companys work interally, i cant say
ah okay
also blender has its python api so it can now be automated inside unreal
so thats a nice bonus
I have been looking at houdini so maybe Blender + Houdini would be a nice mix
Houdini is awesome for procedural assets
my workflow was blender -> substance painter -> unreal
worked a charm for what i needed
I really want to learn substance painter.
same... probably worse
i can model better than the average programmer
which isnt saying mutch
i can draw better than a 80y/o with parkinsons
https://www.artstation.com/artwork/Eomve my crowning achivment is a box
im used to a web development world peppered with level design (Doom2, HL1, Hl2, UT2k3, UT2k4) and software dev ๐
still looks slick
i tried some web dev a while ago
eh... its my profession. I want to get out of it
it was a good learning experience
I am not passionate about it
I make good $$$ but.... that doesn't constitute a good healthy creative life
We are using Angular 6 at work and using Hapi.js/Node.js for backend API
i was using npm create-react-app
ah yeah. React is popular
then i said fuck it and used flask instead and all was well
have fun dealing with state ๐
react's state managment is a fun time
i've had to help my dad with react recently
he really didnt enjoy it
how old are you if you dont mind me asking?
you first
34
16
ah nice. seems you are on the right track ๐
I started doing html/css around 12
that was when blink tags were acceptable XD
and doom gifs ๐
<div style="width: 0px; height: 0px;">.</div>
```has saved me way too often
ewwwww no inline styles ๐
it just sort of makes stuff line properly
for some reason
html is a mystery to me
add that to a class or id
it just sort of magically works
for most things i use class and id
that was just an example
the worst is inline javascript
<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
im seeingly so fucking lucky to have a parent whos been doing this stuff for 35 odd years
hah
my old man seemingly knows everything about this stuff
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
Keg, yeah you can use ZBrush for pretty much anything really.
@viscid canyon https://www.youtube.com/watch?v=VFa96gQ9Q3Q ๐
ZBrush 4r8 Concept 3D Modeling Revolver SVAROG (timelapse) Music by P ฮ W ฮฃ R B I โ - Metal Mechanic (promodj.com) Shop: https://gumroad.com/alex_o
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
isnt zmodeler the pro subscription?
I don't have that kind of $$$ to drop on that sadly
ZBrush's regular version has it, and zbrush has no subscription options
You buy zbrush once, you have it forever.
$895
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
Right. So I was thinking of ZBrush for sculpting and then Maya for Texturing.
You can't texture in Maya
well applying materials to the 3D model in maya.
maybe he's thinking UV mapping in Maya to get the texture coords?
yes
Right, well yeah that you can do.
For actual texturing, you need to use either Substance (designer/painter) or Mari
again.... not a true 3D artist ๐ mostly a programmer/Level Designer lol
Hrm okay
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 ๐
https://www.youtube.com/watch?v=EPwZq5haG2s Zbrush 2018 is fun, there's a new mode that adds topology as you sculpt, where you need it.
Watch Pablo Munoz Gomez create an owl in ZBrush 2018 with the new feature: Sculptris Pro. Stay tuned for the next installment of this 10 part series! Free of...
I can still remember when Zbrush just came out. It's come a long way since
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
๐
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
Yeah. Right now its just the noise of too many hats I guess
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
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 ๐
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
Not entirely sure you're talking about Unreal.
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
Okay, you need more than just a question or two answered, you need a basic tutorial or just the documentation I think
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
well in unity we import and can drag audio file into the scene in 3d, but this action is not supported in ue4
Cool. This isn't Unity, can't help you with that. All I can do is show you the documentation and say start there. https://docs.unrealengine.com/en-US/Engine/Audio/Overview
Unreal supports audio just fine, every single UE4 game manages it. You can too.
most use fmod, we have a license for it but haven't set it up yet
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.
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
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.
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
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
you can create a class variable
creating sound que not accepted either
create a class variable
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
help with what?
