#ue4-general

1 messages Β· Page 350 of 1

thorny cipher
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@maiden swift nice πŸ˜‰

plush yew
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Hasn't your game been out for more than 2 months..? Lol

wary wave
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I'd rather they supply basic multiplayer infrastructure first

maiden swift
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@thorny cipher πŸ‘

cloud cobalt
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We were in EA for a year to @plush yew but most sales were post-release

safe rose
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@wary wave true. could be interesting

wary wave
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or a launcher that doesn't take 2-3 minutes just to load a tab

thorny cipher
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^

plush yew
#

Ah. I was thinking of the space game.

thorny cipher
#

im sure the launcher performance will be addressed

plush yew
#

Thought it was cool.

thorny cipher
#

(we can only hope)

cloud cobalt
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@plush yew Yes that one.

maiden swift
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I love that my Twitter timeline is 80% Epic Games Store.

thorny cipher
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πŸ˜„

wary wave
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"From the gamer's perspective, why should they shop at the Epic store as opposed to the marketplaces they already buy from?

It’s a lightweight storefront that’s convenient to use, and gives developers a better deal."

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πŸ€”

indigo vigil
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Whoa this epic store is big news

maiden swift
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@wary wave "lighweight" think360

indigo vigil
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Any word on when they'll start accepting submissions and what the process will be?

languid shard
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lightweight unrealthinking2

thorny cipher
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Theyll likely hand pick the first titles

wary wave
#

currently doing nothing occupying 250MB of memory (steam is using 21 by comparison)

maiden swift
#

Maybe the launcher is lightweight compared to Steam, but man...

tall pendant
#

14 day refund period w/o questions asked? lol

cloud cobalt
#

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.

thorny cipher
#

yeah steam announces "20% for games that make 50M"

Tim: hold my beer

safe rose
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@indigo vigil If you haven't a game on Steam right now, I doubt you'll get in on the Launch

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My prediction

indigo vigil
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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

maiden swift
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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.

teal tulip
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@maiden swift "lightweight, the only launcher in the history that is actually the whole game engine running"

safe rose
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And your game will probably have had to make a decent amount of press/money

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At least on launch

thorny cipher
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@maiden swift we can only hope

livid haven
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@teal tulip The launcher is not the whole engine, but yes, it is part of the engine that runs it.

safe rose
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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

dark depot
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@maiden swift same I can see this as just the start

indigo vigil
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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

silver crown
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For me steam is 200MB and Epic 300 in ram

safe rose
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@maiden swift yes, they already said they are doing acheivements

maiden swift
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I was already excited about The Game Awards. Now even more so. πŸ‘€

safe rose
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So that's the start of their own backend

teal tulip
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@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

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I mean have the same game engine working system

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what don't mean is bad

maiden swift
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@safe rose You're right. I missed that question in the GI article.

safe rose
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I do wonder...

teal tulip
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still the refund system...

wary wave
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the complete lack of mention of back-end services is what kills it for me at present

safe rose
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Will they support VR titles at Launch

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πŸ˜ƒ

maiden swift
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Does the store have any sort of achievement system?

Not at launch, but we’re working on these kinds of features.
wary wave
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that and the launcher is naff

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without access to a consolidated multiplayer framework, or basic things like analytics, I'm wary

cloud cobalt
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@wary wave Yeah I'd need an Epic Games OSS in UE4 now

wary wave
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also I've been on the marketplace and that was a fucking disaster

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selling stuff through there has not been a good experience

fierce tulip
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we'll see, a lot to speculate about, a lot to wonder about..
so i'll wait and see

thorny cipher
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we would need epic voip

wary wave
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I would categorically not try to sell games if the experience would be the same

thorny cipher
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also

frosty bloom
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Epic takes 12%. And if you’re using Unreal Engine, Epic will cover the 5% engine royalty for sales on the Epic Games store, out of Epic’s 12%.

safe rose
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yup

dark depot
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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

wary wave
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so realistically, at this point, I think I would still lean towards the Discord store front despite the additional 18% loss

safe rose
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@dark depot true

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I can see that as well

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Big UE4 titles that have launched over the years

maiden swift
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@wary wave Hopefully a new backend is on the way. Might be why backend updates for the Marketplace have been so slow to come.

bitter iris
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You guys just seen the epic Market vs steam? Sorry tuned in chat late

cloud cobalt
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lmao

fierce tulip
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lol

frosty bloom
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Either if this becomes a successful store front or not, having competitors will make the market better for us developers.

safe rose
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No

cloud cobalt
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No we did not.

safe rose
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We haven't been talking about it for the past 20 mins

fierce tulip
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no, what is this epic mp you are talking about? XD

maiden swift
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@bitter iris Yep! Check #unreal-news for all the latest, including some interviews.

bitter iris
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I tuned in late

bitter iris
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Sorry

cloud cobalt
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@wary wave I mean, my ideal future as a dev would be to have Discord, GOG, Epic sharing half of the market vs Steam

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The first three have curation

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Curation is amazing

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(well, let's see how Epic does it)

wary wave
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curation is a strong motivator, yeah

thorny cipher
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competition is good

safe rose
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@cloud cobalt Epic may not have curation (or as much of it) past launch though

wary wave
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but once again, Marketplace curation does not leave me feeling warm and fuzzy either

fierce tulip
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^

safe rose
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Seems like it's doing the same process as Oculus Store does

cloud cobalt
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Yeah.

