#ue4-general

1 messages Β· Page 338 of 1

graceful sky
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Yeah the structs breaking has been an issue for a while i believe,

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it mostly seem to be related to old references to structs tho, after changes

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but at some points the engine wont even let you recompile the bp's using them

vivid girder
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My weapon system has been pretty clean so far

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Each component handles a TryFire()

vapid sable
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are those all your weapons?

vivid girder
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Start and Stop are passed to the active component

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Nah, but i'm cool with a list of 20

vapid sable
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yeah but I mean, is the functionality for the weapons implemented on the player?

vivid girder
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That's what i was saying before it's all in the components

vapid sable
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right

vivid girder
vapid sable
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idk it itches me

vivid girder
vapid sable
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I'd want it to be like "equippedWeaponSlot->fire(baseDamage, target)"

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then just have that logic on the weapon object (if you're gonna have it visible on the player)

vivid girder
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Could always just put the component on the weapons and call it through that

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Break the component out into the actor

vapid sable
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mhm yeah

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just trying to gauge how people do it. I tend to get stuck in an endless loop of "can I decouple it MOAR?"

vivid girder
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For our game, the guns will never be outside the players inventory

vapid sable
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in the end I'll just end up with a "generalComponent->callGeneralFunction('function_kind_of_type', args)"

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makes sense

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anyway, who's cooking what for this unreal game jam?

somber quail
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@leaden dust "bCanBlueprintsTickByDefault=true" is in the BaseEngine.ini - \UE_4.20\Engine\Config

static viper
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Epic fixed alot about structs

languid shard
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@static viper like what ?

graceful sky
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Hopefully they can never get broken again. That would be ideal

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All those old invalid struct refs can be annoying..

plush yew
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I need help with my game menu

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When I click start button it doesn't do anything and I put the code

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But the menu still stays there..

static viper
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They are easily broken

plush yew
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?

static viper
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But epic did something about the worst case

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I did not test if projects can get totally destroyed

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I code smarter these days

regal mulch
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@plush yew You need to give more information.

plush yew
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hmm

floral aspen
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What is the highest ID multisub Unreal can take , I got ID 619 from an object in 3ds max that becomes ID 19

fierce tulip
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64

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but that would mean 64 drawcalls

floral aspen
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That is not alot πŸ˜ƒ I am working with 700+ materials in 3ds max. Hope the datasmith team will look into this.

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Thanks for your answer

dim merlin
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Hi, is it possible to have different resolution scales in the same viewport? (like distance)

cerulean hamlet
vapid sable
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let's bring up the steam again

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@vivid girder hit me

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with a blueprint

daring quiver
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Lol

fringe pivot
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does anyone know how to get a transparent background image from a mesh and its material?

ruby folio
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@fringe pivot More info. Not sure what you mean

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Anyone here played with the new bundled sun position plugin in 4.21?
I'm wanting to update the time during runtime and can't get anything working

ruby folio
latent moth
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how can i get a single satellite texture to stretch over the landscape in a material? my resolution is 1px / meter

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i’m using it ti refine the heightmap and make it match

ruby folio
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@latent moth Use world Position X+Y

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It is already in a function in the editor

latent moth
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ah nice, should i input that in the uv of the texture node?

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(the devide, that is)

ruby folio
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Just like this

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The landscape I created there was the default size of 505. Which is why the world size is 50500
I think it might actually be 50400??? Not 100%

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Best to check with an unfiltered texture maybe? With no wrapping??

latent moth
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great thank you!

ruby folio
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You will likely need to offset the texture coords as well. Depends where your landscape is in the world

vale silo
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@grim ore if you are still planning on making more Ai training material, one thing I'd love to see is how to properly control smooth rotations / turns of the character using AI controller. I can not for the life of me get it working - always does snap turning. I have to manually lerp rotate character (which sometimes doesn't match rotations of the controller).

grim ore
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you have to do that correct, or feed in the input manually

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you should be able to feed in the input to the controller itself to rotate it

vale silo
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how though? There is no way to control controller rotations from BP code

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it's built in stuff

grim ore
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setting the controller rotation does not work for you?

vale silo
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aye, but I need for character rotation to match controller.. I can't see whether controller rotates smoothly or not (I don't think there is any visual debug feedback to see that). Controller might even turn smoothly, but in-game character snap-turn.

grim ore
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ah well crap

vale silo
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also apparently there is a different for AI to turn when on the move and in-spot

grim ore
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well I would assume that would just be down to the anim blueprint

vale silo
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on the move it seems to turn smoothly (at least in 4.19 it was) when going from A to B to C (when the points Ai needs to walk between form sharp triangle). I could never get it turn smoothly when standing in one spot

grim ore
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did they ever add in the animation blueprints for the paragon characters or the minions?

vale silo
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well, characters in Paragon are driven by player's input.. So you already have controller rotate as smoothly as player moves mouse

grim ore
vale silo
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I haven't seen minions BP

grim ore
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well not all are player, there were AI characters for all characters plus the minions

vale silo
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oh, didn't know that (never played Paragon)

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I don't think Epic ever released AI BPs from Paragon (nor talked about it anywhere)

grim ore
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I'll add it to my AI list for sure but I have a feeling its more about the art and animation than any real underlying code to make it "look right" 😦

vale silo
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what I use now is rinterp node to rotate character. It works, but it really shouldn't require all that mess πŸ˜ƒ

fierce tulip
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<_<

cloud cobalt
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Lmao

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Was just going to page you guys

fierce tulip
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Ced beat me to it

iron wadi
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will failed check assertions in game code crash editor?

late olive
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If I wanted to make a Dark Souls ish game, would it be shameful if I used this asset pack as a base?

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I feel reluctant on using third party assets knowing asset flips

grim ore
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The entire point of that base is so you don't have to make it yourself the same way.

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and I would guess every game uses some sort of asset library at some point from game texture to sound libraries to animation sets

iron wadi
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@late olive Is it your first game, or did you already release something?
If you are a seasoned developer, yeah use it, just change it to your needs.
If you are just learning, just use Mixamo for animations.

late olive
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I’m working on a different first project rn, but I have an idea for a dark souls ish game

iron wadi
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It's free and looks decent enough

regal mulch
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Asset Flipping is a thing if you literally just download all the free stuff you find and throw something together that makes no sense and then sell it

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There is nothing wrong in buying a code system as a base

iron wadi
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Asset flips are fun to create though. If you remove the long term investment from the equation you can quickly throw together a fun little game.

late olive
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True but I wanna make my own designs n stuff

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Put passion and thot into it

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But if it’s truly not shameful to buy code as a base then I guess it’s okay

iron wadi
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We are currently hacking toghether a game made by 3 guys.
The designer is coding.
The programmer (me) is doing models in Paint3D
The tester is doing animations in Mixamo + Hand correction in MotionBuilder.

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it's jank as fuck, but you learn a lot πŸ˜„

late olive
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I’m just glad my first game isn’t an original idea

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So if I fuck shit up my characters won’t be associated with shit game design

fierce tulip
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we'd appreciate a little less cursing πŸ˜ƒ

late olive
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Sorry

grim ore
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If you ever ever use sites like forums or stack exchange to get code to fix a problem or a solution then you are just doing the same thing as getting a resource like the anim pack from someone else to solve your problem. so basically don't worry about it in your project, just you be you and make your game πŸ˜ƒ

late olive
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If you say so

iron wadi
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also like half of the industry uses RAMA's plugins anyway πŸ˜„

grim ore
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Sites like Gametextures would not exist if there was not a good reason for them. Time is money and most devs understand that if they want to keep the money part in check.

ruby folio
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@late olive Its more shameful that you used a camera to take a screenshot of the screen you are using XD

vale silo
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I made and released 2 games (one with team, one solo), failed to complete another 2 games (one was a 2-dev team work, another one was 3-4 devs team work, although I was the only artist), working solo on my next VR game and I can tell with certainty that not using existing assets would set me back 10 years for sure.. Even with 3rd party assets I still have to do a lot of asset work (that's besides doing BP code).

