#ue4-general
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Hasn't your game been out for more than 2 months..? Lol
I'd rather they supply basic multiplayer infrastructure first
@thorny cipher π
We were in EA for a year to @plush yew but most sales were post-release
@wary wave true. could be interesting
or a launcher that doesn't take 2-3 minutes just to load a tab
^
Ah. I was thinking of the space game.
im sure the launcher performance will be addressed
Thought it was cool.
(we can only hope)
@plush yew Yes that one.
I love that my Twitter timeline is 80% Epic Games Store.
π
"From the gamer's perspective, why should they shop at the Epic store as opposed to the marketplaces they already buy from?
Itβs a lightweight storefront thatβs convenient to use, and gives developers a better deal."
π€
Whoa this epic store is big news
@wary wave "lighweight" 
Any word on when they'll start accepting submissions and what the process will be?
lightweight 
Theyll likely hand pick the first titles
currently doing nothing occupying 250MB of memory (steam is using 21 by comparison)
Maybe the launcher is lightweight compared to Steam, but man...
14 day refund period w/o questions asked? lol
I have no idea if this will work, but I really, really love everything in this announcement. It's consumer friendly, it's dev friendly, it's a competitor to a company that shits on us.
yeah steam announces "20% for games that make 50M"
Tim: hold my beer
@indigo vigil If you haven't a game on Steam right now, I doubt you'll get in on the Launch
My prediction
Also I haven't seen any word on if epic plans some sort of equivalent to some of the steam works features - standardized systems for achievements and leaderboards for example
This announcement makes me wonder about other stuff, too. Will Epic follow Steam's example and create their own backend services? What will deployment be like? etc.
@maiden swift "lightweight, the only launcher in the history that is actually the whole game engine running"
And your game will probably have had to make a decent amount of press/money
At least on launch
@maiden swift we can only hope
@teal tulip The launcher is not the whole engine, but yes, it is part of the engine that runs it.
Maybe they will get some brand new indie games in there to mix it up a bit. But again, I doubt no-names will be in there at launch
@maiden swift same I can see this as just the start
I have 2 games on Steam currently, but they don't have a lot of visibility or sales. I'm not worried about getting in on the launch necessarily, but I'd definitely like to sell future games on these, so I'm curious of the submission process
For me steam is 200MB and Epic 300 in ram
@maiden swift yes, they already said they are doing acheivements
I was already excited about The Game Awards. Now even more so. π
So that's the start of their own backend
@livid haven well the whole slate + the whole web engine if you want to name it properly, but is running on the tick rather than event systems as lets say only UI for desktop ala Qt etc
I mean have the same game engine working system
what don't mean is bad
@safe rose You're right. I missed that question in the GI article.
I do wonder...
still the refund system...
the complete lack of mention of back-end services is what kills it for me at present
Does the store have any sort of achievement system?
Not at launch, but weβre working on these kinds of features.
that and the launcher is naff
without access to a consolidated multiplayer framework, or basic things like analytics, I'm wary
@wary wave Yeah I'd need an Epic Games OSS in UE4 now
also I've been on the marketplace and that was a fucking disaster
selling stuff through there has not been a good experience
we'll see, a lot to speculate about, a lot to wonder about..
so i'll wait and see
we would need epic voip
I would categorically not try to sell games if the experience would be the same
also
Epic takes 12%. And if youβre using Unreal Engine, Epic will cover the 5% engine royalty for sales on the Epic Games store, out of Epicβs 12%.
yup
The game awards mention makes me think the first game or games are being announced there and I can see it being a and download now type thing
so realistically, at this point, I think I would still lean towards the Discord store front despite the additional 18% loss
@dark depot true
I can see that as well
Big UE4 titles that have launched over the years
@wary wave Hopefully a new backend is on the way. Might be why backend updates for the Marketplace have been so slow to come.
You guys just seen the epic Market vs steam? Sorry tuned in chat late
lmao
lol
Either if this becomes a successful store front or not, having competitors will make the market better for us developers.
No
No we did not.
We haven't been talking about it for the past 20 mins
no, what is this epic mp you are talking about? XD
@bitter iris Yep! Check #unreal-news for all the latest, including some interviews.
I tuned in late
Sorry
@wary wave I mean, my ideal future as a dev would be to have Discord, GOG, Epic sharing half of the market vs Steam
The first three have curation
Curation is amazing
(well, let's see how Epic does it)
curation is a strong motivator, yeah
competition is good
@cloud cobalt Epic may not have curation (or as much of it) past launch though
but once again, Marketplace curation does not leave me feeling warm and fuzzy either
^
Seems like it's doing the same process as Oculus Store does
Yeah.
Technical Checks
its better than it was, but im still worried about the quality of some of the content.
standards that seem to change without warning almost weekly, random low quality shite appearing even if it doesn't vaguely meet any of those standards etc :/
@cloud cobalt Discord have curation or just add the games everyone knows ?
my only hope for the store, UPFRONT FEE $500-$100 to launch on the Epic Store
so much of the marketplace is also handled manually still too
upfront fee isn't necessary with curation
@safe rose you don't need fee if the curation is correct
Upfront fees dont stop bad games
Because if there's no freaking Gate Ticker Holder...it's going to be the same shit as Steam and worse
@teal tulip Curated games that everyone knows 
@teal tulip There is no curation
@safe rose no
Read the articles again
sadly that will be the problem
Also please yes, $1000 to launch
It's more like Technical Checklists
What I want is better review process
if Epic has no curation, then I'm totally out
Not more price barriers
1k-2k to launch
No
So that it's not fucking Google Play
Just good review is enough
Yeah, we need a damn Price Barrier. I am sorry for all your poor people
"just"
But if you really want to start a business
"We'll have an approval process for developers to go through to release a title. It will mostly focus on the technical side of things and general quality." - curation
You should expect these types of costs
And plan for it
Take out a loan, take the chance
If you need to
Loans lol
Sure, 1-2k but you get that back off the 12%
Yeah, you'll get your money back quick
Yeah, sounds to me like they are curating it based om the interviews.
