#ue4-general
1 messages ยท Page 337 of 1
well houdini is free for 2 months right now as part of the UE4 Jam so maybe a good time to test it out?
and it's got like a watermark and limited features and stuff
that's not a bad idea actually :)
that version is comp. with hengine
Ill just build low poly's in UE4 thank you..
how can i get it for free?
I only have 100 Grand..
There's other examples but this was the first one I found
https://vimeo.com/152437236
(Destruction using Houdini)
wow, that's pretty impressive
is it worth it learning a completely new software though?
no
I think they use something similar to blueprints
Connect stuff together. Or is that Substance?
Man, I build a system like that back in 2005. Plugging modules together graphically to get functionality.
I was 3 in 1976
i feel so young all of a sudden
Wait ur 16..?
15
oh
for 5 more days
Okay ur basically 16
yep other than the procedural mesh stuff Houdini has a good particle and physics sim you can abuse like in that video
is it advanced enough to generate stuff like houses?
ya
because honestly, that's what i'd use it for
and blow them up too
This tool was created for an Oculus Rift VR game/demo for Side Effects Software, as a part of my Games Tech Art internship in 2015. The tool was built in Hou...
ooooohhh
Yeah it's advanced enough to do pretty much what you can imagine
'-'
Matt, you'd think we were getting paid to promote them hehe
i'm liking this more and more
Daggone it I hate being poor.
FRIKN BLENDER
I've got a compatriot who LOVES houdini and swears by it so I hear about it a bit ๐
Has so many hotkeys
and substance painter is pretty cheap in comparison to other software
and it's a godsend after texturing in blender
I cant buy anything aight
Welcome to the frikn poor club.
well, i'm not technically poor, my family is pretty well off
Welp.
but only this generation really, my parents had a rough childhood
I guess I should promote my own technology, eh?
Here's what I did:
https://nocturnal.one
and don't think i get money handed to me just like that ๐
Right now it's free for select devs who will actually work with it.
Jin i'm sorry we're making fun of your name
oh.
what does it do....
It lets you cluster UE4 servers to make one large space with a lot more actors than you could do with a single server.
...what?
so like say i wanted a multiplayer open world
i could run it on DAT?
and it would perform better than if it was just one server?
You can use DAT to get your multiplayer UE4 game to go far beyond what you can do with one server.
Like MMO-level
that's quite cool
The main benefit is that you can have much smarter AI and lots of them.
...reaaalllyyyy??? OwO
that's cool
Right now, multiplayer games either have no AIs or zombies cuz zombies don't need a lot of CPU
so.... forgive me for being ignorant about this
but what scale map are we talking about here that a normal server can't run well?
My demo videos show about 100 AI in an online cover-based shooter demo.
like CoD map (i'm assuming it can handle this fine)
Yeah easy
If UE4 can do it, DAT can do it
FBI
or like GTA level size
OPEN UP.
if we're talking about what DAT would be required to do
Oh.
And BTW, it used to be called DUET (Distributed Unreal Engine Technology) but Epic never got back to me to say it was OK to use their copyright in my name.
You were teasing me about the name. I think DUET is a bit more elegant.
as long as the product is good, the name can be whatever it wants :)
yeah, it is
and i'm sorry for teasing you :(
We got carried away. As usual teens do.
So whatever level size UE4 can handle can be done with a DAT cluster too. I don't know how big the maps are for each game though.
Ahh
yeah, sorry about that ๐ฆ
DAT uses double-precision coordinates so it could do even larger spaces. The limitation is in UE4.
so hypothetically, in the future
Like I think DAT would be perfect for Star Citizen. They need lots of players and AI in a very large space..
it can expand with the engine?
i've heard that game doesn't run too well, maybe this could help
What do you mean by expand?
And Star Citizen doesn't perform well because they only use single servers. 50 players at one time is pushing it..
They plan to do what they call "server meshing" and that's pretty much what DAT does.
like if the engine could handle larger levels/environments
then DAT could expand with it to handle them
Yes
cool!
DAT also handles origin shifting so you could make even larger worlds than one UE4 server, but with a few caveats.
It's the future but nobody seems to really care yet.
It's not the first revolution to have that problem.
I like it like DAT
Thanks
Mine finally built. Now I'm building my shooter demo project...
3,792 shaders compiling..
Then the shaders. And then I can watch videos again lol.
That's because the shaders aren't build yet
Welcome to the majority then ๐
the what
Majority -- most of us have seen the checkers
Okay well
Shoot.
Ive seen checkers too but
not as the sky..
Idk why, but its kinda freaky.
The shaders built more slowly this time so you caught it before the skysphere material was handled.
I know that..
Sorta.
Okay maybe not as much as others but yeah
Hey whats the console command for showing the navmesh during runtime
can anyone tell me how i get the same texture as that small wall? ๐
oh you want to debug the AI then. Aim at an AI and hit the ' key
Ingame or editor mode
ingame
it shows you the path the AI is taking thru the navmesh
One you hit ' then the numpad keys turn on and off the different AI visualizations
Ahhh
One of them is nav -- if it isn't on by default
Probably isnt.