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indie game dev is a borderline suicide mission πŸ˜›

iron wadi
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just watch the amount of Idle animations in a game like RDR2.
There's a loop of a butcher cutting up meat that cost more money to make than our latest game πŸ˜„

grim ore
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would not doubt it

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one cutscene worth of dialogue is probably worth more money than I make in a year lol

late olive
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I was just thinking of using mocap for animations

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At least for the ones that are more specific

grim ore
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It's a great idea if you can afford it for sure

static viper
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mocap is always great

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costs alot tho

grim ore
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there is also a carnegie melon mocap library out there with a ton of animations

late olive
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I got a Kinect 2 and the software

grim ore
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and time, you need time. lots of time

static viper
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that hopefully is sharp enough

fierce tulip
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kinect, mocap, image of bones.

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truebones?

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:p

static viper
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oh shit

late olive
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Well I think I might need another one tho

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Cuz it spasms out when I’m facing the side

static viper
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you should not worry to much about mocap

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you should worry more about the game basics XD

late olive
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Oh yeah

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It doesn’t matter how pretty or artistic your game is

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It all boils down to is it fun?

fierce tulip
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"does it make pressing a button fun"

static viper
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gameplay

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gameplay is worth alot

late olive
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Oh yeah

static viper
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so invest time into good clean coding

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and good game design

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then you can figure out mocap

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XD

late olive
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Well I’m working on the AI first.

static viper
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someday after kickstarter

late olive
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Does anyone know how to make eqs not retarded in sharp corners?

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Fuggit I’ll focus on that some other time

static viper
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polish later

grim ore
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Anyone notice anything in the 4.21 release notes that was not really covered in enough depth? I already have Pixel Streaming, Niagara, Static Mesh changes (LOD Sharing/UV Mapping), and one other thing on my list to cover but I am curious if I missed anything else important (no audio/VR)

static viper
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mh

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you said no audio

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that would be the only thing

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XD

grim ore
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😦 yeah I am 0% skilled with audio or I would love to do it justice

static viper
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if there arent any big feats

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then i think it isnt so important

fierce tulip
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in the detailed notes it sometimes mentions fixes that could be considered life improvements, but iunno

static viper
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the occlusion stuff clearly would be

grim ore
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yep I covered most of the big ones and little ones before release but could not do these due to the docs being private until release day lol

oak tulip
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Rate my setup

late olive
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That’s tool dude

slender veldt
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i should take a pic of mine right now, its just breadboarded, no chassis or anything πŸ˜…

zealous harness
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So, I've built lighting twive now and it still says I need to rebuild lighting on the screen..

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twice*

naive forge
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anyone have UE running on mac

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trying to run 4.19.2 and it either doesn't open or crashes when opening a project

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i keep running the editor and keep getting different behavior

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sometimes a global shader fails to compile

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sometimes heap corruption

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sometimes the crash reporter doesn't show up

plush yew
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This computer is such a disappointment..

naive forge
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sometimes the crash reporter freezes

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sometimes it gets stuck at 35% initializing and produces 3 defunct shader compile worker processes that don't quit

plush yew
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You just have a bad computer.

naive forge
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hey, this time it Failed to compile global shader FLogoVS

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i know

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macs are garbage

plush yew
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Lemme guess, Macs are made by Apple?

naive forge
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but we need to ship mac version of our software

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and apple, in all of it's glory

frank escarp
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macs cant do 3d graphics

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not well

plush yew
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Figured. Apple isnt the best at that crap.

frank escarp
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so its the worst platform that ue4 supports

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linux runs better than mac

naive forge
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decided it was ok to not allow cross compilation

frank escarp
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far better

naive forge
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<_>

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so yeah

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now my company bought a $1000 mac mini

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that has an i3

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can't even run minecraft properly

plush yew
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Pfffff

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Yeah those are bad

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A phone could do better.

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A phone.

naive forge
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i wouldn't go that far

plush yew
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Dear gosh 4.21 seriously ups the time for compiling shaders.

naive forge
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well

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i'm going to try 4.21

plush yew
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Ive been sitting here for 10 minutes just for one dang grass foilage

naive forge
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i ran out of disk space on this mac once

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and

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it shit the bed so hard

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i tried to clear the trash bin and it said this operation cannot be done due to low disk space

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all of the UI elements stopped responding

plush yew
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Okay what kinda company are you even working for

naive forge
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tl;dr indie game dev

plush yew
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Well that makes more sense.

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happy friday 🀷

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Happy friday to you too.

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Still waiting for the shaders.-.-

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It shouldnt take that long for grass..

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Btw whats the keys for erasing foilage

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Wait nvm

naive forge
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oh hey

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this time the crash reporter crashed

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:)

plush yew
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K Im about to add my own foilage.

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This is the 3rd time I had to restart the engine because it doesnt wanna load any tree.

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Stupid OpenWorld demo crap..

wary wave
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so, I'm using the animation pack pistol aim anims, which are all well and good

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what would be the best approach to allow the anim to better follow where the player is aiming

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i.e. doing something in the anim setup to allow that aim anim to point a bit up and down?

wary wave
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cheers

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trouble with that is that I'd need poses

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I'm doing a transform modification on the spine bone at the moment and it's hilarious πŸ˜„

digital anchor
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yeah its more clavicle than spine movement

wary wave
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yeah, doing it on the clavicle now and it's a bit better

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hard to get it to line up with the camera nicely though given it's right behind the 'weapon' you're aiming with

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not strictly necessary, but would be nice for polish, hehe

vast pine
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There any information on going about in game share screenshot to Twitter?

plush yew
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πŸ€” seems like something you'd need a native plugin for

crude jasper
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Hey guys

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if im using a text render actor how do i make lines go under each other

visual hollow
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Whatever modelled made in blender/any 3d software. The light bake makes textures go all wrong. Any suggestion

plush marsh
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Hi. Can someone tell me why this is happening. Lines and Points are DebugDraw stuff. All in c++ . Why lines without points giving me 50mls , sometimes even 120 , and with points 10-15 ? I am just testing my stuff with traces , and i am getting weird results .

vivid girder
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Show your code

plush yew
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Does anyone know why doesn't my level load when I press start button it just still shows the menu

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pls help

grim ore
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Does anyone know what the "Asset Path" is supposed to be for the Editor Scripting "Load Asset" node? Not the async one but the new node for editor scripting plugin. Assume the file is in the root of the content browser it cant get it to work with just the name or any other variant =/

plush yew
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Does anyone know why doesn't my level load when I press start button it just still shows the menu

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thats the only problem why i cant create my game further

grim ore
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What is the code you are using for your start button? or do you mean the play button in the editor to play in editor?

normal lotus
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#eveyone I want to force no precomputed lighting but I keep getting an (lighting build failed) what is going on?

plush yew
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when i press start game button the menu doesnt go away

digital anchor
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its @ not # try again

normal lotus
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@everyone I want to force no precomputed lighting but I keep getting an (lighting build failed) what is going on?

digital anchor
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πŸ‘€

normal lotus
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Thank you πŸ˜ƒ

grim ore
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@plush yew do you load a new level when you hit start or what do you do?

plush yew
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i put a map on my content folder

grim ore
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if you are trying not to use light builds and it fails then what is the issue?

digital anchor
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@wary wave was having the same problem i think, did you fix? (no precomputed lighting still wanting bakes)

wary wave
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didn't fix it no

grim ore
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you are going to need a ton more code or explanation there about the level not loading or you might want to check out some of the documentation on how to handle that. We can't really guess if we don't know what is going on but if you load a new level it should remove any existing UMG.

wary wave
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play in standalone game and it's fine

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but in editor it's preview shadowing or no shadowing at all

