#ue4-general
1 messages ยท Page 335 of 1
Hey all
in this bp the "Sprint" doesn't work
and it wrotes me no when I press "Left Shift"
hmmm
how to fix this?
has anyone here used crowdforge
can anyone tell me if there is a perf cost to using a material with loads of BP as apposed to just a texture with a normal/base/AO etc?
Can I use already imported assets as LODs in a skeletal mesh? I cannot find the way...
I'm having trouble getting people to respond to my messages
I set the defauld value to 1
eh
if I make the default value to 100 it will fix?
your system is very bad.
you cannot just put a delay up there and create an infinite loop
you have todo this properly.
like with a timer
on shift pressed start timer by name
on release clear that one
that timer is a seperate function which does your energy counting.
^ plus if your default is 1 and you are checking for greater or equal to 10 there is no way that would work. setting the default to 100 would fix it but ^^^
I still can't figure it out. -.- Is there not a simple way to make an object rotate in the direction it's moving?!?!?!
the ai just running away from the player, there's no set point
where do they to
im gonna be late for school. sorry. thanks for trying to help anyway
How would someone begin to know where to look to implement a fog of war system?
rts style top down/moba
I'd imagine it's 3D
3d!
dota clone it is
3d fog of war is tricky to implement
might be some decent articles on the topic floating around
I HATE MOBAs!
but expect to need to dive into source code
i imagine one way is atlas texture with ondraw event
a post process material is quite likely to be a part of the solution
mhmh
That's rough. I have never used those.
the bigger problem is defining how to draw visible / non-visible areas
there's no such thing as a post process in a 3d space
so I remove the delay
you'll need to draw something into a buffer, and use that to render the PP effect
you could maybe do raymarching
cast a massive volume above the entire world
and then just use a mask
I can't send a screenshot-wtf
now I could
for now is this
the value is changed to 100 of the energy variable
this must be here to be?
why tho?
think about what you want todo
oh not you too XD
now we have this post in 5 channels XD
like, persisten FoW or just defining visibility as character moves ?
it's an RTS style game, so it would be persistent
you're going to need to draw information into a buffer, then do your rendering based on that
One of the best parts about unreal has got to be all of the free content, it makes learning so much easier
and asset flips
it means you probably want to talk to a programmer who knows something about rendering :/
Modular Asset?
hey, can someone help me with blueprint please
#blueprint will help
when you search for c++ implementation and every result is bps with 10+ nodes
Is 4.21 release coming next week ?
Ok
lol
all I can guess is we normally get 3-4 previews and we just hit 4 so soon is a good guess
I have all the proof really , and well it's the unreal chat i was thinking was right to post it here
we have something on the unreal forums for this :3
and you should look into legal actions
Trying to get a team together? Here is the place to post!
Yeah i'm thinking in that too
that's great , gonna delete the post here so
Thanks for your help ๐
@plush yew Just make sure that you display some sort of proof. Claims like that without solid ground hurt your reputation more than a person you are accusing.
Yes of course , thanks for the tip guys
Anyone figure out the replication graph yet?
Documentation is kinda nonexistant and the stream they put out didnt help much
Just got unreal engine and started game design. Got any tips?
https://docs.unrealengine.com/en-US/GettingStarted // https://academy.unrealengine.com/ // https://www.youtube.com/user/UnrealDevelopmentKit/playlists?shelf_id=17&view=50&sort=dd
hey guys, i've got a question, how would i go and take a program window, let's say, DOSBox for example, and get Unreal to stream that as a texture or something on a mesh?
does anyone here have experience, or nightmares, with ragdolls on android?
i seem to be hitting some sort of memory limit with ragdolling enemies on mobile phone, and random collision do not detect until those ragdolls are removed from the scene
ive been able to detect that as soon as the ragdoll enemies are destroyed, collisions go back to normal... but even turning off simulation before destroying them doesnt solve it... i really want ragdolls in this mobile game
im here researching project settings and nvidia stuff that google just does not know
holy fucking shit
i solved it
disable PCM
whats PCM?
Is there a way I can look at the level script actor in the editor
Like see it's values
without going to the blueprint
The first ever game i made with unreal engine was pong
ok i'm uber lost
i created a gamemode in bp and in cpp, the one in bp displays the cursor and the one in cpp does not. What did i do wrong in setup
making a twitch clip to better explain
is the BP one empty too? maybe the cursor is just hidden by default
yeah
except the showing of the cursor in controlled by the player controller which is the same between both
ah
is your player controller actually getting used in the C++ case? I recall somewhere where you have to specify which player controller class you're using with a C++ game mode
in both cases i;m using the same bp sub class of the cpp player controller
So what is the trick to renaming a C++ project that has BPs created from those C++ class?
I can't believe renaming a project can be so broken
?
The trick is to never rename a C++ project lol
i just add BP_ to the beginning
@clever niche renaming the whole project
put on some music and go nuts
@clever niche i dont think we are talking about the same thing
@grim ore so is there really no solution? I have to re-create all my child BPs from those c++ class?
@clever niche That behavior looks like different InputMode
@slender veldt Renaming C++ Classes that are used as BP Parents is not really recommended.
i didnt rename the class, just the project
Project rename should not cause anything like that
Why do you rename it though?
The packaged ProjectName doesn't have to be the one of your Editor Project
but in the log it is looking for stuff like /script/MyOldProjectName.MyC++ClassName
because this started as just a test project, no real name
Well, you seem to have activeClassRedirects on your ini then
Check the DefaultEngine.ini
In the Script/Engine.Engine part
And see if you have any redirects
I read that I should set up redirects like you mention, but in the project ini. Is that not true ?