safe rose
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Technical Checks

fierce tulip
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its better than it was, but im still worried about the quality of some of the content.

wary wave
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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 :/

teal tulip
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@cloud cobalt Discord have curation or just add the games everyone knows ?

safe rose
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my only hope for the store, UPFRONT FEE $500-$100 to launch on the Epic Store

wary wave
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so much of the marketplace is also handled manually still too

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upfront fee isn't necessary with curation

teal tulip
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@safe rose you don't need fee if the curation is correct

gloomy helm
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Upfront fees dont stop bad games

safe rose
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Because if there's no freaking Gate Ticker Holder...it's going to be the same shit as Steam and worse

cloud cobalt
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@teal tulip Curated games that everyone knows kappa

safe rose
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@teal tulip There is no curation

thorny cipher
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@safe rose no

safe rose
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Read the articles again

teal tulip
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sadly that will be the problem

cloud cobalt
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Also please yes, $1000 to launch

safe rose
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It's more like Technical Checklists

thorny cipher
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What I want is better review process

wary wave
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if Epic has no curation, then I'm totally out

thorny cipher
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Not more price barriers

tall pendant
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1k-2k to launch

cloud cobalt
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Manual curation would be better

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But at least a price barrier

thorny cipher
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No

cloud cobalt
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So that it's not fucking Google Play

thorny cipher
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Just good review is enough

safe rose
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Yeah, we need a damn Price Barrier. I am sorry for all your poor people

cloud cobalt
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"just"

safe rose
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But if you really want to start a business

wary wave
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"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

safe rose
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You should expect these types of costs

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And plan for it

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Take out a loan, take the chance

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If you need to

bitter iris
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Loans lol

thorny cipher
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Sure, 1-2k but you get that back off the 12%

safe rose
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Yeah, you'll get your money back quick

maiden swift
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Yeah, sounds to me like they are curating it based om the interviews.

wary wave
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the price barrier is a good thing; if you're serious about your game and it's of sufficient quality, $1000 is trivial

bitter iris
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Loans aren't a good idea tbh

cloud cobalt
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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

safe rose
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@maiden swift They are only curating the launch titles, then sometime in 2019, they are opening the flood gates

fierce tulip
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1000 sounds too low in some cases

safe rose
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That's how I read it

bitter iris
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I think epic should hire staff that is high maintenance not like steam where you can just post a game without proper review?

safe rose
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he Epic Games store is launching on PC and Mac in 2018, and Android later in 2019. We’d like to launch on iOS in 2019, however, that is in apparent conflict with current Apple policy.

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Also

wary wave
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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

safe rose
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PC/Mac only

maiden swift
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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.

safe rose
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Wait, in 2018

vale silo
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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..

fierce tulip
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5k sounds better, with a refund of 4-2k after a year if you didnt troll/extort/abuse buyers/store

safe rose
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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.

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@maiden swift

thorny cipher
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For a lot of indies $1000 is a lot to fork out

gloomy helm
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It could be $4000 and youll still have a flood gate of games

tall pendant
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they def. need to tweak on that 14 days refund policy

maiden swift
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@safe rose Well there it is, like I said.

safe rose
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??

wary wave
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$1000 is a handful of sales

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Β―_(ツ)_/Β―

dark depot
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most indies sadly dont even make 1000

vale silo
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imagine how you feel about refunds after forking over $1000 @thorny cipher

safe rose
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At launch

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When they open it up, there's no curation

maiden swift
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That's not what it says.

gloomy helm
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14 day refund is a bit of an oof

safe rose
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"curation" is just selection

thorny cipher
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Well you have to think about integration time, you're not going to be selling your game 10 minutes after paying the 1k

gloomy helm
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Heaps of singleplayer games you could beat within that time

safe rose
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Handpicked games for launch

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"
Quality threshold" in one article

fierce tulip
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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

maiden swift
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Handpicked = chosen by Epic through partners and such, not through developer applications.

safe rose
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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.

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this in another article

maiden swift
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Generally available = anyone can submit their games

dark depot
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@fierce tulip oh i agree

cedar snow
safe rose
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I mean, it's plain as day

wary wave
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yeah, the "$1000 is too much" is amusing when you have five people each with $1500 computers

thorny cipher
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Yes general quality

safe rose
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It's not going to be curated

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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.

fierce tulip
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"gaiz, I cant afford ue4, 20,- a month is so expensive!"

  • Send from Iphone8
bitter iris
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Lol

maiden swift
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Curating based on quality and technical competency but not artistic expression is still curation.

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And it's the right kind.

wary wave
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yup

safe rose
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"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"

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Lol

dark depot
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more curation then steam or android hahahaha

gloomy helm
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Technical competency curation is good enough

safe rose
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I mean, sure, if you really want to get down to semantics. But that's not true curation process

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Not the one that most would expect

maiden swift
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That's your opinion. We'll just have to disagree on their curation strategy I guess.

thorny cipher
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If the review process is anything like the MP, we are in somewhat good hands

gloomy helm
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Hahahah

maiden swift
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I'm sure this will be cleared up later when more info comes along.

safe rose
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There's really no curation strategy in place

fierce tulip
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lol

safe rose
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This is basically what Steam and Oculus do

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Nothing's really new here

thorny cipher
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If you compare the UE mp to unity's you can see a major difference in quality

safe rose
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Well if it's MP standards, then we're pretty much fucked

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Hopefully it's a different team entirely

thorny cipher
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Well ofc it would have to be a different team

gloomy helm
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I wonder if we'll be able to buy games with Vbucks

dark depot
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hahahahaha

thorny cipher
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Yeah that 15 day refund is in vbucks

safe rose
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@gloomy helm As stupid as that sounds...

gloomy helm
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That's already a thing haha

thorny cipher
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instead of steam dollars, it's all vbucks

safe rose
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I could almost see that a possibility

gloomy helm
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You can refund UE marketplace assets for vbucks

thorny cipher
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yikes

safe rose
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damn

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Don't give them anymore ideas please

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Stop talking

cedar snow
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where can i invest in a vbucks index fund?!