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Β―_(ツ)_/Β―

digital anchor
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@normal lotus /\

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its a bug looks like

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4.21?

plush yew
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so i should delete the existing level ?? @grim ore

grim ore
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turn on lighting, nuke the lightmaps and tell it not to use it, then rebake it with nothing and turn back on dont use pre computed?

normal lotus
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Thanks in 18 it used to say build completed. so I was confused if it was acutly working or not

plush yew
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and then go to file > new level > default ???? @grim ore

normal lotus
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*actually

grim ore
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that is weird, no issue in 4.21 with force no precomputed lighting on a new scene. builds fine here

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LogStaticLightingSystem: Warning: WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!
LogEditorBuildUtils: Build time 0:00```
wary wave
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I'm in 4.20

plush yew
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can someone give me a code the play button system

wary wave
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I have preview shadows on everything

grim ore
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you could just disable preview shadows if they are annoying πŸ˜›

wary wave
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then I'd have no shadows xD

grim ore
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nah its an option in show, visualize

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it just removes the preview text

normal lotus
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What would be causing mine to not build, like yours did?

wary wave
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ah, you mean just the preview indicator, got it, cheers πŸ˜„

plush yew
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is there any help as to when i press play button the menu doesnt dissapeae

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disappear*

thorny delta
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What's the best channel to ask about compositing with image plate? My image plate footage looks correct in unlit mode, but washed out with lit. I'm attempting to match an object to the lighting of the footage, but can't do that in unlit mode. I only need the image plate to be unlit.

grim ore
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@plush yew your going to have to follow the basics of learning the engine probably, https://docs.unrealengine.com/en-us/ or you are going to need to paste your code in the correct channel. posting it over and over is just going to get you ignored.

plush yew
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Aww

normal lotus
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I even created a new level and I sill receive the error.

fringe pivot
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Guys how can I get a transparent background 2D image of a mesh and its material?

grim ore
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does it do it when you have it normally build out lighting? without force on

plush yew
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@grim ore

normal lotus
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it works without force

plush yew
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for the basic of start button

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or button coding

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nvm i found it

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thankd

grim ore
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you are looking for the UMG section as that is the system you are having problems with (UI) and probably the general Blueprints so you can understand how they are supposed to work. I know people might be able to help if we know what you are doing but without seeing your code we can't even guess (and I have tried)

plush yew
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thanks*

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ok

normal lotus
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@grim ore the build works perfecting with out force on.

grim ore
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yeah so it's not swarm or anything else and it's weird since it should just skip it. No god errors in the console?

normal lotus
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No other messages appear. I thought maybe it was something that I added into the project but when I created a new level and still happening I am confident that it is nothing of mine. could any project settings hault this process? or how about being connected with perforce?

grim ore
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possibly perforce, I don't use it for the stuff I tested. Project settings possibly but I don't see any

lunar flame
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Hey All unreal

New to unreal and game development was wondering if there are any good learning sites ? Currently I have just really been on the Unreal Site and on YouTube

plush yew
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thats my play button code but it doesnt work it just shows the menu

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@grim ore

normal lotus
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@plush yew why not set it to open level instead. on clicked > delay > open level

plush yew
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doesnt work

normal lotus
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needs to match the name perfectly

grim ore
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there is a specific node for opening a new level, you shouldnt really be using the console command

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@lunar flame You have the basics. There are some courses on Udemy and other sites as well but YT and the unreal docs site/academy site are a good start.

dark depot
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if its not working first check if you typed the name correct then check that the on clicked even is firing

normal lotus
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use a print sting on the on click

lunar flame
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awesome thanks @grim ore I will check out Udemy

normal lotus
plush yew
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i matched the name perfect

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still the play button doesnt work 😦

deft sparrow
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Did you put a print string in OnClicked(startgame) yet to check if it gets fired?

plush yew
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oh yeash

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It working πŸ˜„

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tthanks guys for support

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NOW FINALLY I CAN Go FURTHER WITH PROJECT

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brb

deft sparrow
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Out of curiosity what was the issue?

fringe pivot
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Guys how can I get a transparent background 2D image of a mesh and its material?
In other words, how to create an thumbnail of an object? For instance for reference it in the inventory when you pick it up.

wary wave
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honestly, you probably want to take a screen shot and edit that

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tonight's game: trying to find the magic combination of settings that trigger overlap events for a mesh that simulates physics -_-

plush yew
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I did it with a scenecapture2D component, and you select those actors as the only ones to render in it, then display it as a texture in UMG (render texture)

wary wave
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render textures are very expensive though, it's not a route I'd go down unless I had to

fringe pivot
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@plush yew you mean you do that at runtime?

plush yew
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for a simple picture-in-picture, yeah

wary wave
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I'd use a screenshot with AA disabled over an easily chroma-keyed flat colour background

plush yew
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if you want it animated, that is

fringe pivot
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I think it would be easier if could change the viewport background

wary wave
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plane with unlit single colour material is easy enough to do

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Β―_(ツ)_/Β―

wary wave
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hmm, imported fonts don't seem to work in 4.20

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nothing is visible in the game world, but looks fine in the content browser / font editor

supple pollen
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is there any documentation available for Gauntlet yet? i've been tasked with exploring the system and would love to have any idea how it works before having to dig through the source

manic pawn
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asking for documentation of a non-fancy feature in unreal

supple pollen
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i know 😦

manic pawn
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they know how it works so that's enough, right? πŸ€”

supple pollen
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tech art's super excited about messing around with niagara and some of our engine guys are poking at the network relevancy stuff and then i'm just kinda sitting over here hoping that i'll be able to divine the true purpose of Gauntlet without spending most of my scheduled time figuring out where the UI for it lives

manic pawn
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does it even have ui

supple pollen
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man i hope so

wary wave
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okay, so the font import system is complete garbage and has been for years 😦

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gonna just use textures instead -_-

earnest kernel
wary wave
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I'm guessing normals

earnest kernel
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nope

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I was thinking its my roughness or something but it isnt the case

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then looked at my levels lighting and that isnt it at all

wary wave
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just to satisfy me - try using the problem mesh as the preview mesh in the material editor?

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this will narrow down whether it is a mesh or material issue

earnest kernel
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ok

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It might be scene lighting then

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but I don't understand what it could be...test map here I come

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I think I figured it out

gleaming creek
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I wrote a tutorial on using light functions to simulate soft dynamic shadows cast by parts of the light source's own model

main pewter
#

@grim ore saw your question with asset path. I think you get the entry by right clicking the asset in the content browser and "copy reference" - then you need to clean it up:
Blueprint'/Game/SHX/bp/baseEnemy_BP.baseEnemy_BP' becomes /Game/SHX/bp/baseEnemy_BP

grim ore
#

@main pewter yeah that was what I tried and no luck. It's super annoying as the examples in the docs use variables so you can't see what they are using =/

#

even tried it with the exact copy reference, removing the class type from the start and leaving the .whatever at the end, removing that part. keeping the '' marks....