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
i did research
oh go read the damn tutorials @plush yew
so the body can in fact go without food for a good couple of weeks or even months if water is available
it is what it is now live with it and adapt
depending on how fat you are
right now we're using ogg
can I link the stages of starvation
UE4 only supports WAV. It's in the documentation
@sand birch thats all relativley simple to implement with some if statements
oh... maybe the documentation i was reading on supported file formats is out of date
if(hunger < 50) { /*do thing that hungry people do */ }
i made the hunger system
aha yeh that works better
im surprised ue4 allows unsuported files for import, and gives them a deceptive icon lol.
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.
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?
thanks
https://answers.unrealengine.com/storage/temp/256950-mousecursor.png currently I have problem with hiDPI on 4k monitor
Some facts here:
- If I use
I'm on 4.20.3. Unreal Studio Beta is "Active" (according to the launcher), but on the project selection screen there's no "Unreal Studio" tab to the right of | Blueprint || C++ || as indicated in the docs here. https://docs.unrealengine.com/en-US/Studio/UE4ForEnterprise
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.
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
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
can u show me the code in blueprint of how should i perform it
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
Is blueprint nativization working properly now?
so bout my actionbar @regal mulch can i use this tutorial series to make it
In this new series I go through a method of creating an inventory system, similar to a survival game. In this first part I introduce the system and go throug...
because it close to what im currently want to make
and my inventory system based on this tutorial
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 ๐ค
cod ww2 human character?
Yup, complete
that will cost you aloototototot
Yeah, but how much? x)
you will have to start above K
it depends on the artist
and one the packages
soo this could go high fast
Expect 200$+ depending on complexity and what you actually look for
Time is the most valueble thing in that equasion
20h on a 10$/H not that unrealistic
We need like 200+ character + variation for customization
if its unique
Maybe not 200 at start but....
then you can start with 2000
well good luck going broke ;P
you can make modular characters
If you dont have a massive budget you wont get far
that will raise price again
Yeah, modular can be better for us, i'm gonna see with the projet manager
facial animation is also extra
We don't need a huge facial animation
make work packages
10$/hour for something like that is just rude
Basic one
Well most people i worked for braught me down to 8 so im probably not the right person to talk about this stuff
get the base character , textures skeleton rig done first.
that will be the base
then you make a list with animations
@oblique coyote You are underselling by A LOT
every animation will cost extra
clothing can be done afterwards
make a list with clothing
Well i cant get work at all as a hard surface artist atm so im takeign what i can @regal mulch
Welp
concepts
Thanks, we gonna make a full list :)
I gonna see for modular character ๐ค
I wouldn't even wake up for 8-10$/hour
modular is more like... blend morphs
Welp guess how i feel atm ๐
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)
with the code already done you can tell exactly what you need
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
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
I'm not, i'm just get info to the price and how to make it work for searching someone ๐
The price is up to the person you hire
I'm gonna post in the channel when we know exactly what we need
I'll do ๐
Anyone has knowledge of with releasing a game on the Epic launcher for modding purposes ?
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,.
I'm interested for that too, we may need that for full release x)
@cloud cobalt i was told thatlast time i asked the same question
Took a while to find it :p
Well okay, I'll do that, thank you
a special somebody How can you not know Chance ;-;
im a pleb cedric i do my 3d art and thats it also im really bad with names
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
i see xD
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.
Well, Chance doesn't have a MP option apparently
i think i started with unreal when alex was becoming manager
Yeah Chance became senior and Alex went from QA to CM
i sometimes cant believe how much time has passed since ue4 got released for 19,- a month
i can remember where I was, who I talked to, and was totes excited the entire day
its totally worth it
well i was here when ue4 was still pay to use right before the free to use inception :p
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
(about ue4 becoming free)
lol
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.
i found out on moddb
When a joke goes too far
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
you evil twist
lol
i knew it all the time!!!!
So with Chance not allowing DMs is there any other way to get in contact ?
This whole mod editor thing really stinks
you can always use twitter
No DM there either
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 ๐
Now you go trough the same pain i went trough @cloud cobalt but i hope youll have more luck
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.