the price barrier is a good thing; if you're serious about your game and it's of sufficient quality, $1000 is trivial
Loans aren't a good idea tbh
GOG does "just good review", we tried to get their attention for a year, they tried 5 builds and no one there had the time to talk about it
@maiden swift They are only curating the launch titles, then sometime in 2019, they are opening the flood gates
1000 sounds too low in some cases
That's how I read it
I think epic should hire staff that is high maintenance not like steam where you can just post a game without proper review?
he Epic Games store is launching on PC and Mac in 2018, and Android later in 2019. Weβd like to launch on iOS in 2019, however, that is in apparent conflict with current Apple policy.
Also
if you don't think you can get your $1000 back from sales, then you may want to rethink whether your game should be on Steam in the first place xD
PC/Mac only
That's not how I read it. I read that as the first batch of games is selected by Epic, partners, etc. and in 2019 general applications will be open.
Wait, in 2018
well, $1000 is a lot of cash.. However, if they add DRM like Steam and cut down refund time to 2 hrs, I'll think about it..
5k sounds better, with a refund of 4-2k after a year if you didnt troll/extort/abuse buyers/store
The Epic Games store is launching with a small selection of handpicked games and will grow over time. As we work toward opening up generally to developers in mid-2019, we plan to set a reasonable quality threshold.
@maiden swift
For a lot of indies $1000 is a lot to fork out
It could be $4000 and youll still have a flood gate of games
they def. need to tweak on that 14 days refund policy
@safe rose Well there it is, like I said.
??
most indies sadly dont even make 1000
imagine how you feel about refunds after forking over $1000 @thorny cipher
That's not what it says.
14 day refund is a bit of an oof
"curation" is just selection
Well you have to think about integration time, you're not going to be selling your game 10 minutes after paying the 1k
Heaps of singleplayer games you could beat within that time
1000 might be a lot for indies, but then again, they should spend it wisely, considering their software and computers are a multitude of that
Handpicked = chosen by Epic through partners and such, not through developer applications.
Tim Sweeney: We'll have an approval process for new developers to go through to release a title. It will mostly focus on the technical side of things and general quality.
this in another article
Generally available = anyone can submit their games
@fierce tulip oh i agree
I mean, it's plain as day
yeah, the "$1000 is too much" is amusing when you have five people each with $1500 computers
Yes general quality
It's not going to be curated
Tim Sweeney: We'll have an approval process for new developers to go through to release a title. It will mostly focus on the technical side of things and general quality. Except for adult-only content, we don't plan to curate based on developers' creative or artistic expression.
"gaiz, I cant afford ue4, 20,- a month is so expensive!"
- Send from Iphone8
Lol
Curating based on quality and technical competency but not artistic expression is still curation.
And it's the right kind.
yup
"We don't plan to curate based on creative/artistic expression, which can mean almost anything" "Curation will focus on **TECHNICAL SIDE OF THINGS and "General Quality"
Lol
more curation then steam or android hahahaha
Technical competency curation is good enough
I mean, sure, if you really want to get down to semantics. But that's not true curation process
Not the one that most would expect
That's your opinion. We'll just have to disagree on their curation strategy I guess.
If the review process is anything like the MP, we are in somewhat good hands
Hahahah
I'm sure this will be cleared up later when more info comes along.
There's really no curation strategy in place
lol
If you compare the UE mp to unity's you can see a major difference in quality
Well if it's MP standards, then we're pretty much fucked
Hopefully it's a different team entirely
Well ofc it would have to be a different team
I wonder if we'll be able to buy games with Vbucks
hahahahaha
Yeah that 15 day refund is in vbucks
@gloomy helm As stupid as that sounds...
That's already a thing haha
instead of steam dollars, it's all vbucks
I could almost see that a possibility
You can refund UE marketplace assets for vbucks
yikes
epic coin?
dallar!
EPICo
It's a good Tuesday WTF just happened moment
EpICO
Cant wait for Tim to be on the stage at the Game Awards standing next to Hydrobot
And this is what I am talking about
we can all thank the 12 yr old kids using their moms credit cards π
The repercussions of this... what is Steam going to do
thank you millennials
haha in the middle of reading that
Steam only has one thing it can do
Steam seems to be more focused on AAA anyway
yeah but AAA were already leaving steam
@thorny cipher But millenials aren't kids. π€
^
20s-30s
AAA is eating itself
millenials are 25 to like 35ish
But the youngings
Well, 18-34 to be somewhat precise.
are kids by millenials
So they act like their parents
They are worse
Having Google and iPads since 2 years old
That instant gratification and social media addiction
GenX?
Gen Z.
Or iGen.
ok
Something
ty gen fortnite
lol
Gen Forkknife
\
well i have to say epic couldnt of picked a greater time to announce this considering all weekend has been devs indie and AAA alike complaining about steam
Seriously though. The next few days/weeks are going to be interesting for us.
Indeed.
Can't wait to see what happens.
I highly recommend watching The Game Awards if you weren't already going to.
Nah
well
The biggest things will happen very soon
Thursday December 6. π
But Steam is slow as heck with change sometimes
Dude. I can't even comprehend it.
It marks my 3rd year anniversary of starting in ue4
Think about this: in 28 days, it will be 2019. π±
If only your skill matched your years of experience
ouch
@gloomy helm kappa
@gloomy helm was thinking about that today actually, i wish I could kick teen-me in the nuts repeatedly
https://twitter.com/FreakyZoid/status/1069980281979985921 this tweet is every person in charge of store art right now
Oh shit this means a new set of store artwork resolutions doesnβt it?