#

there is 0 documentation on how it actually works anywhere or an actual use case that I can find on google, the forums, or discord lol

main pewter
#

hm...I was pretty sure it is that "/Game/foobar" thingy....like how you also reference files in C++ for gamemode or so....
did you try that python one? there is at least some readable code πŸ˜‰

grim ore
#

yeah the python one works differently since the examples reference the game directory then they build the path onto that so you would assume what you wrote would work

#

actually I just thought of something lol, I wonder if I can even use this node in play mode like I was testing lol

#

yep sonova damnit, since it's an editor utility it won't work in play mode you have to call it in the editor lol and it works with the exact reference from copy reference or the expected /game/path/to/assetname

main pewter
#

I haven't upgraded yet, so I cant test, sorry. maybe answerhub? they should really fix the documentation on that

grim ore
#

yep it's working as expected it was just a brain fart. It would really be nice if the new editor stuff was marked as such

main pewter
#

so what put you into to get it working?

grim ore
#

StaticMesh'/Game/Examples/StaticMeshProcessing/SM_SampleDoor.SM_SampleDoor' and /Game/Examples/StaticMeshProcessing/SM_SampleDoor both worked so it was just user error

main pewter
#

great! then it's really simple to use and I'm looking forward to seeing a youtube video how to play around with this stuff πŸ˜‰

#

going to bed now, 4.20 am - jamming for nearly 20h it's ok for today πŸ˜ƒ see you

grim ore
#

πŸ˜ƒ

coarse wigeon
#

You know he is right

sand lily
weary basalt
#

So its only a fix for AMD users?

stuck spade
#

y'all ever put a ton of work into something

#

only to find out later that there is a much better way of going about it

#

and then you're like

#

"fuck, do I go back and do it right, or leave it as is"

fierce tulip
#

you should see my first sprite-panning-along-mesh node setup and the one I have now.. Oh god

stuck spade
#

my animation system is so god awful right now

#

I retargeted my animations and thought they were messed up so I manually went in and fixed bone positions

#

only to realize I completely forgot to set bones to skeleton rather than animation

obsidian ore
#

using "stat rhi" i've noticed there are more draw calls than i expected.
but when i turn everything that's visible off using the show flags (static meshes, landscape, particles, foliage, etc)... it doesn't even cut the number of draw calls in half

#

there are still more than 800, even though the screen is black because nothing is rendered

#

any idea how that's possible?

#

or should you look at mesh draw calls in "stat scenerendering"? that number does go down a lot

devout slate
#

Hellllllo !

limber lynx
#

hey how to package project quickly if i have infinity blade assets . there are few assets that i am using but there are lot more that i am not

vale jasper
#

Is there any 3D modellers in here? Or know where I can speak to some?

limber lynx
#

how can i make the build faster like ignore those assets that i am not using in the game

frail sail
gleaming creek
#

@vale jasper why are you looking for a 3D modeller? For advice, to hire them, for some other reason?

fierce tulip
#

nope afaik @frail sail

frail sail
#

sadly

#

Anyway thanks

fierce tulip
#

I do think a visual overhaul was on the roadmap

willow stump
#

Hey guys, how to make sure motion blur works only on specific objects. For example I don't want blur anywhere but only objects which are thrown by the character to have some kind of blur

weak perch
#

if anyone wants me to make them some models in Maya for free i'm here.

#

student just looking to get some practise in

tawdry raptor
#

the guy did it with a picture

weak perch
#

I could replicate something like that yes

tawdry raptor
#

ok hold on thats just an example

#

he did it with pictures

weak perch
#

but do you want to get into unity?

tawdry raptor
#

unity? I dont know how to use unity

#

I use unreal

weak perch
#

aight

#

idk how arnold lighting and unreal work

frank escarp
#

@tawdry raptor if you need to ask, just use blender

weak perch
#

i can make it look somewhat that good in an arnold renderer

#

lol

#

not sure about how it would look in unreal

#

it wouldnt be a 1:1 scale with the pictures because im not that advanced

tawdry raptor
#

make a good alien theme map

weak perch
#

so a spaceship?

tawdry raptor
#

no it wasnt space ship

weak perch
#

can you elaborate?

#

what specific models do you want?

#

an alien themed corridor?

tawdry raptor
weak perch
#

ah so like a base

tawdry raptor
#

they look pretty good but I need more rooms

weak perch
#

ok do you want me to model a whole room?

tawdry raptor
#

so as the player explores the corridors they can explore

weak perch
#

if so can you list the objects you want in it

#

or should i jsut go with it

#

and try replicate that style

tawdry raptor
#

I need it run down and destroyed

#

well not really run down just rooms that look convincing

weak perch
#

ok

weak perch
#

ok so ill make a room that looks like that but more fucked up?

#

slightly*

tawdry raptor
#

he used maya

#

its a good read alot of good articles on 80.lv

weak perch
#

ill start once i sort out my friends project, the baboons gone and messed up and made a single building 333mb lol. yeah thats a good idea cheers, I can add it to my portfolio after aswell.

frosty bloom
#

This sounds like it would fit so much better in a private convo

tawdry raptor
#

its only some particles

#

I have already checked the use local space

fierce tulip
#

cant see it on such a small screen. just gif the playview

tawdry raptor
#

well its just the particles stay on the screen after I shoot

#

I have a bunch of particles

#

but only some work when fired others stay on the screen

fierce tulip
#

if they dont have to move with the gun > no local space

tawdry raptor
#

they just need to fire once

#

or play once

#

they keey playing over and over

fierce tulip
#

required module > loop once

#

(set to "1" loop)

tawdry raptor
#

yeah i see it

#

now

#

I made the loop1, I unchecked used local space and checked use local space still for some reason some particles stay on screen

fierce tulip
#

whats their lifetime?

tawdry raptor
#

but most are no higher then 1.0

fierce tulip
#

if there is no movement, then they will stay there as long as they live.

#

so something is keeping it alive. and some of it does look like it should be local space

tawdry raptor
#

the chicken muzzel flash from the infinity blade effects work

#

like its suppose to

gloomy acorn
#

hey guys, i'm on 4.20.2 and trying to build WindowsClient using Unreal Frontend.
I'm getting this error:

ParallelExecutor.ExecuteActions:   C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726\INCLUDE\pplinterface.h(150): error C4577: 'noexcept' used with no exception handling mode specified; termination on exception is not guaranteed. Specify /EHsc
ParallelExecutor.ExecuteActions:   C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726\INCLUDE\pplinterface.h(181): error C4577: 'noexcept' used with no exception handling mode specified; termination on exception is not guaranteed. Specify /EHsc
ParallelExecutor.ExecuteActions:   C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726\INCLUDE\ppltaskscheduler.h(54): error C4577: 'noexcept' used with no exception handling mode specified; termination on exception is not guaranteed. Specify /EHsc```

i've tried adding these:
`PublicDefinitions.Add("BOOST_SYSTEM_NOEXCEPT");`
and
`bForceEnableExceptions = true;`
but still getting the same error

any idea how to fix it?
vale jasper
#

@Nameless Voice#2734 I’d like to ask them something and maybe hire them

#

@gleaming creek

gleaming creek
#

Alternatively, if you are just looking for general modellers (not necessarily ones skilled in UE4), you could try /r/gamedev and its associated Discord

#

There's also #graphics here, but that tends to be more about engine-side graphics than models themselves

obsidian ore
#

does anyone know what the "RedrawViewports" entry in the GameThread section of the profiler means? it seems to be the cause of all my problems

#

it's the Self entry within RedrawViewports that's extremely high for some reason

light oasis
#

My project is completely broken. It crashed every single time on launch and after manually going through each asset and removing the bad eggs, it launches but now crashes whenever I select anything in the editor

#

It crashes when I try to validate assets too

If I create a new project and transfer the assets across, the issue persists so it's something to do with them

thin hemlock
#

quick question before I update my project to 4.21.0 how stable is the version?

plush yew
#

Anyone know what approaches I could make in order to free the camera from the player so I can move around the map, and then reattach when I want to?

I was thinking of spawning a pawn similar to default pawn, and with it's own controller since I might want to add mouse controls.

abstract laurel
#

separate playert character from player pawn

#

player character is driven by very simple AI that gboes where tyou tell it

#

and player pawn is invisible root component of floor with camera placed on it

#

when you want attach to player just make event and tell camera pawn to snap to player charcater

plush yew
#

I think that makes sense. I will try it, thanks

cerulean coral
#

good evening

copper wing
#

Hi

#

I wanted to know if your projects are saved to your account or computer? Like for example if I build another computer and install unreal engine 4 and sign in, would I still get the projects or just assets bought from the marketplace? Also is it possible to copy the unreal project folder to a USB or email and download it from there?

