#ue4-general
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hello guys, im new and noob, is this room ok for asking noobs Q&As?
every room is ok for that, some just better suited than others.
tnx... Noob Question, how to I free Rotate on this?
i dont want to use x,y,z axis, i just want to free rotate
yes plss
deselect these
then u can freely move it
how ever u want
just the 3
not the first one
well thats the move tool
next is rotate tool
and other is teh tool that can resize
hope im right
I think he wants more of a single widget rotates on all axis and less on the snapping
o
oh and mathew i need help also lmfao
can someone explain why when i play my game my car just floats straight in to the air then comes flying down and starts breaking?
i dont have any grav settingso n the car
nothin else floats https://cdn.discordapp.com/attachments/337290865326292992/515744143675359256/unknown.png
the car just lift from the ground and it then flys up then down
on to ground
oh fuck! now I know why i cant freely rotate it, i forgot to click "Transformtoolmode"
SO NOOBISSSHHH to the max
If it flies up then comes back down there is a good chance it's got physics enabled and is being spawned in the same place as something else so is being forced out
ok
i dont think i can find the physics thing on it
only this
that was the default it came with
I have no idea how the car is designed but i would assume it has something affecting the physics on it. a collider or mesh
try spawning the car in the middle of the air next to nothing and see what happens
kk
is there a way to make the object unchoosable? like its just Visible but unchoosable
sounds like something on your car colides with something else in the car for example
hmm
wanna know where ig ot the car from
if u stuck 2 things into collision they tend to push against each other and that forces them to fly who ever played Gmod knows that to well 😂
🤷 ^^
maybe its just a setting that u overlooked ^^
pl
hi folks, how do I detach the camera from the pawn again when Playing in Editor?
F8
F8 doesn't seem to work unfortunately
like, the game/camera just continues as normal. Is there something else I should do to take over control of the camera while leaving my pawn?
Note: I'm using 4.21 in case it's different/broken in that
not working in 4.20 for me either
anyone any other ideas?
weirdly enough, now F8 suddenly started working :/
Strange, but thanks @weary basalt
does anyone knows how to create a camera system like fnaf in Unreal insteaf
instead*
anyone
not that hard 🤷 just switch the active camera actor in a array for example?
you know fnaf?
yeah i got that but the player actor cant move and so its just a camera itself too
how can you import 3d models of Animatronics
and how do you make the animatronic move to each romo
room*
i want to make a Fnaf Fan game
as far is a saw it they never moved on camera rather switched positions and ony started to "run" on the nearest one or not?
oh k
its very simple if u ask me but u should start with something more simple if dont even know how to get the models into ue4
^^
but you know how to make them switch position
so im gonna create my 3D model of my animatronic
ive done my main menu so thats al gud
only the map and models and the animatronic switching position
is my difficulty
yeah,,,
;_l
the positions swiched based on entering+leaving and switching cameras by a randome chance i could imagine + the time just passing by incase u dont enter or do anything at all
but there is way more u need like a "jumpscare" animation for each and all that
do you know how to add your intro like "vFuzion Productions" ................. TheSpyers then the game menu shows up
like a vidoe
video
my room is dark so i make spelling mistake
ima on my light
k back
This is a rather simple tutorial on how to display opening credits or movies for your game inside Unreal Engine 4. Have any questions or suggestions, leave t...
took 2 seconds to look up
Omg
thanks
😄
Im going to credit you 😄
As a Special Thanks
Like
Special Thanks to : Net
its rare to finds lots of unreal tutorial...
😦
i mostly see unity tutorial
k
ima watch the vid
thanks m8
np...
how should I export an fbx/static mesh from maya to unreal so that I right position and pivot position ?
so that I get*
A quick run down on the process of exporting meshes from Maya to Unreal Ed with collisions for those of you who are having problems like I did when I was try...
Whenever I open a file in UE4.21 it crashes. Any thing could be done?
@languid shard I reported the bug yesterday and it turns out that when I open my unreal file in a text editor 'Enterprise = true' is not there.
Working with arrays in BP is pretty suicidal overall ><
you are assuming theres a method to sort arrays in c++?
Just create it yourself :p
or make a counter that counts up to X and make every integer activate the next Camera and make it be countable backwards to Starting point 🤷
exactly my words
based on what i heared he isnt that expierienced and i wanted to push him in the right direction with as much info ^^
@static viper of course there is
you just pass a lambda function to the sort function
ffs I don't want to implement quicksort with BPs D:
everybody needs to start somewhere 😃
@honest vale TArrays have sort not sure if its exposed to BP
yes, seems like it's not
i love how everyone says something different
@honest vale weird cus its so very common, maybe u need to call from kismet static library or something
i only use C++ so i dunno about BP for this, i just expose whatever i need
is ur project purely BP?
otherwise u could solve this particular case in C++ :p
I want to make something for marketplace and not get bogged down in C++ plugin approval process
@languid shard haven't tried yet dont want to mess things up. I am waiting for their reply if they say so ill go for it.
Should be alright, that won't mess anything
okay Ill try it
hi everyone
@languid shard damn it worked 
@wicked tiger I don't see a report button on answerhub but you'll do, some bot spamming in comments https://answers.unrealengine.com/questions/436104/cast-to-other-umg-blueprint.html
that awnserhub topic, lmao 😄
Hey, how may I warn others about a potential scam from #looking-for-talent ?
do not make this public.
its best to ask a mod directly about it
regardless
you will need strong evidence
Yeah I got plenty of that
Thanks
Was wondering what the best way of procedure would be
Hello everyone, got a newbie question (apologies if there is different channel for it)
Is there any way in unreal to create an instance/blueprint out of scene assembled meshes/sounds/lights ? (example being a ship model with multiple parts, assigned materials and set sounds)
...so i can use it on any map as "instance" and simply drag & drop this assembled model
Well, UE4 doesn't have Prefabs
If that's what you ask for
There is a prefab plugin, but not 100% sure how much functionality that allows
You can always make a level and stream/load that in
But a set of spawnable actors is something that you'd have to implement yourself
@tardy fossil
i guess it is "prefabs" i was looking for... thanks... i know that u can copy-paste selection from "scene" between levels but thats not very elegant
(at least for me its very distracting when instead of single "prefab" i have huge hierarchy maze with each actor having 100+ lights/meshes/sounds under it)
hello guys I want to ask you how to sell anything to marketplace for example I made one wood and I want to sell it which are the steps to post it in the marketplace?
one wood?
wood as in a whole forest? a wooden block?
google "ue4 marketplace submission guidelines"
if you would read, you would see that second 2 has info about file structures, quality, etc
@fathom gust see :p sometimes the best fixes are the simplest
Hi everyone. Where would I post if I am looking for some one to help with art work if it is not applicable to the job channels?
somebody good with materials?
