#ue4-general
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no help
very very sad
i dont see anything wrong 
depends, are they really missing, just invisible, or overlapping the other triangles?
works as designed then ยฏ_(ใ)_/ยฏ
but
i asked a question in overflow
i got all the scripts there
ur actually making me insecure
fml
cant you give every face a different color for debuggings sake?
lol
because i was using textures
you removed a feature xD
yes
but
it still works with normal verts
this isnt an obj file
and it doesnt have colors
s sad
he left me
Hi, anyone knows whats the average size of terrain for unreal in MB's ?
lets say a 4x4 square km map..
okay thnaks!
my friend has a laptop with an intel celeron n2840 2.16ghz and 8gb ram and unreal keeps crashing on launch
wiki says integrated graphics should run it
they tried to reinstall but nothing ,any ideas?
drivers?
wasn't entirely sure where to share this, but i did a little Blender Pivot Painter tutorial for UE4 https://youtu.be/q1WXSfuuEBA
This tutorial covers the basics of using the Pivot Painter Addon to create a simple interactive grass patch for Unreal Engine 4. I'll run through the setup o...
Is possible to have 2 sublevels with their own skylights each but those skylights don't affect the other sublevels? I can use channel for other types of lights but skylights don't seem to have channels.
Why is it that all marketplace models face the y direction instead of the x direction?
@fathom gale now normal map support ๐
so.. fellow #ue4 devs, how are you handling materials, code, blueprints, emitters, etc that should only run/exluded to run on a variety of platforms?
i.e. a "console switch" function in materials or cascade.
@UnrealEngine @UnrealAlexander
Hello ?
Im , for fun, makin a project for school
well ive finished it but
got to school
and they dint have directX 10
what do i do ._.
tell them to update their computers :p
@crude jasper If the hardware isn't DX10 capable (or running XP) then yeah, nothing you can do
That shit is old
Hey guys! I'm seeking the character with rig system for maya, is it right script? I mean the script is it not outdated yet? https://gyazo.com/864310230604c57b7bf1f54b74af76cb
In this tutorial I show you how to use ART v1 for importing animations of the Unreal Engine 4 Mannequin character to Maya 2017. See my social profiles here G...
I'm gonna practice animation for UE
I try my luck here again about Unreal EULA and Dual Licenced GPL. Question is can I use dual licensed GPL lib with game developed in Unreal Engine ?
thats why I am saying it is dual licensed
Well, if you have another license and you can use that license, it's fine. Just don't ever put the GPL licensed version in your game.
GPL is a viral license that would contaminate UE4 code. Even LGPL is not acceptable in a shipping game, if my understanding is correct.
Morning all
I think best simple example I can come with is that: I developed library and released in as GPL on github, years latter I decided to use this LIb in Unreal Engine game
I see nothing wrong with doing that
@west quarry Nothing wrong with that
why is my nickname epic gamer
you understanding is not correct, I can use LGPL as long it is statically linked.
dynamically*
Static linkage would make your code LGPL too
Which is why it's problematic with UE4
ups sorry you right dynamically ๐
So you can use LGPL but not in game builds
Might be possible, though I haven't tried it
in my perspective as long as I include GPL Licences exemption in unreal engine game I should be fine
I wish some from Epic confirmed that ๐
I like GPL
It's not really complicated tbh. GPL = not possible in any way. LGPL = possible if a user can modify the LGPL library by himself to use his own patched version.
If the library is GPL but you're the dev, then it's not GPL, it's whatever you want it to be.
Dude.
what library is this even about
thank you ๐
Same will apply when I have permission from GPL author to use it in Unreal Engine
only thing would require me to do is include file in library that states such exemption
it's more complicated than that
this should stratify EPIC and Unreal EULA
the author could just claim he never gave you an excemption
If you're not the author then you need the author to give you the library under a different license
GPL is designed to be viral
well this is same they give me exemption from GPL under unreal licenses
thus its shittyness
here we go ๐
Blender is GPL
@west quarry Licenses are contracts.
it does help, becouse after all blender is a program, not a library
but blender being GPL basically nukes closed source third party plugins
@frank escarp you can request exemption from Blender to use third party
this is all normal people use in commercial project GPL, just pay money to authors of GPL
Complying with an OSS license isn't about putting files next to your executable, it's about complying with the contract you enter in by using the software. Your arrangement with the OSS author needs to feature a different license text, that may or may not force you to tell the user about it.