CS0101: The namespace '<global namespace>' already contains a definition for 'SurvivorXTarget'
shall i just delete the intermediate folder an try again?
What are you trying to do ?
I'm needing to generate vs files so that I can create a dedicated server
How does ue4 works with wmr? Compatible?
Hint : WidgetChild ๐
Hi guys, is this talk by Ryan Brucks on Foliage imposter exists somewhere?
http://schedule.gdconf.com/session/realistic-foliage-imposter-and-forest-rendering-in-ue4/852286
23rd March, 2018 12:15pm - 12:40pm - Come learn how efficient and accurate imposters can be used to render vast forest scenes in UE4. A h...
@brittle gulch Not sure but he talks about it a little here: https://youtu.be/1xiwJukvb60?t=2879
Fortnite has served as a development sandbox for UE4, and by bringing the game to mobile devices, new Unreal Engine features and improvements will make bring...
all hail magician Ryan
@brittle gulch He also has a blog post about the technique
It is finally time to release the first version of the Impostor Baker tool! This is currently uploaded to github since I could not get access to the ue4 community server:
https://github.com/ictusbrucks/ImpostorBaker
Notes:
Currently for UE4.19 only. I have a 4.18 version th...
isn't complete at all or a pain to make it work so
better ask @elfin jacinth or so. not many here have access to it
I didn't see it posted yet but apparently in the new launcher you can hide vault items you not longer want to show
@fierce tulip - Thanks, will do
@static viper u still there?
ark did it a bit different
oh
they used some of ue4s tools
ah
but coded most of it themselves it seems
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: Youโre 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 youโre interested in pursuing this route for your project, contact us. ยดยดยด
oof
Thanks for considering Unreal Engine 4 for your development needs. here you will find a list of common questions answered to make informed decisions with little guesswork.
Can I ship a game that supports mods using the UE4 Editor or source?
Also this is interesting
i found a interesting link to
look down there it sais something about loading pak files
noice leme read it
it is large
but its a good one
i love modable games
so why not try and make them
thay last longer and are fun
Technical support for mods is trivial : distribute your editor and release archive, explain people how to do patches
It's basically just the patching pipeline
The real issue is the UE4 license
when finished, contact chance ivey on forum for help distributing the editor
You don't need any "load content dynamically" stuff
@manic pawn Chance doesn't have PMs
huh
that's strange because I've talked to him about mod editors in the past and can send him one just fine
@cloud cobalt oh
wait the license does allow modable games right?
else i just add simple scripting
to make a proper modable game you need to make a custom build of the editor and distribute it using the unreal launcher
The license doesn't allow redistributing the editor
i will make sure to add a disclaimer and say all user content is beyond my responsiblity
@cloud cobalt no need
i think i can get away with letting them use the normal editor
aslong as i can mount pak files from there projects
If your game doesn't need any custom actor class, then sure, but that's incredibly limiting
true but i culd use unrealjs for coding
thas a plugin allowing javascript to be run in UE4
so thay code there actors for my game in js
and the content from paks
Or you could just stick to the regular tools and use the built-in modding support
Which is also paks
oh
The problem with that is the UE4 license
@cloud cobalt i didnt know about that thanks
why
if i dont use a custom editor
and just make it so thay can load pak files from there projects
and script js actors
then i dont break anything i think
If you can get away with custom actors in mods not needing any functionality from your game, then yeah ?
brb
Not to mention people won't be able to test
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
And that ^ is what the UE4 license makes difficult
true
but i think if i fork the origrnal private github
then link that to them
it still requires them to be added by epic
against EULA
not if thay still have to link there github to epic to allow that @frank escarp
and even if i cant do that
i can code a unrealjs api
so thay use that to work with the game componends
@plush yew Not sure why you're so averse to doing the proper thing.
@livid haven i am still reading the article
about modding
from epic's unreal wiki
and i dont close out any ideas
i just think of them
UnrealJS is an additional problem, not a solution
Which problem does that solve ?