I think it might be. I see it a lot but I don't recall needing to.
Hmmmm
Oh wait I found my issue.
Nvm xD
Its another daggone simple issue.
Actually I think I mentioned it before.
oops
Daggonit shaders
Takin forever.
It looks like the problem isn't with the extra procs spawned to handle shaders. I turn that off and the main proc locks up my machine.
My first post earlier. Compiling shaders uses too much CPU. Forget stuttering videos. It's even locking up my OS so I can't see what I'm typing for a second or two after I type it. My mouse won't move even.
You must have a crap laptop
It's not that bad actually.
Oh I dont have money dont tease me mannn
Btw this isnt my computer its my dads
So yeah
Idk why I say its mine.
See? It's a bit old but it's still not too shabby.
'-'
I wish I had my own.
But I guess this Christmas is gonna be "very special" for me so..
There might be hope.
Or rather special for everyone.
For the family anyway
gonna try set up a resource repo, a place where blueprints and snippets and mtls reside so they can be found grabbed and brought into a project rather than being strewn across prjs
any tips on how to do welcome
well the safest way is to migrate them from one project to another so if you create that repo as a project and use it to migrate it might work. The alternative is to keep things as raw but that doesn't work well with blueprints.
keeping the raw assets and trying to use them by just dropping them into the content folder can have issues
uhm... another way would be to create them as templates to start with or feature packs you can create and add in
thanks MW! yeah i figure i'm just gonna build upon an archviz fps template, and really trim the fat and optimise where i can
appreciate your tuts
๐
Tomatos!
Hey, I'e got $10 and I need someone to make my game for me.
Any takers?
Nah I'm only being silly.
I do want to know where to find nice coders though.
I know I can go in #looking-for-talent but I don't think many people go there for fun.
no, they go there for work
Where might people go for work, @fierce tulip ?
I mean, for fun.
I just need the help of someone who knows how to do blueprint stuff, I'm too busy with work and making animations for the project to learn code at the moment.
Shadow help, So there are good shadows, and then there's the super pixelated shadow. The light map is 128 which is pretty big for this object. Yet we still have a sharp shadow within it. Any other idea as what could cause this?
preview means its a movable shadow, waiting to be baked
lol this free environment tree, 60K vertex, is that even viable for a game?
editor has been frozen for the last 15 minutes after i selected it, quad core @ 4.5GHz ๐
Anyone know of a good animation pack with melee combat animations? Looking at making a brawler RPG with inspiration from the Avatar universe, but I can't animate for the life of me
if it got nice lods its ok
hi im new here and im extremely new to unreal. Im professionally a unity vr applications developer and would like to ask some unreal engine related things ๐
is there a way to export a post processing object in unreal to another unreal project?
Ctrl+C, Ctrl+V
How can I spawn a character at mouse location on left mouse button release?
@plush yew really?
If you're talking about a Post Process Volume, yes
like from an unreal project to another unreal project?
can you give me a step by step list on how to do this?
basically I have a scene made using the fps template
and I'd like to convert it to the vr template
how do I go about doing it?
im very sorry I have not touched the software at all ๐
That's a different question from your original. To copy an object that's in your scene, all you have to do is Ctrl+C and Ctrl+V
And yes it works across different projects
What type of object?
lets say an entire environment on my scene
There's a Migrate function to copy assets
with the lights and the post processing
Yes in that case, use Migrate. Right-click on an asset or folder and select Migrate. That will copy over the asset/folder and any dependent assets
can you give me a screen shot of this?
im not yet familiar with the user interface im so sorry. . .
so the scene that can be seen in the viewport is a file in the assets directory?
Yes
will that also include the fps template?
I just need the environment fully setup with the post processing volume and the lights
It'd be easier to just add the VR template to your FPS project using Add New\Add Feature or Content Pack
thank you @plush yew we managed to get it working
How can I spawn a character at mouse location on left mouse button release? I'm able to spawn in an actor, and I am able to drag an image from a bar... but I cannot get an actor to spawn at the location that I dragged my image to.
how is 4.21?! ๐
๐
wow ccdik, a new ik solver with constraints finally
Seriously Epic Games is amazing, the new content they've just released for free is super great. Finally a company that cares about their customers lol
Thats another Fortnite benefit for us devs for sure
engine is crashing whenever I load a map file, deleted
\saved
any idea if I can do anything else
and before u know it they gonna release fortnite assets for free XD
eh, i prefer the kite demo assets for free
the fortnite ones are good, don't get me wrong
but not my style
oh yeah, definately
i wonder if once that zombies mode thing becomes free we'll get something like that
not sure it will ever be free
4.21 worth the update? Or not?
try it ยฏ_(ใ)_/ยฏ
Has anyone experimented with Facebook ads to drive traffic to Steam?