Fuck.
lol
<_< I hope they dont add the rather messy compression like they do with mp images :p
Wonder what VR titles will be in the initial launch
@gloomy helm not decaying substance
<_< there are already store related questions on the forums.. in the mp section
oh yeah people are excited
The steam subreddit is already crying about another storefront
ugh i hate when articles refer to epic as just fortnite dev
question: I bought a load of assets in the market place and i just want to check them out, how do I load them into a project? I cant seem to find them anywhere, do I need to download them ?
yeah they will be listed under library
fortnite is not under your library
did you go to the unreal engine tab then go to library?
yeah , so there's the engines at the top, my projects and vault. non of the recent stuff is in the vault
hohoho wait a second
they have loaded in now,,, man cmon unreal , at least tell me you're downloading them
tisk
Hello
yep the new launcher does that because "it's lightweight"
thank guys sorry it was my impatience
there used to be a loading bar at the top or bottom but I don't know on the new version
So, I'm having some issues with level sequences, their integration and some blueprinting with them
Where would be a good place to ask about that?
you can always ask in here, at the worst people will yell at you. at the best we will help. At the middle we will ignore you π
Millenials are from 1981 to 1995 @maiden swift
Aight, so
I guess the new Epic games store isnt bad news for folk with Marketplaces... more traffic
I have a sequence which has the player open a door when you interact with it
Sequence has its own camera
@teal tulip damn.. this is grave news
And it works with one door, but with the other, the game won't switch to the sequence camera
well in the best cause you can include millenials up 1981 to 1999
post 1999 or post 1996 are Gen Z
I'm trying to figure out what the cause of that can be
Z like the zombies
is it another sequence completely?
They're two different sequences, yeah, which makes me think that there's a difference between the two
Well, one sequence and another "duplicated" from it
ah, is the camera inside the sequence then and not a separate one you are referencing?
It is inside yeah
@maiden swift @safe rose so thats the bad news you're millenial

well in the case you're under 40 years old
if that isn't the case then you're a granny

as the oficial date is up 37-38 years now
Follow-up question, when a camera is inside of a sequence, is it safe to assume that a Set View Target with Blend isn't possible with it? Or am I just missing something?
generally speaking it's 1984 onwards
though there's a less used classification for people between 84 and 94 that I can't recall (pre-Internet children, essentially)
actually is 1981 amber
84 - because you would not yet have been 16 (ergo adult) at the turn of the millenium
well, they're wrong :p
already moved so
Hello I am here because my best friend Nick said there was quite the discussion
Alright I think I figured out what the problem was
The camera wasn't added to the camera cuts of that sequence, or whatever has to be done there
So that's one problem solved
thanks for creating the Epic games store Epic, you're the very best
Lol let's wait how it works out first
sure but the intent at least is awesome
It is promising but there are reasons to worry
granted if the storefront is made the same way epic launcher is made, it's gonna be tricky
devs gonna have to make great games to show it's not a shovelware store
i'd say Epic has to show an true commitment to the "quality over quantity" policy to show it's not just another shovelware storefront.
another question is does an epic store actually has an far enough reach on the market?
@tribal pebble cause you have to bake the light
there's no shovelware on itch.io, and yet the platform has no curation.. so I believe its possible
(I won't get into arguments about why i'm against curation because if so, I end up doing very passionate arguments every day and it can be super tiring and anoying)
as for the market reach imo it's a sort of catch 22, it's in every way up to the devs to make it happen
awesome games on the store == store becomes popular, store being popular== indie devs publishing with it
yeah that too
the light is baked
@teal tulip
online i read this "f you want to remove the preview watermark when you are in the editor view as you are working this can be easily done. Simply click on the Show tab in the viewport - go to Visualize and untick the Preview Shadow Indicator option. "
where did you get the meshes for the yugi?
U can
I hope it's possible to do multi-store publishing yeah
do you also know a way to make the meshes smooth? you can see the polygons and that bother me (its got smooth shading already) i just need to raise its resolution somehow
ovo gmod
or it go's like itt did with steam
so you took models from a garrys mod user uploaded package
and put them into unreal?
just, do you know how to subdivide in ue4? @static viper
tassellation seems destructive
or whatever its name was
no one?
Like really there is no way to subdivide a mesh in ue4?
So you said you were on a deadline for this
what deadline is that if one is ok to know?
yes i am the producer and animator
with what goal?
well gtg cya in 5 hours
There's an experimental mesh editor which can subdivide meshes. Needs to be enabled with a console command
please tell me more i'll look back at it later
Epic Store?
It was added in 4.20 even though they never announced anything. It might crash the editor if you mess around with it too much, but from my experience just using the subdivide should be fine. Either way just be prepared for the worst. Anyway, you use the console command MeshEditor.Enable to enable it
Materials vs Textures and if i work on a factory with huge outside walls what would be the best solution for making the assets to not look repetetive or the texture looking to stretched?
you know I put off learning UE4 C++ (even though I'm a C++ dev) because I was worried mixing BP and C++ would be a nightmare, but its actually not that bad so far.
it has its quirks of course, but its not aweful.
honestly its better than mixing Qt/C++ with Qt/QML even though I have to say Qt/C++ is a little bit nicer than UE4/C++ (but that may be just because of 15 years working with Qt lol)
I've been building in 4.20.3 and have seen changes justifying a move to the new work; should I migrate and begin to rebuild now or give it more time? I have not tried to open the project with the updated engine. I assume it wiser to start from scratch?