Well, again, Project and Class Renaming are two different things afaik
No class was renamed
Since you say you only renamed the project, you should only need to add an ActiveGameNameRedirect
oh
That's in the DefaultEngine.ini
e.g. [/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_VehicleAdvBP",NewGameName="/Script/TimeAttack")
@clever niche I would put a breakpoint in your player controller just to make sure it's being called in the C++ game mode case
I will try this, thank you very much @regal mulch (and thank you for network compendium too btw)
no biggie. Hope it helps
@plush yew nope just not getting called at all
Strange
yeah I think you'll have to do something like:
they do get called if i create a gamemode purly in blueprints
PlayerControllerClass = AYourPlayerController::StaticClass(); in your GameMode constructor
The BP Child of the GameMode adding the PlayerController should be enough
There is no need to declare it in the cpp version of the gm
Your GameState and PlayerState classes aren't doing anything or?
@clever niche
Cause that's the only diff I see atm
nope
they are still enpty
and even if i take them off they still don't get called
Your PC C++ Class has proper "Super::" Calls for the functions you override?
yep
And this is not a HotReload scenario?
nope i'm reopening the editor each time
You are also compiling with the Editor closed?
yep
Cause it only clears the HotReloaded Binaries if you compile with the editor closed and the process being dead
Hmpf
Your GameState has what class as a parent?
The AGameState or AGameStateBase?
ARTS_GameState_Base then AGameState
the gamemode is AGameModeBase
Yeah, they cut these in two some while ago
And mismatching them causes weird issues
So either you use GameMode and GameState or GameModeBase and GameStateBase
ok
Check if that helps
recompiling now
My only idea right now
Yeah, i usually always use the GameMode and GameState.
They have a lot more stuff in it, but well
It depends
The Base once are for very generic games
The non-base one adds a lot of stuff for games that are more like UnrealTournament or so
Best for you is to check the header of both
ok so since i want this to be online (even if just via lan) i shoulduse the children
Oh, is it always 0?
yeah
in this intermediate and default files they are fine but the saved version is literally empty
like no text at all
That's strange. The Saved one had info in it back when you set it up or?
Well usually you have to call "LoadConfig" but the parent should do that already
Not quite duplicated
The section is different
they are exactly the same except for the section header and the 1 extra property as far as i can see
The one with your project name is the one to use iirc
My saved one looks like this atm:
[/Script/Hoverloop.HLGameUserSettings]
FieldOfView=100.000000
CameraDistanceToDrone=800.000000
CameraHeight=250.000000
CameraAngle=-20.000000
bInvertYAxis=False
CameraRotationSensivity_Controller=5.000000
CameraRotationSensivity_Mouse=1.000000
so can i just delete the engine one?
Yeah, it will regenerate it anyway if it needs it
Instead of working with the default ini, try this:
Create a Temp version of your Setting variable and the actual version, e.g.
private:
/** Temp versions, in case the user resets their choices. */
UPROPERTY(Transient)
float TempFieldOfView;
UPROPERTY(Transient)
float TempCameraDistanceToDrone;
/** Actual version which is saved to the config. */
UPROPERTY(config)
float FieldOfView;
UPROPERTY(config)
float CameraDistanceToDrone;
Then override these functions:
/************************************************************************/
/* UGameUserSettins Interface */
/************************************************************************/
virtual void SetToDefaults() override;
virtual void ApplySettings(bool bCheckForCommandLineOverrides) override;
virtual void ResetToCurrentSettings() override;
In SetToDefaults you can simply set both temp and actual variable to the default value you want
FieldOfView = TempFieldOfView = 100.f;
CameraDistanceToDrone = TempCameraDistanceToDrone = 800.f;
In ApplySettings you set the config var to the temp var:
FieldOfView = TempFieldOfView;
CameraDistanceToDrone = TempCameraDistanceToDrone;
In in reset you do the opposite
Well the above is still quite handy
yeah
Cause then the user can change stuff and apply it or revert it
hey how come my textures are disspearing when I click on them
because you might have a thumbnail but that doesnt mean the texture is setup correctly
๐ ??? cant add image of skin from editor :DD
hello, how can i fix this shiny skin ?
I want to.transfer a project to my new computer but when I do via usb I get an error saying that it cannot be compiled. Try compiling from.source manually. Then in vs I get a whole load of errors. Any ideas?
whats the name of the thing that told the ai to use walk animations while transforming
is it blend space or somethinh
When is 4.21 release?
Hello, how do backgrounds for 3d games work
so I want a background for outside these windows
I dont know , like a forest?
so how does that work
so apparently you can not attach an actor to an other actor in ue4 ๐ค
๐ค does the Set Simulate Physics detach the component from it's parent? ๐ค
no
its just falls to the ground
cause it has physics simulated
you want to look into "physics constraints"
It does seem to detach it
when enabling physics
it seem to detach the mesh from the parent scene component
and when you disable the physics
it's no longer attached
so when i attach this actor to an actor
its only the scene component that comes
it has nothing to do with physics constrains lol
@regal mulch turns out I had to add that line and this line also to get the project rename to work with my c++ parented BPs
+ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPersonBP",NewGameName="/Script/ProjectName")
Thanks again!
can someone help me i added an animation to something in the widget but its starting at the last point and i want it to star from 0 but i mean when i press play it should already be at 0 and if i play itll go forward but if i press play its starting from the last point
How expensive are destructible meshes in UE? For example, I want to have a few buildings with breakable windows
So every month, more content from the marketplace becomes free ?
No its just a monthly thing.
