#ue4-general
1 messages · Page 336 of 1
It looks cool
I don't think scaling up the asset will make a giant 'wave' though
Oh i personally havent used it it was just a thought
maybe for a base just get like a huge curved pyramid shaped mesh and move it along your ocean? then add some particle effects for landfall
could animate it a little to make it look like the wave is breaking
How do u make a game on unreal to be mmo
Like i wanna make a website (obvs with something else) with a link that goes to the game
you guys think sea of thieves has the best water?
no
its stylized
sooooo
yee
crysis 1 is still a leading example...
also
deathrey is making some real ass nice water
@grave nebula has the best water 
Sea of Thieves has incredibly great water
Tune in to see Sea of Thieves Design Director Mike and Senior Designer Shelley row, row, rowing their boat as far as they possibly can in this archived weekl...
It's very dynamic in terms of physics, it changes a lot with time of day
I don't know of any other shipped game that has anything like it
oh here we go
shots fired
abandon ship
there is literally no game that has water like this
(╯°□°)╯︵ ┻━┻
Uh, okay
you need to defend your argument
bc i literally told a game that had this 2007 already XD
i wanna see how you fight that
Crysis 1's water is beautiful, but it's much flatter, doesn't have foam or effects
I'm not even sure it had dynamic physics
There's a shoreline shader
But no foam on top of waves
And I don't see wave physics
i am trying to get a glitch video
Cruising with the boat. Teknemle geziyorum :)
boat riding
with waves interaction with the boat
also changes with tod.
Better, but it's still a flat plane
And nowhere near as dynamic as in Sea of Thieves
Have you watched the video I linked ? The timing I linked it at has some great water gameplay
well i get that
Not to mention the foam I was talking about, which is nowhere to see in Crysis
clearly their boat simulation is some pubg stuff
but
for 2007 to have water like that...
sea of thieves clearly is just inherint of crysis water
It was a great achievement in 2007, but Sea of Thieves is miles ahead, which was my point
No, because it's way more dynamic and much better rendered
Like I explained
I don't give a shit about dates
Right now the best ocean simulation in a shipped game, that I know of, is in SOT
bc it came after crysis
so just spot 2
bc we had this in small already 2007
we had buyoncy
waves
Clearly we didn't, since Crysis just features a flat plane
reflection
refraction
how is that flat
it clearly moves in the Z space aswell
sot prolly also uses gerstner
wich is the same idea
Only on Z, though
thats the point of flat
flat is about ups and down
not right and left
tesselation is all about that
and gerstner wave moves vertices in other axis too
Again, my point is that SOT's water is way more advanced, because it actually features waves, not just some random vertical movement
What does the year matter? If Crysis didn't do what SOT does, then SOT has the better water.
Crysis could have done that too, but didn't. What a weird argument to be hold.
I never liked Crysis to begin with :D
Wind Waker had better water because it came first too ?
We're talking sate of the art here
water used to be a blue flat pixel
Not who did it first
Was the water of that Pirate Assassins Creed that bad that it doesn't get listed?
(not sure anymore)
Pretty sure I enjoyed the waves in that game
i believe in the first ass creed with ships they used tess
i saw a glitch once where it was very obvious
not sure about odyssey
No one gives a shit who came first, we're technical people on a technical discussion, the point is what's the current state of the art and best water existing, so that people can look at these for references. Crysis was nice, Wind Waker was nice, neither of those is remotely state of the art
i love how you always assume speak for everyone XD
i literally give a shit about history
waveworks is state of the art
Battlefield 4 also did much better water than Crysis
NVIDIA WaveWorks enables developers to deliver a cinematic-quality ocean simulation for interactive applications. The simulation runs in the frequency domain...
which came out when?
it doesn't matter
ofc it does
people did games in 2007 too.
that is also a weird argument
i wont expect anyone to have bt4 graphics just bc its 2018
what a weird expectation
I doubt you couldn't have done the SOT water in 2007.
There was simply no need for it
If your game features an ocean and it looks like in Crysis, you'll probably get people telling you the water sucks
then i tell people that they can fuck off 😄 bc i am all about gameplay
and i make games how i like them...
people are very... spoiled
Great ! There's a market for ugly games with great gameplay, I guess
is that what you want to say?
now you assume my game will be ugly
ori is ugly bc it doesnt have sot water?
it's because your discord nick is ugly
If your water doesnt look like this, your water sucks
oh man its so sad i dont have more time o.o
😛
Saying "I don't care about graphics because gameplay" is silly
They are not competing points
pity
In SOT's case, the advanced water has incredible gameplay implications
As in a rowboat is basically completely stealthy
If your game doesn't rely on that, you probably don't need the same level of water
But if you're doing an ocean shoreline, then doing great water isn't going to hurt the gameplay for your game
And doing Crysis water might hurt the graphics
have you guys seen the free water pack on the MP btw ?
with what Epic announced a few days ago
yup
tis free
The UE4 community ocean thing was looking good
This is a simple tutorial on how to setup buoyancy inside the solution. https://forums.unrealengine.com/community/work-in-progress/1519072-community-project-...