I also would like to know the answer to this question, but in all serious Epic could be the new platform for buying games if developers decide to use it to keep more money
it's probably a crappy catch 22 for now. I think for the forseeable future, developers will get a lot less money if they only go with Epic... I worry that first we need proof that Epic will provide a social platform that actually competes with steam, then there will need to be a long period where developers sell on both, but drop their price on Epic's store by 15-20%... and a lot of media buzz over the fact that the consumer can save money by using Epic's store... work on pulling over the consumer base for a few years, and then everyone can win after that
They also need to establish the quality control.
That depends on what you need help with
There are specific channels for most subjects
Or you can ask general questions here, but they may be drowned in other talk
what do you mean fix
i just boosted it up to 100 so you can see the issue better
mh
erm
take dis to #graphics direct pls
this might be just a minor issue fast to resolve
ive never NOT seen tesselation do that in ue4 hehe.
well then every material pack with tesselation on the marketplace should be packed with these issue comments? π
doesnt that make tesselation inherintly useless?
not sure if its just my rig though, ive seen it in games working fine. though, havent played any ue4 games lately that use it
anyone knows how to install VXGi on UE 4.21?
you can't just install VXGI on UE4. You need to grab their branch and build from source.
Is there any way to set r.GraphicsAdapter via command line? It works when I set it via .ini files. But I'd like to be able to change it via command line.
I'm guessing maybe no because it's a variable that can't be loaded at runtime. But hoping there is some way.
Any ideas what could prevent me from painting foliage on a static mesh?
I have lots of static meshes in my scene. I can paint on some, but not others.
are they movable?
idk then
@ruby folio do they have collision
i was thinking he was talking about the bottom ones
me too
oh got you haha
Hey, i gotta quick question. Could i make an interactive menu app for my work in unreal ? for android
is there a better way to get keyboard events
like when you type e and get everything with e in it to find the press e event
something like 'key e'
something like key e works you just might not hit the exact key the first time if there are others like Enter or Escape but no there is no real shortcut that I know of. It's auto completing to keyboard events then the key
I wish we could use LandscapeGrassType with foliage painting instead of just FoliageType.
Would save a lot of hassle
Nice
Congrats to Unreal for competing with Valve. I warned people about the lack of competition in the space. Hopefully this destroy's the 30% royalty Steam gets from devs.
Steam recently introduced a sort of graduated rev share so if your game makes over a certain amount of money you then will get 80/20 split with valve
but that's out of the window now
gotta make 10M on Steam to get that 80/20 split..
oh wow lmao
gotcha
If Unreal has 10%. GG, I'm heading to your store. Steam can get rekt.
updating to 4.21.1 now π
Not sure if this is the correct channel for this but does anyone have examples or articles of good workflows they use for programming and development in Unreal in general? I've recently switched over from Unity within the last 3 months gaining a little bit of experience here and there
You can search for it on YT. Unfortunately you're using Google's search engine (which has gotten worse over the years.) But once you type in the right keywords. It should produce a specific channel dedicated to the subjects you're looking for.
the ones I have seen are geared towards Blueprints and modeling, mainly non-coding aspects, I've been looking for I guess the steps developers are taking for adding new features into their games
Very few people try the sciences, math, and coding on YT. Doesn't pull in the views. (Unless they start talking junk science.) Still you should eventually find the right places between Google and YT. Gamasutra might be another good locale.
has this happened to anyone before? I cannot access unreal engine or anything https://i.gyazo.com/8723e33f75f60da78911d4ff27d97857.png
@hoary charm the launcher updated on my end, might have something to do with it
Hello I'm new, why cant I find a tutorial anywhere about importing a map to your project?
@high stone Where did you hear this news?
Ahh... Twitter
Updated Launcher is a lot nicer
@plush yew I'm sorry. But you aint looking hard enough XD
What do you mean exactly by importing a map.
What are you exporting a "map" from in the first place
I added one to my project from the market called Infinity Blade Fire Lands and I also downloaded one that gives me a rar with this
its a virus
π±
delete it
it's from a pretty legit looking video though? https://www.youtube.com/watch?v=2AW3c24hFJA
Final result at 15:10 Hi everyone, In this video I want to show speed level design of Lighthouse level. All the asset can be found inside project files, incl...
nevermind I think I got it
@plush yew Aoife is pulling your leg.
You just need to add it to your project via the launcher
Or if the fire lands comes as a project. Just migrate it from one project to another
Thanks
You can always just grab the content via your native file manager and copy/move them across
just opened up UE4 for the first time
im looking forward to migrating from unity to this...
I remember opening the editor for the first time and thinking it looks a lot nicer and more organized than I was expecting
as a programmer, I'm used to using log statements to see where I am in my program's code/workflow - what's the equivalent in blueprints?
Opening the window side by side during gameplay
Well I'd hope you knew about debugging using your code editor or a debugger
that is, unless your language can't be debugged
@void geyser print string
@thin hemlock I will say, as an experienced develer that uses both Unity and fairly new to UE4 - its a lot harder to find answers to issues and workflow advice for UE4 compared to Unity. With Unity you can google just about anything and get an answer. Its not the case with UE4 but this chat room helps a lot with that problem!
I think its because with UE4 its largely used by companies instead of individuals and they tend to retain knowledge rather than sharing it. It also means people seek help from their in-house UE gurus instead of internet forums. This leads to a lot less being out there.
but that is just a theory
put a print string node every other node for debugging in blueprints!
ive had zero times where i couldnt find an answer to something for ue4
@plush yew welcome
@dark depot congratulations π
@dark depot Aye, when I can't find someting by googling, I turn to my in-house UE4 guru (myself)
heck follow @grim ore < youtube and you can learn what nearly every node in bp does haha
well it's not horrible since you have a few million color options for your print strings to use π
oh whats the yt channel?
just look up wtf ue4 on youtube
wat cinecamera is weird , when i use Focus to the actor everything is focussed BUT the actor ,wtf
http://www.youtube.com/MathewWadsteinTutorials π I made it easy
wtf
stupid discord parser
neat! subscribed will be checking out some of them soon!