Ask the developer, get a license text that isn't GPL, read what it says and do it
@west quarry The two dangers you face are
A) license that forces you to do stuff you can't do like releasing UE4 source code
B) author suing you for your entire life worth because you didn't respect the license
with non fall under my category
I wish you were more specific about your situation here because it's hard to be more accurate with little context
Authors have no issue with me to use under Unreal Engine a theirs library that is GPL. All this requires on my end as example just add License Examption.txt that I have such permission from authors.
I am sure this ok for github
99.99% sure about that
Then follow on the terms provided in that text file
Which should be legally clear
Like I said, licenses are contracts. Follow the contract you signed, whatever it says, as long as it doesn't prevent you from complying with the contract you have with Epic Games.
If you don't have a written contract that tells you what you can do, then don't use it
If the contratc tells you to copy the file somewhere, do it, else not
To be clear, only the author can sue you
Unless he's letting third parties do it on his behalf
nope no need that what I am trying to tell you
since licence become Unreal EULA granted to me only
every one else is under GPL Licences for that library
The situation of other people is 100% irrelevant
What matters is your legal agreement with the author
If you have a written, signed agreement binding both parties, and the other party did not ask for anything in particular, then you are fine
Like I said, just follow through on the terms the author gave you
No terms, great, do what you want
You don't need to put any file anywhere either
Unless the agreement you signed says you need to
yes you absolutly have to do it
Does the agreement you signed explicitely says so ?
because other wise someone will think you are breaking GPL and Unreal EULA
Why does it matter what people think ?
with will be waste of time for everyone involved
will I have case pointing out such thing on github in past
The Unreal EULA is only at risk if you use GPL code, you don't
it is GPL library with Exemption
If you are exempted it's not GPL anymore
Your problem is that you should really ask for an updated license file
"the author exempted me" is not a license
GPL is also not the license anymore
You simply don't have a license anymore, which is a legally dangerous position
Full legal text of what the author is okay and not okay with
aka a license
"exempted from GPL" means there is no license
Which in most countries default to all rights reserved
You have permission, great, you don't risk anything - but a one-liner license file would be much more serious
I did not think how much info I need to put there
I don't see that is critical as you do
it is just common sense
Look, I'll make it simple : do everything the author demands
That's it
If the author doesn't demand anything and frees you from the entire license, then great
You're done
Zero step required
No file needed
If the FSF or a similar OSS nonprofit happens to reverse your game to check for OSS sources, which won't happen, send them the written agreement with the author
- Unreal EULA simple does not allows change Licensed Technology
- GPL requires you to release all code under GPL
- Exemption from GPL satisfies Unreal EULA
thats it
More like :
- Unreal EULA is incompatible with GPL
- Your distribution of the library is not GPL
That's really as simple as that
Unreal EULA is incompatible with GPL, because it requires you to change Licensed Technology Agreement to GPL
The EULA specifically says no GPL, so it's even simpler than that
I am talking about reason why it no
"Code or content under the following licenses, for example, are prohibited: GNU General Public License (GPL)"
Doesn't need to be a reason
It's in the contract
and couple lines above that it is explanation why it is prohibited ๐
hehe
it actually starts with a reason why it is prohibited.
another interesting question is about General Restrictions, my understanding it is only operations are specified and restricted, but development is allowed - correct ?
Everything that's specifically listed is restricted
Anything else is allowed
Provided it's not restricted in another point
it is not specified development only operations
(2) for operation of nuclear facilities, aircraft navigation, aircraft communication systems or air traffic control machines, or for military use in connection with live combat;
Then it's only for operations
so I can develop skynet ?
You can develop anything, as long as your UE4 product never ends up used as part of operating "nuclear facilities, aircraft navigation, aircraft communication systems or air traffic control machines, or for military use in connection with live combat"
Obviously if you're developing a nuclear plant control software with UE4, it means you can never use it
those are some oddly specific restrictions
@cloud cobalt but can I develop games with UE4?