Is possible to make a texture atlas in ue4 in runtime?
morning folks - looking at some basic profiling stats - can someone tell me exactly what world tick time is?
this one guy is spamming on all kinds of social media that he wants some things because he is already prepping for the upcoming ue4 gamejam
without bringing the jam into context, a perfectly legit question

facebook, answerhub, even the realtimevfx forums
@wary wave is it not just the sum of all ticks?
๐ค I would wanna know too how to do particle text
there's a 'tick time' and a 'world tick time'
UWorld::Tick probably?
Update the level after a variable amount of time, DeltaSeconds, has passed. All child actors are ticked after their owners have been ticked
possibly, but then what's the difference with 'tick time'
So is vulkan built in to UE4 now or do I have to install the sdk to get it to work?
hmmm, do we know where the session front end binary lives? want to open it manually
think it might actually not be compiled -_-
lol, trying to run the profiler tool is crashing
Looks like vulkan just works now lol
@wary wave Should be in the Binaries folder of your Engine
ta, yeah, I thought so too but it isn't there
was able to launch it from the editor though
no idea where it lives in this project
@earnest cape it crashed apps in 4.20 right ? On mobile at least
How can I spawn a character at mouse location on left mouse button release? I'm able to spawn in an actor, and I am able to drag an image from a bar... but I cannot get an actor to spawn at the location that I dragged my image to.
cant you raytrace your mouse cursor when you release your mouse button and spawn your actor here ? @autumn turtle
I'll try
there is a get hit result under cursor or smth like that
yeah
tried this... https://www.youtube.com/watch?v=XA-NThUPuug
If you liked this tutorial hit the thumbs up button and subscribe if you want to see more of my vids. If you have any questions tell me in the comments. Patr...
didn't work for some reason
are you sure you aren't raytracing into your widget ?
instead of behind it ?
and by widget I mean your dragged image
Is there some kind of map or flow chart depicting the engine structure? Something that displays access, for instance that BPs inherit from C++ and C++ can't use Blueprint variables. Or that C++ can access certain systems or engine functionality that BPs can't.
how expensive is foliage in UE4, will it make my game unplayable if I paint a lot of grass?
hmmm, I am now able to spawn actors at my cursor location when pressing F... can't get it to work with left mouse button release.
Hello guys, i just wanted to ask why when i set the DirectionalLight to "Movable", shadows are cut like this :
@leaden patrol your cascaded shadow distance is too short
Oh how can i change it pls
it is set to the max already : 20000 and i can't go further
oh nvm thank you
I changed it manually and it works perfectly thx a lot man
could someone with a 4.21 release binary build installed (from the launcher) tell me its changelist (CL) number? it's shown in Help -> About in the Editor. I don't have access to my pc right now, thanks!
@languid shard yep, awesome, thanks!
hmmmm my spawned actors (just using topdowncharacter atm) aren't falling when I add to the z value to get the to spawn in the sky. Any idea?
also, mouse clicks/releases don't spawn actor
nvm, got physics working
now I need to figure out how to get them to spawn on mouse release
unhook the other ones that are mouse pressed and F?
If I only link mouse release, it still does nothing
does mouse pressed work? just mouse pressed hooked up
if not then you might have something else taking the left mouse button input away from you, like mouse down or some other input mapping. possibly in the character controller
I checked the character controller. There doesn't appear to be a conflict... I started with the topdown template if that helps at all...
I am not near the engine so I can't check the template. put a print string node in after the left mouse button press and see if it even fires off. If it doesn't then yes you have something else blocking input. I would assume your character is not set to take input at all but if your F key works then that is not the issue.
ok, I'll try. ty
so only when I add print string to that upper section, I get messages.
yes the input action set destination is probably an input that uses the left mouse button
and it's probably set if you click on the red input action set destination to absorb the input and not allow it to go anywhre else
http://i.gyazo.com/e36ee7bf04cbf5e77378c49c3f173140.png , you might have consume input turned on that node so it stops it from getting to the character
you were right
but you probably don't want the movement code firing anyways so might be best to just remove the node or the input
So all I needed to do was use input action set destination instead of hit event
it works now
Hi there ๐
Don't think I've talked here much as I've had a long break from things. Pondering on starting up a new little project so I'm not sure how to best get help from this server so I'll start here.
I want to look at options for using UE4 to create something similar to the style of a Visual Novel. Where would it be best to ask for help, advice or anything related to UE4 and text boxes?
Note: I'm using blueprints
text boxes are part of the UMG system so that would be a good start. https://docs.unrealengine.com/en-us/Engine/UMG/UserGuide
and the #umg channel should be able to help if needed
Thanks MathewW ๐
I think there is a VN marketplace asset for UE4 as well
I am super disappointed to find out that I was not in that list as I could use the $800k to finance a trip to vegas for the UE4 Discord channel. Oh well, I guess we all don't get to go to Vegas now ๐ฆ Sorry guys.