The ones that were free the previous month would return to their original pricing
I think there'll just be a few each month. The first 5 listed in the blog post will only be free during November, so I'd expect December will probably only have around 5 free packs as well. It's too early to tell if they'll add any more to the permanently free list yet.
hey can someone explain an ECS system in Unreal also can it be used in multiplayer gameplay also isn't the current replication system kinda working in the same way??
please help
#replication
#entitycomponentsystem
https://answers.unrealengine.com/questions/843112/watch-los-angeles-fc-vs-real-salt-lake-2018-live-s.html
Unreal Answer hub is filled with bunch of spam like this
We need something where we can report this thing
Right now I can only downvote
Hey guys, I described a huge problem we have in our current project, over at the #graphics channel. as it is quite urgent some help would be much appropriated! Thanks! ๐
person has been annoyingly spamming me with this stuff
https://i.gyazo.com/3b5c902689725e15a1ec0b1f85345509.png
first he wanted me to basically do a 1:1 step by step lantern vfx thing, including how to make the textures, meshes, set it up in ue4, etc. (for free ofcourse)
I have him some pointers, and now he keeps asking me to give my work away for free
...to score an internship position
by logic you shouldn't get an internship position for job you have no idea how to do
I told him that already hehe
But he reaaaallly needs it man, you should do the work for him so he gets it.....
im swamped as it is XD
Im only joking man, no way would i do work for someone else to get a job that they cant do themselves....
ye I'm shrugging here too
getting accessed none on cast success
PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property ParentPawn". Blueprint: 0PawnMovement Function: Execute Ubergraph 0Pawn Movement Graph: EventGraph Node: Cast To PrimitiveComponent
O_o
The RootComponent maybe invalid
๐คท
Oh its not talking about in Beginplay though.
Or is PawnMovement your component?
Weird
might have broken in migration
made 1:1 copy and it works
is there a way to see why are there so many shaders and where are they used?
probably, but I'm not sure that that information would be very readable, nor necessarily useful
isn't it usually a matter of "how complex" instead of how many
why does blender take so long when editing video clips to render them?(edited)
i open a video in blender, edit it, and when rendering, it takes almost as long as rendering renderings and not a video ๐
@fathom gale this is mainly an ue4 related discord, not a show your 3d model in progress thing, for that try the polycount or your 3d program of choice discord channel.
Worst case it should be in #work-in-progress
aight chief
why does blender take so long when editing video clips to render them?(edited)
i open a video in blender, edit it, and when rendering, it takes almost as long as rendering renderings and not a video ๐
@plush yew this is mainly an ue4 related discord, not a ask support for blender thing, for that try your 3d program of choice discord channel.
Worst case it should be in #lounge
lol
So, people are outsourcing their art tests nowdays ?
That refined gentleman should get outsourcing-related internship position.
so, marketing?
anyone have ideas how to calculate segway-like orientation
I guess it's just adding location interpolation to lower end
...no that's not it
@plush yew My German is rusty but does it say the prerequesites couldn't be installed ?
What's your computer & Windows version like ?
Tried restarting ?
Some people here could bypass the error : https://answers.unrealengine.com/questions/831287/the-prerequisites-for-unreal-engine-failed-to-inst.html?sort=oldest
hey
how could I get this type of art styple for my game
First off, sorry about my voice, I'm still getting over my recent sickness but, I can't let that stop me from pushing my channel! SpellBreak Sign Up Site: ht...
If theres anything I could watch on youtube for this, I'll be grateful if you link me to it
Cell shading is uh, an entire art style, it's not going to be just a Youtube tutorial
It's to game design what jazz is to music
Nope
Cell is technically just a specific technique
"Cell" shading has, well, cells of color
how do you do cartoony without cell shading? really good mesh, texture, and shader work
"Cartoony" style isn't so much about how the pixels look than it is about the general proportions & animation style
And of course the detailed modeling is pretty specific too
You could say that cell-shaded games are cartoony, while not all cartoony games are cell-shaded
not to mention that "cartoony" still has dozens and dozens of substyles
To be honest there's lots of art terms that are fairly vague
People talk about "stylized" a lot now
Which basically means everything but photorealistic art
hehe
@leaden dust In any case, what you've linked first looks a lot like Breath of the Wild, if you're looking for additional references
Which is definitely cartoony, with some cel-like filtering on top as a post process... Whether it's strictly speaking cel shaded is debatable
The important part is nailing down what you really want, more than the terms
You can start by browsing ArtStation for some time to narrow down what you like
Guys I decided to make a game by myself like fortnite any tips on modeling cause I want to make skins
start modeling!
It will be my first game
RIP if youโre trying to make a game that large for your first try
What should I make
But I want to make a big game
And youโll die of old age before you do it you do it first
I mean I did make a game called cube shooter
Want me to put a pic up
I mean vid well I will when unreal loads
Fortnite took a huge team at epic what, 8 years to make? There is literally not enough time in your life to do it solo
You need experience and you need partners
agree
@elfin jacinth something doesn't sound right here https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1537691-unreal-engine-4-21-preview?p=1546806#post1546806
PREVIEW!
Preview 1 of the upcoming 4.21 release is available now on the Launcher and GitHub. We are making this Preview available so that our developer community
Oh, it's your 2nd game? By all means then. That totally makes up for not having millions of dollars to hire highly experienced veterans for the better part of a decade. ๐
@terse notch you are not trolling us, right? One single person (even with a lot of multi-disciplinar experience) cannot make Fornite in a reasonable amount of time.
Warshift is the most impressive project I've seen from I think basically one guy.
Youโre kidding right?
Poe's Law man. I don't even.
Forget it Iโm gonna play some splatoon 2
gotta be a poe methinks
I need help
Is it hard to make a tv screen that shows the arena?
Like a big screen that shows where people are for example in soccer
@vale silo Which post?
@olive yew it's not super hard, but rather expensive performance-wise
Hi guys, do you know if i buy Substance Painter for 990$ with 12 month updates. would i still be able to use it after 12 month? i dont see it being annual
@elfin jacinth the one I linked.. Unless it was already deleted..
I am not seeing it
yeah, got deleted.. Some user with only 1 post under its belt re-posted OP
Ah yea, someone deleted i then - thanks for letting me know tho
lmao
hi
Start
All, I have snow as a GPU particle system that has a material with default lit set. However, the snowflake particles are still visible during night sets, and they do not get lit by spotlights (like a torch at night). As you can see here, the snowflakes are BLACK even though they pass in front o a spotlight https://gyazo.com/76b22f0064f3d3f7969807d3c802cf08
Yes, they have a base color set. what am I supposed to use to have those lit by a spotlight?