Jkjkjk
@manic pawn I'm guessing US law requires that
Makes sense though, imagine terrorists getting hold of a "game" where they have a perfect simulation of flying a plane into a tower
Can someone pls help me
Or a simulation of how to make a nuclear bomb
When I open a widget in my game and then press "cancel" to hide it, I can't reopen it
You might want to go into the blueprints chat for that
@desert bronze It's not about that really, it's just that aircraft control doesn't live in the same world as we do. Not a single file in UE4 would comply with aircraft regulations on software.
a game where you run a nuclear plant but it doesn't tell you it's real
@cloud cobalt Ohhh okay, makes sense
Same goes for nuclear. People aren't even allowed writing code directly on stuff like that
It's all math models that generate code
so you can use unreal to develop math models that generates code for nuclear power plant ?
Your local nuclear regulation authority will probably disagree
They'll say things like "gross incompetence"
Seriously, commercial aircraft & nuclear are the two craziest fields on security. Even spacecraft is less so, and spacecraft code is changed line per line with vigorous inspection and paper trail
we not talking about that
about general restrictions
you actually might be right, you can develop using unreal engine math models that generate code heh
To be clear I would not using anything like game tech to handle nuclear design
and you code in unreal engine ?
Someone needs to make a barber simulation game where you try to cut peoples hair as close to their hair style as possible but you can make mistake such as cutting their ear off or something
The closest I would go with UE4 would be stuff like virtual inspection of the plant design
That would definitely be okay with Epic
And not too crazy
lol
anyone knows if shaders are compiled trough CPU or GPU ?
CPU
GPU is used for rendering, mostly. It can also be used as a processing unit for some features of the editor
The prototype GPU Lightmass uses the GPU for example
the "prototype" ? a new one ?
There is only a prototype for now
ah ! "GPU ligthmass" ok
Your regular, 2006-vintage Lightmass is CPU
lol 2006 !?
jk, I think it was updated with early UDK, so more like 2010
so I may better buy good GPU than thinking about network CPU rendering
I don't believe shader compiling can be networked anyway
I think some people actually talked about it
No reason it can't
I don't remember if it ended up working
unreal supports distributed shader compiling using expensivebuild
expensivebuild ?
sometimes also called incredibuild
but I call it that because of how incredibly expensive it is
expensivebuild is a good one
anyone know where to get footstep sounds for free?
they are not battle royale worthy
@viral wolf rephrase then anyone know where to get footstep sounds for free battle royale worthy ๐
battle royale ftw
over rated
BR is the new MMO
fortnite is not worth it
Basically it is
๐ค
it doesnt matter XD
no br is XD
free skins, portal features
be a creator
portal features?
portal in the middle to be able to teleport around the map
that is already a thing :c
walking casually being aware
ue3 did that 2007
it is used in darwin project
you cant be srs XD
im not trying to become famous with making this br game, its basically to setup a portfolio
lmao
and ofc its free, pubg & cod are paid
applies for activision
CV says he made a br game
plays game
doesn't launch
dies
it will only be free bc you cant actually charge money for it...
bc you cant pay the server
oof
?
you wouldnt even get any server full
That doesnt make sence
the servers are free
gamesparks
how many you want
and how many servers
br is ususally 100 people
why not 500
how about that
then ill prolly like ur game
seems
yeah
about alright
never see eachother simulator
wanna hear a good idea
but its actually messed up
but i promise u people will love it
school shooting simulator
pubg has 0.64km per player
Well the good point is that you can pretend there MP when there's none
so many people msged me telling me to make it
Players won't see the difference
if people never see each other...
why then not fake multiplayer
i mean
its natural
OvO
just make the entire planet in game
ur in the GDL server
flat earth simulator
lmao
gdl server?
BR games are for low skilled campers anyways.
game dev league
sitting in a bush simulator
ofc i am in a league you cant reach...
nvm
in my physics asset i cannot make my capsules smaller than they are, cuz when i try to, they just snap to a bigger scale and won't get smaller but just bigger
anyone else had this before? how can i fix it?
xD
what is the difference between visibility and hidden?
"set visibility" or "set hidden ingame"
I don't think it is that obviously named. Visible only applies to in editor, while hidden in game means just in game. So changing visibility is more for your benefit in development.