ยฏ_(ใ)_/ยฏ
Sorry if it seems to be a stupid question, but how can i change in game camera movement? like i did change viewport inputs but this does not affect the ingame test and i can't find the settings for it :/
I see. I'll have a search on the Marketplace too then
My goal isn't to move a character just the camera btw
so is this camera attached to anything?
it's the basic camera that you have when you start a new project and test your game
in the viewport? if so that's more of a spectator cam for the viewport itself or when you play it's a default pawn spawned in for that so it's a ghostish camera.
You can't really override that you need to make your own actor and use it for your default pawn
you would make a new pawn, add a camera to it as the only real component, set that up as your default pawn in your game mode, then hook up your inputs in the pawn you just made to have it do what you want
would it be like a freecam?
well it would be whatever you want as you would set up the input to do what you want. You might be able to find the actor for the spectator came and copy it out of the engine content.
ok i'll try it thank you for the answer
@grim ore Hey sorry to bother. Do you know how often dev grants are given out? I know it's not a guarantee but I'm working on making a gameplay video at the moment and I would like to apply to improve some aspects of my game. Thanks.
They seem to be announced out ~3 times a year, sometimes 2. No real cadence but I do know that the actual giving out and the announcement are not the same. Many of those devs may have received them months ago before this was announced for example.
the whole process is more or less a mystery tbh
you can send an application in, but everything else is a black box
Okay what the hell does this rotation rate thing even do
In a character pawn theres a rotation rate
And its changing absolutely nothing no matter the values and what I tick
Im just trying to get the AI to rotate slowly, not snap it's rotation
Evening ๐๐๐ everyone ๐
That doesnt help me.
wow so nobody can greet the chat if you've an issue?
Chances are the rotation rate is from the controller. How are you rotating it?
I wasnt tryna make it seem that way..
Well Im not sure how to explain it tbh
The only thing Im just fooling around with is this Orient Rotation to Movement thing
Obviously that isnt working.
And Im just not sure how to set up this RInterp thing to just generally give it a slow rotation.
Oh wait
I think I got it
No I dont.
Wait yes I do
Nvm
Im good
@keen frigate and hi. Sorry about that.
Yeah so character rotation, how that interacts with the pawn class and the character movement component, and the "distance" between relevant settings was one of the biggest snags I hit in UE4 so I get it.
IIRC orient rot to movement won't use the rate.
You can calculate the angular offset from the velocity vector and apply it as controller rotation input (yaw, pitch, roll - they're separate nodes) - rotation input should use the rotation rate.
Or I just uncheck Use Controller Rotation Yaw,
Check Orient Rotation to Movement
And then fool with the Z Rotation rate..
Cuz that worked.
Anyone know how can we save in cache the HTML 5 package, in that way the user does not need to download the game every time?
@plush yew
No worries, it was me who just
Popped up. ๐
So I was able to setup a 2d image of my character so I can have each character type on an action bar and drag that character around the screen. The only issue I am having now is dropping them in the map. Thanks to help from MathewW, I am able to click anywhere and drop a character in, but I want to be able to drop an character by dragging it from my widget.
The CursorToWorld variable with my topdowncharacter helped me with clicking to spawn at whatever location my cursor is at, but I don't have that variable option in my widget to do the same thing. I've tried get playercontroller and converttoworldspace, but that doesn't spawn in the correct location. Also, it only allows me to drag in one character only one time.
Hey guys I know intellisense is pretty garbage for UE. I can live with the squiggles, but now my autocomplete stopped working as well, any advice?
๐ฎ intellidense and buy visual assist
I know it's better, but it's not an option in this case. Any other advice though?
restart the project until it starts working again =/
good evening
still having trouble finding anything helpful on my previous post, what ways can I grab cursor location?
How do you hide all those extras while visualizing a static mesh?
That building UE show behind, I want to display the object and nothing else
What?

that building likely is a cubemap
I think so, w/e that means, I set that to none and now it show some kind of skybox
plus a plane below the mesh
Is there a way to hide all that?
Dunno, never needed it to
Any card game tutorials?
don't see any in the learn section of the epic launcher
I also don't see any way to search
fully dynamic lighting in 4.20 - seems shadow casting is a bit off?
i.e. things aren't casting shadows when they should be, e.g. from the main directional light
diddling the light gives me the 'preview' shadows, but force no precomputed lighting is checked :/
hmm, works in 'Standalone Game' at least, just not in editor
do someone have the command list cheatsheet by hand?
lol, found a new bug
if you add a HISM component in construction script
the old ones don't get deleted every time it runs
but only if you store a reference to them in a public array
if the array is private, it doesn't
sigh
hey can anyone link me to the site where a guy made an entire environment using only 1 texture?
nevermind i found
Hey people
anyone got this while upgrading by any chance?
I have no idea what I'm missing, but something clearly is
it's 100% not an operating system error
check that unreal isn't already running in another instance
no, it's not
The docu states: Right now world origin shifting is not supported in the multiplayer games. .... But afaik this has been implemented since 4.14? Am I missing something or is the documentation off?