I have been working on a game for 8 years
near to launch The particle system is annoying keeps breaking the game
@plush yew I just think I am the one doing something wrong ๐ Sorry for your experience
@latent moth are they translucent?
sorry if this is basic, materials are not my thing
no worries hehe
๐
same tab as where you set it to translucent scroll down
"lighting mode" > set it to volumetric directional
guys can i ask someone for a loading screen desgin
per vertex is a bit cheaper, try that first
i need spinning icon
"per vertex directional"
to fit the games "feeling"
yea see if that works
checking
you can try (TRY) disabling "apply fogging" to save a bleepload of instructions, but it might not look that well in some scenes.
@latent moth can you degian a loading screen for the game
@plush yew please dont random bother people asking them to do your work. we have #looking-for-talent for that.
sorry
read the pinned post in that channel to get started
awesome it works! however they "wiggle"
wiggle?
yes, however the version without "prevertex" works fine
with it, they get "distorted
dont have ue4 open so cant say. might be a bug?
i don't know ๐
i have another material with the same issue but this one is more complex... rain
just add a comment in the material "try per vertex later, need to fix wigglywiggles"
just add a comment in the material "try per vertex later, need to fix wigglywiggles"
AHAH will do ๐
can I fix this one too with the same way? it does not have a base color
I tend to keep rain unlit and tweak the hue etc so it matches the scene.
much cheaper that way.
but yea, it should work
it doesn't unfortunately the rain is invisible
yes i did the same! ๐
with the hue
but still it does not get lit because it is only emissive so i don't know what the best approach is
pff not sure about a best approach.
regular translucency, unlit, any value under 1 for emissive doesnt make it emissive, just slightly unlit
additive... not so sure about. it tends to add its color to the underlying layers
iunno
๐ ok thanks
I don't know if the actor/pawn/character is not well documented or it's just I'm dumb as fuck.
Anyways, as I understand it: I should choose actor for unanimated things like a chair, pawn for living things, not sure about what is character intended for.
A Pawn is an Actor that can be an "agent" within the world. Pawns can be possessed by a Controller, they are set up to easily accept input, and they can do various and sundry other player-like things. Note that a Pawn is not assumed to be humanoid.
Character
A Character is a humanoid-style Pawn. It comes with a CapsuleComponent for collision and a CharacterMovementComponent by default. It can do basic human-like movement, it can replicate movement smoothly across the network, and it has some animation-related functionality.
Actors are instances of classes that derive from the AActor class; the base class of all gameplay objects that can be placed into the world. Objects are instances of classes that inherit from the UObject class; the base class of all objects in Unreal Engine, including Actors. So, in reality, all instances in Unreal Engine are Objects; however, the term Actors is commonly used to refer to instances of classes that derive from AActor in their hierarchy, while the term Objects is used to refer to instances of classes that do not inherit from the AActor class. The majority of the classes you create will inherit from AActor at some point in their hierarchy.
In general, Actors can be thought of as whole items or entities, while Objects are more specialized parts. Actors often make use of Components, which are specialized Objects, to define certain aspects of their functionality or hold values for a collection of properties. Take a car as an example. The car as a whole is an Actor, whereas the parts of the car, like the wheels and doors, would all be Components of that Actor.```
ok, let me change the question, let's say you want to create a chair, a bear and a human enemy npc, which class would be the most appropriate for each one?
actor, pawn, character
alright thanks, that makes sense
you could do an actor for all 3 but it would be silly as well ๐
well not silly assuming you wanted to roll your own character code for example
the key is Actor is the nude , the Pawn has some underoos on, and the character has some clothes on. If you need something to start off with that the class provides you should use it. The docs do explain the features that each class comes with by default.
but on the flipside trying to do a bear with the character might be hard due to the capsule component and other stuff it comes with by default
@fringe pivot Character is a pawn is an actor :P
Pawn is used for things that need to be controlled (AI or Player)
A Character is a "special" pawn, which comes with a Movement Component and some extra functions like crouch and jump
I recommend using Pawn if you know what you are doing, because there is no Movement or gravity and such
lack of movement and gravity is a good thing?
shouldn't bear and human be both characters ?
If the bear won't take movement from the player then pawn might be better. No need to worry about the capsule being an issue as it would not be suited for a 4 legged bear.
I see
the main addition as a character is the character movement component which gives you stuff like network lag compensation on input and a working character controller setup for taking in inputs and making smooth movement.
doesn't bear need movement component? (assuming bear will be an AI driven actor)
you don't need the movement component to use things like the nav mesh or to just move it
oh, snap
I am using characters for my bipedal AI :/
I thought I needed character movement component there
I want to say back in the day it was restricted to characters but was allowed for pawns years ago.
but your best off using character for bipeds if needed plus if your subclassing the same base character for AI and the Player it makes it easier as well
surprisingly any AI tutorial out there (the ones I watched) insisted on character and not pawn :/ Epic really needs to double down on AI training materials for UE4
I would guess they are using humanoids is why? plus stuff like getting the character speed for animations perhaps?
right, the latter is critical
how'd you get speed for N-legged AI without using character movement component ?
maybe checking and storing based on last frame or other calculations. Probably the same way you get it on the CMC behind the scenes.
CMC just takes all that math and stuff and makes it easier for you lol ๐
it looks like there is a velocity variable you can get on any actor as well so there we go ๐
aye, cool
my bad
You know, I never figured the term โWhile I was waiting for these assets to be madeโ said by a game dev would sound so cringeworthy
Tell me Iโm not alone
I honestly thought he would've done something after being gone for 2 months but... nope... here's more copy/paste features from other popular games and media...
@late olive Got no context for that remark whatsoever.
A guy making a game and the game is basically an asset flip.
Itโs one thing to make an asset flip, itโs another to be so damn open about it.
Even if youโre lying about it, it at least shows you have some dignity or reputation you want to protect.
But who said that line? I just searched and no-one in this server said those words.
Nor did I see any link to anything where someone said that.
Far as I can tell, we have no way of knowing what it is you're even commenting about. ๐คท
sorry to be a bother, but where would something about camera and spring arm collision/movement go?
its the video he just linked sion
how do I make the the pawn I just created to use some specific aicontroller?