Is there anyother way to convert my project to DirectX 9 ???
or 8
or if a pc has lower than 10 it uses OpenGL ?
or what ever it is
Hi! I'm not sure what channel my help request fits in. It could be a #blueprint or a #legacy-physics problem. I'm trying to create a door similar to that of "Layers of Fear" or "Visage". I have the basics of opening and closing the door, but I would like the door to only move if the mouse is moved with a certain velocity. I'd also like the door to keep its relative velocity until constrained by the axis. Which channel does this belong to?
I think that should go in #blueprint
Alright thank you!
No problem ๐
Cool :D
ty
Guys
Is there any way to get my game to run on directX 9 or 8
or does a pc with directX 9 or 8 have OpenGL
I dont even think UE 4.0 supported DX 8 or 9 so that would be out unless you write it yourself. You can force opengl if you want but even then If its running 8 or 9 the opengl might be too old
thx
Hey everybody, has anyone and idea what this could cause or seen this before?
Same Mesh. Landscape Spline Tool. In Unlit modes it looks fine.
So i guess some Light Issue?
my guess would be mesh normals and lighting
yeah mesh normals i guessed to. but reimport and regenerate everything, brought no difference.
other meshes are fine. well i check out everything again.
Hey im not sure which channel i should use this one for , but my Unreal keeps crashing randomly, with that i mean totally randomly , building lighting, putting an object in the scene, assigning a texture to a material. it doesnt matter, every single action could make unreal crash and I have no clue whats causing it. Does anybody have any idea??
Hey Cylion sorry to ask this, but are your PC requirments fit enough for ue? or the classic question, did you updated all drivers? is it all the with different version of ue4?
ye i have a 1060 with 16 gigs of ram and a i7-8750
all drivers are updated
and no i havent really checked different versions of ue4 but thats not really a possibility as im working on a group project through source control
i do have this problem that unreal is only using my integrated graphics card and has no possibility to switch to my dedicated card. so i just disable the integrated card whenever i use unreal
hm cause when you say random, i sounds to me like UE4 is upcoming to a limit and closes it self automaticly
yeah i checked my cpu and gpu usages but theres nothing unusual there
i think answers hub is a better place for you
i feel like whenever its loading for a bit longer it automatically crashes
- if nobody answer, you can push your thread all 3-4 days and if you annoy people and sooner or later epic should help ๐
i guess you know answershub right?
Enterprise solution for all your Social Q&A needs.
yeah
post a question there + your PC Stats + crash log.
cause your problem seems a bit more special to me.
sec
C:\Users\USERNAME\AppData\Local\UnrealEngine\4.XX\Saved\Logs
check this path.
Working on a "small" project since 6 months, i decide i start to look for help to finish it.
And someone messages me if i wanted to scratch everything and start working on something bigger? ๐คฆ
lol
should be 4.20.3 I think?
@reef kayak check upper folders. if you use answers hub they will help
alright thanks @lethal wigeon
@wispy raven means probably you've not installed 4.20.3 then
engine versions don't just vanish
I canโt see it on the list of the available versions
screenshot?
is your launcher up-to-date?
Yup
there is that orange circle on the top
Donโt look at the projects btw
Does anybody who has developed on Nintendo Switch have any good insights on optimization and recommendations for such?
anyway, no idea why it doesn't show up, maybe it assumes it's installed already somehow
Mh
could try restarting the launcher
Oke
Tomorrow Iโll try
weird that you don't see 4.21 previews either
Btw Iโve noticed that 4.20 has some rendering problems
Yesterday there was everything
I even started the download
But thereโs no sign of 4.20/21
could be some corrupt cache then I guess
never had that happen myself
but launcher isn't super robust
it's possible that it thinks 4.20 is installed already so it hides the option
Iโll check tomorrow
for example, I don't see 4.21 as option when it's already on my computer
for new installations that is
I know that
But it should show on the engine versions
But, as you can see on the image I sent, there isnโt anything
Btw i canโt delete 4.18.3
your 4.18.3 is probably 4.20 and corrupted, nuke your computer and set your drives on fire to fix
or go into the folder where your engines are and delete the bad ones
both are very viable solutions
What if I destroy my pc :V
won't help, the hard drive is the source of the evil.
so way do the foliage on the grass always have some issues on building light ?
I really hope someone here can shine a light on what is going on.