Ah documentation states 4.9...
hey again, um how do i layer a texture on glass to make it look like its dirty etc.
never mind as soon as i asked i did it lol
I upddated (copy in fact) my project to 4.21. When I try to play the game the "default pawn" is not generated. It works fine in 4.20. Any know bugs or breaking changes related to pawn/character or gamemodes?
My lighting building is abnormally slow. Running 91 fps but almost 20 minuets to by and only 1% built on a decently small map
Any reasons this might be happening
ah, my bad. I'm loading a savegame that doens't exist yet in the 4.21 folder ๐
@fierce tulip making a 90's music video generator?
ikr
having a hell of a time with this... just trying to get something setup where I can drag images from a widget and my character spawns on the location that I release the image on... can anyone help with this?
in case anyone having the problem I described above
I was missing DLLS
1fd0:3578 @ 04231500 - LdrpProcessWork - ERROR: Unable to load DLL: "UE4Editor-ReplicationGraph.dll", Parent Module:
check out this guide
it will print out what you need. And remember to turn off the option when you're done
in my case
{
"Name": "ReplicationGraph",
"Enabled": true
}
in my uproj file
hello im new here
welcome
thx
hi
hey any of you guys experience UE4 crashing instantly when importing a tiled landscape?
fucking happens every time i import a terrain, with or without a material. im using an .R16 image format, with a 12x12 tile setup, at 1009x1009 resolution.
๐
really getting a bit infuriating lol. its kinda holding my progress back by a lot. i have no idea whats causing the crash.
unless UE4's memory requirements have shot up exponentially, and i need 64GB of RAM or something.
anyone here do a lot of work in current versions of the engine using vehicles? I'm hoping to find some more complete learning resources than the current docs
The official documentation seems like it might be missing a fair amount of info and possibly more modern approaches
@fiery harbor Hey mate, did you figure out the DMP files from 2017 in visual studio? ๐ค
A few weeks ago I noticed that I suddenly could no longer open any of the generated .dmp files in Visual Studio that are generated when the packaged game
Getting this.. I assume this is what you were posting about?
@thorny cipher I still use the workaround described in the thread
yeah
do you have the correct DLLs?
Used the ones that someone anon dumped
and obviously, it only works with DMP files that were generated after you copied the dll files in there
Oh weird, so you put them in your projects binaries or engine?
so are you sure youre using a new DMP file?
No I just added these, that must be it then
These dmp files are from other people's computers
you can trash them now
you need those dlls first, dmp files generated without them are worthless
Do I need to ship the dlls with the exe, or are they referenced during build?
you need to ship them with the exe
ew why isnt this fixed
I agree by now it should have been fixed
Did you submit a bug report to epic?
Also "I'm not 100% sure about if you're allowed to ship your game with copies of microsoft dlls inside" did you research further into this?
I didn't submit any report, but someone else surely did, I think theres a post on the AH somewhere
if you look at other software, you'll see a ton of software ships with those 3 (or even more) dlls
so I assume its fine
True, do I need to build with these, or could I send them to someone having issues and it'll use these for the dmp
just got Zbrush time to learn it never thought I would say this but a 3D software has worse ui then blender
Also John: what engine version are you on?
@thorny cipher you can also send then manually to people, only thing that matters is the .exe loaded them before it crashed
and I'm on 4.19 at the moment
back when I wrote the thread I was at 4.15
@fiery harbor i gave it a bump, maybe theres some updated methods other people know about
Is Begin play for when the level opens or when an individual player joins?
When that actor is born
Ohh yea that's right, it's in the actor blueprint, thanks.
any idea how can export a static mesh to png including its material?
@fiery harbor Nice got it debugging, thanks mate!
@thorny cipher great, no problem ๐
hello, getting some error after update on 4.21
Linear color curves now accurately handle RGB values > 1. If you were relying on HSV clamping, please update Dark_Color_4
what does it means
does anyone know if their is a way/plugin that can place multiple static meshes at certain locations on a landscape so you don't have to place them manually?
Like the paintbrush?
is anyone using UE under Linux? I'm considering switching over to a distro
welcome to the jungle
I wouldn't wish this code on a real jungle
why not use a select?
I am now lol, this was in the middle of both a refactor and a migration
you can see the select on the left
I've heard selects are less efficient ๐ฎ
altho switches easily turn into spaghetti code..
Probably not by much tho, the c++ equivalent is probably a long list of if/elses
Started with a switch because I didn't realize i could cast to the base class before a spawn in order to expose the instance editable variables
Yeah if you're using inheritance, that can make your life alot easier
I found using them on the PC saved me alot of work, being able to just cast to the base class and it would be true for all of them etc
.... I felt brilliant when i figured it out lol .. didnt even know they could be inherited.
You using a lot of different PCs in the same level?
Interesting, I haven't had a situation that needed different player controller classes in the same level yet
This is all that other shit cleaned up
thats alot of classes
Yea, gonna be a fun time for my hard surface guy
How did you have different physical materials for 47k mats?