If your solution to any problem is "more JavaScript", you're making more problems. ๐
the custom actor ones
It doesn't
it does support making custom actors
UnrealJS brings absolutely nothing here
thas why i try to fix it
cause C++ is adding code to the exe
wich is imposible
without a full game src
Your real problem is : how are modders going to test their mod content ?
oh
New level - how do they play it ?
i know how
New character - how do they test it ?
New weapon - how do they balance it
etc
The only answer is that they need your full game content, one way or another
true
but i culd make a plugin copying there pak files into the already installed game folder
and i can leave out the things i dont want people to mess with
and only include the meshes and blueprints
That doesn't change anything
Why add JS when BP exists?
That's not a solution
i am still thinking this out
Complexity isn't a good thing to arbitrarily add because "options"
better idea
scrap unrealjs
and just somehow make it so thay can load there dll into the game
and use bp
Uh
no
Loading strange DLLs from the internet.
nvm thas indeed a horrable idea
Absolutely not a good idea.
Better better idea - get the clearance to distribute your editor with your source content... and be done with it.
wich content is in there anyway
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
Sorted from the most accessible to least
Doesn't need to be text files for option 3, but, yeah.
i already had the idea of them installing the epic launcher
and making a project using a template
true
3 is possible, but its really fucking hard
i wanted to do that with json files
instead of using data assets like a normal guy
load game data through jsons
and allow them to be edited
I mean, it's doable, it's just very limiting to only allow data edits.
are blueprints stored in pak files?
yes
Hold on, that's kind of a confusing question and answer.
Pak files are just archives.
allow them to make there own paks that will be mounted
Anything can be put in a pak file, content wise.
C++ aswell?
no
C++ is on the Game.exe
true
Technically... yes... but that's brutal.
and cant be extended at all
i know
you could use dlls, but the complexity now truly goes out of the window
i make it so the mod exe launches a installer
fam ur gonna have a bad time
I wouldn't opt to write bytecode into an asset and arbitrarily execute it. XD
what about you just do it like everyone else?
THIS
ender is like 14 btw
no
mentally 14*
Do it all in malbolge ๐
well my point being lacking exp and understanding
i am mentally young
Nobody will ever crack it
@pallid compass in ue4 yes
take it the easy way
i am not rly expirenced in ue4
Because the chance of u even finishing a game is slim, assuming u want more than 5 mins of content
but i am however in unity
in unity i made loads of C# code
and i coded lots of linux programs in C++
and QT applications
then if uv done that i doubt u need help with what u want to do
even easy programs will do
just shell programs and ncurses stuff
well i mean
i know blueprints
u can do what factorio does
and did alot in there
they can load data in too the game via xml stuff
basically most of there content is setup like that
if you never made a game before then ofc it isnt wise to jump for a moddable game right away
the process of actually finishing a game is... rarely known.
if u want to give them editor modding capacity
@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
Modding is not something you should concern with right now
wait stranger
isent there an issue
with distributing the editor
for legal reasons
if u want to give them editor level modding tools
has to be through ue4 launcher right?
@cloud cobalt good plan
(u prob said this before im guessing)
Yes @pallid compass
OR release your full project
Or be open-source with closed content
i heared vanilla ue4 allows custom paks to
@regal mulch told me the game loads new paks added to a certian folder
Yes
wich is good news
thats not for modding
oh
afaik
honestly man dont even bother with modding
u will be lucky if u even finish your game
i send you the same article before
nah just worked hard i am taking a rest now
i was saying that
you so sleepy
leme take a youtube cat video and food filled break
or just any other vid not to compliated
Long story short : modding is only seriously approachable when your game is finished, and has a large audience
Work on that first
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
The tools are there in the engine to do it, so I dont see why not
It just i saw only one example and it is overgrowth. So , i am wondering is it a gimmick ?
In theory , it is very powerful . No need for complex animation. But in reality no one is trying to do it
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
@manic pawn I've emailed Chance so I'll see how it goes
Well shit, I see one now
Can anyone help me ??
ok