#

Also I'm not sure who or where to ask if something or someone can help me find or know how to add multiple phases to bosses like the one in dark souls and bloodborne

#

And if they are effected by elements like they are weak to fire or lightning etc

static viper
#

the answer should be revolving around what you already coded so far

#

and how far your game is already

copper wing
#

Sorry for asking too many questions

#

Well I'm doing a recreation rpg tutorial from virtus

static viper
#

judging from what you told i can tell that: if you already have a working base game you will find it easy todo bosses

#

and waves

copper wing
#

I haven't made my game yet but learning rpg game on how to make it

static viper
#

yee its likely that there are tutorials about bosses on youtube

#

but it stays true as is

#

if you would know how todo the base game this question wouldnt come up in this way

#

actually it sounds rather minor from my standpoint, i already did the basics and more

#

meaning you should focus on the base game for now and add bosses later

#

bc from that you will have it much easier

copper wing
#

Oh ok thanks

#

Cause I was thinking b on focusing on a 1 level prototype :)

#

Small level just to see how it goes

static viper
#

yes

#

focus on the very base

#

darksouls from my memories had

#

inventory

#

3rd movement

#

skills

#

and basic enemies

#

if you dont got that down... well dont start with bosses

inner yacht
#

anyone know if get all widgets of class gets index in order from created first?

wary wave
#

I wouldn't count on it

inner yacht
#

Thx for the tip knew get all actors wasnt

opal ocean
#

From my game instance, I do an OpenLevel command to load up my game map, then run the function that loads the characters and such from the save game.

#

but the character isnt finding the start point (a custom BP with offsets), so its throwing an error

#

how to tell when the level has finished opening to spawn the characters?

#

Ok, in the custom BP start point, I call the game instance to load the game. Works.

ember flower
#

Is there documentation for in game transactions for paypal/Visa payments? I can't find any info on it and don't want to use Gamesparks/Playfab.

wary wave
#

you're not going to find documentation for that because it's not a feature

#

you need to implement such a thing yourself or use an existing solution

ember flower
#

Do you know any other existing solutions that exist?

#

I'm thinking hook this SDK up

#

it has a Restful API

regal mulch
#

@low dagger Can't recall us being related to the Unreal Tournament Discord Server.
Furthermore please watch your language.

gleaming creek
#

And your grammar πŸ˜‰

wary wave
#

heh, he's gone

#

presumably booted

paper kernel
#

Β―_(ツ)_/Β―

languid spire
#

Can Niagara take cues directly from audio sources or do you have to use a separate trigger or rig/time it up manually?

radiant fable
#

learning physics materials alex

unreal spoke
#

Trying to "create pose" from an animation and I get the T-pose. Am I missing something?

wary wave
#

probably - try asking in animation if nobody answers in here

neat geyser
#

how big of a performance hit would having dozens of collision components on an object have?

wary wave
#

depends on the components, but if they're basic primitives, probably not too much

fringe pivot
#

pretty much everything is greyed out in the collisions tab

vivid girder
#

Is there no way to open a unreal project in a previous version and have all the assets?

manic pawn
#

no

#

assets are not backwards compatible

vivid girder
#

Is there any workaround you know of?

#

I see the uassets are serialized with the latest version, but can they be individually reverted?

manic pawn
#

revert in source control to before you upgraded the engine?

#

they change random things about the serialization in 100s of places every major version, there isn't much you can do

vivid girder
#

One member on my team can't get 4.21 but they only need to touch HUD stuff

manic pawn
#

what

#

all team members should always be working with exactly the same version

vivid girder
#

like...I agree

#

But they can't, so i'm trying to find a way to get them the HUD files. Thought maybe copying the uasset over would work, but i see why not now

#

Guess we could always just copy/paste directly out of the opened files

manic pawn
#

why can't they install the correct version

vivid girder
#

They're working in a lab and unreal is installed through the LAN

#

requires admin priv

manic pawn
#

could always ask about it I guess

vivid girder
#

Don't know any other workarounds tho?

manic pawn
#

no, never even tried to do that before

fringe pivot
#

Can post process volumes modify physics or it's just for visuals?

south ridge
#

For visuals, what kinda physics modification would you want?

#

You can mimic the behavior pretty easily

fringe pivot
#

some underwater effect

#

more gravity less speed I guess

grim juniper
#

I've gone back to a blueprint I was working on a few months ago, and I've managed to surprise myself what I could do with it. I forgot what all I'd added to it LUL

fringe pivot
#

should I stack the post process volume with a physics one?

sharp wasp
#

Hello, I'm looking for someone to tutor me in unreal, I've watched many beginner's guide but I seem to work better once on one.

gusty flame
static viper
#

@gusty flame

gusty flame
#

?

static viper
#

😏

#

you cannot hide

gusty flame
#

I know

static viper
#

MAHAHAHHAHAHA

gusty flame
#

k

languid spire
#

You're not invisible, Aidan. Put your pants back on.

gusty flame
#

Wh-

#

What

#

I never said I was invisible?

#

Also I never had my pants off

languid spire
#

like, never ever? that's interesting

gusty flame
#

As In I didn't have em off

languid spire
#

I was just referring to a common "invisible person" trope. I didn't mean for it to seem personal.

#

and sarcasm is reflexive for me

regal mulch
#

@fringe pivot That would be one way, just placing them both together I guess.

#

But I'm pretty sure there are some Under Water tutorials that give you a nicer solution.

#

@static viper @gusty flame @languid spire Please keep offtopic to #lounge and don't spam away other users questions in #ue4-general

gusty flame
#

Oh?

vale jasper
#

@gleaming creek where do I go for r/gamedev?

gusty flame
regal mulch
#

Is that file maybe ReadOnly?

gusty flame
#

how would I know if it is?

plush yew
#

permission issue / file is locked by OS

regal mulch
#

Go to the Target Folder and rightclick the file

#

The Properties and then check if it's read only

#

Other idea is that the file requires admin rights to be modified, but not sure if you can launch ue4 as admin, like other applications

gusty flame
#

Nope not read only

#

Ran it as administrator and it still doesn't work

#

@regal mulch

regal mulch
#

That looks fine, yeah

#

When does that happen (the error)?

gusty flame
#

When I try to create a project

#

like a project of any kind

#

@regal mulch

regal mulch
#

Can you try a different folder?

#

Not in User/.../Documents

gusty flame
#

I am not in documents

#

I am in the one in the programs

#

I even redownloaded epic games and UE4 a couple of times It still didn't work

gusty flame
#

(ignore the name)

regal mulch
#

I would never use paths with Whitespaces in the Name

#

And again, why in your Users /Documents folder?

#

I don't know how your PC is setup, but it can totally be that something stops UE4 from writing there

gusty flame
#

It also does the same for program files

#

It used to work completely fine

gleaming creek
#

@vale jasper it's a subreddit, look for it on reddit

wary wave
#

I'm having a real problem with sequencer if anyone knows a solution

#

I've got 50 odd meshes that are manually keyframed with transforms

#

but when the sequence finishes playing, it keeps resetting, but I want them to keep their state changes

#

the problem is I can't find a way to stop it resetting

#

each track is already set to 'keep state' when finished

#

my project default is to 'keep state'

#

I've tried setting the play range after starting the sequence to prevent it triggering 'end', which sort of works

#

but it still resets about a minute or two after it ends

steep crystal
#

@wary wave that seems real weird with the reset after some time. On more thing to doublecheck is the setting in LeveSequenceActor if you're using that, that one overrides the track settings iirc

wary wave
#

cheers - yeah, I've set that as well

#

I've fudged it for now by having it go into a looping play range on finish, but it's a bit hacky, haha

steep crystal
#

a hacky solution beats no solution πŸ˜„

wary wave
#

I can't argue with that πŸ˜„

gusty flame
#

Little help?

static viper
#

how are you doing this

#

XD

gusty flame
#

It wont let me save

#

I need help

static viper
#

is ue4 open double?

gusty flame
#

No

static viper
#

connection to source control

gusty flame
#

and it does some stupid permissions thing

long comet
#

hi guys , what tool do you use por vertex snap and make ISM fast?

bronze cedar
#

hi guys, need help with paper2D, i can't find any good full tutorial of platformer game, like mario type

#

please help me, i did got some of the tutorial , but i am looking forward for kinda complete one

latent moth
static viper
#

its just black

#

XD

#

its just black

latent moth
#

it's very black indeed, made it so you could spot the lines

static viper
#

if you need to make it that black so people can see the error...