@flat stump ue4 is best when u use C++, cus u can browse the source and see how things are done. for other stuff tutorials cover a fair deal
whats a good yt tutorial for C++?
no offense to you @grim ore I'm just not one for visual stuff :P
if you are just starting C++, Virtus Education is doing a C++ series right now I think
If the C++ in UE4 was more fun I would totally cover C++ as well
depends on what you need to find in C++
C++ in UE4 is fun tho
more fun
hahaha
haha
Virtus is good for getting your feet wet with UE4
watch to learn what not to do
IMHO
it may not be full of best practices - but he will get you actually doing something
and there is a lot to say for that
sometimes
Its not about it being full of best practices
what do you mean by best practices?
@dark depot Udemy classes are good.
In my case I mean not showing some of the most foot-shooty methods of doing things
like "dont put tons of crap in your level blueprint" or "always check for null pointers"
lets make an example would you like to a script that can work for 1 single door or something that would work to create all doors
ohhh
always avoid the level blueprint and is valid is your friend π
Oh I hate having to do that... and he doesnt have the best practices?
Sure, yeah, nifty tricks that are more elegant might be out of scope of introductory content, but lets NOT saw off our feet.
@plush yew Tom Looman class on Udemy got me fairly comfortable in ue4
well often he will say things like "we will just put this in our level blueprint for now but we will move it later" then never does
stuff like that π
Don't use Timers with really low values (sub frametime values). It will end up calling it multiple times a frame. (Haven't confirmed myself).
Tom Looman is a good guy from what I have learned from him, π
what does this mean ? anyone help i'm trying to remove the "preview" watermark
I could make a list of people in the blueprint channel who are more lost on account of following his stuff
i can't interpret that help
if you know enough about the engine of dev if general you should be able to fix that but alot of the people learning from there dont
Like without his channel its my opinion they'd be further along in understanding UE4
i dunno i just need to remove the watermark when rendering movies
Preview means you need to build the lighting or uncheck the show preview option in the viewport settings
can't find it
or I guess change to realtime lighting
@worn granite yeah but he does give lower barier of entry - I bet 50% of those people with issues with his tutorials wouldn't even be using UE at all without them
hit the giant build butotn
more then one thing casting the shadow
ok but the build works for everything? cuz this is an animated thing
its an animation
Nah they'd be using tesla tuts or matthewW's channel or something.
Low barrier of entry is the motto behind a lot of bad choices for unreal engine 4 imo...
Or they'd be using one of the other mechanic vlog channels
@hushed wing lol
What is the "preview" watermark on?
so it's on your UI?
weird so it's on your skeletal mesh?
For instance: Everyone needs to learn how to use Ticks. So let's have everything tick by default every frame. That way no one will have to look for how to turn on tick. Easy to start!
Let's just hope no one builds anything big.
I can't really recommend alternatives to that channel that are free - but I will say you never see me over here bashing the ben tristem course on udemy.
Did you know, making games is easier than you thinkβ’?
yeah i really wish that was off by default
I'd love there to be something better to recommend to total newbs that never programmed anything before, but so far for UE I have not found anything better than the Virtus tutorials but I'm open to ideas π
and if you plugged something into the tick node it enabled
and this is unchecked? https://i.imgur.com/NO1Mtl8.png
(on a serious note, I actually don't have any issues with that course and have seen about the same amount of it and virtus)
baking light is crap ,it now overlaps on things Q_Q
cuz some uvs overlap
expecially on characters to consume less
it is turned off
@flat stump literally the official BP series
i turned it off as recomended by someone @grim ore so now you say to turn it back on?
but movable lights look like ****
or improve your models
they aren't perfect either
so improve your scene
HOW
no if it's off then you shouldn't be seeing the preview stuff, that is odd
Things that should be off by default (off the top of my head):
- Ticking on by default. Actor and Components.
- Generate Overlap Events on Hit
- That was actually it, so i'll throw in a Multicast feature that actually wakes up Actors on clients that are many kilometers away to 100% ensure that they run that reliable multicast RPC. :p
@worn granite https://www.youtube.com/watch?v=GyGUprC5hkY
things need a lightmap uv
Ma@GameJolt did a remix of the Udemy guy ad
Which config file do I need to edit to set default console commands for when I'm in the editor? I put commands in DefaultEditor.ini but it is ignoring them
how do i unbake
dude it looked amazing without baking anything the only annoying thing was the text
everything else was perfect D:
so use mobile lighting
if you arent baking and didnt use baking before switch your lights to movable
that is what you need when its not baked
i did switch to movale
when i do everything looks bland
movable lights suck
HELP
how do i unbake
its not on movable in that screen
man thats nonsense ,it looked great before the only bad thing was just the text
so you can fix the lightmap uvs if you dont want it to look like crap
how does that make sense tho ,since many games have overlapping uv to not consume much space
and have a better performance
uh your picture from before was from a solution btw lol https://answers.unrealengine.com/questions/700903/edit-preview-watermark.html
@grim ore the tickbox is off still shows it
I guess you can just modify the texture to remove it lol
yes
i dunno where it is
people write " /Engine/EditorMaterials called PreviewShadowIndicatorMaterial "
i dunno what it even means
yep apparently even if it's off that is for the viewport and not for sequences, you have to bake or go with just movable
in your content browser click on view options then engine content
where is this at You will need to Tick ''Show Engine Content' in the view options of the Content Browser then use the sources panel to navigate to the location.
it's the bottom right of the Content Browser
oh your the person from earlier with stolen assets right. learn to model and it will help you be able to use them right in ue4
How do I stop Characters from bouncing each other into the air? I don't want them to be able to jump or bounce like that
baking lighting for me goes to 98% then like 30min later 99% then 45min later 100% I wonder what those 2% are
but you will have to fix your lighting at some point, either nuking your lightmaps and going back to movable or baking it properly.
ohh
well im sorry if you made these just based on what you were saying earlier these are stolen pokemon assets or something
stolen?