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πŸ˜„

thorny cipher
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epic coin?

cedar snow
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dallar!

thorny cipher
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ico

safe rose
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I guess we will find out pretty soon

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What the freak this is all about

cedar snow
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EPICo

safe rose
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It's a good Tuesday WTF just happened moment

cedar snow
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EpICO

gloomy helm
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Cant wait for Tim to be on the stage at the Game Awards standing next to Hydrobot

safe rose
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And this is what I am talking about

thorny cipher
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we can all thank the 12 yr old kids using their moms credit cards πŸ™

safe rose
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The repercussions of this... what is Steam going to do

thorny cipher
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thank you millennials

dark depot
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haha in the middle of reading that

safe rose
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Steam only has one thing it can do

gloomy helm
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Steam seems to be more focused on AAA anyway

safe rose
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If it doesn't do it...

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It can only be good things for us developers overall

dark depot
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yeah but AAA were already leaving steam

maiden swift
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@thorny cipher But millenials aren't kids. πŸ€”

dark depot
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^

safe rose
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Yeah they are@dark depot

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Nope, they are late 20s

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Maybe early 30s

maiden swift
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20s-30s

wary wave
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AAA is eating itself

dark depot
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millenials are 25 to like 35ish

safe rose
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But the youngings

maiden swift
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Well, 18-34 to be somewhat precise.

safe rose
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are kids by millenials

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So they act like their parents

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They are worse

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Having Google and iPads since 2 years old

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That instant gratification and social media addiction

thorny cipher
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@maiden swift oh true haha

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What's the new term then

safe rose
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GenX?

maiden swift
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Gen Z.

safe rose
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Y

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Z

maiden swift
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Or iGen.

thorny cipher
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ok

safe rose
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Something

thorny cipher
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ty gen fortnite

maiden swift
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lol

safe rose
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Gen Forkknife

thorny cipher
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alex \

dark depot
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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

maiden swift
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Fortnitials

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Gen V (for Vbucks)

safe rose
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Seriously though. The next few days/weeks are going to be interesting for us.

maiden swift
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Indeed.

safe rose
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Can't wait to see what happens.

thorny cipher
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weeks/months/years

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πŸ˜„

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not days

maiden swift
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I highly recommend watching The Game Awards if you weren't already going to.

safe rose
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Nah

thorny cipher
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well

safe rose
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The biggest things will happen very soon

thorny cipher
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could be days actually

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since they did say 2018

maiden swift
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Thursday December 6. πŸ‘€

safe rose
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But Steam is slow as heck with change sometimes

thorny cipher
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wait we're in december

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shit

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where has this god damn year gone

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😒

maiden swift
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Dude. I can't even comprehend it.

thorny cipher
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It marks my 3rd year anniversary of starting in ue4

maiden swift
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Think about this: in 28 days, it will be 2019. 😱

thorny cipher
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fml

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or 4th yr

gloomy helm
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If only your skill matched your years of experience

dark depot
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ouch

thorny cipher
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@gloomy helm kappa

fierce tulip
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@gloomy helm was thinking about that today actually, i wish I could kick teen-me in the nuts repeatedly

dark depot
thorny cipher
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lol

fierce tulip
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<_< I hope they dont add the rather messy compression like they do with mp images :p

thorny cipher
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oh god

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we will see blue artifacts in-game

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πŸ˜„

gloomy helm
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Wonder what VR titles will be in the initial launch

thorny cipher
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@gloomy helm not decaying substance

fierce tulip
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<_< there are already store related questions on the forums.. in the mp section

dark depot
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oh yeah people are excited

gloomy helm
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The steam subreddit is already crying about another storefront

dark depot
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ugh i hate when articles refer to epic as just fortnite dev

grim ore
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yeah they made that other game? like the one with the rabbit and stuff

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bubsy?

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πŸ˜›

ionic sorrel
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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 ?

dark depot
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yeah they will be listed under library

ionic sorrel
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thats what I thought

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they are not there right now

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all I see is fortnite

grim ore
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fortnite is not under your library

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did you go to the unreal engine tab then go to library?

ionic sorrel
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yeah , so there's the engines at the top, my projects and vault. non of the recent stuff is in the vault

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hohoho wait a second

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they have loaded in now,,, man cmon unreal , at least tell me you're downloading them

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tisk

sudden cave
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Hello

grim ore
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yep the new launcher does that because "it's lightweight"

ionic sorrel
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thank guys sorry it was my impatience

grim ore
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there used to be a loading bar at the top or bottom but I don't know on the new version

sudden cave
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So, I'm having some issues with level sequences, their integration and some blueprinting with them

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Where would be a good place to ask about that?

ionic sorrel
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@sudden cave ello