#

then you are doing it wrong

#

XD

latent moth
#

well that's in game footage with lamps off

static viper
#

no

#

its not

latent moth
#

anyway, there are SPACES

static viper
#

you said you made it darker

#

i have no idea what i see there

latent moth
#

do you see blueish lines in the middle of the dark?

static viper
#

yes

#

thats the only thing i can actually see

latent moth
#

ok, that's THROUGH the landscape. That is my question.

#

you're seeing the sky underneath

static viper
#

show me that in a lit scenario

latent moth
static viper
#

displacement cracks

latent moth
#

of the material?

static viper
#

but the image is tiny

#

so i cant see it correctly

#

more light

wary wave
#

displacement cracks seems a likely candidate

latent moth
#

yes indeed

#

how do you generally solve that?

static viper
#

theres a button in the material

latent moth
#

black plane underneath all landscape?

#

πŸ˜„

static viper
#

to sew tess together

#

scroll down in attributes

latent moth
#

what am i looking for? you mean the landscape attributes?

#

or the landscape material

wary wave
#

material

static viper
#

the attribute node inside the material

#

its under the tess settings

#

scroll down or search tab

latent moth
#

crack free?

wary wave
#

yes

latent moth
#

oh ok awesome thanks

wary wave
#

damn shader compiler absolutely thrashing my CPU, lol

#

has been for several minutes

lunar flame
dim merlin
#

Hi, any one knows it's possible to dynamic use resolution scale on far distance views?

cloud cobalt
#

Anyone can confirm the relationship between plugins and mods ? Mods should always be plugins, right ?

#

Trying to understand why IPluginManager doesn't find a mod

plush yew
#

Why does UE4 always lag with dynamic shadows and movable lighting because I have created a map and getting lots of lag from it?

tawdry raptor
#

does anybody know where I put ini files in for the unreal engine?

plush yew
#

I believe in the system folder @tawdry raptor

#

If there is one.

tawdry raptor
#

so your saying in the systems settings there is an INI import?"

plush yew
#

I have never needed to import into UE4 yet.

#

I know you could in the older Unreal Games though.

static viper
#

i can explain this exactly

#

you can export charts from the settings

#

and then later you can import them

#

this is usefull when you forgot updated the projects and it didnt went well

#

you can also ship settings to other persons

#

you will not need this often

#

but when such an error happens... you can fix it now

#

and by the way

#

these settings are also just imported on project open

#

you can happily open them in offline from config folder.

tawdry raptor
#

let me try on a test project ot see its some balistic effects i bought for the gun shots

#

so I go to import then find the ini files and import?

#

thats it?

#

how do I know if it imported the settings correct? or will it over ride my other settings?

static viper
#

it will override

#

thats the idea

#

you would rarely need this button

tawdry raptor
#

sp the left is my config folder in my project the one on the right is the one from the marketplace, can I just copy and paste them over into the congif folder?

static viper
#

backup first

#

but yes

#

you can without thought override

#

as long as the names fit it will just override

hushed delta
#

hi guys, i'm trying to package a project for html5 for the first time (the third person template) but i'm only getting a black screen on chrome and firefox. The packaging shows no errors... don't know what to do...

#

found a workaround, setting anti-aliasing to temporalAA

steep crystal
#

@hushed delta yeah MSAA is not supported in the html5 build afaik, you will have to work with temporal

hushed delta
#

by default the anti-aliasing was "none" (and does not work)

#

or none means MSAA?

steep crystal
#

hmm, that's peculiar, what was the setting for "Mobile MSAA"?

hushed delta
#

the "mobile MSAA" dropdown has "No MSAA" selected

worthy spindle
#

How to Animate Face in Sequencer using radial widget

I want to animate character face in sequencer using radial widget like in this video

https://youtu.be/5wWGaJL_Q_8?t=2060

Concept:

My character has morph targets for emotions=4 and lips=4

Create radial 2 widgets one for emotions another for lips

Add my character to sequencer and add skeletal animation

Animate emotions and lips using created widgets

Export my cinematic video

This thread has useful project BUT I can't record morph targets in sequencer https://forums.unrealengine.com/unreal-engine/announcements-and-releases/asset-sharing/118293-getting-started-with-character-morph-targets-example-project?145339=

This the project https://s3.amazonaws.com/public-morph-face/RealisticCharMorphs.zip

Announce Post: https://forums.unrealengine.com/showthread.php?144358 Ed Burgess joins us to talk about how to get started with morph targets using a characte...

β–Ά Play video
thorn cradle
#

Has anyone managed to get compilation errors in Linux ?

#

you can't find errors in your code because compilation just fials silently

#

without any log

radiant fable
#

i dont suppose there's a way to have 1 master material, instead of dividing them up into masked/translucency volumes of various types and so on? just would be nice to have those switches in the node graphs

unreal spoke
#

CameraShake, in 4.21, doesn't seem to work properly. There is no falloff when getting closer to the outter radius and the effect continues outside no matter how far. Is this a known bug?

late olive
#

Hey how ass-tastically hard is it to get your game on console?

#

More specifically a physical version?

boreal night
#

Hi guya, I have a question about multiple NavMesh, can I use it like the following? I have an AI character who roaming in 1 area / NavMesh then on cue go to random point in the second area / NavMesh. If not, can I do that with other way?

#

I forgot to mention that it supposed to then roaming in the second NavMesh

south ridge
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@late olive with or without a publisher

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It's wildly different for different consoles

south edge
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(already compiled and closed the functions)

late olive
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Well either way I guess. How do you get a publisher to even publish your game? @south ridge

weary basalt
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If they are overridden functions you wont be able to modify their names in a Child Class.

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If they are Interface functions you wont be able to rename them either

south ridge
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@late olive you talk to them and come to an agreement and they handle the rest of stuff regarding getting you the devkits and doing agreements with the other companies!

south edge
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Oh okay, theyre interface functions, didnt know that

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thanks @weary basalt

grim rock
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where is the unreal engine crash logs located at

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every time i load up the engine it just crashes and idk why

boreal night
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Hi, how to make EQS filter high ground?

brave frost
latent compass
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hey guys I need a bit of help

boreal night
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I can not figure our how to use EQS to make AI choose a waypoint in higher Z value location 😦

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anyone can help?

icy bone
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been a while but u may need to make custom comparator

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or chain eqs

carmine wind
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hey guys right now im workign with construction in my game but i wana make so if theres 2 people one the one in edit mode can see it not the both of them

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im multicasting so both of them can do it but idk what to do so only one of them sees it

thorn kayak
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Hi guys, new here!
I just did a clean installation of vray for unreal (30 days trial) in my engine, but when i click the vray button or open vray settings or bake in unreal the button does nothing

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have any idea why?