Maybe an art channel would be a good thing to add so that our artists can network with the community.
The power of voronoi, noise, vector curves, and color ramps combine to create a procedural rocky ground material #b3d #cycles https://t.co/OSKbdcZ35p
441
1952
How does this look? https://drive.google.com/file/d/1fJRdf9PR0N5p8is2GwKgSefGZFuzMOJj/view
not bad but normal
you asking for feedback?
If I accidentally import an SK to the wrong SKEL, is there a way to fix the SKEL? Or just prevent this in the future?
It added all these bones(?) that i'm not sure how to remove
#work-in-progress
imo clothes & weapon need a better texture & hand seems quite far and stiff
also blue is quite saturated, compared to everything else. Makes the eyes stick to the hand instead of watching the surroundings
Looks like CS:GO
guys this may sound weird
but what if i did procedural generation with a neural network
like the positions of the objects are represented with 1 pixel and the lightness is the range from like -1000 to 1000
and there are 3, one for xyz
and then i use a image generator i coded to generate these images of 3 pixel pairs to find positions of the objects
a neural network has to be trained though
yes
i made it already
i just need to test the theory
ill basically code something to get each object
and use like excel to convert the numbers to color
if it can figure it out
that would be so cool
@plush yew its csgo
i used hammuer, crowbar, etc.
@spare sun i will solve that
Yo
Anyone know how to make my game multiplayer i trying to make mmo
Is steam multiplayer good
Unreal Engine 4 + MMO = NOT SIMPLE
Is it just me or is GetRotation() totally broken in anim bp's
In 4.21.0
All of these return 0
But in the blueprint the same ones return the correct value
And the velocity in the anim bp is working perfectly, so i know it's getting the actor reference correctly
Is there a plugin to take notes in UE4 ?
Wow, this is so dumb
Well it's always useful to being able to take notes
1 works but 2 doesn't
So Get.....Rotation() functions seem totally broken in ABPs
yet Velocity from the pawn reads perfectly fine
@plush yew There is a plugin for that but I don't think it's been maintained since 2017
FixIt
does anyone know a good sky/day-night-cycle system? I have checked the marketplace and it doesn't seem to anything that worth buying
im sorry but game assets are so overpriced
some shit thats 50-60 dollars in reality should only be like 3-5 dollars
and im not talking about stuff like art assets
ikr
like shaders and shit
that take 5 minutes to make
indie devs need to be more communal
like music producers
we all need to help eachother more
instead of making some cool assets and putting a fucking 90 DOLLAR price tag on it like its some groundbreaking shit
in reality its just some blueprint that took 10 minutes to make
well most indie game devs are broke lol
so are music producers
@fringe pivot i know one
im from the music production industry
or crowd
whatever you want to call it
very communal
sharing sounds and presets
we should have an asset sharing / game resource sharing channel
ive got tonnes of ambient music and stuff that im willing to give out for free
well nobody pays 90$ for something they can make in 10 minutes themselves
you get what hes saying though
People ask for stuff that takes A. 5 seconds to look up or B. Want to buy something that is so simple that if they are not able to do that wich is like super basic they eiter will never get the game done or will have a frankenstein of a marketplace game
@vivid girder I meant simple 2D notes as a notepad
Those are called comments and they're everywhere
In scripts, but I wished a notepad that can be set in a tab
Like the text editor in Blender
Just do it with 3d text or something
This would be an extremely niche feature
I've never once needed to write paragraphs of text outside of a level or code to be viewed while working in the editor
And if i did I'd just use wordpad
Yeah, I mean it could have been a nice basic native plugin
Just so you can organise your ideas in the software itself
yea honestly when saving up ideas I simply open up notepad in project folder and tab out. Or comment them in the code
but I see how it could be a thing
Just comment that shit
Oh, yes, why not using Blueprint comments ?
Good idea
Or best, create UI Blueprints
Don't know why I haven't thought of this earlier
I'm trying to follow some tutorial, the guy at the video has a "global postprocess" component which I don't
Do I need a plugin or something or maybe it was renamed to something else?
I guess it's post process volume now
you can set the postprocess material directly to your camera
so you don't have to rely on volume coverage
🤔 hmmm
Physics constraint motor target doesn't seem to operate as intended
my default target is set to 0(origin)
if I modify it to -20 with keypress, it slowly drops to that location
but as soon as I set it back to 0 it bounces to it real fast
as if it was still trying to reach the 0 position
it is a soft constraint so damping should be a factor when moving both ways
seems to work the other way too
Hi. I work with one other person on my project remotely. I am coder and he does all designing. I store my code on github and he can update the project whenever he needs. Sometimes he asks me to build some c++ component for him etc. And then he has to update the code and recompile it on his machine. My question is.. is it necessary to share the code all the time ? It'd be waaaay more comfortable if I could just send him the .dll file and that's it. But UE always requires the code on his machine too. Is there a way to work with dll only ?
Hello guys I have a problem with the Mobile Runner Game
When I follow his steps he can geneate the infinity ile but I can't why?