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the blueprint room i assume

grim ore
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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 πŸ˜›

teal tulip
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Millenials are from 1981 to 1995 @maiden swift

sudden cave
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Aight, so

humble timber
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I guess the new Epic games store isnt bad news for folk with Marketplaces... more traffic

sudden cave
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I have a sequence which has the player open a door when you interact with it

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Sequence has its own camera

ionic sorrel
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@teal tulip damn.. this is grave news

sudden cave
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And it works with one door, but with the other, the game won't switch to the sequence camera

teal tulip
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well in the best cause you can include millenials up 1981 to 1999

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post 1999 or post 1996 are Gen Z

sudden cave
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I'm trying to figure out what the cause of that can be

teal tulip
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Z like the zombies

grim ore
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is it another sequence completely?

sudden cave
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They're two different sequences, yeah, which makes me think that there's a difference between the two

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Well, one sequence and another "duplicated" from it

grim ore
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ah, is the camera inside the sequence then and not a separate one you are referencing?

sudden cave
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It is inside yeah

teal tulip
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@maiden swift @safe rose so thats the bad news you're millenial

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well in the case you're under 40 years old

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if that isn't the case then you're a granny

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as the oficial date is up 37-38 years now

sudden cave
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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?

wary wave
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generally speaking it's 1984 onwards

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though there's a less used classification for people between 84 and 94 that I can't recall (pre-Internet children, essentially)

teal tulip
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actually is 1981 amber

wary wave
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84 - because you would not yet have been 16 (ergo adult) at the turn of the millenium

teal tulip
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The date is everywhere

digital anchor
wary wave
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well, they're wrong :p

sudden cave
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...Should I like

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Ask in a different channel then?

teal tulip
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already moved so

sudden cave
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Wasn't talking about that

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Oh you mean

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Right, nevermind what I said then

cinder nest
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Hello I am here because my best friend Nick said there was quite the discussion

sudden cave
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Alright I think I figured out what the problem was

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The camera wasn't added to the camera cuts of that sequence, or whatever has to be done there

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So that's one problem solved

lime cobalt
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thanks for creating the Epic games store Epic, you're the very best

surreal viper
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Lol let's wait how it works out first

lime cobalt
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sure but the intent at least is awesome

surreal viper
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It is promising but there are reasons to worry

lime cobalt
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granted if the storefront is made the same way epic launcher is made, it's gonna be tricky

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devs gonna have to make great games to show it's not a shovelware store

tribal pebble
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why is that text over there

tall pendant
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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.

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another question is does an epic store actually has an far enough reach on the market?

teal tulip
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@tribal pebble cause you have to bake the light

lime cobalt
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there's no shovelware on itch.io, and yet the platform has no curation.. so I believe its possible

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(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)

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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

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awesome games on the store == store becomes popular, store being popular== indie devs publishing with it

surreal viper
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Nah its on players not on devs

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Devs have all reason to publish there

lime cobalt
#

yeah that too

tribal pebble
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the light is baked

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@teal tulip

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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. "

static viper
#

where did you get the meshes for the yugi?

surreal viper
#

U can

lime cobalt
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I hope it's possible to do multi-store publishing yeah

tribal pebble
#

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

tall pendant
#

or it go's like itt did with steam

tribal pebble
#

Anyone knows how to subdivide in ue4?

#

low poly meshes render like crap

static viper
#

so you took models from a garrys mod user uploaded package

#

and put them into unreal?

tribal pebble
#

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?

static viper
#

So you said you were on a deadline for this

#

what deadline is that if one is ok to know?

tribal pebble
#

its a collaboration with a voice actor , i cant talk more about it thanks

#

^^"

static viper
#

but are you getting payed?

#

or are you the instigator?

tribal pebble
#

yes i am the producer and animator

static viper
#

with what goal?

tribal pebble
#

well gtg cya in 5 hours

grim juniper
#

There's an experimental mesh editor which can subdivide meshes. Needs to be enabled with a console command

tribal pebble
#

please tell me more i'll look back at it later

next badger
#

Epic Store?

grim juniper
#

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

cerulean nova
#

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?

flat stump
#

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.

wary wave
#

it's fairly comfortable, tbh

#

I use both for most projects

flat stump
#

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)

plush yew
#

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?

unique spire
#

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

jagged garden
#

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

unique spire
#

They also need to establish the quality control.

stoic cobalt
#

yo

#

where can i chat if i need help related to ue4

gleaming creek
#

That depends on what you need help with

#

There are specific channels for most subjects

gleaming creek
#

Or you can ask general questions here, but they may be drowned in other talk

stoic cobalt
#

how do i fix this

#

the displacement disappearing underneath

static viper
#

this is not a typical issue

#

fix your displacement and the effect will go away

stoic cobalt
#

what do you mean fix

static viper
#

wat

#

is that intentional?!

stoic cobalt
#

i just boosted it up to 100 so you can see the issue better

static viper
#

oh

#

no thats not helping

#

return it back.