Step 4. Setup the Character Blueprint
or you can use a node to set it
make sure if you are spawning in an AI you use the Spawn AI node and not the normal Spawn node
@grim ore thanks, both pawn and aicontroller are C++ classes
I guess I should ask in cpp
Hello,does anybody have advice for beginner at game dev?๐
Don't start. Run away as far as possible. Bathe daily.
@loud blade Start small
for q1 i'd go with quakespasm tho ๐
dp has a few fancy graphic features tho granted
Start with basic game ideas in UE4 imho
with DP you can use IQM models (straight export from Blender), Quake 3 maps (which allow for static meshes and more advanced materials). Basically some of the gained experience modding Quake 1 using Darkplaces engine can be directly carried over to UE4.
nah, if someone never modded games or did any kind of game dev, UE4 is an overkill
need a game with content and game code to start somewhere, preferably simple enough where you don't need to go through several editors and coding to get something really simple up and running
Then i will start with simple games in UE but it seems too complicated..
Hey guys i was wondering if models are handled in a certain way in UE4
for example i have this character that has split edges
joining them all up with smooth shaders presents well a horrible looking smoothed out model
does UE4 handle smooth shading differently to give sharp edges were needed?
check import FBX options
make sure you don't recalculate normals and tangents on import
i just wanted to know if UE4 handles shaders in a certain way.. im debating with someone on the topic of it
for example this.. this has split faces
and its all smoothed
๐คฆ
@loud blade making a game is complicated, making most things are if you want to do it well. Figure out why you want to get into game dev and focus on doing that reason. If it's just to make video games pick a simple goal like making something move back and forth then turn that into a game by adding stuff.
@flat marlin UE4 will smooth all linked vertices together, smoothing groups & edge splits will break it up (depending on import settings)
Hey guys. I am running into an error
All smoothing errors can be prevented, yes
its just because while weighting certain characters for UE4 my co workers joined all the split faces together to prevent the mesh from splitting which was a weighting issue more than anything but the characters smooth shader in UE4 looks off
@flat marlin Split faces are one method to break up smoothing
If the model was designed that way, it should stay
i'll show a better example of what theyve done...
?
Ok I seperated them.
Let me see if the issue is fixed
Omg you guys are ACTUAL gods.
thanks karin
Tell ur friends! Guys, destiny 2 is free on Battle.net, claim it now!
Still waiting for Diablo 2 to become free. Lost my original disk. ):
Wait it's only $10?! Finally... (checks for exansion) Another $10... C'mon Blizzard!
hello, how can i solve tessellation collision ?
Hi! I need help with the particle system! I'm a beginner in UE4 ;u; Can someone help me?
I'm sorry if this is not the right place to ask for help!
You need to write a code if tessellation, translate Y+.01; Something like that. I don't recommend getting complex with the code, otherwise it'll put a strain on the engine. That's why most game devs just settle for some clipping. I'm considering putting invisible voxels in the feet, and repeating that with the ground shadow. Because voxels normally don't clip. It probably won't end well when I attempt it next year.
@high stone thanks for answer. : )
I hope you find the fix that works best for you.
Hi! Sorry, can you guys help me? I want to put a orbit to a particle emitter, but I want it to be only at the end of his lifetime. Thank you!!
I tried to put the distribution as vector uniform curve, but it doesnt work
@shadow wind Maybe you'd better write here #visual-fx
Ok, thank you!! ^^
np
Should I use an object space normal map for a door, or just 3D model the geometry? Which is more efficient?
Hello.
Does anyone know a fairly easy way to make PS deal damage?
(Im working on a laser system between 2 actors, and I want to make the laser deal damage to the avatar)
Looking around I see using box collision is sort of the get to, is that so?
What do larger studios use for project management?
I was thinking of challenging myself to write a HacknPlan plugin for UE4 in C++, I'm wondering if there's a more popular project management tool though
I know there's also Trello or Smartsheet
nvm
no spammerino
<@&213101288538374145>
All good
How would you approach a mini-map for a procedurally generated environment?
I'm trying to decide how to create an image from a grid. Drawing each pixel seems inefficient, but I'd only need to do it on level load. Then possibly change a few tiles later on.
@weak harness Controller actually
on this video the guy creates anotehr spline but button is it to that at make another point
@sudden agate What's your reasoning behind choosing Controller?
Any news on the final 4.21 build? Are there going to be more previews after this?
@vivid girder it depends on how you generated the map
If you can pull the mesh data into a render target and you can render it to a custom texture.
what button is it to create another point on a spline
like example like how this guy does it in the video
wat do u guys feel when u see this
HermitToday at 12:08 PM
Only retards make FPS games solo
https://gyazo.com/cb3faff573053e8b5a76e7657bcabbd2
โ
how do make the texutres red and blue glow
when they flash
never mind i figured it out
If anyone is interested pm me
Hey guys, I'm trying to load my game, an just keep getting this. Any help?
PSA: tons of marketplace assets are now available for free, thanks to Epic. Some are permanently free, while others you'll have to grab during November to keep: https://www.unrealengine.com/en-US/blog/new-free-content-coming-to-the-unreal-engine-marketplace?sessionInvalidated=true
All on the list are permanently free?
Beginning today, the following content will be free to download throughout the month of November. Once youโve acquired this content, itโs yours to use forever!
anything on the list is permanently free if you grab it in november
some will remain free afterwardes
old news ๐
-e
@tall pendant well I just read about it today, by chance - and you can't get enough of free content
Hello, If anyone know about the world composition, the streaming level can work fine but there is a problem. When the player approaches these levels, the AI is generated, but after the player is away, unloading the level causes the AI to drop below the map, some generated Physical objects will also fall after unloading the level๏ผCut down plants and resources will be reborn. How do you solve this problem? If I can't solve it, I will have to give up the world.I am sorry that I am not good at English, thank you for your help!