The bluperints are same
link to the video: https://www.youtube.com/watch?v=dzqpLosAID4&list=PLL0cLF8gjBpoTwM62rvhgmsk_Xp1_G1Vn&index=4
Here we take a look at how we can use blueprint code to spawn the floor tiles into the game. We do this by triggering a spawn tile function when the player o...
hi
Hmm... just updated to version 4.21 and my grass foliage isn't showing. I tried recompiling the landscape material to no effect, the scalability etc. is as it should be, I am showing Grass. Anyone got any suggestions?
yo can anyone help me setup steam multiplayer
Guys, is it possible to remove material, but replace all references with Material Instance? I do not see my instance in replace asset list
can somoene point me to a tutorial of how to harvest something but instead of instant its like runescape gather?
for instance trees mining fishing so on but u stand there and every so often u get an item
i have a full inventory system ready for this also
so I just signed into epic launcher and it only has ue4 up to 4.16 all of a sudden... has anybody else seen this?
hmm... signing back in fixed it. nevermind
weird
@lavish marlin Look up a tutorial on stamina bars. Its pretty much the same concept, ur doing an action that requires u to deplete a bar, and at the end of the bar, something happens
i never thought of that thanks!
np
i have made an inventory system pickup items erm also a tree into actor thats how far i got but there are not many tutorials on what im doing
cant find how to get an item from depleting a tree XD
there are different ways to do that. You can either set up an event, for when a tree is broken, or a boolean and condition to see if the tree is broken
but first u need to give a "health bar" to the tree
Can the GPU time ever be lower than the Game time?
Also, is the GPU visualizer wrong?
If I remember correctly, Game is the game thread, aka game logic/CPU
So if that’s higher than the GPU time... there may be a problem.
Just wondering because i've never seen it higher
Is anything in the GPU thread capped by the Game thread?
Draw calls
Isn't that in the Draw thread?
Probably. You’re the one with the stable internet connection, not me! Go check ;-;
cries in Canadian hotel WiFi
Oooooof
Flying back tomorrow, thank god. Can’t take another day of this.
Could have just said Cries in Canadian
I watched through the Unreal Academy series on it and that really helped, I just assume people here have used the profiler in more depth than I have
And the GPU visualizer is always wrong on the first frame you use it. Spam the console command 2-3 times.
And look, rendering is complicated. Some things are only GPU, some are both. It depends on the effect and how it was coded.
No matter how many times I spam it I get <10ms of total GPU time in the profiler
Like the indirect baked lighting. Used to be CPU. Now it’s GPU. Things change.
And always >16ms in stat unit
Before volumetric lightmaps it was a CPU calculation.
Eh. Editor lies. Don’t listen to it. Run the actual client stand-alone when profiling
Editor overhead is not insignificant
There’s also an extensive video on YouTube epic made on performance profiling using the shooter game as an example
It covers the profilers
Both of them
The one with Zack, right?
Again, asking the guy here that can’t google it.
YouTube kills the WiFi
I just remember it exists, watched it a while ago
Oh, thought you just remembered the video
Watched it probably over a year ago now, cant remember who it was
Can't forget that dude's hair
anyone know how to snap an object to the grid? snapping is so frustrating in ue4 lmao
It does that by default
turn grid snap on
ye top right
or wait for my new grid support plugin to come out 😉
oh right, but when I scale the object it seems to break
what unit would I have to scale it by to keep it snapped then?
Because the grid does not scale.
actually
It does not break
The pivot does not change
100 centimeters is 100 centimeters regardless of scale. The grid does not break. Your pivot does not change.
Hi everyone I'm using varest plugin database system is running but there is an object that I want to transfer the database object can do
Please Help Me ?
One thing that I've seen during my tries with Unreal Engine and other engines, is that people just don't want to teach, they just sell a use-ready module
For example, a rhythm-based game in Unreal, people just show demos and point to assets in marketplace, which are ready to use blueprints
It does depend on how in depth people have created them. Most often people who spend too much time on it see it as a way to make some money for all the time they spent on an issue
For a rhythm game, what skills do you need in Unreal? That's what I want to focus, learning the needed skill for a certain type of game I want to make. I have models ready for the notes, models that I did myself.
I don't want to just get ready to use blueprints
Do you know how to code C++ or use blueprints?
I'm not flaming Unreal itself
I know C++ up to pointers, and a little of blueprints. But I spend a lot of time during my childhood learning GML
Yeah I understand, I can see where you are coming from. I've felt that way with a lot of things
Learned GML because I didn't have a good computer to use 3D engines at that time
I'd definitely suggest you look into blueprints in depth more. Small steps into what you want to do
I also have a long background in LMMS and FL Studio, did about 10 songs already
Along with audio and video editing
I started UE4 around a year ago, and I'm still learning which is the best to create blueprints and performance with them
(╯°□°)╯︵ ┻━┻
One of my songs became the main theme of the game I'm working on at my gaming school
why can't my head primitive in PHAT have collisions without it spazzing out
every constraint has identical settings, why is the head spazzing over collision
I would suggest looking into reading files, so you can custom files to run along a song
like guitar hero does
If there was a way to read MIDI and use soundfonts instead of data files and track-based audio for keysounds
Discuss and get help with the new Audio Engine, sound design, third-party tools/middleware, and share what you're working on!
The developers of Unreal Engine have side projects they always release
so definitely check out the forums.
MIDI Device support is also a builtin plugin for UE4, so just go to Edit > Plugins
and look for MIDI
Hey guys, I'm new on this discord and I have really big issues issues with Unreal Engine ( Import landscape I create in World creator 2 ), someone here can help me ?
Yeah go ahead and ask here or level design
In few words, when I export my WC terrain in unreal, my export doesn't match with my wc2 terrain, the topology is different, more flat, like a scale problem
Is just that ^^
Look :
But I think I know where is the problem : the scale
How does the image that you import look? Are the peaks white?
You want to make sure the wm export is using the full range of 16 bit png shade
On the last image ?
No ?
If not, it's not using the full range of values it can
Is uniform
So, id look into wm export scale
( I put here the reply to this question on the WC2 discord :
in UE4 max landscape height is 512 meters
so you have to do some math to get correct multiplier
and if you change horizontal size / resolution you have to incorporate that "info" in your calculations " )
And I export in raw, no PNG
Ah I've never used raw,only png
You work with World Creator ?
Once yeah. I mostly used gis software for terrain exports tho
okay okay
ok
found a bug here on 4.21, importing a skeletal meshes and assigning to it an existing skeleton results in the mesh imported backwards (-y instead of +x)
@hushed delta Have you reported it on the AH?