#

and then do video

static viper
#

mh

#

erm

#

this might be just a minor issue fast to resolve

fierce tulip
#

ive never NOT seen tesselation do that in ue4 hehe.

static viper
#

well then every material pack with tesselation on the marketplace should be packed with these issue comments? πŸ˜›

fierce tulip
#

also happens with them

#

not sure why my pc/gpu never liked it

static viper
#

doesnt that make tesselation inherintly useless?

fierce tulip
#

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

dusk vault
#

anyone knows how to install VXGi on UE 4.21?

tall pendant
#

you can't just install VXGI on UE4. You need to grab their branch and build from source.

wise sleet
#

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.

ruby folio
#

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.

stoic cobalt
#

are they movable?

ruby folio
#

@stoic cobalt Nope

stoic cobalt
#

idk then

dark depot
#

@ruby folio do they have collision

static viper
#

if he has landscape ticked

#

then without collision the sphere would still be there

dark depot
#

i was thinking he was talking about the bottom ones

static viper
#

me too

dark depot
#

oh got you haha

hidden berry
#

Hey, i gotta quick question. Could i make an interactive menu app for my work in unreal ? for android

rustic panther
#

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'

grim ore
#

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

ruby folio
#

@stoic cobalt @dark depot @static viper
I had set the collision wrong

#

Derrp

ruby folio
#

I wish we could use LandscapeGrassType with foliage painting instead of just FoliageType.
Would save a lot of hassle

stoic cobalt
#

Nice

high stone
#

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.

thin hemlock
#

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

vale silo
#

gotta make 10M on Steam to get that 80/20 split..

thin hemlock
#

oh wow lmao

high stone
#

Yes, but it only applies to AAA devs. The fine print was BS.

#

Yep lol

thin hemlock
#

gotcha

high stone
#

If Unreal has 10%. GG, I'm heading to your store. Steam can get rekt.

flat stump
#

updating to 4.21.1 now πŸ˜ƒ

thin hemlock
#

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

high stone
#

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.

thin hemlock
#

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

high stone
#

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.

hoary charm
winter fossil
#

@hoary charm the launcher updated on my end, might have something to do with it

hoary charm
#

@winter fossil what should I do

#

delete and reinstall?

winter fossil
#

if restart doesn't work then maybe yeah

#

can't hurt

plush yew
#

Hello I'm new, why cant I find a tutorial anywhere about importing a map to your project?

ruby folio
#

@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

plush yew
#

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

#

😱

#

delete it

#

nevermind I think I got it

ruby folio
#

@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

plush yew
#

Thanks

ruby folio
#

You can always just grab the content via your native file manager and copy/move them across

plush yew
#

just opened up UE4 for the first time

#

im looking forward to migrating from unity to this...

grim juniper
#

I remember opening the editor for the first time and thinking it looks a lot nicer and more organized than I was expecting

void geyser
#

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?

ruby folio
#

Opening the window side by side during gameplay

worn granite
#

Well I'd hope you knew about debugging using your code editor or a debugger

#

that is, unless your language can't be debugged

icy bone
#

@void geyser print string

flat stump
#

@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!

flat stump
#

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

grim ore
#

put a print string node every other node for debugging in blueprints!

dark depot
#

ive had zero times where i couldnt find an answer to something for ue4

icy bone
#

@plush yew welcome

flat stump
#

@dark depot congratulations πŸ˜ƒ

worn granite
#

@dark depot Aye, when I can't find someting by googling, I turn to my in-house UE4 guru (myself)

dark depot
#

heck follow @grim ore < youtube and you can learn what nearly every node in bp does haha

grim ore
#

well it's not horrible since you have a few million color options for your print strings to use πŸ˜ƒ

flat stump
#

oh whats the yt channel?

dark depot
#

just look up wtf ue4 on youtube

tribal pebble
#

wat cinecamera is weird , when i use Focus to the actor everything is focussed BUT the actor ,wtf

grim ore
#

wtf

#

stupid discord parser

flat stump
#

neat! subscribed will be checking out some of them soon!

icy bone
#

@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

plush yew
#

whats a good yt tutorial for C++?

#

no offense to you @grim ore I'm just not one for visual stuff :P

flat stump
#

if you are just starting C++, Virtus Education is doing a C++ series right now I think

grim ore
#

If the C++ in UE4 was more fun I would totally cover C++ as well

dark depot
#

depends on what you need to find in C++

worn granite
#

C++ in UE4 is fun tho

grim ore
#

more fun

worn granite
#

oh god virtus is doing C++

#

god save you all

flat stump
#

hahaha

dark depot
#

haha

flat stump
#

Virtus is good for getting your feet wet with UE4

dark depot
#

watch to learn what not to do

flat stump
#

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

dark depot
#

sometimes

worn granite
#

Its not about it being full of best practices

plush yew
#

what do you mean by best practices?

icy bone
#

@dark depot Udemy classes are good.

worn granite
#

In my case I mean not showing some of the most foot-shooty methods of doing things

flat stump
#

like "dont put tons of crap in your level blueprint" or "always check for null pointers"

dark depot
#

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

plush yew
#

ohhh

grim ore
#

always avoid the level blueprint and is valid is your friend πŸ˜›

plush yew
#

Oh I hate having to do that... and he doesnt have the best practices?

worn granite
#

Sure, yeah, nifty tricks that are more elegant might be out of scope of introductory content, but lets NOT saw off our feet.

icy bone
#

@plush yew Tom Looman class on Udemy got me fairly comfortable in ue4

flat stump
#

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 πŸ˜‰

hushed wing
#

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).