Im trying to make a healing ability for my character following this guide https://www.youtube.com/watch?v=pq77asEjRaQ but when i spam press the keybinding it will cast a second time without the animation playing.
The animation is set to play when the "casting" boolean is true, and i have it so that when the ability's activation keybinding is pressed, "casting" is set to true, movement is disabled and health is added, and then after a short delay movement is re-enabled and "casting" is set to false.
When the delay is longer than the casting animation itself it works fine, but when the delay is shorter than the animation and the ability is cast in quick succession, the second time the animation just wont play.
Any ideas why this happens and how to make the animation re-start when the ability is activated the second time?
In today's video we take a look at how we can setup our player's healing ability, going over step by step how we can do all the blueprint conditioning to see...
yes, you do look good in stockings
https://i.gyazo.com/6529114ab1072a94de8f902e1e2b8916.gif
best way to unwrap ever
is there a reason that box traces cant detect complex collision only meshes, but line traces can
its a uv-packer that uses 2d physics to pack the uvs
id love to have that option in IpackThat for when I am bored
@tawdry narwhal and whatโs stopping people from making asset flips with those?
@livid haven watch the video I linked. Thatโs where itโs from
I honestly thought he would've done something after being gone for 2 months but... nope... here's more copy/paste features from other popular games and media...
Asset Flipping is good money and many people do it. You don't have to like it but there is nothing you can do about it. Accept it as a fact as a game dev and make the choice to do it or not but it should not affect you as a person or a game dev.
^ goes for many things in life. its good advice!
@late olive your point being?
anyone else have issues alt-tabbing in their ue4 game(s)? I have to spam alt-tab / windows key to get it to let me back into windows in mine
Mods, please don't get angry, on self promotion behalf
https://twitter.com/mc_lo/status/1058792805005438976
It's been a long delay before I've published this Halftone PostProcess Shader:
https://t.co/0MMqKTc10j
#UnrealEngine #ue4 #indiedev
any idea what causes this?
it was building fine. i just added some static meshes. didn't do anything lighting-wise
could be a simple ยฝ bit
wut
https://www.youtube.com/watch?v=WBdzKOwVrcw&feature=youtu.be&t=35 <how do you reckon that was done?
Chill out as Aurora, the new melee Hero in Paragon. Aurora is now available to play for free. Subscribe to GameSpot! http://youtube.com/GameSpot?sub_confirma...
the actual mesh not worried about the player moving
hi
Static mesh has gone crazy
hi how can i invite someone to the server
@strong mesa There is a permanent link in the #more-resources channel.
someone use maya ?
im new in maya , i before used blender
i dont know nothing about maya
i speak spanish ,sorry my english is bad
and i want to learn how use unreal engine
please teach me
mmm so i have to use blender again ?
is it possible to include the the 3rd person model and animation in a FP project?
why would it not be?
How to? Or where are those files located?
is there an FBX somewhere for the UE4 mannequin?
I guess so, I'm trying to find it but my total commander got crazy, it's greping files content rather than looking in their file names
This is really weird
All the files are .uasset so idk, anyone know how to import them?
why did you go with maya @shadow bison ?
i dont know , only i want to try use that program
anyone out there used google play on unreal?
is anyone else somewhat new to the engine and trying to learn it?
im not new to the engine and im still trying to learn it
Not looking forward to people stealing the assets from my game. I warned people years ago of this dark era. Thanks for allowing it to flourish Valve.
At least Unreal found a way to keep it reasonable.
Unreal, "You want assets. Pay us money for stuff that is registered on our store. So the creators of said assets get a cut." Valve, "You want assets. If you steal them from other games. We might stop you in a week. But it could take months. Enjoy that free money. We won't take legal action."
?
I will admit I stole the sounds from baldur's gate 2 for use on the flash game we had to make for uni project
does that make me a criminal
or even... a bad person
i took a gamble on the teacher not being familiar with the game, which was likely since she was younger than me and female
Just don't do it anymore
i promise, i shall repent and atone for my sins
age and sex are irrelevant in that regard tho
well, young women are less likely to be familiar with the hardcore nerdiness that is AD&D
that was my reasoning
esp in 2008
@graceful sky Yep. I think we'll eventually see the law step in and fix the mess. Just wish Valve was more like Unreal on this subject.
Valve is pretty questionable
Valve only lets everyone sell their products. It's called free market.
I wouldn't mind as much if they stole it for no profit.
So you would be ok if someone stole your stuff and gave it away for free? ๐
#NoProfit
@outer vortex she knew it was from BG2 and secretly passed ya
It's the whole I worked my butt off and someone's making money off me. That's the painful part.
I'm very much not a fan of the 1890's.
Using stolen assets is always an bad idea.
and people buy from asia
Google can copyright music off a single note, images caught under a single snapshot. It can be monitored better.
Plus the thieves usually leave all the original code intact. Because they aren't spending time to make their own.
I was hoping Nintendo or Sony went PC by now. We need some more competition. Plus I want Xenoblade 2 on PC!
Aye.
dont want it, make it ! :b
Imagines Nintendo going PC... (Drool)
They'll die before that though
IRL , maybe
as a company, not really
I'd love to see the switch controllers elsewhere aswell
in different sizes aswell, but the concept overall is brilliant imo
this is getting very OT tho
Just saying Sony would be 10x more likely to drop consoles
Sony is already preparing the PS5.
or MS
MS technically is on PC. Just people pretend they aren't.
MS store is a thing to behold.
for MS console biz is a loss most of the time
i dunno how numbers are on Sony's side
mb @cloud cobalt i missread your comment x) Yeah i agree, i dont think they'll let lose anytime soon, so i wouldnt expect anything on pc in the near (or far) future ๐
whats the benefit of buying a console instead of pc?! :/
just the console only games?
Console devs usually are hardware companies
Their business is hardware
And they make money from publishing games
(on a normally great hardware)
Sony is doing great on PS4 sales.