We assign physical materials to let us have different footstep sound effects and bullets hitting different material sound effects
sounds like there should be some master materials
do you really have 47k different sounds to play ?
Each material has different texture sets
I wouldn't even hand assign materials when we had 50 different lumber meshes
Wrote a python script to do it
I think you misunderstood
We dont have 47k sound effects
the file size for that would be impossible
I got that you most likely dont have 47k sound effects ,
meaning alot of them will share the same physical material (with their sounds and whatnot) , correct?
oh hell no
That's where i thought the master material came into play : )
I'd be all over the python script on that one
Even then, each material has a different texture set
so you'd assign them to 'categories' or whatever makes them have the same physical material
yeah true, alot of work by hand in any case
GJ ! daym
Was it a good payoff?
oh god yes
In terms of immersion and game experience
it sounds amazing
good good
would be sad to spend a week on something that barely sounds like steps ๐
and bullet-hits
actually what makes it sound super good is the projectiles
not the footsteps
we made a concept of what it sounds like to pitch it to other people before we worked on it
that's a good way to spend a week, I spent a week injecting Doom into my UI so you can play Doom if you get bored of the game
I havn't played much with physical materials, Can you assign different vfx aswell for the bullets ?
sweeet
also thats what it sounds like ingame usually
import unreal, sys
#Instantiate class to use for getting user Content Browser selection
@unreal.uclass()
class MyEditorUtility(unreal.GlobalEditorUtilityBase):
pass
editor_util = MyEditorUtility() # Only works on an instance of GlobalEditorUtilityBase
dir_assets = editor_util.get_selected_assets()
#**INPUT ARGUMENTS***
try:
material_slot_id = int(sys.argv[1]) # Try getting the material_slot_id
material_to_assign = unreal.EditorAssetLibrary.load_asset(sys.argv[2]) # Try getting the material_to_assign
except(ValueError, TypeError):
print "Material or Id incorrect, format should be py \"FileName.py\" material_slot_id material_to_assign"
quit()
#********************
#Actual logic to modify materials
with unreal.ScopedEditorTransaction("SetMaterials.py") as trans:
for asset in dir_assets:
mesh = unreal.StaticMesh.cast(asset)
mesh.set_material(material_slot_id, material_to_assign)```
you hear a sniper, projectile flies by, misses, hits metal and makes that clank sound
really good
That's all it takes to automate setting materials
Same thing would probably work for setting properties on a material
The only problem i see is i cant get it working on landscapes for some reason
for physical materials
That's odd. Thought it was much of the same..
You dont happen to have some "grid" experence by any chance? ๐
nah
with a heightmap then yes
alsoo
The perlin could be used as one, but we're not doing it like that
some of my vertex colors wont import for some reason?
like I import the model, and I click "show vertex colors" in the model viewer, but when assigning the materials they dont work even though I set up the materials the correct way
I assume you're using c++ aswell ? Joseph
blueprint
Just for the intense generation
I prefer blueprint for most things
Faster iteration
I've done almost the entire game off blueprints
ik, makes me look like a total noob
But I suck with C++
lol wut
switching over to instanced static meshes and it went down to 100
yeah im using instanced aswell
wait
gonna do it all in blueprints tho
@graceful sky you're not doing noise gen are you?
Im just wondering because i have ALOT of ai on the map at once and I need to find ways to reduce draw calls
that'd be a shit show in bp unless you're using a basic random noise algo
well you can reduce draw calls if they use the same mesh (and material?)
Not yet atleast. I'm gonna look for some algo's to insert,
Most of them use the same mesh
trying to recreate a settlers 2 map generator
I have maybe 6 different AI max
@vivid girder can you confirm? Do you need to have the same material as well or is the mesh enough for instancing?
afaik the instances share material
Hmm, not really familiar with settlers 2. I'm using a perlin-like algo, but any gradient-based noise you'll want to do in code
ISM all have to have the same material, that's the whole point
There's also a big difference between instances and ISM
You can have an instance of a ISM in the level
what's an ISM
instanced static mesh
I think the only time i use instanced meshes were on forest maps
the lesser of a HISM , altho i quite frankly dont get the difference ๐
For ISM, you add children to an array. Each of them can have a unique transform, that's about it
Speaking of which
I should probably get to working on the next map
last time i worked on a map for this damn game was like 6 months ago
Hierarchal can render different LODs i think
right. so for foliage and trees and such
bingo
yes
ISM is different than instances
You can't use ISM for anything but meshes
It's in the name
even with instanced , when you reach a high number things get real shitty really fast tho ๐
Whats a good excuse for why the player cant jump '-'
lack of input
a weak spacebar
No like
@vivid girder well ISM is an instance, just that they're static
^
Cuz I have it set up to where he doesnt jump.
common softwre bug
Hes not suppose to for a reason.. to fix a loophole..