@plush yew it sounds like you have physics turned on and they are just reacting if they get forced into eachother?
and?
are they actually stolen assets? or like asset store assets?
bruh
its an animation
peopel make animations in sfm with "STOLEN ASSETS"
i don't see your point
you think just because its an animation its not stolen
yeah I mean if someone is making like a fan animation or something for deviantant or something like that its a bit much to be hard on them about using a ripped asset IMHO
if its for something commercial though....
what's commercial about this?
@grim ore How do we turn off physics on all objects? Is there a full kill switch?
its just a damn parody video on youtub
im not im telling you that your going to have this issue if you dont make some lightmap uvs
no no
you are going to tell me why are you searching for trouble
do you have a bad day or something
i'm not in the mood of arguing on behalf of millions
dude i think your not understanding what i mean
no you are not understanding
literally just telling you how to fix your issue
i didnt say that
alright alright guys
i did because your in a group of content creators and the issue your having is because you didnt make the models yourself so they need to be set up correctly for what your trying to do
wew....
dude
even if i made the models myself
it would be there
consider the fact that i had to redo parts of the mesh
redo the uv'ing
redo the rig
redo almost everything
no you need a 2nd uv channel
there are plenty people here who don't model and still need to fix issues with models
my chocies were to overlap uvs
that is the issue with the lighting
I am not a modeler but still have to fix issues with models I get from my modelers
just say cordially " remember to not overlap uvs for ue4"
you need one for color data and another for lighting that is how it works π
insthead of saying i'm a cheap ass burglar
@plush yew I don't think you can, there are project settings but none for disabling completely. You would have to do it on the actors themselves.
@grim ore looks like I don't have physics turned on on any of my meshes.
Gravity is enabled though
@plush yew do you have an example or a video or something showing the issue?
mate listen ,i make 3D models as a living , I MAKE THEM for people THAT PAY ME , this is a parody done for no monetary reward, so i won't make them from scratch i will download what's aviable on sfm or gmod @flat stump @dark depot
right, I think I asked but I didn't see any answers: do you have any non-paid recommendations for UE4 C++ game design?
and you mentioned characters and characters have "physics" in the fact they are special actors that react physically. Generally if something goes violently in a direction it's due to it penetrating into something else and being forced out. like something spawning inside something else for example.
@tribal pebble I think its ok to drop it, its become a one sided convo at this point
then take it to DM...
why should i spend most of my time making a new model
you're paid for it?
when something is already ready for that
no
i'm not payed for that animation
i'm payed for making models , not for animating this animation with gmod models
if youre paid for making models and you're copying models that doesn't really seem right...
I understand but its just you shouting now. dude was a bit of a jerk but now you are becoming jerk too. two jerks does not make a chat better π
copying models
what you talking about
what don't you understand about I'm NOT GETTING PAYED FOR HTIS
dude chill
the models were not even copied they were downloaded from GMOD Workshop and i changed uv's , rig and some colours
right does anyone have a recommendation for UE4 C++?
no
@grim ore https://streamable.com/w2yae
i've heard the udemy course is good @plush yew But unfortunately I learned on the job :p
Sorry, only one i've heard of that is good. It's not that expensive i think? :d
@plush yew best solution i have found is open VS and type some giberish then post the error message in #cpp and ask why it doesn't work and someone there will magically know how to make whatever it was you wanted to do work.
most things are payed aoife other then that maybe the docs
I've found with linux you just post to the forums "wow, I dont know why Im on linux, windows is so much better"
then detail your problem
haha
theyll come out of the woodwork
And then everyone comes running agreeing how much better windows is :d
ouch
(I'm kidding, don't kill me)
@grim ore any ideas?
ok watching @grim ore 's MVP video while my lighting builds
@plush yew the easiest solution might be to make them not collide with eachother at all
@grim ore is there a way to make them avoid each other
@tribal pebble the main reason i brought it up is that piracy is against this servers rules and using stolen copyrighted models is piracy if you like it or not. we all understand that your not getting payed for this. also this is a server with people that model for a living and having models taken and used without their permission is a huge issue i dont care that lots of pleople do it now please stop trying to DM me thanks
I HAD THAT happen to me
but if something is aviable on the workshop , to me it works
its a big discussion that doesn't have absolutes imo
guys really seriously please drop it
i mean he wants to talk only here and not in the DM'S xD
i dont blame him drop it
i guess!
seriously, drop it.
problem solved, discussion about the other thing is moot.
yea so screenshots that have assets that come from Workshops is not allowed too?
because i can obviously hide unneeded things if the need is there
@plush yew I am thinking no since your using physics to push them so they are going to react like that. The alternative is to set them to ignore eachother for collisions so they can pass thru eachother or make them just not react when hit with physics or uh remove the physics for when they are hit with the bullet maybe?
Why is the path finding not calculating the other objects? @grim ore
Do I need to increase the nav agent size?
path finding works when they are moving, it looks like they arent being moved but thrown physically so no pathfinding at that point
I can't really tell based on the video what is really knocking them into eachother
@plush yew Do you have extra collisions on these actors other than their capsule collisions?