Oh sorry you meant buying
A clear benefit of a console is it's lifetime and support with games.
on PC you're likely to have to upgrade every so often
I just don't want to spend $300-$500 on a new console every 5 years. When I already do something like that for my PC.
@minor creek Great game experience for a few years at 1/2 the cost of a PC, no bullshit included, couch-friendly
If you love playing on PC stay on PC
on PC you spend more in a shorter timeframe tho?
PC costs more. But I need it for work.
ps3 and 4 has alot of it
I don't see game consoles helping me pay taxes, or fill out forms.
then it's a tool for work. I dunno if i would go with an gaming argument then tbh
Then go PC
But I want Xenoblade 2. ):
I have both a gaming PC and a console, don't play much on PC these days, I'd rather cut of with the work tool and be in my couch playing
I got a huge PC screen and TV monitor. I also have tons of game controller ports for my PC. Arcade sticks pwn.
More power to you
It's expensive. I'll admit.
Well, The question was what are the benefits of an console. ๐ค
The thing with consoles is that they're not that expensive
New consoles right now are $300 and have been for a time
Costs is def. one big reason
The main benefit today is that you cant work on it
๐ for me that's a benefit !
xD
It's the $300-$500 for a few games tops. That's the rub. I only want 2 Switch games. If you are buying a ton of games, console is better.
Anything remotely looking like a new gaming PC is 3x the cost of a new console
that's also the drawback of the combo gaming pc / work pc. Procrastination becomes 10 times easier.
Not sure if that's true, Stranger. IF you compare buying a completely new pc including everything, yes then the 1 time cost is higher.
But if you already have the PC, upgrading after 5 years can easily be just a gfx
especially these days with the power we got
My i7 was 7 years before i changed it. And it was not because i needed to
BTW prices have dropped back to normal.
an gpu can cost 3x the price of an console tho thesedays ๐
If you grab the same gpu as the console has, it's half the console price : )
Hell, any gaming GPU costs as much as a full console
If you get the Nvidia bleeding edge RTX hyper edition. Plenty of cheap versions that are 1 year old and good enough for games.
How so ?
Technically GPUs are the sole requirement for PC gaming.
Console GPUs are much more integrated
All the system only has video RAM for RAM for example
True, often putting the CPU and GPU near or on the same area.
So your console has 8GB of really fast memory used for everything
A chunk of console memory is dedicated to the game and OS.
It's actually closer to 6gb.
Just like on PC
so the 7870 in the ps4 cant be compared to a 7870 in a pc because they are more integrated?
sure its an SoC etc
Because it's not a 7870
And it doesn't use DirectX or OpenGL
etc
Like Dizco said, they're pretty different
Even so, wouldnt that just mean that if you wanna get equal quality/fps, you'd just have to boost the pc untill they do ?
If a ps4 has an advantage over equal series gfx for a pc, that means you'd need a higher series on the pc to match it...
you still wouldnt have to go RTX2080TI,
meaning it would still be cheaper to upgrade the gfx,
Except you're not buying console games on PC
You're buying PC games
And you're maybe playing at a high res etc
So the market is different
Consoles are cheaper, PCs more expensive in general but can be better-looking
Not looking forward to 8k. They want to push it out next year. Dell, LG, Sony.
that's were i'd argue they're not. In the long run a pc can effectively be cheaper, with the same graphic quality as the console
If you buy a PC 3 years later
PC often surpasses console. Because of it's fast hardware advancements.
Although... We're seeing mid upgrades to console in 8th gen.
The value of consoles is simply great performance at low price
That's it
For the Switch it's a... gaming tablet that docks to your TV and plays Nintendo games ? And it's like $300 ?
The Switch is getting an upgrade.
You might prefer a PC, I've been building watercooled rigs for years, I do see the appeal
one thing with PC gaming is that you get tons of bundles and offers
But consoles are incredibly appealing
so then, if you have a semblance of patience, you spend less than half on games
I think we're in that period where both markets have enough to offer to remain competitive.
Not like 7th gen where it got a really big gap.
can i usean unreal with thse specs https://www.cnet.com/products/hp-probook-6565b-15-6-a-series-a6-3410mx-windows-7-pro-64-bit-4-gb-ram-500-gb-hdd-series/specs/
good to know
minimum specs on the website weren't so clear
still hoping my hacked dell optiplex with gtx 1030 will run it
UE basically needs a gaming system with a strong CPU and SSD
If you can't play games at 60fps, you won't play your own game at 60fps
Hello guys. So I got a problem I've been struggling with for some hours now and I was wondering if this is the right place to ask?
@spark sonnet you probably want to ask in one of the channels that relate to your problem. If there is no channel that fits you can ask here
ok. Thank you. Its about locking the mouse position when dragging the camera.
@spark sonnet Could you elaborate? Do you need help with ways to accomplish it, or are you having problems implementing it, etc
Ok. So I am trying to make a game with similar camera controls as roblox and other games like that. So I now have to drag the camera around with my right mouse button which is what I want, but I want the cursor to stand still when im holding down the right mouse button. Now its just moving to either of the sides of my screen. Is there a way to lock or freeze the cursor position when im holding down right click?
It works when im hiding the cursor but I want to be able to see the cursor the entire time
you can save the cursor position to variable, and set cursor to that position while doing the camera rotation
so the cursor continues from same position
other way would be to not lock the cursor to viewport, but that's gonna get real annoying when playing in windowed mode
Someone knows why Media Player works in editor and not in the packged game?
Thank you @paper kernel
Does anyone know a fairly easy way to make PS deal damage?
(Im working on a laser system between 2 actors, and I want to make the laser deal damage to the avatar)
OK. going a bit insane. Where can I find the menu option to reimport a tiled landscape.
I saw it not 10 minutes ago!