@vapid sable They can be movable
..
then by definition they're not static
unless it's just that they're not animated meshes
In unreal you can have movable static meshes
or skinned meshes
Epic is out to get you
But actually, what they mean is that the vertices don't need to deform
At least you dont have my habit.
I dont name anything that I place. Or even group them.
I just place it down.. and pop a material on it..
Unless if we're talking about somthn else.
Nobody names instances, that'd be weird
very weird actually
We mean code
ohhh.
Class names to be more specific
Gotchya.
I tried a 3d grid once to create a "dungeon" with instanced meshes ,
but reaching z=40, with X and Y above somethinglike 50 made it pretty slow
"Static" in static meshes usually just refers to the fact that a mesh cannot be vertex animated.
That's really weird, i instanced 65k meshes in a ISM and was running 120fps
@steep crystal sounds more accurate
Think we're saying the same thing
Sounds like it ๐
yeah, just to clarify what the word has meant in the industry in most cases ^^
I didn't say vertex animated because a lot of SMs have materials that animate the vertices
But everyone is on the same page
I might take the opportunity to ask, do you guys usualyl have like a master material with a ton of settings or do you make tailored materials for each mesh type?
I know there's cases for both, but in general
For our last project it was targeting photo-realism and we wanted to vertex paint a lot of stuff in the level. The solution for that was creating a material library
So we had a bunch of tileable master material functions
Then we'd create materials for whatever use case we needed
So we'd have stuff like M_VP_Wood_Dust_Paint
Very project-dependent imo
^
for some scenarios, like stylized, it can be super handy to have one or a few huge materials
I usually prefer splitting it up at least a bit
I guess that goes for all inheritance aswell
if you've inherited alot, it can be really fragile to tweak the supermaster class...
I've found that a BP with a lot of references is wayyyy slower than one with a lot of derived children
I guess anytime you reference another BP in a class it includes it's headers or something, no clue really
I prefer interfaces* (was still stuck in our instance talk )
I've seen some project structures where they use instances for promising functionality, but then just include the specific class anyway
and so does Conan Exiles i believe
so it's like, what's the point
its early here ok, give me a break ๐
did I miss a whole conversation here
ISMs
oh we're back to that now?
oof
Was just me, fucking it up. I typed instances instead of interface
which instantly triggered Josephs response ๐
I generally use inheritance for most things
has anyone here gone from the ryzen 1700 to the 2700?
Interfaces for a specific thing that i'll need across very different classes
Interaction stuff i generally do through interfaces
Also came up with this really fantastic foundation for animation/interactions in my last project
I'll snip
yeah same, interaction goes through interfaces here aswell
its just so simple to setup
Interface for everything that tells the character what transform it needs to lerp to before the interaction
Then enter/perform/exit montage sections
This is inherited by most things that can be interacted with
And in the ABP I just play whatever animation is needed
Made it so new interactions/animations were a 1 minute hookup
But yea, 90% of the time I use inheritance for the solution vs interfaces
This looks pretty sweet
That procedural head system was cool too
Just can't just it this month
ayyyyyyyyyyyo
This is what im basing my grid/generator on btw http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/
Gonna be interesting to try and do it in blueprints. Any RTs with some self respect should have random maps so i might as well get it out of the way early ๐
not sure how the material will blend when using ISM's tho
We're 2 weeks into our current project and this map looks similar to our minimap
Minimaps are fun asf if you have a solid tech art background
what i'll use for a map/landscape, you use for minimap x)
Ahh cool stuff!
This is what im aiming towards
altho abit prettier, the concept is the same
but for something like an equipment system, would you model interaction through interfaces and then use a base "equipment" object?
i'm unsure how you'd do the roads
and should the interface be shared by both interacting objects
or one for equipper and one for equipment
roads will be overlaying i believe
I've tried a few varieties and can't say I'm too happy with my outcome
so ill poke the instance, inform the array
But some of the curves seem to tie into the height
yepp
it will be interesting to try and make it tbh
also the build symbols,
there's no easy way of finding out how they're defined
but it looks to be related to nearby empty tiles along with slopes and no slopes
heightmap?
Build symbols?
bread?
They're just on the tiles, not sure what you mean
nvm ^^ Was merely saying that im not sure what defines them
I also have no idea how this game is played
looks like settlers, but also not
not familiar with settlers i mean
ah, well, RTS
Are build flags just every tile you can build on?
not surre about the older ones, but I don't think you really had tiles like that
you had "suitability" blobs where you could put buildings
and they needed to fit in between obstructions of course
but stuff like mines you needed a prospector to find out where the mineral types were
idk about those icons, looks like it might be the older one
It'd be a nightmare without
yeah exactly
are you creating the polygon graph?
yeah i believe so
I mean like...present tense
So you haven't implemented it yet?
https://en.wikipedia.org/wiki/Fortune's_algorithm looks crazy fun
correct, i have not done it yet
I really dislike Math-focused pseudocode, their variable names are always shit
let T be the "beach line"
There's not one T in beach line
Im not sure if its the right way tho
will it not complicate things in terms of nearest tiles and whatnot compared to a linear grid ?