IIRC yes
I don't remember where's Deathrey's water is at, I think it's pretty good too
The ocean thing is probably the go-to in UE4 right now
its got quite a lot already afair
@cloud cobalt just got caught up, was that guy trolling or serious... honest question
Serious
that logic though man...
so snes zelda best water cuz superior for its time?
lol
Hmm my launcher did a double update and now I'm IP banned from unrealengine.com all of a sudden
and now it's back...bizarre
So I heard that racing games are the easiest genre to make
wouldnt surprise me
some one said if you want to make a game multiplayer its basically adding 5x the difficulty
Hmm
So it will gets very technical immediately, with your own movement component implementation
The easiest game to make is something like Pong
I mean of all the more full kind of game genre's
RPG rts fps moba kind of thing
something abit more realised
Well, it's a bit like asking whether it's easier to build a jet airliner or a moon rocket
You're not going to build a 787 alone, even if you've got all the parts and 50 years
Brb
Same goes for a full-scale RPG
proving you wrong
jks jks
I just had a cool idea for a game
Like a cyber punk style open world racing game
just casual simple
As an indie dev (small team) or single dev, it's important to understand the technical implications of your ideas, because every feature can be too much to handle if you're not careful
For example, multiplayer racing is possible, even alone, but it will require C++ and some weeks of work to even get your cars running on an empty level in MP
So that's something to consider
Mmmm just throwing ideas around
What's easy is single-player, mobile-style games
Most of these can be done in a week
And if you're new to gamedev you probably need to start there to understand how things work
Oh I do 3D art/vfx
If I was gunna do it
I would do the whole artisitic side first
then just find some programmers and show them an be like
wanna jump on board 😄
or atleast a sturdy art demo
Yeah, the problem is that programmers can get their art for a few bucks on the marketplace
So they don't run to artists a lot
My advice to you would be something like a puzzle game, or exploration game
Easy to program, art-intensive
and trying to get multiple plugins/blueprints working together as a non-coder is hell :p
I know its not as easy as im making it sound 😄
I'm not Mr Optimism, for good reason - gamedev isn't a field for optimists, it's a field for careful people
And I just spent 5 years on my own game
how'd that go?
So like, don't do that
talk me out of it because I wanna do it
just watch the typical GDC talks 😛 pretty negative after solodeving stuff 😄
It's just an insane amount of work, dedication and effort
even for those "lucky ones with the right game at the right time". Barely anything is luck.
just a shitload of effort.
What I see around me, is alot of potential and talent in New zealand going to waste simply because lack of oppertunity, either that or going overseas
I want to make a company so I can hire these people
Game industry is hardcore, indie dev is harder (no real chance of making money, possibly do a great game anyway), single dev means you'll be lucky to finish
So manage your expectations
We spend almost five years as a team of two, we made some money on it, around a few months worth of work
i'm pretty sure we're doing okay in today's market
I know right thats crazy 😅
So my message is like, start small, and try to do what you A) love and B) can do alone
how much of that is junk tho..
Don't think too much of hiring people etc
I think a cool cyberpunk racing game
would be cool
is basically
all I was trying to say
Probably
on a mobile platform then ?
multiplayer / party games is also a genre i dont see to many games in (not that i've searched alot but)
Just saying, this isn't the most art-friendly type of game, it's programming intensive, doesn't really fit your skills
I think in my skill set no matter what I make its gunna be art heavy to compensate
Yeah, but a racing game has a baseline of work required in programming
I mean, if you were doing a game focused on walking around to escape a place
That can be literally programming-free
Mmmm
Because the engine gives you nice templates for walking etc
Look around in engine templates and ask yourself if any of those feel like something you could build a game with
And then you can learn Blueprint to do small additional things on top
I guess its a by-product of how I think, when I think game I think artistically
art first kind of thing
Sure
Just don't do the art for a racing game and then ask someone to do the racing gameplay
Because that wouldn't work
I have a question about level composition, where can i post it?
so i'm trying to make an rts and i was looking at setting up attribute sets. I have it currently set so that units have a set of attributes that apply to them, structures have their own but then idk how to set up the cost to deduct from the player (who doesn't have a set of attributes yet, I just store currently on the playerstate) . Anyone have ideas?
Do you think 4.21 release is happening this week ?
could be
I would be willing to bet my dog that the release is this week based on track record.
... but then again I don't have a dog so shrug
When I run towards my particle system a new explosion gets triggered.
I figured out this was caused by the change of LOD. So from the distance(LOD1) I see 3 PS emitters but when the animations triggers if I run towards it, then the LOD changes (to LOD0) and I can see 5PS emitters ( because the LODO is more detailed).
Is there a way to do the LOD change smoothly?
Guys could anyone help me. I'm trying to create a loading screen to overlay the black
screen with the transition from main menu to the level.
My level is level streamed so I need to display a loading screen until the level is loaded and
another thing is I need to some how stop the player spawn until the level is loaded.
I would appreciate it if anyone could help me.
"startup video player" or something like that IIRC
Like theres a black screen between the intro at the start, to loading the level so i need to some how put a screen over it
which logo
You can remove the pawn from your game mode in the level you are loading and it would stop the default player from spawning. You would have to then spawn it in later. Alternately you can spawn the player in without controls and then just give him controls once you fade in the screen.