grim ore
#

Tom Looman is a good guy from what I have learned from him, πŸ‘

tribal pebble
worn granite
#

I could make a list of people in the blueprint channel who are more lost on account of following his stuff

tribal pebble
#

i can't interpret that help

dark depot
#

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

worn granite
#

Like without his channel its my opinion they'd be further along in understanding UE4

tribal pebble
grim ore
#

Preview means you need to build the lighting or uncheck the show preview option in the viewport settings

tribal pebble
#

can't find it

grim ore
#

or I guess change to realtime lighting

flat stump
#

@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

dark depot
#

hit the giant build butotn

tribal pebble
#

the preview shadows indicator is turned off

#

yet it still showed

dark depot
#

more then one thing casting the shadow

tribal pebble
#

ok but the build works for everything? cuz this is an animated thing

#

its an animation

worn granite
#

Nah they'd be using tesla tuts or matthewW's channel or something.

hushed wing
#

Low barrier of entry is the motto behind a lot of bad choices for unreal engine 4 imo...

worn granite
#

Or they'd be using one of the other mechanic vlog channels

flat stump
#

@hushed wing lol

grim ore
#

What is the "preview" watermark on?

tribal pebble
#

everything

#

a card that animates

grim ore
#

so it's on your UI?

tribal pebble
#

and a character neck

#

that's where its very easy to spot

grim ore
#

weird so it's on your skeletal mesh?

hushed wing
#

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!

tribal pebble
#

yeh

#

its on a character and a moving card

hushed wing
#

Let's just hope no one builds anything big.

worn granite
#

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„’?

dark depot
#

yeah i really wish that was off by default

flat stump
#

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 πŸ˜ƒ

dark depot
#

and if you plugged something into the tick node it enabled

grim ore
worn granite
#

(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)

tribal pebble
#

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

worn granite
#

@flat stump literally the official BP series

dark depot
#

so dont bake light

#

set it to movable

tribal pebble
#

i turned it off as recomended by someone @grim ore so now you say to turn it back on?

#

but movable lights look like ****

dark depot
#

or improve your models

worn granite
#

they aren't perfect either

dark depot
#

so improve your scene

tribal pebble
#

HOW

grim ore
#

no if it's off then you shouldn't be seeing the preview stuff, that is odd

tribal pebble
#

i built it

#

i dunno what to do

#

now it looks everything like its os ugly

hushed wing
#

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
tribal pebble
#

goddammit building light was a mistake

dark depot
#

things need a lightmap uv

flat stump
#

Ma@GameJolt did a remix of the Udemy guy ad

tired oracle
#

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

tribal pebble
#

how do i unbake

#

dude it looked amazing without baking anything the only annoying thing was the text

#

everything else was perfect D:

dark depot
#

so use mobile lighting

grim ore
#

if you arent baking and didnt use baking before switch your lights to movable

dark depot
#

that is what you need when its not baked

tribal pebble
#

i did switch to movale

#

when i do everything looks bland

#

movable lights suck

#

HELP

#

how do i unbake

dark depot
#

its not on movable in that screen

tribal pebble
#

its all messed up now D:

#

because i changed it back

#

it was movable beforehand

dark depot
#

well it was always movable then

#

if you didnt bake

#

thats how it works

tribal pebble
#

man thats nonsense ,it looked great before the only bad thing was just the text

dark depot
#

so you can fix the lightmap uvs if you dont want it to look like crap

tribal pebble
#

how does that make sense tho ,since many games have overlapping uv to not consume much space

#

and have a better performance

dark depot
#

and then a second uv for lights

#

that is how lighting is baked

grim ore
tribal pebble
grim ore
#

I guess you can just modify the texture to remove it lol

tribal pebble
#

yes

#

i dunno where it is

#

people write " /Engine/EditorMaterials called PreviewShadowIndicatorMaterial "

#

i dunno what it even means

grim ore
#

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

tribal pebble
#

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.

grim ore
#

it's the bottom right of the Content Browser

tribal pebble
#

one sec one sec

#

i can't find it at all

dark depot
#

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

plush yew
#

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

flat stump
#

baking lighting for me goes to 98% then like 30min later 99% then 45min later 100% I wonder what those 2% are

grim ore
#

but you will have to fix your lighting at some point, either nuking your lightmaps and going back to movable or baking it properly.

tribal pebble
#

what are you takling about O.o ? @dark depot

#

i don't see it

grim ore
tribal pebble
#

ohh

dark depot
#

well im sorry if you made these just based on what you were saying earlier these are stolen pokemon assets or something

tribal pebble
#

stolen?

grim ore
#

@plush yew it sounds like you have physics turned on and they are just reacting if they get forced into eachother?

dark depot
#

as in you didnt make them

#

and they are ripped from a game

tribal pebble
#

and?

flat stump
#

are they actually stolen assets? or like asset store assets?

tribal pebble
#

bruh

#

its an animation

#

peopel make animations in sfm with "STOLEN ASSETS"

#

i don't see your point

dark depot
#

you think just because its an animation its not stolen

tribal pebble
#

then go and close down SFM

#

don't harrass me

#

go harrass sfm

flat stump
#

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....

tribal pebble
#

what's commercial about this?

plush yew
#

@grim ore How do we turn off physics on all objects? Is there a full kill switch?

tribal pebble
#

its just a damn parody video on youtub

dark depot
#

im not im telling you that your going to have this issue if you dont make some lightmap uvs

tribal pebble
#

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

dark depot
#

dude i think your not understanding what i mean

tribal pebble
#

no you are not understanding

dark depot
#

literally just telling you how to fix your issue

tribal pebble
#

i'm not selling this

#

to no one

#

i'm not earning a dime

dark depot
#

i didnt say that

tribal pebble
#

and you start insulting my ass for STOLEN CONTENT

#

yes u did say that

#

read back

flat stump
#

alright alright guys

dark depot
#

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

plush yew
#

wew....