Theres nothing that can be done about it here.
can someone test it? i want to discard a bug in my install
just take any skeletal mesh fbx and import it on an existing skeleton
Can you reproduce it in a blank project?
Easier for you to do that then ask for someone else to.
If you do reproduce it in a blank project, post on the AH with the reproduction steps and Epic will look into it themselves.
I run on the oldest UE4 👀
i need help
i want to make on an actor blueprint "on_begin_overlap" a function from another blueprint (tps_blueprint) get disabled
Hi Im using skeletal meshes made in Blender and they have this Root Bone called after the mesh in Unreal, is there any way to get rid of them? Is it an Unreal or Blender thing?
I think it's the Armature in Blender, maybe I should give it a common name
found it, it was a 4.20 bug, fixed on 4.21 (the inverted mesh on import)
@plush yew you can use a modified fbx export to get rid of the extra bone
@hushed delta You mean an external FBX export? Not in Blender?
in blender, another exporter like a plugin
i always use the auto-rig addon, but i think that the UE tools can do a good export
an its free
if it's a model created by yourself, instead of using a root bone on the armature
change the armature name to "root"
and animate the armature for root motion
Yeah I think I'll just give the armature a common name
Thank you btw, I'll also look for some export plugins
Any idea what causes these certain lower arm bones to be shifted/ going in the other direction like this? This problem did not appear before
And it's just at animations
All transforms are applied, rolls on 0
i have so many things to report about exporting from 3ds max about a lot of bugs and i have the explanation for it , i just got out of a tow month bugs and crashing course , so i'd like to have someone talk with me so that i can detail all the exporting bugs and detail the situations i went through
@daring nimbus brief answer for you here - i handle network errors with event networkerror blueprint code, beyond that you might consider to ask this question in #multiplayer while deleting it here if you like. if you develop in dedicated servers remember to compile from source as well.
@plush yew Noted. Thanks for the response--taking a look.
been struggling with this one--If I want a to have a Pawn that moves in one direction at a constant rate, I figured I'd could add a FloatingPawnMovement component to the Pawn and set the velocity to a constant value. That doesn't seem to work though. Instead, to get the Pawn to move, I have to do an "Add Input Vector" on the Pawn's Event Tick. Does that seem weird? Should I be able to set the velocity on the FloatingPawnMovement component and expect the Pawn to move along at a constant rate?
Just updated to 4.21 from 4.19. I had fully functional landscape grass, but now it's not showing in viewport. Engine scalability is set to epic, grass is toggled in the Show meny, I've re-connected wires in the landscape material and I've edited and reset the grass density. Is this a thing with 4.21?
It's showing when simulating, but not in viewport, although it's toggled to Show. Uh...
Okay, toggling Realtime fixed it. That wasn't an issue in 4.19 though.
@heavy prairie floating pawn is literally a floating pawn, like a ghost or a UFO. You would want something like projectile movement which makes it move forward in a constant direction/rate
thanks @grim ore ... I'll give that a shot.
Are there any good ue4 courses or certification like programmes out there that could thoroughly prepare me for creating online mmorpg games? I see a lot out there but I trust this group much more than promises from udemy course descriptions.
You will die of old age before you make an MMO on your own.
Give up and do something more reasonable on a much smaller scale. Like 1/100,000th the scale.
Not expecting to make a full fledged mmorpg like wow. Something much more basic.
Thanks for the pep talk though. The question was related to courses out there though.
Doesn’t matter. The very idea of even getting a player count that massive is a pipe dream for most indies.
And the knowledge of how to do it takes years to learn, it’s not something a course can teach you.
MMOs take millions of dollars to make, and it’s not the catering budget. They take the most skilled programmers and networking engineers around to do it.
Cool, so any direction on that then? Or are you just going to keep telling me to give up?
To answer the question there is no course out there that can thoroughly prepare you to make an online MMORPG.
I’m going to keep telling you to give up, and to get a computer science degree instead.
It’ll be more worth your time.
If you want a head start you can buy the UE4 or the Unity MMORPG kits and start modding from there.
Unreal’s MMO kits can’t make MMOs, they don’t fix the networking problems.
Thank you MathewW
Get a computer science degree, learn proper networking, and then join a company that makes MMOs. It’s the only chance you realistically have.
Anything else is false hope.
The project scope is too massive for individuals to ever attain.
Vaguely.
hows it going
Sucks. I’m in Canada, just wrapped on production. Heading back to the US tomorrow.
Despite the negativity look into project gorgon and it's development if you want to see a smaller scale mmorpg from a small team.
Free me from the hell that is hotel WiFi.
Eh, I am used to negativity like that. Internet is full of the kind.
The worst person to dare suggest you get a good education and proper team instead of throw away years of your life.
ZN means well hes' just very direct
Thanks for pointing me towards something MathewW, instead of just telling me to give up lol
Well, we’ll see how it goes in a few months. Making games is funny, the more you learn, the more you find out how much you need to learn. And a MMO is a bottomless pit of “Oh god I need to learn so much”
ZN, out of curiosity, you buy anything on the MP?
want to know if there's anything last minute i should get
im frantically looking for something i need before the fall sale goes out
Rarely. There’s a good spline generator thing that I use for ivy that saves me a ton of time. But usually, if I find the need to get something on the marketplace, I instead learn how to make it myself.
ack, expensive
A lot of the time it’s pretty attainable to learn things if you keep to small steps, and it puts you in a better position instead of the trap of “Well I spent all this money on the marketplace and don’t understand how it works, now I need to spend more money to finish the project since my personal skill can’t keep up”
Think the spline generator is like $40 last I looked, pretty good for what it is. The ivy alone is worth it for me as an environment artist, ivy is a massive pain to do manually.
i looked at UT editor like you said ZN
on and off
i tried to incorporate some of the methodology in their design, but it was a lot to take in . so small steps.
Yeah. Small steps is the best way to do any of this. Too big and it becomes a monumental task.
getting into decals and stuff now
there's a good mp asset for decals pretty cheap as well
Most of what you need to learn about decals you can get from the content examples
Beyond that, textures.com is really all you need. Either that or a camera
Like if you want to have a scorch mark, just toss some charcoal dust on some white paper and take a photo.