I'd say the polygon grid is purely cosmetic
I was thinking about doing it first, making the underlaying map , and at the end refactor it into the grid
just to make the maps abit more diverse.. but im not sure if it will work^^
Anytime i've come to a map gen algo before, i've given up and done something else
Hopefully i wont this time lol
Looks like you're already trying to make it more complex, maybe that's why
haha, math and engineering focused code is like that in reality though too
it's a nightmare trying to debug something complex and mathematical when absolutely everything has meaningless one or two letter variable and function names
It's almost like a dick size thing
Who can have the most unreadable engineering code
I'd just turn in a nativized blueprint ๐
obfuscation through bad programming standards ๐
Im trying to do a step by step approach so i clearly see what's getting done, and can disconnect them for troubleshooting etc
problem is i cant c++ ๐
Only I know what var Axx01847; is for
and havn't cared to learn it so far
it makes you special ๐
I've heard that tying yourself up to a company in that way is a good way to secure your job lol
"Ey George, what does function XX77ETA do? It's in all of our games! If i remove it, it breaks!"
"Dunno, ask Joseph! He made it"
#define tt ts
Like a Wix website template
We'll see how it goes anyways. Gonna work some more on it today. Keeping it steady
i'd kill a man over that wargarbl
wargarbl sounds painful
Not sure who you're replying to, but holy shit
thanks โค
@languid shard #shameforlife
These are not the channels you're looking for
boo
you in the complete wrong server? damn
F
@vivid girder did you happen to read my equipment system question?
large N for Nphasis
You were asking about how to structure inventory management/interactions
Kinda depends on what you do with the items
I use a switch on item type when using items from the inventory
assuming your equipment go via the inventory
well for putting the item on the character, visibly as well
currently I have some monstrosity that keeps them "alive" when picked up, just hidden and childed to the player, and when equipped just snapped to the attachment point
That can work
but I feel like I should throw the whole item is the equipment idea out the window and just use a structure for the details of it
Did a 1 week prototype 3 weeks back with that exact same implementation
DO NOT
Use a struct in BP if you're going to need to make changes to it after created
Or even more so if you need an array of structs and to make changes to structs in the struct array
Im a unreal game creator
nah, u a bear, bear
ayyyyy
If you can't bear it
right
Put your Structs into C++
Even in BP only projects
One simple Header File. and small bit of learning how to write them.
what I wanted was to decouple the effects logic from the player and keep it on the item itself. Like the sword would have an "onActivated" function that would modify the return value
Doesn't even need much programming knowledge.
@regal mulch I'm not looking to optimize my code now, but noted
That's not about optimization
This is always the conversation
It's to make sure your Project doesn't fuck up cause of breaking Structs.
Small structs that are barely used and probably never modified (The struct asset itself) are fine
But if your project depends on a lot of structs, the potentially get modified (still the asset itself), you are asking for it to break
But well, back to coffee x2
"Do this thing that will require you to be mind fucked for a few hours but make things way better"
"It'd be cool if I kept things sorta shitty to just make a little progress"
lol
Getting Structs into C++ will most likely, for the first struct, take you 15-30 min.
Every additional one is just copy pasting and giving it a new name + different properties
Given you never did C++.
well I happen to know C++ so that's not the issue here
It's really just to save your Struct Heavy Project from rbeaking. You are free to stick with BP structs
what causes the structs to break?
No one clearly knows, otherwise it would be fixed.
It's in the engine for ages.
People usually open up their project one day and the struct has the GUID behind each property and suddenly reports errors everywhere
Or when modifying the actual struct asset cause you add another property later down the road
Can break, doesn't have to, however did it often enough to give the advice to put structs into c++
Cause fixing that "error" usually requires you to recreate teh struct and swap it out everywhere
By hand.
and this issue doesn't pop up with structs in C++ i presume?
Never had it pop up with C++ Structs, correct.
You should also almost never split struct pints
But rather break them
even if it's one annoying node more
(same with "make" instead of splitting)
Idk if that's fixed, but that can cause it too
you're making it sound like Unreal is a rangely bundle of sticks
๐ค
"throw these sticks at it an you'll make a game" - Epic probably
I haven't heard anyone confirming that this is fixed and doesn't happen anymore.
Also the only thing I can really suggest, next to Fixing up Redirectors if you move or rename a file.
Structs break in higher definition when you change their structure. Adding a var and then restarting the project
Its a very old bug
And can sadly go horrible worse
yay..
Or just use source control and YOLO
What does SC help if you can't update your Struct anymore?
You can go back to the "working" state, but if it always breaks at that point when altering the structure, it won't help
It's of course always good to have source control
I'll put my structs in c++ then
C++ clearly is a valid solution
As soon as you get struct arrays in bp... You are in hot water
I'm always in hot water ๐
it's getting steamy in here
ooof