Ill have a look around on google on how to cover the black screen with a loading screen as i dont know how to do it
im sure i can find docs on how to spawn it in and out for when the levels loaded
thanks
good evening
@bitter iris Double check and make sure that you're actually using the player start
that looks like that player start is broken
unused
and it seems to be in a persistent level
which is also bad habit
@minor wave
I just got to 85% downloaded and my internet went out...
Can someone confirm that Autodesk doesn't collect royalties anymore?
is the wiki broken for everyone or just for me?
everything is full of junk like this
Been a while @surreal viper
then I guess there is like zero reason to complain about it 🤦
Hi. I have a question regarding lights baking. In my game players will be able to actually build their own buildings, walls etc. The issue here is ue performance. These buildings once built will not be able to move anywhere, so we would like to bake it in real time otherwise it will badly work for performance (real time shadows etc) . So is there a way that we could bake it in real time from c++ or any other place ? Or is there other trick for that kind of scenarios ?
I would say check out the videos epic has done on the lighting system for fornite as it supports the same basic system in reverse?
I will check it out
imagine lightmass kicking off at runtime
gamers would think your game is doing something malicious
all the cores being slammed like that
free content https://www.unrealengine.com/en-US/blog/new-free-content-coming-to-the-unreal-engine-marketplace
when i shot my projectile it boucnes around thje room how do I make it act like a real bulket?
@tawdry raptor - depends on what you want it to do. Perhaps an "on hit" event to destroy it on collision, or a physics material with less bounce. May want CCD if moving fast
anyone know the current status of LPV? I've just enabled it - seems great, but emissive materials dont seem to inject? Googling around i get the impression this just may no longer work in new versions?
so there is no set way to set up a bullet?
@tawdry raptor what result do you want? perhaps a raycast would be a good solution?
Hi 😃
I was having a small error and I was wondering if somebody more proficient than me would be willing to help me out.
its always best to just say what your issue is
So I'm working on painting a landscape. And where two separate layers meet it went back to checkerboard mode as if it were blank.
I'm extremely new, not sure why its happening and hoping its a relatively easy error to resolve.
Its been that way for around 20 minuets so I know for a fact it has nothing to do with loading considering my computer has loaded in proficiently.
Probably not I've been following a step by step tutorial and I've done everything right thus far.
have you tried playing in editor it might need to compile some and its just not launching it
Its not like small specific areas, entire squares have gone blank. But let me try playing it in editor
paint those
I do, it still doesnt load even if its been painted over
Is there a way to revert back to previous auto saves? That might be easier than me trying to troubleshoot the issue and I'll try and re-paint
Might be hitting the sampler limit. Try setting your samplers to Shared: Wrap
yeah you set up #source-control at the start of a project 😛 there is also some autosaves in the saved folder but what tommy is saying could be it
share your material if you can and landscape mat settings
I just re-filled the layer with the base dirt material and it appears to be fixed.
I just have to re-paint the grass on but that shouldn't be a problem its a small area.
Shoot nvm, I get back to the same layer I want to paint on and it errors every time
I am looking for help rebuilding some project files a friend has sent me so that I can view the maps/levels in the editor, so far I have been able to get the uasset files showing up in the editor but it fails to load the assets and wont give an error. Any help would be appreciated and I am willing to pay if someone can help me figure out the problem.
Anyone know what the simplest way to print what bone "capsule" you've hit is?
I'm referring to the ones in the physics tab.
The HitResult should return that to you
what are the requirements for a BP node to accept more than one input for the same object input variable? how can I make a function such in c++? 🤔
@regal mulch thanks a lot.
i think he stopped
I think he left or?
dont know how i can tell that
If you click someone and then click their picture, you can see mutual servers.
It does appear that he left.
Any help with world machine tiled landscapes? When i export to unreal the terrain appears cuted and not stay in the good position
@sleek crypt When using Tiled Export, World Machine offers to swap the Y Tiles. Check/Unchek this.
There is also an option at import in Unreal.
Are there 3d widgets in ue4 already or do we still need to do the capture scene 2d thingy?
define '3d widget'
a 3d mesh for the hud
yesterday I was asking about getting LPV working with emissive materials - after adding these lines:
r.EarlyZPass=3
r.GBuffer=True
r.EarlyZPassMovable=False
r.DBuffer=False
r.ClearSceneMethod=1
r.WireframeCullThreshold=5.000000
UIScaleRule=ShortestSide
UIScaleCurve=(EditorCurveData=(Keys=),ExternalCurve=None)```
to my default engine in the rendering section, it works
if it's on the HUD, you don't really need a 'widget', you can attach meshes to the camera
otherwise there is a widget that does some kind of 3d
I forget the name but it's obvious
So if I have a HUD that is covering 100% of the screen, can I still use a 3d mesh as part of my hud? Like the typical character 3d model in the inventory screen?
@unreal spoke Whatever happens, HUD & UI will always be rendered on top of the 3D scene
So you have two solutions : render 3D elements as 2D widgets, or render 2D elements in the 3D scene
First approach is camera + render target, second one depends on what you're doing
@cloud cobalt Well, so at some point the player will look at the final boss and then the idea is that the time slows down a bit, the boss character keeps rendering while everything else becomes HUD (with an opaque background, the name of the bad guy and some other data). And the control is removed from the player for a few seconds so the boss stays in frame.