Bro has a comp sci degree. I went immunology and infectious disease. This is more of a serious hobby i want to pick up. Even so, comp sci hasnt prepared him for mmorpg development. We are playing around right now... looking to get more serious. We would never claim to be capable of creating an MMO as a two man team, but you have to start somewhere. We are looking at maybe an android game like one of the .io and then eventually attempting something like a very basic poor mans clash royale. Either way. Looking for a solid foundation to build our knowledge from instead of wasting time on garbage courses.
Having said all that, any solid UE4 courses or other resources out there for someone looking to grow?
https://www.unrealengine.com/en-US/video-tutorials , https://docs.unrealengine.com/en-US/GettingStarted , https://www.youtube.com/user/UnrealDevelopmentKit/playlists?sort=dd&shelf_id=17&view=50 @autumn turtle
There’s some super basic stuff on udemy, but a lot of game dev programming is just learning on the job and building yourself up with small/manageable projects.
there is also the academy page as well
and udemy
whatever you do don't give up that's for sure 😃 game dev is really fun
one of the best ways to be creative
The best way to learn how to make games is to make games. Shove your MMO idea off to the side for a while and make smaller projects, the smallest you can think of, and steadily build up to it.
Any of that have some sort of testing to keep my understanding of course topics in check?
And yes, the smallest you can think of. Even that is still probably going to be too big at first, as you’ll quickly learn.
@autumn turtle check out SFML if you want to get into CPP dev ( https://www.sfml-dev.org/ ) when you say testing some of the udemy tuts have tests like the ben tristem one. the youtube ones are more follow along, and docs are docs
Question. What is more efficient, linetrace or overlap?
I remember hearing once that overlap was, but line trace is better if you’re not doing it every frame and only once in a while.
Ive been running through some video tutorials on youtube, but a lot of that doesnt really stick since they just basically hand you what you need rather than forcing me to think about solutions.
Yay, I’m completely getting ignored now.
Alright, I tried. Nothing I can do beyond that.
haha zn
herp you can also check out the marketplace if you want there's some good sales on there
does anyone know what this is, never had this before
MIght have a corrupt uproject file, open it in notepad and check
"FileVersion": 3,
"EngineAssociation": "4.20",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "SurvivorX",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "UWorks",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/382ff2e7db2f483c82bf7246530d100a"
},
{
"Name": "Substance",
"Enabled": true,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/2f6439c2f9584f49809d9b13b16c2ba4"
},
{
"Name": "ApexDestruction",
"Enabled": true
}
],
"TargetPlatforms": [
"WindowsNoEditor"
]
}```
This is the uproject
And running the uproject gives you that error?
Not ignoring. So you are saying just try something like create a basic fps instant respawn game or some other basic idea. Get to the point where i am comfortable creating similar projects, then add to it little by little. Right?
im trying to run a server from the exe
i can open the project an package, just not run the server.exe
And yes, a basic FPS will teach you orders of magnitude more than any single tutorial. You need to learn how to make a full game, with AI and everything. And you need to learn how to do good level design for it to be any fun.
And if you introduce multiplayer, everything is suddenly 3X harder
Let alone “massive” multiplayer
True...
Most UE4 devs struggle for years to break more than 100 players per server
Just because of how Unreal’s server works
It’s not built for it
whats the most a unreal game can do player wise?
Epic in 4.21 just had to introduce brand new networking tools just to get Fortnite to comfortably reach 100 players, let alone more
So what would be a reasonably attainable number for players per server in ue4?
100 is the “realistic” cap. It’s not a hard cap, as in not hard coded, but no hardware that exists can do more than 100 players per server right now with how Unreal’s server works.
To do more, you need to build Unreal’s netcode from scratch
The amount of players depends on the type of game
Or use something like improbable that’s already done that for you (but is also extremely expensive)
Unreal’s native server cannot exceed more than 100 players comfortably. There’s a reason why everything from Conan Exiles to Squad and Fortnite can’t break 100.
Cool, gives me more to think about while I start learning from the basics.
It’s simply not a thing the netcode can do. That’s why I said the best way to make an MMO is a computer science/networking degree. Because in order to actually make an MMO in Unreal is to have that knowledge to make new netcode.
Maybe one day that would be something for me to look at. I just want to start learning and developing, even if it is something small. I can still make something fun even if it isnt an mmo.
And that’s a much safer attitude to have. With those 3 sentences, you’re much more likely to succeed at making something.
Thanks for the info. I do appreciate it.
by 100 players you mean 100 being processed at the same time without chunking?
Chunking is a brand new thing in 4.21 and I know nothing about it, on account of being in production hell the last 4 weeks. But even with chunking, while I imagine it’ll lessen the load a little, it probably won’t revolutionize the server loads and bring the engine to MMO standards, that’s just not realistic, fundamentally, with how Unreal replicates data.
I need to read the docs on it once I get home
In your opinions, would 4.21 be viable to switch to?
I'm currently using 4.20, and I've had a lot of problems with it
But yeah the replication graph system, afaik, is only affecting the data sent to the clients. It doesn’t actually lessen the load on the server itself at all @spare sun . So it wouldn’t help with the player count problem, since that’s server CPU based. It might help with clientside latency though.
Like for Squad, the barrier was player movement physics. That’s why player count dropped to 80 when vehicles were introduced, they had to lower the cap to allow vehicles to even exist on the server.
So it’s a mix of things that all builds up to make it not very viable.
Playermovement is brutal on the cpu
And the SPECTER/Meltdown bugs made the problem even worse. Cutting 20% CPU speed might not matter for most end users, but for Fortnite I remember they had to do networking optimization specifically to combat the fact that those patches crippled server performance for them.