I am on UE 4.15 and I have a couple of blueprints, they are saved and they are working fine in the editor, as soon as I open another instance of the editor, or open another editor on another pc, trying to view the exact blueprints, same files and folder structure and everything, the editor crashesh, it crashesh on BP drag, it crashes on BP right click aslo
The reason I need this is because its Unreal Tournament Editor, and the blueprints are a toolset, that I am developing, so this happens by sharing the folder with .uassets
I am afraind to close the main instance of UE now, as I know once I do, i will practically lose the my entire work, only tangible option to restore is to rename the folder in Windows Explorer, then all references are ffed up and it takes hours to fix
Good luck with that. The UT4 Ed is old... 2016. I'd recommend you use UE4 instead and make your own FPS game. Invest your time wisely.
Yeah, the point isnt that, I created a HeatMap for UT4, and the data from matches is visible inside UT editor
Im just trying to highlight that it is cool, but that feature will only be useful for an extreme minority on UT4. We dont even know if Epic is going to shut down UT like Paragon.
UT4 isnโt shutting down, but it is dead. No updates for nearly a year now. Itโs only alive since there no benefit to killing it.
And the modding is limited, plus it will be a pain to follow the new builds if the devs ever return.
Many of us UT contributors, modders, etc. moved to UE4.
Many others just dropped UT4 too for multiple reasons.
The game might be playable but it has many technical issues.
Network code, no skeletal hitbox for hitscan weapons, headshots with sniper rifle generally dont register, low performance, etc.
I might have fixed it, not sure yet, but it seems like a child of a bp was causing the above said efect, as I tried to spawn childs of the bp, from the bp, and while that works in the current editor, as soon as you restart it crashes
Either way thanks for the help
where should I ask for lightmap help?
I have a model with some pretty messed up lightmap density
yeah I guess that sounds like graphics, sounds art related more than anything else

Just got back to unreal after a year without touching it
I forgot almost everything T_T
like 6 months full time
another 6 just messing around
I'm an animator
I do Cinema 4D
Unreal was just part of my degree
For sure
but now I want to remake a game from my childhood
so unreal it is
Enemy Infestation (1998)
It was quite fun back in the day
but it's a pain on the ass to run right now
need to make virtual machines and stuff
Oh it wasn't popular
was one of those games you buy in a cheap ass magazine
Awesome nevertheless
What you guys up to?
hahahahaha
My sister is on the same boat
Im more of a movies guy tho
Gimme spider man for pc >:C
Bankrutpcy
jk idk
Is there a way to check for errors/warnings, saves me waiting on packaging to complete to find them all?
so im workin on a project right now on 4.7.6 and im getting a new computer next week is there a way to transfer my project to the new computer?
Copy and paste the unreal folder in documents or just zip the project from inside the editor
and does anyone know how to fix unreal editor not loading past 35% i've been having this issue for a while now.
If you make a game in an old version of Unreal there's no way to update it so it runs in the new version?
This is weird because Unity just lets you update and carry on I think
Of course you can
ok I got weird problems with my engine, I have a cloak effect that I have been using, and now it doesnt work, its just a constant with a scaler parameter . it use to work on my 4.20 engine but now, something has happened and I dont know what. I checked engie 4..18 and saw it works but on 4.20 it doesnt work anymore
does anyone know what would be stopping the effect from working?
I'm working on a community tool to mass copy Blueprint Properties from any valid Class to any amount of target Blueprints selected on Content Browser without opening those Blueprints one by one...
Need testers ๐
help :"v
It's a color calibration cube
how do I make go away?
hit the something again
There's a stupid hotkey for it, one sec
^
I don't know what I pressed! I was trying to save everything, and hit the hotkey accidentally.
It's something involving the left alt key IIRC
This cube doesn't do much and you can just re-open your map
It's not an actor or anything in the level
lol
Google is absolutely useless
I can't find the hotkey anymore through it
I think it might've just been left alt
there's actually a place to specify an array of those meshes to do (but it doesn't remove that cube)
I'm creating a perlin-noise based grid of AActor-derived tiles in my GameMode currently, they're not set to replicate yet...so the client doesn't see them at all.
Currently i'm looking into the best place for their generation, and how I want to replicate them..since they have variables that change over the course of the game and are constantly queried. Any suggestions?
how can I get my AI to walk through a door
@tawdry raptor assuming you're using the target point move to stuff, just open the door.