I guess I could use the first approach but then I would need to figure out a way to mask the character. And as the camera framing is never know in advance I cannot use the trick of putting the camera and a copy of the enemy in faraway area of the level.
that doesn't sound like a HUD
sounds a lot like the character introductions of borderlands to me
like this
Check out my second channel: https://www.youtube.com/channel/UC4318TdtmwLaknj_oK7GO-A Follow me on Twitter: https://twitter.com/LobsterGalactic In an effort ...
or these
@unreal spoke isnt it ?
afaik all these were pre rendered cinematics
in the borderlands games
but you could do it by doing a rendertexture of the character into a dark box area with all the bits around it (text, background, effects)
using custom depth
better off doing it pre-rendered
saves a lot of fiddling with render targets etc
and you'll be able to make it look how you want
^ yup
the thing is that this is dependant on the player, so I can not control when or how the player will see the boss or hos is it going to be frame or from how far.
I'm thinking now that maybe I can prepare a recording actor and place the camera where the player camera is and then maybe use custom depth with stencil to mask out the rest of the stuff...
hi all, im closer to an pickup system. but the anim montage is for 1sec, how can i make it so, it stays with this gun? and how do i swap also the aim, reload? P.S im a beginner. so i need more explaination then; use this or use that. sory
good evening
I'm being slow? Or thats the development to get my inventory work right and well, took me 2 days ignoring the learning part and reprototyping
can anyone here make me a intro for youtube??
anyone know if any of the content examples etc have a hollow cylinder mesh?
oh ffs
derp
Shape_Tube is in the default starter content xD
good one hehe
spend a few minutes looking for it, and it's there the whole time
Hey everyone - I'm new to unreal but very experienced with other engines and C++. Please let me know if this is the wrong place for this question: I've inherited an Unreal project. I need to open it in the most modern version of unreal. Communication with the original devs is extremely difficult. When I try to open the solution to get the original project running, there are a lot of missing dependencies with full paths such as D:\unreal\Release-4.17\Engine\Build\BatchFiles\Build.bat. When I search all the source files for references to these locations, the files have a note in them saying that they're automatically generated. How do I regenerate these files with paths that reflect my own folder structure?
I should note as well that the original project used unreal built from source
@frozen spoke Is the original Source Version changed or did they use an unchanged version?
I think it's largely unchanged but it's hard for me to confirm
In general, you'll have to rightclick the UPROJECT file and hit "Generate Visual Studio Project Files" to generate Intermediate and Cpp Stuff
I am currently attempting to build the original version
I had no idea that was even an option. Let me try that and report back. Thank you.
You should check the official docs about UE4 first
Cause that's like the most basic thing when working with UE4 and C++
That's very very fair. I expected to be able to poke around the project and find my footing and that hasn't been the case.
(in my defense I did build the newer version of unreal and managed to get all of that working very well. I wanted to attempt simply importing what I could of the project. It's very small and I figured that might be an option.)
You also have to keep in mind that Engine != Project
I'm very aware of that
UE4 has two different ways of working: Launcher Version and Source Version.
A Project works with both (depending on its needs)
If you have a project, you should always be able to open it with a new Engine version
Which can potentially break code (cause deprecated).
So the initial conversion should never be in place, but rather a copy
Or well, Source Control
there were a large number of errors, but I think it's due to the absence of a plugin
You'd then need to resolve the new compile errors in C++ and Blueprints and that's it
You should also check if the old project has any Engine Features turned on
Having them turned off in the PRoject Settings could lead to errors and missing functions etc. too
Usually that shouldn't reset though as long as you have the config files
Well anyway, you should check this: https://docs.unrealengine.com/en-us/Programming/QuickStart
Thank you very much for all of this. Do you have any suggestions for resources that will help me get started efficiently with regards to my situation? I understand that my situation is extremely specific and unlikely to have a good tutorial
haha you beat me to it
it's a little frustrating because I imagine my problem can be solved relatively quickly, but I'll need to get a lot of information before I'll understand how.
That's not a complaint, just an observation that I'm making while frustrated 😛
Well generally it's pretty simple
You rightclick the UPROJECT File
You Switch Engine Version
You select your new ENgine Version
That should already regenerate project files
You open the SLN file
you build for Development Editor
And that's it
Erros that come up are up to you. You are free to post them into #cpp if you can't find a solution to specific ones
Good. Thank you. That's a very very helpful start. I'll try to go down that road and only come back if I have very specific questions. Thanks again ❤
generally speaking I imagine that if the errors become more... c++-ish I'll be ok
it's a very unusual system to wrap my head around!
I have a specific question already haha. When I try to compile I get this error
Couldn't process file MainWindow.resx due to its being in the Internet or Restricted zone or having the mark of the web on the file. Remove the mark of the web if you want to process these files
Is this a common error specific to unreal?
A quick google makes it sound like it has to do with compiling on a network drive, which I am not
i need some help with procedural landscape ecosystem, any help?