4.21 is pretty good, noticing some improvements with some code plugins i have
and less latency in some featuresets.
some niagara stuff i had broke but it was in beta anyway
4.20 was the most buggy release since 4.13. Epic shoved a ton of WIP features in all at once so stuff broke
4.21 is from what I’ve seen much more stable
I think once I look into the new stuff / features Ill update
As 4.20 just seems to be so messed up
@grim ore hey u still around? sorry to ping you but just wanted to say hey. havent talked to you in a while. hope all is good with the kiddies 😃 be well
If you don’t need new stuff, I still recommend 4.19. It’s really solid and all the fun stuff 4.21 promises (namely virtual texturing) is still WIP. 4.22 will be fun though, that’s when we get RTX and possibly the new light paper
Lightmapper
Stupid autocorrect. Why does it even do that when I’m using a keyboard for my iPad
I mean RTX isnt really an interest at all
Anyone that says that as a dev is either not an artist or misinformed
RTX for lightmapping is a godsend.
It’ll be around 100x faster than CPU
the nvidia ceo was having a field day on the rtx release event. it made me interested actually haha
The demos of Unreal’s new lightmapper using RTX I’ve seen were actually real-time.
Instant lightmap baking, or close to it, as you make changes in the level
i currently have a 9 series gtx. my next update might be the low end RTX card.
if i dont end up just saving for a new car. we'll see
Anything DX12 capable can use DXR
im just looking at gaming benchmarks mostly with the rtx series
And there is a version of Lightmass 2.0 that uses DXR
Nobody here cares about benchmarks when discussing this. It’s irrelevant.
🤷
I don’t need 60 lightmap bakes per second. I need 1.
1 FPS is literally all you need for it to work.
Light baking via DXR/RTX is not comparable to realtime raytracing on reflections
“Hey I can cut down your light baking time from 2+ hours to 10 seconds or less” Who would say no to that?
when you put it like that then i understand
Luoshang’s GPU lightmass is already 10x faster than CPU lightmass, and it sits at about 300 megarays per second. 10 gigarays on RTX cards is over 20x faster than even that.
It’s not unrealistic to say that we might be seeing 200x faster baking because of it.
And I for one, am very excited about that prospect.
Yeah it sounds awesome, however personally I'd rather not spend that much money for faster times baking, I don't do game dev full time, im learning as I go through my game an i mostly game casually an semi-professionally, so RTX in a gaming stand point wouldn't be worth it to me personally as I can wait for the baking times and id rather not loose 40-60% performance with RTX on
You are aware that baking lightmaps via RTX would have no frame rate impact, right?
Just like how baking lightmaps on your CPU doesn’t make it run slower
And ANY DX12 capable card can use DXR
Not just RTX stuff. RTX is just faster at it.
Again im just comparing benchmarks with the 2080 ti, seems to be a huge dip in performance when its on
All the dynamic lighting bois get left out
lol
Yes. Because it’s running at RUNTIME
Are you baking your lightmaps at runtime?
No. Nobody does. That would be stupid.
That's the joke
There’s also a huge dip in performance if I set my CPU on fire with a blowtorch, but you don’t see me doing that when playing games.
And that metric would be about as relevant as RTX benchmarks are on this.
my point is gaming wise rtx just isnt worth it to me
I wonder how long the CPU would even function under a blowtorch...
i9-9900k, 2080 TI with RTX on is like half the performance of RTX off (bench)
Eh. Give it a few years. I remember when SSAO was like a 20-40 FPS hit too.
Now it’s so simple that even mobile can do it
Everything’s heavy at first when it’s new
yeh
obviously theres alot of improvements needed, im just not interested in paying 1500 for a gpu my 1080 ti can stay with me for now
And the RTX benchmarks we’ve seen have had no notable performance difference between low/medium/high settings on the other settings in the game. Meaning, it’s an RT Core bottleneck alone.
More RT Cores will fix it, given time. 10 gigarays is not enough.
You need to remember, RTX is on an entirely different part of the GPU than CUDA. It’s not impacting rasterization performance.
The slowdowns we’re seeing are solely an RT Core bottleneck
fair
Raytracing is not being done on the CUDA cores that render the rest of the game
I hope they dont make the 2060 RTX
already in production 100%
Why?
Would be useless for gaming
So make lower sample count options for cards like that. Stuff like raytraced AO can work fine with low sample counts
We already have raytraced shadows in Unreal in form of distance field shadows, move that to RTX and it’ll get even faster.
Reflections are expensive.
Reflections are maybe the most expensive thing, next to GI, that you can raytrace, because you need 1 sample per pixel
AO you can have 1 sample per meter
If the 2080ti doesn't have enough horsepower for raytracing, then the 2060 has no chance
Why do I even bother typing stuff
At that lower end gpu market you would just be making the card more expensive for no reason
There is a good reason. Standardize it ASAP so more devs can use it.
Can't standardize it if AMD doesn't have an equivalent
Worked wonders for CUDA.
Bull, AMD does have an equivalent. Radeon Rays. It just sucks.
And DXR IS A STANDARD PART OF DX12 ALL DX12 HARDWARE CAN USE
RTX is just a library for DXR, DXR is the core of it all
DX12, as standard, has raytracing functionality.
How do you make LOD's fade in ? Not pop in which makes it look ugly.
On Static Meshes
Dithered LOD Transition?
Hey guys, Im getting this lightmass crash error and the solution I got from forums is to clear the lightmass and swarm cache but I dont know how to do it can anyone please tell ?
Solved/
I got a tip, forget that idea and make something you can complete in 1 life time
You could make the open world, driving and walk/running in GTA style quite quickly if you didn't care much about the artwork. The logistics of it are fairly simple in UE with the way streaming levels work
just the basics on level streaming, persistent worlds really. Its not too complicated. It's kind of done via a boolean and knowing what you want to show
ye
world composition tutorials would be the place to look terminology wise
Did you make any other projects/games prior to this one?
why does unity have to have more gta tuts lmfao and then unreal is like empty
only tuts i found
was weapon wheels and stuff
i never really made other projects
but me and my friend and stuf fare making this
Good luck
we have like a team of 3 or 4
maybe the mobile indie market that saturated with gta style clones were all using unity and they shared the info 😄
lmfao
polly
well i want a mix of gta and assasins creed
in mine
something unique
not just some plane old clone
where i have climbing free running and stuff
i know it might take 5 years but im willing to do my best
just allways dreamed of it
I dont think its impossible to do, but there is a lot of work and planning needed. The individual parts of the whole are already delivered with UE4 in the form of tutorials, marketplace items and the tools to make anything you dont have.