Do you literally want them to walk through the door? I think this is the wrong channel for that though.
The mesh you are talking about is the "Preview Mesh", you get to it with the \ key (backslash) and you can change the meshes/hotkeys in the editor prefs
@grim ore Would really appreciate your input on my question if you have any
@south ridge @atomic forge its \, in case you're wondering
I wouldn't have a good guess or I would ๐ฆ game mode for sure is not the best due to it being server only, game state might be better but it would depend on how you want the clients to access the data
Ah okay, was thinking Gamestate too
Woah, thanks @digital anchor @grim ore !
there is nothing wrong with keeping them in the game mode on the server and having the clients ask for the info or the server sending them out as needed when updated?
but again it just depends on what you are doing
The players would be querying the ground pretty constantly, so it's important that info is available to all clients and cached
yeah then probably the game or player state or a custom object to hold it
But the tiles would never move, and change rarely
the states feel "weird" to hold data like that but in sorta makes sense
I'm thinking a ActorComponent attached to the state
in the end it really doesn't matter as long as you make it do what you need lol. The *state and *mode stuff is just helpers and you don't need them for custom stuff like this
I like the quick global access
My biggest thing is whether there's a better way to load the tiles initially, so that the clients can spawn them
Because the spawning is an intense process
I imagine it might quicken the process if there's a way to generate the grid on the server, but spawn the tiles on the client
But then track changes to the variables on the client
well I guess that depends on if the server is faster than the client as well
but I would assume you want it a certain way so yeah having the server generate is then propagate the data to the clients to do their thing might be the most consistent. but then again if you are using a fixed generation system you might be fine having everyone do the same steps as the server.
Haven't been able to generate the same grid with the same seed yet
But good idea to look into
When UE4 launched it saw tons of teams getting together to make a game. Now it seems way harder to assemble a team. Did something change? ๐
hi guys anyone know how to make a variable to reference objects in the same bp?
say i make made a ComponentA, added to actor C, and I want to expose a variable from ComponentA that I can use to select ComponentB in same actor C
currently im using Tags cus i cant figure out a way... tags are slow cus they require lookups...
what I need is like a Late Binding object reference...
Maybe a basic question but I want a lot of text for my game, is there a way to compress this into just a few widgets? I don't want a separate widget for every line of text (which appear consecutively through the game).
@icy bone Expose the variable from Actor C and set it on ComponentA during construction
@plush yew Use line breaks
Ok I will google that
Unless you just mean have lines listed below each other? That's not what I want, I want eg one message to display at time 0, then another at time 10, then another after an event etc, all in the same level
@plush yew I think i need to know more about what you want to answer properly
But it seems like you just want a macro that displays a string in a defined Text, waits x seconds, then hides the widget
Yeah but multiple times, for different strings
Im pretty sure widgets won't affect my performance much though
It just feels clunky to have 2 dozen widgets
yea not sure why you'd have 2 dozen widgets unless they all need to be formatted differently
Can you show me your hud
Do you mean this? Thanks for the help but I have a much bigger issue at the moment as I changed a variable and my main enemy has stopped working :p
No, the HUD that you want to display the messages in
You should use snipping tool btw
well here is one
Simple text box, would be nice to have multiple and display at different times
Ill google snipping tool
hit the windows key and type snip
Are you okay with the same formatting for the text on each display?
What do you want to change for each
But it seems like you just want a macro that displays a string in a defined Text, waits x seconds, then hides the widget
okay so rather than create a new widget I can just set the text to variable, then access it via the level blueprint and set the text
Create a macro in your WBP, pass in a string as a variable, then in the macro set the Text to your input string, set visibility for the Text to Visible, delay 8 seconds, set visibility to hidden
Do note macros aren't exposed to other classes. So the easy solution is creating a custom event that goes straight into the macro
Or don't use a macro at all if you want, your call. Depends how many times and where you're calling it
Hey guys, I understand nobody likes to be bombarded with constant questions, but I'd like to know if anyone has any suggestions for where to start learning how to use UE4.
Ive been watching a lot of tutorials online but they leave me with lots of little questions
Youtube is the best free option
You can also just pick a small project and start working towards creating it, then ask questions as you go
Udemy or other paid sites are your other option @fierce plover
Tons of great courses out there
I followed a few of Ben Tristams a couple years back
are there any specific yt channles or udemy courses youd reccomend?