I wonder if its possible to replace the base "material" or "particle system" by overwriting it or whatever
i did see something related to it somewhere once, but cant remember
Has anyone here used the 4.21 Audio Export option for Sequencer exporting and had it work properly? I can't seem to get it to render out the audio portion properly =/
When I set the global time dilation in this way the Timeline update also gets slowed down and so it's complicated to control exactly the length of the effect. Is there a way to make the timeline last the expected time while the rest of the game is slowed down?
@unreal spoke open her up
@safe rose Ahhh, "ignore time dilation" 😄 Thanks
😃 np
Is there a way to subtract the landscape grass output from meshes intersecting or placed upon the landscape, as in removing the grass where assets are placed? So far I found this topic here about distance field & grass system, but it looks like it died out.
For discussions about Materials, Textures, Lighting, Particle Systems, and Post Process Effects.
@mint umbra If it doesn't work with grass node then do it in grass material
well what are you doing with the asset?
like if it's a house with multiple colors then maybe make 1 material that you can swap the colors on? If it's uhm.... a dude with different materials then just swap out the textures in the material if that is the only change? I would say if it's something as simple as that maybe just work on the making the material adjustable so you can swap some parameters. You can always swap materials after spawning an asset as well or even in it's construction script
@plush yew Oh yeah, I could just push the WPO down. Thanks! :)
hello everyone. So im trying to make a game ofc and im trying to implement vehicals. I have managed to do everything appart from audio. I have googled it and found some helpful stuff but it's not really working. My issue is im having trouble with getting the pitch of my engine sound to change with the rpm of the car. I know most people use fmod for this sort of stuff but i don't want to have to spend any money and id really like to see if i can get a good sounding car from jsut the game engine itself. Id appreciate any help i can get you can dm me if you want so i don't miss you answer. thank you
@bitter iris Did you get your level loading sorted?
what's the deal with end bones in fbx exports?
in my player controller, I set event ActorOnClicked->DestroyActor
I placed a cube in my level clicked it, it didnt destroy, am I missing something?
set it in the actor that contains the cube
how to enable texture arrays?
https://github.com/pdlogingithub/UE4-Node-Graph-Assistant/raw/master/Resource/1.6/shake_node_off_wire.gif this is def my fav thing to do
hi all ! 😄
pfff im glad there are so many unreal engine users here, o have a big problem you guys 😢
so, im following virtus tutorials this one
https://www.youtube.com/watch?v=8GciQU5ZYrg
bud i cant use the number 1 to 9 😢 when i use something like a to Z or num1 to num9 it works , bud what is a game if u cant use the upper numbers? right ^^
can anyone please help me? 😢
Today we show you how you can setup our character's first combat ability, spawning a projectile in the scene that will head off in the direction of the playe...
bud > but
haha thanks xD, but can anyone help me? 😃
its more then 6 houre's that im trying solving this problem , my head burst like a vulcano 😮
Does changing "bCanBlueprintsTickByDefault=true" to false have any performance benefits?
yes
actor ticks that don't do anything will still cause the tick event to be called and resolved
for a single actor it's not too much of a problem
but most games will have tens of thousands of actors, and if they're all ticking doing nothing you can end up eating a lot of frame time doing literally nothing
@somber quail where do you find that setting?
I've been meaning to set it to false too
Where does one properly store/pass info about the current state of a pawn when they shot a bullet?
I assume I would need to pass info from Pawn to Bullet and then from Bullet to EnemyPawn and then from EnemyPawn to GameMode in case they are killed?
Don't think that qualifies for "DamageType" or?
traditionally damage type has an instigator
depends on whether that state may change after firing though, I guess
and what you want to do with the information
For example if the enemy was in air during the shot
So it has to be data that is possible to change after the shot hit
or rather during the shot being issued and it hitting something
after hit, or after fired?
yeah, so you'll need to save the state into something when you fire, then read it when you make the hit
Well the Player can land before the projectile hit
So i need to save the data upfront
Yeah, just wondering if UE4 has some common stuff for that
Or if I need to pass that along the pawn
nothing built in, but you can save that state information in the projectile or something belonging to it
damage type wouldn't necessarily be a bad place to put it, since you're already storing instigator info
Well Damage Type gets created from class
So you don't pass it along with the Damage event
It gets created during it
So I guess that can't be used
Well guess I will use some struct and pass that along
hey lads, got a problem with timers by event
I'm setting up two timers at the same time, one is shorter than the other
in editor, both fire when they should (0.25s and 1s)
but on mobile it seems only the longer one fires ?
is there a timer count limit or something on mobile 🤔
For the same function or two different functions?
different functions
Hm, then not sure, they should both execute
basically I'm using touch to raycast
short touch = debug raycasted actor name
long touch = teleport to raycasted location
if the user moves his finger during the touch, reset the short raycast (and count as flick)
I'm not sure why it works in editor and doesnt on the phone
Maybe it's not a problem with hte timers
but with the touch input
Add some print strings and see what calls
works correctly in editor, sending to phone to see if it prints the right stuff
welp
looks like my screen is too sensitive
"moved" triggers all the time
even when I'm not moving while touching
removed the "moved" resets, I guess I'll deal with it..
anyone here who can help me with a small problem in unreal conserning char movement
guys is Epic Launcher down? I can't seem to login
i just logged in
shit so it's problem on my end. thanks.
wow im really thankful you guys could help answer everyones question appart from myn. thank you
@weary void People do this by free will and are not forced to do anything. Usually people answer the questions they see if they have knowledge on the subject.