The characters will never need to bump something in this type of game
@plush yew you can try that but who knows what will happen lol π physics are evil
liking the MVP tutorial so far @grim ore π one suggestion: when talking about version (in video 2) emphasize that even though there is 4.21 now everything from 4.12 still applies. When I was first starting I would see something from 4.10 or so and think "oh this is our of date" and stop watching immediately.
The CharacterMovementComponent does not care about any additional collision components on your pawn when it tries to move it around. It only takes the root capsule component into consideration. So if you have an additional bigger sphere collision (for instance), they will still try to forcefully walk as close as they can until their main capsule component hits something. If the bigger collision has collision with other stuff, you can get some really weird launchy-physics.
It looks like they are just pushing each other out of the way.
@flat stump I might touch on that at some point, I think near the sequencer video since it was new at the time. I am doing a newer series but even then stuff from older versions does not actually apply forward so it's hard to make that statement. things like the animation editor have changed the way blendspaces are displayed for example and older tutorials with them are way off π¦
to be honest stuff in UE4 from a year or 2 ago might not even work anymore it's just a bummer when trying to make lessons π¦
but it's the same for Unity so I don't feel as bad π
Building Lighting is like the old windows file copy dialog - it sits at 99% for 100000x longer than it took to get to 99%
Progress bars are hard to create 
Much hard
you mean impossible?
aww bummer
I'm trying out a Udemy course, but it hasn't been updated in over a year
Hoping not too much has changed, and that I can fill in the gaps with the documentation
usually the docs recently point out the changes when systems change so hope you get lucky if you run into a problem lol
yeah I started with UE about a year ago but only full time recently I think a year old is still fine for 95% of things
@grim ore i got it
From what I can gather it's mostly just using the editor, setting up Projects and super basic stuff
set jump off z factor to 0 on the char move comp
no fancy shader stuff
ah ha, nice. You might have also been able to lock the z position on the character
For the most part if you can program in BP already then doing UE4 C++ is very easy
I couldnt really tell if it was geting tossed up and to the side or just the side
Most of the C++ functions and stuff are named the same as the blueprints which helps a lot
lol
I'm just starting to learn Blueprints, I started with C++, C
my main background is in C++ but I actually like BP a lot
I haven't touched UE4 in a long time. I decided to try packaging WebGL to see how far things have gone. Filesize is still pretty darn big.
Bp is good start0
Easy to find your way around the engine
Trying that with c++ is hard
BP and C++ are just coding logic, BP just wraps it up into a pretty node where you don't have to remember syntax and most things are intuitive. You can just run into weird brick walls easier if you need stuff not exposed.
Bp is good for fast prototyping, small tweaks and modding. I strongly dislike it for all other purposes π
But the funny thing was that the package ended up printing SetRes(x,y) to the console in the browser, meaning that opening the console consumed more resources than the actual game itself.
yeah luckily from what I can tell there isn't really any abstraction between BP and programming in C++
@plush yew yeah like the first iteration, a quick demo etc
it seems pretty one to one as far as what you can do with it
WebGL and UE4 are not friends. File size and networking made me cry last month with that.
Like on my current project we started out doing everything in blueprints but it looked like a bowl of speghetti pretty quick
question: if you can make a first iteration, what reason is there to go back and rebuild with C++ instead of just tweaking BP?
so now we are going back and rewiting a lot of it in C++ now that we have the idea proved
For instance me or a designer wants to create a farming system. We can get a quick setup working to figure out how we want the system to work in blueprints. And we'd make it work with 1 seed, that would turn into 1 potato. @plush yew But when we went to actually implement the full farming system, we'd do it in C++
Honestly, the scripting part for the other engine seemed to flow better than it does in UE4.
lol I am implementing a farming system for a game right now in BP
LOL
I can imagine BPs bloat very quickly
alright. I still dont understand why you would do the full farming system in C++ when you can use BP...
Blueprints are also horrible for multi-user cooperation. Unless you're very strict and good with spreading out your logic into different assets.
I find big BPs really difficult to parse. Much more difficult than code.
Unmergeable code is the DEVIL
Blueprints are no worse than code in terms of bloat as the dev is the one in charge of it. I can make stupid stuff in Code as easily as I can in BP.
I see.
Well, BPs bloat quickly though, because basic nodes take up a lot of space.
I meant bloat in the sense of becoming difficult to actually handle
yep its true if you are very good about separating out things in bp into functions and stuff
Refactoring is many times easier in C++ though @grim ore
and into separate objects
like a huge BP, with dozens or hundreds of nodes
If you want to chain a bunch of math operations together then your BP becomes really complicated, whereas in code it would be a single line and easily identifiable.
@hushed wing I 100% agree
working with multiple people tho is where plain text code has advantages for sure if the same people have the same tasks.
Refactoring isn't really a "thing" you do in blueprint. Unless you want everything to explode.
There is a math expression node for complex math operations π
well you can refactor in BP but yeah its a pain in the ass especially if you have more than one coder
This is my opinion btw, it's clearly colored in the pro c++ camp π So take it with a grain of salt.
or yeah just break it down to a C++ snippet and expose it to BP then win win
I just wish C++ was as nice to write as C# is.
What you talking about, c++ is life.
I won't work in C++ anymore unless I have to and that is why I love Blueprints π
@novel mango you should check out Qt. Its not quite as nice as C# but it makes C++ a lot nicer IMHO
To each their own π
What do you mean by Qt?
Qt is a C++ library
unreferenced assets are automatically removed. Which can be a problem. @plush yew
Qt is the faster, smarter way to create innovative devices, modern UIs & applications for multiple screens. Cross-platform software development at its best.
I've used some Qt stuff before, but that's not what I meant.
making games with blueprints is enjoyable to me when I spend all day doing business stuff in C#. Having to go from code at work to code at home is just blah when I have to work in Unity. All Hail Visual Scripting in Unity in 2019 tho π
You can setup specific folders and whatnot in the project settings if you want to force the game to include unreferenced assets.