I wouldn't put my faith in it now. It's a bit old. There may be significant changes and optimisation has come a long way since then.
the core of world composition hasn't changed though. so it will be similar in parts
Fortnite tutorials would be cool if you can find them. Im sure there is a GDC video on Fortnite's artwork and world building
i cant stand the building in fortnite. Im just no good at it. I can barely aim, nevermind build a fort whilst shooting
if you like
okay
How come my GPU only gets utilized to around 25% in PIE (thus resulting in a terrible frame rate) but it gets 100% when I launch as a standalone game?
Hey guys, I want to create these light scattering/shafts at a distance in my huge scene without it being really expensive. I have exponential height fog with volumetric fog turned on. Can you suggest something ?
Create a “godray” texture and put it on a plane. Cheap as chips haha.
why the launcher never remembers me even though the checkbox is ticked.....
@weary basalt yea doing that only, but I was not sure if it will expensive than actual lights or not. Thanks
Has anyone seen any animation packs anywhere that have wrestling, or martial arts that actually involve throws? I'm looking for a specific animation and hoping to find it in an existing set somewhere.
Sorry I also asked in the Animation channel, but any idea what causes these lower arm bones being shifted like this?
It's just at animations
animations are basically just locations for bones. So what's happening is that something isn't translating properly. Did you make the animation specifically for that mesh?
or did you retarget from another mesh?
Yeah the lower arms and the "second" hand parts are like this. They seem to still be parented but the rotation is just off which is weird because f.e. at the lower arms the hands are in the correct place
Hey I am a noob at Blueprints and I want my god ray to rotate -90 to +90 to -90 continuously whenever I play preview.
like this
Use a timeline?
Timeline or use Tick
I used tick even that was not working. This is not a level blueprint
can you link me up with some tutorials timeline or blueprint anything
Make a timeline, set Duration of Timeline to i.e. 5 seconds. add a Float track, add 3 points in it. 1 at 0.00 with -90 value, add another point at 2.5 seconds with 90 value. Add another on 5 seconds with -90 value. Enable Looped, connect the Event BeginPlay node to the Play From Start of the Timeline node
So the timeline holds just some values and doesn't care what actor its being used for or what type of transformation ?
Has there been any updates on mod tools for ue4? I found this so far http://www.tomlooman.com/add-mod-support-to-your-unreal-engine-4-game/
This is the setup, I cant find the Enable looped option.
doubleclick on the timeline, then it should open the graph tab, which has that looped option thingy
@fierce tulip Got it, can you confirm if the setup is correct
Oh shit didnt even realised there are dedicated channels for stuff. Sorry disturbing if I'm in the wrong channel
np, this one is for generic questions and discussion so its fine
🐶
Question. Im trying to build a handful of buildings using modular walls etc. Currently i am placing every wall in the level blueprint as static meshes. Would it be wiser to create actor blueprints that contain the built houses, so a handful of static meshes inside said actor bp, or would that impact performance to mush?
Kind if like making prefabs in unity
we have a prefab plugin on the mp
but besides that you will have no real chance
blueprints withput a tick could work
but no real prefabs
My other idea was to simply group the objects on the map so i can copy and paste entire groups but its not as clean
Is that for purchase/ download?
And do you have a link? :P
last i checked it was purchase
Whats it called? Ill look it up
it might be just prefab on the marketplace search
Yep
I think i got it
Thanks big time
I think i got it
Grr damn mobile discord...
What is the point of all that “lets meet” in game industry?
whats the context?
IDK everyone tried to arrange some meetings. mostly in indie industry
?
i mean meeting people in irl is fucking great
the way discussion work irl is so much more detailed
it feels great to actually meet devs
if you havent been on a meeting yet this is hard to explain
So it is pointless? just a socializing stuff?
this chat is like 10% of that XD
its not pointless...
social stuff is extremly important
so get going to meetings and socialize XD
ey that message didnt roll
you dont want to be an asshole in the industry
there
you are here tho...
meaning you are either wrong here
or doing gamedev...
when you do gamedev you are taking part in the industry
you may be a minor
but still part of it
So industry is not in industrial scale heh
industry is not an actual word here
we could also say
gamedev society
as in soul society
yeah that would make more sense
or pet amazed people
we are a group of people and you must socialize here :3
and meetings are great to learn more about that
learning to be nice!
its tough for me mostly. bc i am an owl
heh
Not sure bout the gamedev I mostly feel like I am a pathfinding dev ))
And I fail hard in it
describe
Ehh... unreal pathfinding + avoidance is nearly non existent
So I’m working on this much more than on a game
and thats sad
Thats where I get so far
https://drive.google.com/open?id=1di0JeKFOdcZF9EMlkj-eJXs3txrOrpqd
Unreal doesn't provide a complete pathfinding solution because individual games have different needs
it only has a very basic pathfinder as a result, but the nav mesh system is a decent enough starting point
good excuse
Looking at the IBL Thread you notice how shitty unreal handles dynamic lighting.
hi All, anyone ever encountered this when building before: The following levels will not have the lighting rebuilt because of your selected lighting build options
building lighting
I have not seen that particular message before, but it seems self-explanatory?
I am not here to trash ue4 but the navigation pathfinding + agent avoidance is just bad
Fortnite?
Uses something else
Not exposed in UE4
Paragon used even more complicated stuff
Fortnite is why the dynamic navmesh / recast stuff made it's way into UE4
why does Fortnite need navmesh?
navmesh edge walking is fairly doable in UE4
IIRC Rama has a wiki page covering it
also there's a source example here:
http://www.gamasutra.com/blogs/DavidNadaski/20180312/315414/RealTime_Dynamic_Cover_System_for_Unreal_Engine_4.php
Thats not an edge provider
And ok edge provider actually doable
but it doesn't get desired results
base RVo impl in UE4 is stripped
and fails to avoid fairly easy cases
Because the base game of fortnite has ai lol
Because he is doing a presentation in my university about ue4
^^
He is amazingly good
where you from?
Spain
you are one of alex studs then
yea Sjoerd knows his stuff
Alex?
paschall
barcelona
yup
He is recreating a scenary of a city now
Taking request from the public
tell him Yoeri said it needs more particles :p
haha
and about that ending in solus....