Also you might get better results in the #audio channel as your question is audio-related
Hello, I'm trying to drag and drop AICharacter from widget to my mouse location. Any tutorials on this? I've gone through a bunch similar, but none where I can actually drop a character.
guess what. 4.21 is out an hour ago. I guess that could be why the regional server was down for a while
let's go bois
Kind of like Clash royale, dropping character into the worldspace from a card
also @weary void , Epic has a vehicle example game that already does exactly that
@autumn turtle can be (overly) simplified into 2 steps.
- use UMG to implement drag & drop
- once the card is dropped outside of the deck, project the position from screen space to world space and spawn the pawn
ok, I'll try to figure that out. Thank you!
yay 4.21 is finally out, I can go take a nap lol
are you tired of telling people when 4.21 comes out?
nah I had to wait in anticipation on the videos in my queue with no idea of when to release lol
yay!
hmm... AI doesn't get a lot of love at all :/
AI doesn't unfortunately but it got some minor speed improvements and a new BT task node so atleast it was not ignored.
If you're looking for ways to optimize your project, start here!
Five brand new pages about #UE4's culling methods, including detailed setups for using Cull Distance Volumes, Precomputed Visibility Volumes, and Software Occlusion Queries for Mobile!
yeah the docs with the new stuff from 4.21 are actually complete with examples for most of the new stuff, it is very nice to see.
would be interesting to know how their solution compares to umbra's perf wise
still downloading
umbra = bayonetta
Also if you didn't read the notes and care about Niagara there is supposed to be a new Niagara example map in the Content Examples. Downloading it now to check 😃
I wish Niagara supported Android already
good evening
man I did not know Niagara was not supported on Android 😦
1060 3GB vs RX580 4GB
Nvidia should run cooler and less power if that matters, performance probably not much change
I guess 1060 3GB then
because that little performance wouldn't do much, would it?
thanks man
well some games it's higher, some it's lower. some games it's 70vs80 for example and some it might be 45vs40
yep and silicon lottery and etc. etc.
yeah
but it's 120watt 1060 or 185watt 580 so that's usually what matters to me. more power draw, more heat, more potential fan noise
the good thing tho is that both are good cards 😃
I dont see no 4.21 on the launcher.
Replication graph?
i say this every release...but i wish they would stop and stabilize current version...super annoying, always something broken, like early days of unity
Have a quick question---
is Unreal 4.21 backwards compatible?
probably decently compatible back to 4.19, i think that's where the big material changes happened
how to get the new unreal engine?
just want to be certain before my partner and I decide to run around on 4.21
can clone and upgrade your project to test
@plush yew Download it in the Epic Games Launcher.
where
Any issues so far with 4.21?
New SpriteRotatationRate module, huh 😄
okay thanks Juan!
@white solar As far as I know it's not backwards compatible. Always make a copy of your project first to make sure it works.
okay thank you
@plush yew Library tab > Click the + next to ENGINE VERSIONS > Select 4.21.0 > Click Install
Oh its right there. Okay.
👍
If you get a different version, click the number and choose the one you want from the dropdown. 😃
;D
if the new version doesnt appear you just have to restart launcher completly
it doesnt update that tab auto
Oh.
Oh okay.
Hate to admit, the engine fustrates me at times.
Only because its my fault.
Something usually goes wrong and I sit there for hours trying to figure it out
thats normal
But then I see that its a really simple and fixable issue.
everyone starts somewhere
Well nothing is more aggravating then realizing that the problem was just a small little misclick or forgetting to plug in a node after hours of saying "the heck is the issue"
And I mean literally hours.
luck
luck that the solution is that easy
and that ue4 that good
imagine a critical bug
with your code...
something unique
new
thats the real shit
Then maybe thats whats going on with the frikn cylinder AI never going through the frikn door GAP.
yee door and ai ^^
that is a small basic start problem for every ai coder
😄
getting them through doors
i hope the geographic sun works for autumnal shadows
No both is very fine
'-'
i tried simulating sunset in october a few months ago and there was just shadow acne everywhere
Then you can help me out here in a bit.
Is it because its in Blueprint
you gotta be kidding me.
i am...
Oh thank god.
Because I have no idea how to even comprehend how behavior trees and tasks and blackboards even work.
Thats why I use BP.
oh great another engine version, rip I spent 2h installing the last one yesterday.
I get trees give more flexability but..
Not for a simple roam and chase...
we have an #gameplay-ai channel
No one answers it.
How tf.
I dont like BT's. Just for the fact its weird and complicated to understand for some reason.
Maybe thats me, I dont know.
But it also doesnt help that I literally work on it alone in my entire family.
I cant even design. Im making a game that has cylinders with jagged teeth as the baddies.
Simple as finding a key and getting out of there.
'-'
I have the great ideas in mind
I just dont have the great designs.
I cant even make a chair.