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i enabled the plugin, but the output log shows this
VRayLog: Error: V-Ray not loaded!

south ridge
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Could you upload a full output log for us?

graceful sky
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Afaik you dont need mutlicast for both of them to do it. Multicast would be when everyone should get updated on the information. In this case, when a player actually build it. Pre that it can be client only .. correct me if im wrong

strong fossil
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hey guys i was wondering can UE4 be used to make game launchers or do i have to use visual basic for that

cloud cobalt
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@strong fossil The Epic Launcher is UE4-based

strong fossil
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im not on about epic games launcher i mean can i use ue4 to make my own game launcher

cloud cobalt
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Well, Epic used UE4 to make their own game launcher

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So clearly it's possible

strong fossil
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they used UE4 to make games they didnt say they used it to make a game launcher

cloud cobalt
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They did

strong fossil
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where does it say that

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so tell me how do i supposed to make a game launcher if the UE4 editor needs to launch a level but a game launcher cant have a level because its a application not a game

cloud cobalt
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A level can be entirely empty

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To be clear, I'm not saying use UE4 for your launcher, I'm saying it's possible and what Epic did

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I'd advise agaisnt doing your own launcher for what it's worth

strong fossil
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ye im just asking if UE4 can also be used to make launchers because i don't fancy using visual basic to do all that

cloud cobalt
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I've used Qt to make my own launcher before moving on to Steam & Itch (which are much better alternatives)

strong fossil
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i want to make a launcher so i get the idea of how online works as in like steam to show friends and invites i need to learn that for my game

cloud cobalt
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Here's the thing. Getting friends & invites etc to work on something else than Steam is a massive effort

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And you'll need to learn the Steam version first to be able to copy it

strong fossil
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u use a steam plugin

cloud cobalt
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Uh ?

strong fossil
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to make your game get your steam friends in UE4 u most probably need to use a plugin or how else are you going to connect to steam

cloud cobalt
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Nope, Steam support is built-in

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You can use the Advanced Sessions plugin to get easy Blueprint access

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But with C++ it's not really useful

strong fossil
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ye thats what i mean im watching a tutorial on how to make a UI show steam friends list and it also says advanced sessions on it

cloud cobalt
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That's the easiest way, yes, but that plugin only exposes C++ code to Blueprint, the Steam support is part of the engine by default

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So your launcher isn't going to make it easier, only much harder

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You don't need a launcher for friends or invites, your game can handle that

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If you plan to be on Steam at some point, work on the Steam support in game, forget about a launcher

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The only relevant thing about a launcher is updating your game before you get the $100 to be on Steam yourself, and itch.io does that for free

strong fossil
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ye i just wanted to make a launcher for fun to see how far i would get i am working on the steam UI friends list in my game now

cloud cobalt
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If you want to do a launcher that supports stuff like friends invites etc, and then starts your own game, then yeah, why not, but it's really not easy at all

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You'll end up maintaining and updating two different products instead of one

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The launcher I did myself was only handling updates of the game, so that it would never need updating itself

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Still would recommend using itch.io for free game updates, then move on to Steam

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No one wants to start a game from Steam, get a launcher, and start the game from there πŸ˜ƒ

plush yew
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You know… I really wanna create a sword fighting game, but I don’t want its features to be a clone of the legend of zelda, although I’d like to use elements such as link’s parry, backslice, and maybe a few others.

cloud cobalt
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Played Hollow Knight ?

south ridge
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@cloud cobalt bethesda does want that

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Their games pop up a launcher πŸ˜„

cloud cobalt
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Publishers want it because they have their own network infrastructure which they can use outside Steam

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Beth, Blizz, Epic, etc

south ridge
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In Bethesda's case it's a leftover from 2000's

cloud cobalt
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Pretty sure players hate it, though πŸ˜ƒ

south ridge
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When launchers were a common way to avoid UI complexity in the game itself

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Yeah, though some game had pretty nice launchers

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Power manager for GTA2 was nice. It was a launcher on steroids, letting you modify a ton of stuff about the game and configure a ton of options

cloud cobalt
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For an indie, the simple work of handling updates to two different interlinked executables is just not a great idea if you can avoid it

full sluice
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how did u guys get started with unreal? did you just binge tutorials or did u jump right in

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attempting the latter, but im getting nowhere

plush yew
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idk really

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i suppose i learned blueprints

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gave myself like little homework tasks

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and it just went off from there

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i suppose im my eyes its all about applying yourself

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and not neglecting yourself

graceful sky
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Tutorials all the way

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Lots and lots : )

fierce tulip
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by dragging the red bsp builder brush and substracting it, many many years ago

cloud cobalt
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I started with UT3 modding

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Then UDK, then UE4

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Tutorials, and reading the code - be it UT3 UnrealScript, examples, or the engine source

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And time, of course

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You don't become proficient in game dev in a month

static viper
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But you get an idea of how hard it is :9

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I mean

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Like. How many stuff is inside a game and how complicated it is

cloud cobalt
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You can get the idea from watching a credits roll to any game πŸ˜ƒ

graceful sky
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I think it's hard to grasp when learning this stuf by myself. When learning, the curve is very steep, and sure i had a shitton of progress. But in terms of what it takes to make an actual sellable game, i got no clue.

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I think one must experience a few rough patches of trying to release something untill one gets it πŸ˜›

full sluice
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didnt expect that much of a response, thanks

graceful sky
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Or ofc, get the experience from someone else ..

strong fossil
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@cloud cobalt any ideas why when i launch my project my cousin steam says i am playing spacewars XD

cloud cobalt
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Spacewar is the developer ID for Steam

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Steam integration default to that

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Until you're on board with Steam and get a real game ID

full sluice
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currently in the process of building a small game for an interview for a game programming diploma, basically i need to show that im passionate enough to make games before i can enter

static viper
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480

strong fossil
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oh ok thanks lol my cousin said try changing it to gta 6 lol to confuse my friends XD

full sluice
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so i dont need to be super proficient but i need to show that i have the discipline and passion for learning game dev

paper kernel
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oh man, I remember reading this huge 20 page tutorial on PC game magazine on how to use UT map editor

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it was amazing

full sluice
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ive already been at it for a year in other languages, but unreal is another thing entirely

paper kernel
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I even made copies of it in library

cloud cobalt
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@strong fossil Basically you can play as "Spawewar" for as long as you want, to develop your game and get matchmaking, friends, etc working fine. Then when you pay the $100 Steam fee, you'll get granted your own appID, so that it will show your own game

strong fossil
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oh thats a rip off XD

cloud cobalt
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Cool

strong fossil
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for some reason when i set the background of the friends list to any colour other then white or see through it glitches and it starts doing this effect

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when you scroll

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it only likes white

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oh i see lmfao its trying to do its nick name behind it

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oh unless its showing the names below the list and putting them behind the top

regal mulch
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It looks more like you have two lists spawned

frosty copper
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^

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there's two scrollbars

grim rock
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Could i get some help with the panner node ?

steel narwhal
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important question, where can i learn basics of unrealengine, like youtibe video, docoument?

cloud cobalt
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Start with the UE docs, and example projects

spare sun
steel narwhal
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thanks

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ls-0019-is-0001 google is useless

languid flax
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Somebody else problems logging into the Epic Launcher?

signal compass
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Nope, seems fine to me.

kind mulch
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Hey, I've a question. If you want to work with UE4. Would it be handy to learn both C++ and blueprints, or just one of them? Are there for example things you can't do with C++ which you can do with blueprints?

grim ore
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and while it would be handy is is not required, don't let learning C++ stop you from jumping in an making something without it.

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and yes there are things not exposed from C++ -> Blueprints yet so some edge case items are C++ only unless you get someone to expose them for you if needed.

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oh and the opposite answer applies as well as there are some things designed to be done in blueprints such as animation and UI and are a right pain in the rear in C++

kind mulch
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Alright, thanks for the help! πŸ˜ƒ

latent moth
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All, this should be simple: how can an AR project have the axis aligned so that +x faces north given compass data?

grim ore
latent moth
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thank you @grim ore that's the one I found too, I was wandering if by any change in 2018 this would have been exposed yet or not.

grim ore
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welp arkit does have the compass info and it's in the engine so at the worst you can use C++ to get at it I would assume. I haven't seen anything in Blueprints just motion related stuff and positional not compass tho

vale silo
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I'd love to see a tutorial about how to make something like Train Wreck from Gears of War 1 (endless looping level) in UE4

clever niche
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Sorry about the length of the following post. Just want to ensure that I explain my question clearly. If I’m thinking about it all wrong let me know.