I can't open project anymore
got this error Assertion failed: Enum [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\EnumProperty.cpp] [Line: 195]
Open *.txt file in Crashes folder
I see this error [2018.11.04-15.53.22:207][ 0]LogBlueprint: Error: [Compiler WG_HotKeyBar] The variable HotKeySlotArray declared in WG_HotKeyBar has an invalid type Array of Structures
Now cannot open project to fix it
You're using C++ @lilac cobalt ?
yes
So after what seems like forever without wifi, I finally installed UE 4.20.X. (I canโt remember the last number) it says I can launch it on the side panel, but in the library tab, it has the words prerequisitesโ what does this mean? It wonโt launch.
Please tell me what I'm doing wrong. I only get this error when I'm in Unreal 4.19.
My materials have never worked in this version. But im being forced to use it this month due to class requirements. My xcode is up to date.
that definitly is not ue4 normal O.o
that looks like a special material
or a heavy bug
what isnt broken
Hmm thats a obv issue with metal. Sorry i don't have a mac.
somebody on AH mentioned setting Metal Shader target from Standard Metal To Metal v2.0 in project settings. Perhaps that helps. @dense prawn as said i'm not working on a mac so i dont know much about mac shader models.
Yeah, nothing special with the material.
@tall pendant What is AH? Ill play with that setting and see if it fixes it
answerhub
Anyone know of a good Character Creator for making dynamic looking characters?
in UE4 tho, not anything like MakeHuman
hello
Ok I have a new issue. First of all, I canโt edit a single vector constant, and 3 vector constants donโt want to change colors of materials. Hereโs a look:
I have a general 3d engine-related question. Not specific to unreal (but it could be in principle)
shoot @alpine tide
@kindred viper you just want to click a couple times and have a full on human body?
@granite solar Kind of. Some kind of collection of morphs in a setup you can switch between. So you can customize your character.
with clothing too
sounds like your dream app would be .. gulp .... daz 3d
well iClone would be suitable for making them
I meant more of something already made, rather than me going and making it myself
Suppose that I am creating a 3d game that is when it comes to gameplay fundamentally 2d. Say, a 3d strategy that is played on a flat plane (i.e. not homeworld). Now I might want to have internal game logic that is more or less independent of the 3d engine. One issue is that in 3d, coordinates that are on the ground are often labeled as X and Z. But in 2d coordinates are X, Y. Which of those should be used not to create confusion later? Any consensus?
there are many other issues of course. But this is the first one.
is it a side scroller?
ahh
Ok Nevermind. Color finally changed. Still canโt change the single constant tho.
I don't think there would be confusion. if you have it all be 3d coordinates.
Maybe put the entire game board on the "wall", so X, Y are used?
in both cases
dunno
hi guys, need some help if any one can help, im traing to make my crouching smothe but it gose uner the ground
Can I prevent one landscape layer from being painted over another one? I.e I don't want my handpainted layers to override my auto material.
@alpine tide use X, Y for unreal. if its opengl then Z is usually the depth so ground is kinda x, z like u said. But in general it doesnt matter u decide urself. But in Ue4 u should ude X, Y for convenience since the ground is defined on X, Y
@alpine tide but in 3d game graphics u have to use x, y, z anyway... for projectiles, effects and stuff, all need x, y and z info
@mint umbra Yeah. Make your auto generated ones the last ones in the material blend
Oh, wonderful, I'll give that a shot. Cheers!
That would work with MatLayerBlend nodes aswell? I'm blending my erosion based on the Base output of the first MatLayerBlend, so I'd need to work around that to pull off having that as my last blend. @ruby folio
having trouble animating the models in the polygon city pack when i follow the instructions of the tutorial in the description of the pack and re-target the animation of the third-person mannequin after changing the base pose to more of a t-pose the result has the arms swinging way out further than the original animation. Did i go wrong somewhere any help is great?
https://gyazo.com/c0a7a23ee82ae2e1561cf6b17acc8ab5 my vault cache is 25gb and i need to clear space. is it okay for me to delete that folder?
@harsh tiger That's your marketplace assets
@silver crown so if i delete that folder it will remove all assets from my projects?
does remove local content take it out of that project?
No
Is there a way to let all of the level load in first then spawn the character? my character just spawns under the map as the level isnt loaded yet. Will also need to put a loading screen over it
Im searching a way to paint foliage meshes that have vertex painting on it, but so far no luck
anyone has experience with it?
I want to activate an enemy character when the player is looking at him for 1 second or so? What's the best approach?
Has anyone here configured UE4s hitch detection "timeguard"? https://github.com/EpicGames/UnrealEngine/blob/08ee319f80ef47dbf0988e14b546b65214838ec4/Engine/Source/Runtime/Core/Private/Misc/TimeGuard.cpp
no but that sounds useful
Is possible to hide/show a sublevel from blueprint on runtime?
@broken stream i think its because y ou are setting the half-height, which i believe makes the half height of the capsule (in this case the character)'s middle part to be at the ground level
instead you should either remove the crouch half height node completely, or find a way to make it so that when the character crouches, it doesn't affect the z-value of the character
Found it.. adding GlobalDefinitions.Add("ALLOW_HITCH_DETECTION=1"); to target
not too sure how to really fix it though, but that is what is causing your problem
good day, so i have trtaing this for 2 day or more and im realy stuck man, if you have any help on this i realy like
yes liet me try that
yeet
UE4 has built in damage system, could you use receiving negative values of damage to heal?
Yes
UE4 only goes so far as providing the "Damage" Events, they dont actually modify anything. Its up to you to implement what it means to "Take Damage"
ahh ok thanks
Hi, For my project each element in my niagara particle collection needs to access the location and other properties of all of the other elements in the system at every tick. Is it possible to do is and then do multiple iterations every tick because some of the properties depend on each other?
@patent hornet Thanks man i got this to work, not like you told me but somthing ells, but thanks for traying to help me.
ah good to hear!
Does anyone know some reading material about building natural environments, forests and such?
Not sure if they have it on the website. But Speedtree may offer some insight on the subject.
The gist of it is fractals, and Bsplines.
If I wanted to make a giant ocean wave, what would be the best and cheapest way?
I want it to be a hazard that can wipe out players, and function like a tsunami.
Well check out the new free ocean assets