I've run into him quite a few times over the years xD
nahh, just enjoy his presentation
worst case, tell him to add an easter egg
don't ask about rain cause niagara isn't ready yet @livid timber
@static viper so this topic is why you named me ?
I'm just an alien that fall over spain, what makes it total different
is there a way to add simple (scale, rotate, translate) animations to (scene-) components of an actor?
that get loaded together with the actor
how bad is ue4 networking actually? The 100 players thing means chunks of 100 players or 100 processed in total?
100 total.
And it’s not bad, it’s just built with standard 16-32 player max games in mind.
Just like how fighting game netcode wouldn’t work on fortnite.
It’s purpose built to be as general as possible. Needing massive player counts is a very new thing.
for ue maybe, but in general no
don't expect by default all will work like that, usually need changes etc and proper management of each class you make
I have to name COD4 back more than 10 years ago used to run 64 players servers just fine (that was the limit)
what's the actual reason of you considering 100 players a limit here? Bad scalability? Big overhead?
context is king
different games have different networking requirements
bandwidth ultimately is your limit
how you can subdivide your networking and what your various limits are, will all be derived from there
Battle Royale networking only works because they can effectively compartmentalise players - the player counts for which naturally decrease over time
IIRC, this collapsed when Epic tried to do 'esports' Fortnite, because players played ultra-conservatively
resulting in too many players in proximity for the networking to hold up
CoD 4's old 64 player servers worked because the amount of stuff that is actually networked is pretty low; the accuracy of each local simulation isn't that high
well lets be honest there was more things on client side not replicated at all but the 64 players had more or less equal contents of the common modern BR games, nades, primary, secondary and dropped weapons etc
yeah the world and things was smaller and now have way more pickups
'primary', 'secondary' etc is all nonsense, it isn't important for replication (only which weapon is carried)
CoD 4 uses almost exclusively traces with a couple of exceptions for weapons fire
it doesn't have hundreds of projectiles flying around, let alone ones with complex or dynamic trajectories
their networking model is super simple, they only have a 'player fired event' - the client and the server can actually differ quite a lot in interpretation of a shot
since the player can be in a different location, facing a different direction on each xD
as far as I understand, ue4 replication means simply client-server synchronization at certain intervals, right?
I mean, that's what game networking is, isn't it not?
now, could you wait for magic packets and send them without a stable rate using the same system?
game networking already assumes it isn't stable
it's usually event driven rather than fixed interval, but I'm a bit miffed as to why you'd want to eliminate packet scheduling?
isn't the new replication graph thing supposed to give you all the control you need over these things?
it depends on what is being replicated
things like player movement are fairly continuous
other things are not and are event driven
to my knowledge though, any value that doesn't change, is not replicated
exception being things like simulated proxies (e.g. players) who likely have some validation in there (do we still call them simulated proxies?)
is there anyway to hide stuff in your vault, or is using the search function best just wondering how people manage there assets there
Anyone know what this is about? Can't find anything concrete about it online. It happens every time I launch my project now (and if I manage to get in, happens after like 5 minutes of work)
it's a DirectX 11 crash
there's no other information in that call stack that would be useful to anyone
make sure the Back Buffer Format is set to default @winged crypt
Since recent versions you can change the Format. But some formats crash
so logic problem. I want to have lets say 1000 items in the scene each represented by a static mesh. Now the easy way is to have each one part of an instanced mesh for performance but what if I want each one to have unique data about it such as variables assigned to each one I can access that will hold different data. Normally I would just make them all blueprints but I think 1000 blueprints won't batch and perform much worse right?
well I am testing it now but I would assume 1000 non batching meshes with data would perform worse than like 20 batched meshes representing 1000 objects
trying to wrap my head around a data structure I could use to keep track of it all using ISM's and that could be serialized out to a save game and then brought back in lol
@grim ore Have you considered making an Object Pool System?
that was a thought but it's more of them all being on screen at once. making a 3d farming sim game for the wife so imaging 1000 tiles on the ground representing a dozen or so types of objects.
going to just say screw pre optimization and see what happens with pure blueprints lol
you need to be careful when using construction script
i had a hard time duplicating my items or moving
ue4 will loop through the const script alot
and the start of the game gets more delayed
yep nothing in there, I already did that with a base grid with 1000 units heh. You can shut off the "run construction on drag" which helps on that
obviously its better to not have 1000 items at once 😄
@grim ore https://www.youtube.com/watch?v=bOjYP-c4qhA maybe this is relevant for you
Announcement: https://forums.unrealengine.com/showthread.php?118229 In this learning stream Ian has prepared a mini-game, Canon Man, to demonstrate how to us...
hism + interaction
in case you are worried by quantity of things in the screen
awesome, thanks 😃
I have a menu setup and I set the start button to open a different level, which has the game mode all setup when you open the level itself, but when you're playing in the editor, and click the start button, and once the map loads, the player controller is unresponsive. Is there something that I am missing by chance?
Might have missed putting in a Possess node somewhere.
BeginPlay - Possess (target is player character and the pawn itself usually)
Ok, so wouldn't be trying to set the game mode then?
It's not necessarily the Game Mode no
When I open the level itself in the editor, and look in the world settings, it shows the correct game mode and all that (which is different than my menu game mode), but it just seems like it's still on the menu game mode
I suggest changing the game mode as well on BeginPlay before possessing the player pawn
I'm not a big expert on it but it's the basics that I know.
Haha ok. Yeah I'm by far an expert too but just been stuck on this for a few days now in between classes lol.
Alright, well I'll play around with it some more after class. Thank you for your advice!
No prob.
I don't guarantee it'll work.
Do you need to change your input mode?
No his problem is that his character won't receive input at all, which generally means it isn't possessed.
Yes, I know, but he was just on his menu system, so I wasn't sure if he had set input mode ui only.
That would effectively stop the player from reacting to input
When you copy all your epic games files and have 2 copies and want to get rid of one and than you try to delete it and than you delete everything
4.20 7gb, fortnite 15gb, 4.19 idk but probably 5 or 7gb
Where do I enable Dithered LOD Transition ?