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so for the RTS. I have a pawn that the user has direct control over. All it holds is the camera. In addition i need to store the amount of the two different currency's as well as the current supply that each player has. In addition, each tower and unit need to have attributes specific to their class (things like, health, movement speed...)

So I guess I have 2 questions.

  1. Should i have a different attribute set that stores different stats

The problem i see with this is the fact that units would need their own attributes. Units would need a summon time that could be gotten by structures, builder units would need to be able to find costs in addition to attributes like health that are shared between all the structures

  1. How do i make sure that cost is deducted from the right place

I created a google sheet to help visualize what needs access to what. https://docs.google.com/spreadsheets/d/1-VEZvI5DD3PH2TCwqwa-4vHz0zRl5mMAvkjjso06lPI/edit?usp=sharing

grim ore
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@vale silo do you mean with the backgrounds being endless looping? If so it's the same concept as with an endless runner you can just shift the items past you into the front and just keep moving the background past you endlessly

vale silo
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yep @grim ore

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is there endless runner example with AI for UE4 ?

grim ore
vale silo
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I am guessing as long as player and AI are confined to stationary platform (train, boat, plane, etc.) the rest is just about figuring out how to spawn landscape pieces and landmarks in a way that it's smooth, not too repetitive and not too obvious on the horizon.

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(which still boggles my mind)

grim ore
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well you can only see so far and there is nothing stopping you from obstructing the player view such as in a train you can only see thru windows

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having a few set pieces far enough out in front, say 3 tiles or so should be fine to eliminate much especially if it's just set dressing and the player shouldn't be watching it

vale silo
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aye, but if you get on top of the train, you can see quite far away

grim ore
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you would think but not if you have mountains and turns and trees and other things in the way

vale silo
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πŸ€”

elfin jacinth
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OMG Facebook is down

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I am out of a job

static viper
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orrrr

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you suddenly got holydyas

mighty kettle
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does anyone know what framework the launcher is made with?

signal compass
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Probably C++?

mighty kettle
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like GUI framework. I am wondering if they did it with slate or something else

brave lark
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is there way to clean references to no longer existing landscape proxies or world comp levels that don't exist

worn granite
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@mighty kettle slate

mighty kettle
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thanks

worn granite
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if you've got the github version of the engine, check out slate viewer

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its a program in the ue4.sln and might be a starting point

inner yacht
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Anyone know why my local multiplayer player 1 keeps walking on its own when i create player 2 and how to fix? I'm using gamepads. It Happens when Im walking and add a player when the controllers switch up

inner yacht
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Never mind it was the skip assigning controller option

tawdry raptor
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how do I add a subsection the the variables im trying to copy the projectile settings from one As you see it says Structs on one side and I need to add it to my projectile

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I can only add varibles I cant add like a subsection

plush yew
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hey idk where to write this but im new to unreal, and im working on a third person combat game. Im having some trouble getting the animations to work, ive watched videos but they're old and i saw that maximo changed, so now i need to download character and animations separately. When i import them and setup my blueprints, it doesnt work. Any help would be awesome! Dm me.

grim ore
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that would be a category @tawdry raptor and you can add your own custom category and you can use the | separator to make sub categories

static viper
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and

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you can add categories

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to categories

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πŸ‘€

hushed delta
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Hi guys, I'm about to start coding a combat system for my game (Darksiders style). Do you have any advice, some good practices or examples?

regal mulch
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Such a Combat System heavily relies on the Animations

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For Combos for example

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Usually you have some time at the end of each slash in which you allow the player to slash again

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Do you should make sure that oyu have proper animations ready for this

plush yew
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@regal mulch im making one too, so will it work if i download a character and then 2 animations i like and add abilities to those animations.

long comet
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what is the best ue4 version?

fierce tulip
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generally latest, but really depends. I'd go with latest if you are just starting out

long comet
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im in 4.14 , upgrading cause i have intention to launch game on consoles

grim ore
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get the console stuff handled first then figure out what version they recommend perhaps? each version of UE4 does update the SDK's but your console contact might have a recommended version for less headaches

long comet
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i just reading tha ue4 starts to support nintendo switch on 4.16 and xbox one on 4.17

grim ore
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well Xbox was definitely before 4.16 but that's a good start for Switch support if you need it. also certain features are per release such as DX12 on Xbox at 4.16 and Niagara for Switch at 4.21

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so maybe see what features you use and then see if they are supported but a bunch of this is private and locked behind the NDA so once yo get that taken care of you can get more info on which version supports your needs.

long comet
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thanks , you are awesome

spare steeple
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i have a project id like to have a level editor for (a real ue4 editor, not an ingame editor) and im not sure of the best way to go about doing it

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ideal scenario is the editor project produces a pak that can be loaded by the main game

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i created a plugin that both projects run that has dummy classes for all the map objects and the game spawns the proper item when the map loads

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but im not sure how i can load a pak from another project

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if thats even possible

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most of the info on mod support suggests created a launch profile for the main game and a launch profile for the mod, but doesnt explain how to distrubute mod tools without giving users the entire project

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although im not even interested in total mod support, just custom maps

solid pebble
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I don't know If I should ask here.
To make a 3D videogame, how many roles should I consider?

gleaming creek
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Do you mean, how many people do you need?

grim ore
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You need 1 role per job unless you have people multi tasking then you need less!

solid pebble
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more like, how the work should be divided

grim ore
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but then again if you are expecting to get done in a timely manner you might need multiple people per role which then makes the maths harder 😦

gleaming creek
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My method is to try to do everything myself, but then to look at the huge pile of things I have to do, get overwhelmed, and then do nothing

grim ore
rustic panther
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it really depends on a lot more than "3D Videogame"

spare steeple
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if youre a programmer willing to use purchased assets, you can make the entire game as a solo project if youre motivated enough to see the project be finished

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important part being motivated

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one motivated developer is better than 5 who dont care

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in the context of an indie project where nobody is working on it for their regular salary

solid pebble
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and you need one person to do the assets?

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I mean, if you can't buy them

spare steeple
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well im a solo developer and i just got all my assets from the marketplace or other sources

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you can get far that way if you know how to choose properly but it also depends on your game

gleaming creek
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You can also make the assets yourself if you are multi-talented

grim ore
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you need more than "the assets". Are the assets a fully rigged 3d humanoid with textures and animations? tha's more than 1 person just for that

spare steeple
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asset creation takes a long time also

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if you have one person making all 3d assets and one programmer, the programmer is going to be waiting around a lot

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think about what your game needs though

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what needs to be coded and what kind of assets does it need

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only you can come to that conclusion but the answer to your original question is that it can be one person or 100+ people

rustic panther
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this all depends what your art is going to look like

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realistic is time consuming, but stylized is more time consuming and low poly minimal texture can be even faster

fringe pivot
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Can someone help me debugging the day/night tutorial? https://wiki.unrealengine.com/Tutorial:_Time_of_Day
I kinda get some light/darkness cycles but sun doesn't move and I also get this error
"Blueprint Runtime Error: "Accessed None trying to read property Directional light actor". Blueprint: BP_Sky_Sphere Function: Update Sun Direction Graph: UpdateSunDirection Node: Set Vector Parameter Value"

dark depot
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@fringe pivot just a is valid check to the Lights refence in your blueprint

fringe pivot
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@dark depot sorry I don't understand

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My internet crashed BTW, sorry for the delayed response

dark depot
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there is a node called IS valid plug in your variable for the light before whatever your using it for inside Update sun direction

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Accessed none means its trying to call it before there is a valid reference to the object

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which can happen when its still loading or you have a variable set wrong

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@fringe pivot

fringe pivot
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@dark depot like this?