BT's are worthwhile to learn, all it takes is just sitting down and going through the learning material, you do have to adjust your way of thinking logically with them, but they're pretty simple after that
Thaaats what Im trying to do
But obviously Im doin something wrong.
If I cant fix something as simple as a cylinder going through a door gap then there is no way I can do anything else.
The game would've been done weeks ago.
But this one little issue is what's stopping me.
Oh the great delight of coding.
I just thought of something funny
A convo between two coders.
"I sent you nodes plz respond"
Cuz
Nudes. Nodes.
Okay im gonna.. go install 4.21.
also, check #gameplay-ai
BTs can be cumbersome and confusing, but that's what UE4's AI is built around and that's what you want to use
No way
(unless you are a seasoned AI C++ programmer)
Which Im not
then use the tools engine comes with
as it is it's hard to find help with AI and standard set of tools. Imagine doing something backward?! No one will be able to assist / help you.
...wat
maan, what are those pre-reqs for 4.21? cant launch it. currently using 4.18
Afternoon all. Just after some general opinions on stuff.
I am looking to set up either an IndieGoGo, Kickstarter or Patreon.
Anyone here use more than one. What are the pros and cons of each
IndieGoGo has a limited audience compared to Kickstarter but lets you take funds even if you don't hit the goal (probably not a positive tbh), and Patreon is more geared towards subscription based content delivery than singular projects
I don't use any of them however
depends too on how many people you have
a patreon is entity based
mostly one man armies
indiegogo and kickstarter support entire teams
both can make for a project
but you need to use logic here.
its more approp to have a patreon for a small project with alot to show already
kickstarter and indiegogo is more for large team projects
alot of details between
like rewards
hey
@plush yew no worries man gameplay programmers typically aren't all that great at making assets or art. Just greybox your game and it's usually simple to replace with high quality assets later :)
whats greybox
So with pixel streaming in the latest version of ue4, does this mean we can create a setup like sketchfab for displaying models on web and mobile?
@plush yew just getting the systems down. Using placeholder assets
Ie using a grey box as a car
But the cylinders arnt placeholders.
They're colored, they got sounds, etc.
Dont question it.. its a long story..
I see I see
Well in the event you run into the common scenario of trying to add more to your game but not having the models to do it, just do a shitty rectangle thing
I saw you mention a chair ahove
I mean I make everything kinda blocky
Blame Minecraft. I build alot of things there
But yeah
But I guess low polygonal stuff are kinda trendy anyway.
Well Im just broke.
So I gotta compromise alot.
I tried using Blender at one point and Im just sitting there like
WHAT IS THIS.
So I kinda just pooped on the idea and went back to rebuilding in the engine itself.
Which idk about you all, but I find that easier.
Not thrilled that each new version hogs more and more of my CPU and I can't do anything while compiling code or building lighting. Old hacks to reduce the usage aren't working like they used to. It looks like it used to consider cores to be physical cores and now it considers them to be logical cores. Not cool IMO.
Laptop-bound here
Okay thats worse.
No offense not tryna make ya feel bad
But thats even more bad news.
4.20.2 was fine. Just change ParallelExecutor.cs a little for code compiling and BaseEngine.ini for lighting. In 4.20.3, it still worked for code compiling but not for lighting. With 4.21, the fix for code compiling doesn't work anymore.
Should I stop installing it then
Can't hurt to try. This is just my experience.
Then Ill try
Now I can't even watch a video without it stuttering.
If anyone here knows me, its that I try the new stuff. Always.
Or that.
For the rest of us
Okie dokie
(that won't upgrade until a hotfix is released)
Love me some b e t a t e s t i n g
I submitted a report on this issue (4.20.3) and got a response. Then nothing.
Thats the thing I hate about communities
@safe rose 4.21 isnt a beta
"Oh dont worry we'll fix it."
Nothing.
Not to criticize or anything
offense
Well okay
@ruby folio yeah it is
Any .0 release, you should consider it Beta
Actually that is true
Alpha was Preview
It aint a beta
It's not out of Beta (for me anyway) until that shit no longer has hotfixes 😃
Oh it does have a zero at the end.
Continue installing 4.21 everyone and please submit those bug reports
Im currently still waiting to install it so I can see the full number
I agree with that for sure. But its long out of beta. Hot fixes dont mean its still in beta
Wait what are hotfixes again?
he is just saying that 4.21.0, the first public release in the 4.21 series, is normally considered "beta" as the bugs that missed the cutoff for release will get patched in 4.21.1 and .2
Anyway. I see Linux got a bit of love this time round. And a crash reporter finally
^
My TaskMan
it's normal to push out a .0 release with known issues that get fixed in the .x releases 😦
That's me building 4.21. All the procs running. I have 4 physical cores.
Yessir
Im curious how slow is it now
please submit all 4.21 release bug reports here: https://epicsupport.force.com/unrealengine/s/ (Official Bug Reporting for Epic)
It's probably building a little faster, actually. But that's the problem: I can't do anything else.
Time for a new laptop
Tbh if someone did work with me, it'd be a blast.
Im not completely serious with the stuff.
I mean Im serious but Im not super duper dedicated kind of thing
I know why they probably released it today. Since MegaJam starts tomorrow. A lot of new devs will probably download 4.21 and use it... and catch all the bugs
I feel really bad for them
lambos.