I meant that code from a syntactical standpoint is just so much nicer in C#.
Im enjoying mixing C++ and BP much more than I expected
Will be interesting to see how Visual Scripting pans out for Unity
Maybe I just dont' have enough familiarity with C++ for it to feel completely natural.
thank you for the explanation @hushed wing I appreciate it :)
@molten shore Fair enough. I work with 20~+ people with a mix of C++ and blueprint. So the blueprint part is a horrible mess to maintain π¦
@raw olive I feel like Unity really doesn't need it. C# in Unity is really really easy to use.
Yeah agreed
My only qualm with the VS in Unity so far is the stupid flow is vertical (top to bottom) and that just πΏ
Unity's Scripting Reference is really solid which helps a lot
The text-scripting in Unity is like its ONE major advantage o.o why would you exchange that for visual scripting
the world is madness
Despite the usual debate on performance for using blueprints, the impact is neglible and blueprints are insanely powerful. I'm in the multiplayer space and it hasnt stopped me yet!
Visual Scripting is great for people that think "I can't code" because it gives them a different way to look at it - like its not coding. Next thing you know they are coding and don't realize it
also I just love C#
it helps get people over a mental block
@restive basalt We've seen massive improvements moving implementations to C++.
Without me being able to quote numbers, i just remember they were significant.
but there is also an inverse, some people won't learn BP because they think it is only for newbies or designers
So, when are we going to get visual scripting-focused mainstream programming languages? Advertise it as "program on your phone!"
We'll get AIs that will make things do what we tell them to do @novel mango :d
C# + MonoDev with Unity is honestly my dream set up
When doing something in C# in unity like a line trace you end up with declaring variable for out, then doing the line trace and seeing if it hit anything, then reacting to it. You have multiple different signatures for the line trace. Learning to code with that method compared to 1 node that just spits out results in BP is awesome when learning.
it just works so well, isn't a ram hog like VS taking forever to launch
"That time on a Friday evening when you're out at a bar and your boss calls you to fix a problem? No problem with our new Visual Scriptastic language! Just whip out your phone and drag nodes away!"
@hushed wing Not saying its the right fit for everything but you can still make a great game that is optimized without any hiccups
Depends on the scope, but yes. You are most likely correct π @restive basalt
only time I would recommend people use text language would be when working on teams on the same parts, binary merging just will never work π¦
@novel mango one of our games has a built in level editor with Lua scripting and code editor right in the game, on android π not visual scripting but still I think its cool
@grim ore Do you know that UE4 actually has a 3-way blueprint merging tool?
it was super nice once unity realized that and changed the default format for files to text instead of binary
It just doesn't do any actual merging. :p
yeah I have played with it and yep It's just horribad
pre-experimental stage
aren't blueprints in UE4 just code underneath?
Being able to see the actual changes in your source control software is just really nice if you work in a team
Can't you copy and paste blueprints into text editors?
Yeah UE4+git is ugh super huge repos super quick
and it'll give you code?
Technically yes. But it's an abstraction level above that needs to translate it to executable code, which adds overhead and slows it down.
yeah but the file itself is binary
you can but it's super fragile if the end target you paste it into is not the same as the source
BP's are in VM's
When you press "compile" it does not spew out C++ underneath
They get compiled down in a vm overhead
yeah I'd imagine actually building your game just ends up in C++
It can
Then you would not be able to fast-iterate as you are doing now. :p
there is a nativize blueprints option
you can technically nativize BP but it's miss or miss on it working right lol
does it work now?
TIL
We failed at making it work :d
it works on basic stuff, it fails hard on the other 99%....
Lmao zeb
yes lol miss or miss lol
hi
we might be exaggerating a bit as you can make it work well enough with the right settings but it's not a click and fix option for most devs which is π¦ but then again needing it is also not needed for most devs
I think that nativized BP's still go through a lot of extra code compared to straight C++ implementation
Is there anything like this in U?E
@flat stump that's pretty much guaranteed
the thing is, if you can't migrate BP into C++ yourself then you just don't understand what the BPs are actually doing
the bp to c++ thing does make pretty weird code
kind of like writing asm vs what a c++ compiler will spit out
@plush yew ue4 does it, but if you are asking for a way to visualize it like that, you'd probably have to make it yourself.
Anything like this in UE4?
that gif is just occlusion culling and is native to any 3d engine really.
I mean
its not really readable tho
it uses a lot of weird wrappers for working with structs
it makes the game run much smoother
like getting a BP variable from C++, AFAIK you have to like find the variable by a string name and other weird stuff
Every game engine since many many many many years ago does that @plush yew :p
It's not a new thing.
yes unless its a widget bind
every engine made in the last 2 decades has frustum culling, idk why these posts keep popping up
or something
@manic pawn because most people that play games don't know about this
@flat stump Yeah, it works tho. Super fun. ... xP
yep π
The reason it pops up is the same reason why people are taking apart the new Underworld game with IL Spy and bashing the devs for bad coding practices. Armchair Devs gonna dev
for the current project I'm working on there was kind of a process of deciding where to draw the line between C++ classes and BP subclasses
It's the same thing that happened when Ark launched and people starting saying it's slow because it was made entirely in BP lol
it is slow though π€
the game is slow but it's not due to that tho
Probably didn't help though :d...
it's... frustrating to play on the switch as well π¦
u wann look at ark internals
@novel mango what you get when you copy blueprints is closer to html than it is code.
the bp is borderline insane
every single material has the same top level master class lmao
it is actually insane*
yeah bad decisions are more to blame than the engine
Conan Exiles does a great job for example with the same premise
thanks @grim ore :p
wtf did they still not upgrade
no