I followed a few of Ben Tristams a couple years back
Depends on what field of game development you wanna learn
xd
I think i primarily need to learn how to use blueprints and the the actual UE client for now, and then maybe a bit more about game/level design in the future
Maybe i dont even know what fields of game dev there are idk
i guess i dont know what i dont know
My team has 9 major roles
Programming, Audio, 3d animation, Character modeling, hard surface modeling, Character concepts, Environmental concepts, level design, and Writing
Generally they shift based off the type of game
I have 2 people helping me with Storywriting/Character Concepts/Concept Art and a buddy who really wants to do Character Modelling who i was going to ask to do the Animations as well cause i felt like they go hand in hand
Assuming i can find someone else to do audio or just pay for some, that leaves me with the programming and level design
Note that characters have their own major responsibilities
Ill have to look into what hard surface modelling is
High-poly modeling -> Retopologizing to low-poly -> Skinning -> Rigging -> Animating -> Texturing
In AAA studios, those can each have a dedicated person
You start from high poly huh
High-poly and low-poly sculpts are generally the same person
Straight out of ZBrush a head can be 13 million tris
damn
Really depends, most studio's I would say High-Low-Textures an occasionally rigging (if its simple) can be one person
Yea, our character modeler does all modeling, skinning, and the rigs
You might like an article I wrote https://www.sondergames.com/single-post/2018/05/22/7-Myths-in-Modeling-for-Games
damn this looks useful
As for your journey with level design and programming, I don't know your background but I definitely wouldn't skip some of the fundamental theory of programming
basic data types and containers at least
If you're not familiar, definitely start with paid unreal courses (or basic programming)
blueprint vs c++ is mostly semantics
yeah
I think understanding data types and containers comes kind of naturally as I play with UE, but every now and then theres things that i can know how to do without understanding why its necessary u kno
is there anything else in particular u think i should know when it comes to the fundamental theory of programming?
um
Topology
It's great to just play with stuff till it works, but the classes i mentioned will get more into why you'd choose one approach over the other
primarily programming but i should probably at least know about both
My development time is 80% just writing out how I want to structure my classes so that they're as self-contained as possible
Object oriented design principles
I wish I knew more about programming haha, I do more VFX/tech art
sitting in shader graphs all day
programming understanding would help me alot
I fell in love with shaders, it's like visual programming
Just being able to do some weird shit with math and have something look cool
what am i ooking at here
Im working on this atm https://www.youtube.com/watch?v=Vbd9sLwWeRY
When modelling in blender, how much info can be transferred to a game engine in terms of the textures, node data and any effects on the model to unreal or unity?
you can do that in bp?
@raven kayak Only fbx's can be imported. Vertex colors, UV sets, and material slots are transferred
Those are the main things besides the geo
Materials don't transfer themselves
@fierce plover basically its a bunch of mathematical processes applied to textures until you get the result you want
ic
hes taking the Texture coordinates, Masking the red/green channels
adding/subtracting values then
ahh
when would you use this process?
To create the kind of effects I showed in the video
oo
or just for controlling any kind of texture or shader
is that what its doing?
Making that grid?
What i sent was math for a basic mask so I can make the graph shown and have it pulse
Nice
thnx ๐
@fathom gale what do you need jelp with my friend?
python opengl
jajaja
afraid I dont know much about python yet, sorry I cant be of much jelp
This Unreal related?
Pretty sure I use Directx
glfw uses directx
Looks like homework
im 16
this is my interests
we are learning about classes in our computer science a-level
lmao
you have computer science classes at 16?
no
i got into computer science when i was like 12
then we made a game using scratch
and i got an A*
and i was like
wew
then later on
i got addicted to csgo and wondered how games work
then i got into unity when i was 14
or 13
I've been setting up some console command overrides to visual settings such as LOD and blur in my gamemode blueprints, which work fine when I launch the game, but then these commands are still in action during the editor, which kill my performance for working. How can I disable or rollback these console commands as soon as I return to the editor after playtest?
In other words, how can I make console commands affect PIE only?
in mac i believe @polar hawk
idk
directx launched
and it said downloading pyglfw
so
...