tribal pebble
#

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

dark depot
#

no you need a 2nd uv channel

flat stump
#

there are plenty people here who don't model and still need to fix issues with models

tribal pebble
#

my chocies were to overlap uvs

dark depot
#

that is the issue with the lighting

flat stump
#

I am not a modeler but still have to fix issues with models I get from my modelers

tribal pebble
#

just say cordially " remember to not overlap uvs for ue4"

dark depot
#

you need one for color data and another for lighting that is how it works πŸ˜›

tribal pebble
#

insthead of saying i'm a cheap ass burglar

grim ore
#

@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.

plush yew
#

@grim ore looks like I don't have physics turned on on any of my meshes.

#

Gravity is enabled though

grim ore
#

@plush yew do you have an example or a video or something showing the issue?

plush yew
#

yea

#

sec

#

i will make one

tribal pebble
#

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

plush yew
#

right, I think I asked but I didn't see any answers: do you have any non-paid recommendations for UE4 C++ game design?

grim ore
#

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.

flat stump
#

@tribal pebble I think its ok to drop it, its become a one sided convo at this point

tribal pebble
#

no

#

i'm pissed off like a bull

#

because if i'm trying to learn animation

plush yew
#

then take it to DM...

tribal pebble
#

why should i spend most of my time making a new model

plush yew
#

you're paid for it?

tribal pebble
#

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

plush yew
#

if youre paid for making models and you're copying models that doesn't really seem right...

flat stump
#

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 πŸ˜‰

tribal pebble
#

copying models

#

what you talking about

#

what don't you understand about I'm NOT GETTING PAYED FOR HTIS

plush yew
#

dude chill

tribal pebble
#

the models were not even copied they were downloaded from GMOD Workshop and i changed uv's , rig and some colours

plush yew
#

right does anyone have a recommendation for UE4 C++?

tribal pebble
#

no

hushed wing
#

i've heard the udemy course is good @plush yew But unfortunately I learned on the job :p

plush yew
#

right, udemy is paid GWfroggyAngryEyes

#

man I wish I could learn on a job :P

hushed wing
#

Sorry, only one i've heard of that is good. It's not that expensive i think? :d

flat stump
#

@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.

dark depot
#

most things are payed aoife other then that maybe the docs

plush yew
#

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

dark depot
#

haha

plush yew
#

theyll come out of the woodwork

hushed wing
#

And then everyone comes running agreeing how much better windows is :d

plush yew
#

ouch

hushed wing
#

(I'm kidding, don't kill me)

plush yew
#

@grim ore any ideas?

flat stump
#

ok watching @grim ore 's MVP video while my lighting builds

grim ore
#

@plush yew the easiest solution might be to make them not collide with eachother at all

flat stump
#

hahaha I was wondering about that smoke!

#

glad you said something!

plush yew
#

@grim ore is there a way to make them avoid each other

dark depot
#

@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

tribal pebble
#

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

flat stump
#

guys really seriously please drop it

tribal pebble
#

i mean he wants to talk only here and not in the DM'S xD

flat stump
#

i dont blame him drop it

tribal pebble
#

i guess!

fierce tulip
#

seriously, drop it.
problem solved, discussion about the other thing is moot.

tribal pebble
#

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

grim ore
#

@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?

plush yew
#

Why is the path finding not calculating the other objects? @grim ore

#

Do I need to increase the nav agent size?

grim ore
#

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
#

i am just going to disable physics

hushed wing
#

@plush yew Do you have extra collisions on these actors other than their capsule collisions?

plush yew
#

The characters will never need to bump something in this type of game

grim ore
#

@plush yew you can try that but who knows what will happen lol πŸ˜ƒ physics are evil

flat stump
#

liking the MVP tutorial so far @grim ore πŸ˜ƒ 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.

hushed wing
#

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.

plush yew
#

It looks like they are just pushing each other out of the way.

grim ore
#

@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 😦

#

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 😦

#

but it's the same for Unity so I don't feel as bad πŸ˜›

flat stump
#

Building Lighting is like the old windows file copy dialog - it sits at 99% for 100000x longer than it took to get to 99%

silver crown
#

Progress bars are hard to create dep

pallid compass
#

Much hard

novel mango
#

you mean impossible?

raw olive
#

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

pallid compass
#

Unless its rendering / HLSL

#

Then your fine

grim ore
#

usually the docs recently point out the changes when systems change so hope you get lucky if you run into a problem lol

flat stump
#

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

plush yew
#

@grim ore i got it

raw olive
#

From what I can gather it's mostly just using the editor, setting up Projects and super basic stuff

plush yew
#

set jump off z factor to 0 on the char move comp

raw olive
#

no fancy shader stuff

grim ore
#

ah ha, nice. You might have also been able to lock the z position on the character

flat stump
#

For the most part if you can program in BP already then doing UE4 C++ is very easy

grim ore
#

I couldnt really tell if it was geting tossed up and to the side or just the side

flat stump
#

Most of the C++ functions and stuff are named the same as the blueprints which helps a lot

hushed wing
#

^You just reminded me of another abomination! Display Names!