So I'll go spend a grand or two cuz I can't control CPU usage like I used to?
real reason to release today? Holiday vacation 😃
Sounds like a plan
What holiday?
I dont even have a dollar.
Thanksgiving
??
they take like 3 weeks off
we are still a few Thursdays away lol
Halloween 2
Wtf..
3 weeks? No wonder Unity caught up.
I dont like Unity, not because its bad. I mean its an awesome engine..
I know they take almost a month off for Xmas/New years
week of the holiday is off for sure, then the week before is lazy week so most won't work. that leaves this week for release
pretty much epic shuts down halfway thru november and doesnt come back till january sometime lol
This is why other countries destroy us in productivity
Lazy as hell if I do say so
Japan...China...
Although this isn't the 1st time they've pushed out a version too early
School systems are the same way
Although I don't know this is too early. Just they have before.
yeah right now schools are off off off all the damned time
Land of the Free... Land of the Time Off
No one works more hours than Americans, yall.
You arnt american if ya dont punch yourself in the head.
Idk why I always say that tbh
Cuz working in America is the same dang feeling
A frikn headache.
Is Niagara out of the experimental stage?
Dont ask.
yes Niagara is no longer experimental
That's welcome news
I dont even know what that is.
Ive seen it a few times but it doesnt seem really
..whats a good term
It's pretty badass IMO
Niagara is neato but no real mobile support 😦
Somebody simplify what it is
but then again who devs for mobile 😛
@grim ore When did they say Niagara was out of EA?
It replaces Cascade for particles
...Oh thats why it doesnt make sense to me
It was still EA in 4.20 (per their release notes) and no mention in 4.21
Unless I missed it
I dont use particles..
not EA, its out of experimental. still in EA
besides switch (which is a mobile device in a nutshell)
experimental where you have to turn it on, EA where it's in "beta", and then release
I haven't touched Niagara yet, been waiting...again...for other people to bug report the heck outta it
It was mentioned loads in the 4.21 patch notes
That effect where you can turn a mesh into particles and have them wash away is noice.
Looks pretty awesome though
So Niagara is a partical thing?
Replaces Cascade
the Content Examples for Niagara are a good place to start if you want to learn how they work.
Oh, they have CEs for that?
And whats cascade again?
I might check it out then
Also mentioned in the patch notes
yep yep and updated in 4.21 with the new gpu to texture thingy
Nice, I never upgraded to 4.20
just 1 new update in 4.21, to the CE map
Blaze it.
We have a 14 year old
^im happy those jokes can go away now
*16
We have many of those
haha
Sorry for being this way.
honestly the best thing about 4.21 and niagara is the new system to allow you to make new effects from templates or other existing systems. no more needing to just make a system and an emitter and going "WTF do I do now?"
'-'
Never be sorry for what you are. That's what Lady Gaga taught me. 😃
@grim ore Yeah the templates look super handy
Ooooookie dokie I didnt see that coming
And the engine is still verifying the download
Well isnt that just great
I always forget that Github isn't the only way to get UE4...
I always forget that Epic Launcher isn't the only way to get UE4...
Its the only way on linux. Apart from AUR
And if you want to do dedicated server work
Aur you kidding me.
I think alot of people do.
Still waiting. Its at 98 percent.
Whats prerequisites
Oh.
Thats what it is.
Niagara Falls
There ya go that sounds like a place for Unreal
And I notice a first problem already
Its stuck at "Initializing... 45%"
Hey guys
whaddup
Anyone here have a good .gitattributes file for LFS support?
Or, any comments on this one
https://github.com/MOZGIII/ue4-gitignore
with the emphasis in 'procedural'
45% loading is creating the DDC (derived data cache), it's not stuck it's processing
Oh.
but i still don't quite get what i can practically use it for
Well its taking a dang while
.-.
it can take minutes to hours depending on your machine
Piss.
Alright might as well go grab lunch
Its a low end. Idk the specs specifically
All I know is its got 2 terrabytes of storage space..
any idea of the CPU/GPU?
Nope
or RAM that you have?
Nope.
running windows?
Yep.
go to settings -> system -> about
@wispy comet lets say you make a door in houdini, you do it by defining stuff like the door frame and the panels and the knob and such. each of those definitions might be it's own module to create that part. Now if you expose parts of those modules and create them in a procedural friendly way you can have a "door" that you can adjust into infinite designs
hmm... alright
now expand that to a building then a city and bam
so basically, instead of a traditional blender workflow
i'll stick with your door, where i make a door, then manually tweak it to make variations
Houdini is a very programmer centric flow, you define the parts and put them together
i just hit a button and it makes variations for me?
pretty much yes, you program the design of the pieces then you can do that
Is it free '-'
because i saw Andrew Price's BlenderCon 2018 talk
if you add the functionality it can do such things
and he mentioned it as something that can generate procedural buildings
Check out the destructible stuff Epic did with Houdini
the nice part is since it's all programmerish you can go down to the basics and redo a core part of your door as opposed to something like a 3D program where you have already change and now you would need to rebuild that part
it's not a click and go tool
@plush yew it's like 4.5k
Dollars?!
yup :\
Fuck that