Question
Is it hard to make a game for pc and then turn it into a mobile spec game or vice versa?
mobile to pc is always easier than pc to mobile
So if I want to make something that runs on both I should start by making it for mobile
The quality of the templates in UE4 pc/mobile are visibly very different and I guess I was wondering if theres some simple setting to change the quality from one to the other
there are and there aren't
just get it working on mobile
by the time you have something done you'll know more about the things you can toggle
sad
well
im on 4 servers
i cant find a good pyopengl server
i only found 2 people
that are usefull
with pyopengl
aye, those would be far better than here
unreal has got nothing to do with either really
xd
unreal uses directx / opengl in the same way that unity uses c++
that is terrible
ikr
lol
I want to get started with c++
but visual studio code is throwing erros
its a pretty long error
actually no\
Its the same thing over and aover again
OmniSharp.MSBuild.ProjectManager
Update project: AutomationTool
[warn]: OmniSharp.MSBuild.ProjectManager
Unable to resolve project reference 'd:\Games\UE_4.20\Engine\Source\Programs\IOS\MobileDeviceInterface\MobileDeviceInterface.csproj' for 'AutomationTool'.
[warn]: OmniSharp.MSBuild.ProjectManager
Expected project reference d:\Games\UE_4.20\Engine\Source\Programs\IOS\MobileDeviceInterface\MobileDeviceInterface.csproj to be already loaded for project AutomationTool
[warn]: OmniSharp.MSBuild.ProjectManager
@polar hawk am sorry
also, you shouldn't have to be updating anything
but I don't know how to do this
I just made a new project
and it threw this
I don't know anything about the c++ part of the engine
aye, I know nothing about that error
@polar hawk could you tell me one other thing?
how do you compile or build, whatever it is called, in vs code
thx
you can hit f5 if you're feeling saucy
can you tell me why its talking about houdini
in the terminal
and another error
hell
no
@polar hawk will I need it?
I heard VS Code is supported
that isnt very reassuring
but the overwhelming majority of UE4 devs will use Visual Studio
if you think thats bad
it takes almost 2 minutes to open up whenever
and c++ building is like eternity
it is once
really?
after its built, most things don't need rebuilt
7- 10 minutes
but if it takes your computer 2 minutes just to load visual studio
I think its your machine
are you running on a dual core celeron
uh
celeron I was like 6 yeasr ago
is your main hard drive from 2005
putting windows on an ssd will help a lot
but still shouldn't be 2 minutes
ยฏ_(ใ)_/ยฏ
you only have one hard drive currently?
yes
I got an ssd
but I put it in another computer cuz I thought i needced it more there
you should probably watch some videos about ssds vs hdds and about having multiple drives, installing windows to the ssd and other stuff to the other
I actually know about that
I keep up to date with pc hardware news
a ue4 source build can easily be 80gb+
is SATA gonna help?
but in your case you'd probably put it on your hard drive not an ssd
when working with UE4 I kind of think 2 ssds are the minimum
1 tb each?
sata instead of nvme is still much faster than what you got
at the moment my current office machine has a 256gb ssd for windows, a 256gb ssd for current projects, a bigger 1TB hdd for storing older stuff, and I got a whole network storage server
I install windows on a 256gb, and put ue4 on the second ssd
and often times on this machine I wish they were bigger
However they're incredibly fast nvme/pcie drives
lanes are weird and some devices can change the amount of lanes they need
notZ*
for example you can plug a 1080 into a pcie 1 or 4
it'll still work but it'll be slow
I got a 1070
I assume a nvme drive takes 4 lanes but I'm pulling that number out of my ass
ok I'll see
I'm not recommending you putting a gpu in a pcie 1
nvme drives are awesome for UE
thanks for all the help
I've got a 512gb 970evo direct on the motherboard (no pcie adaptater)
sata m2
there are some with pcie m2 as well
its 3000 mbps write
its nvme then
when I built my current office computer, it felt super strange not having any sata cables
or 2.5" bricks
best part, no power cable
my shit is ugly because I went 100% form factor
but cable management is much better with the disc on the mobo
0% aesthetic
lol was that on reddit
Can you guys link a pcle nvme drive 256 gig or 512 gig
hmm don't think so
I cant confirm
haven't posted anything on reddit @polar hawk
Indian amazon shitty
aye, someone must have got the same case with rainbow fans
If you're in India
only 1 is there?