#

πŸ˜„

flat stump
#

lol

raw olive
#

I'm just starting to learn Blueprints, I started with C++, C

flat stump
#

my main background is in C++ but I actually like BP a lot

novel mango
#

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.

pallid compass
#

Bp is good start0

#

Easy to find your way around the engine

#

Trying that with c++ is hard

grim ore
#

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.

hushed wing
#

Bp is good for fast prototyping, small tweaks and modding. I strongly dislike it for all other purposes 😐

novel mango
#

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.

plush yew
#

@hushed wing wdym by prototyping?

#

maybe an example?

raw olive
#

yeah luckily from what I can tell there isn't really any abstraction between BP and programming in C++

flat stump
#

@plush yew yeah like the first iteration, a quick demo etc

raw olive
#

it seems pretty one to one as far as what you can do with it

grim ore
#

WebGL and UE4 are not friends. File size and networking made me cry last month with that.

flat stump
#

Like on my current project we started out doing everything in blueprints but it looked like a bowl of speghetti pretty quick

plush yew
#

question: if you can make a first iteration, what reason is there to go back and rebuild with C++ instead of just tweaking BP?

flat stump
#

so now we are going back and rewiting a lot of it in C++ now that we have the idea proved

hushed wing
#

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++

novel mango
#

Honestly, the scripting part for the other engine seemed to flow better than it does in UE4.

grim ore
#

lol I am implementing a farming system for a game right now in BP

flat stump
#

LOL

raw olive
#

I can imagine BPs bloat very quickly

plush yew
#

alright. I still dont understand why you would do the full farming system in C++ when you can use BP...

hushed wing
#

Blueprints are also horrible for multi-user cooperation. Unless you're very strict and good with spreading out your logic into different assets.

novel mango
#

I find big BPs really difficult to parse. Much more difficult than code.

hushed wing
#

Unmergeable code is the DEVIL

grim ore
#

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.

plush yew
#

I see.

novel mango
#

Well, BPs bloat quickly though, because basic nodes take up a lot of space.

raw olive
#

I meant bloat in the sense of becoming difficult to actually handle

flat stump
#

yep its true if you are very good about separating out things in bp into functions and stuff

hushed wing
#

Refactoring is many times easier in C++ though @grim ore

flat stump
#

and into separate objects

raw olive
#

like a huge BP, with dozens or hundreds of nodes

novel mango
#

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.

flat stump
#

@hushed wing I 100% agree

grim ore
#

working with multiple people tho is where plain text code has advantages for sure if the same people have the same tasks.

hushed wing
#

Refactoring isn't really a "thing" you do in blueprint. Unless you want everything to explode.

grim ore
#

There is a math expression node for complex math operations πŸ˜›

flat stump
#

well you can refactor in BP but yeah its a pain in the ass especially if you have more than one coder

hushed wing
#

This is my opinion btw, it's clearly colored in the pro c++ camp πŸ˜ƒ So take it with a grain of salt.

grim ore
#

or yeah just break it down to a C++ snippet and expose it to BP then win win

novel mango
#

I just wish C++ was as nice to write as C# is.

hushed wing
#

What you talking about, c++ is life.

grim ore
#

I won't work in C++ anymore unless I have to and that is why I love Blueprints πŸ˜ƒ

flat stump
#

@novel mango you should check out Qt. Its not quite as nice as C# but it makes C++ a lot nicer IMHO

hushed wing
#

To each their own πŸ˜ƒ

novel mango
#

What do you mean by Qt?

flat stump
#

Qt is a C++ library

hushed wing
#

unreferenced assets are automatically removed. Which can be a problem. @plush yew

flat stump
novel mango
#

I've used some Qt stuff before, but that's not what I meant.

grim ore
#

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 πŸ˜ƒ

hushed wing
#

You can setup specific folders and whatnot in the project settings if you want to force the game to include unreferenced assets.

novel mango
#

I meant that code from a syntactical standpoint is just so much nicer in C#.

flat stump
#

Im enjoying mixing C++ and BP much more than I expected

raw olive
#

Will be interesting to see how Visual Scripting pans out for Unity

novel mango
#

Maybe I just dont' have enough familiarity with C++ for it to feel completely natural.

plush yew
#

thank you for the explanation @hushed wing I appreciate it :)

hushed wing
#

@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 😦

novel mango
#

@raw olive I feel like Unity really doesn't need it. C# in Unity is really really easy to use.

raw olive
#

Yeah agreed

grim ore
#

My only qualm with the VS in Unity so far is the stupid flow is vertical (top to bottom) and that just 😿

raw olive
#

Unity's Scripting Reference is really solid which helps a lot

hushed wing
#

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

restive basalt
#

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!

flat stump
#

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

raw olive
#

also I just love C#

flat stump
#

it helps get people over a mental block

hushed wing
#

@restive basalt We've seen massive improvements moving implementations to C++.

#

Without me being able to quote numbers, i just remember they were significant.

flat stump
#

but there is also an inverse, some people won't learn BP because they think it is only for newbies or designers

novel mango
#

So, when are we going to get visual scripting-focused mainstream programming languages? Advertise it as "program on your phone!"

hushed wing
#

We'll get AIs that will make things do what we tell them to do @novel mango :d

raw olive
#

C# + MonoDev with Unity is honestly my dream set up

grim ore
#

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.

raw olive
#

it just works so well, isn't a ram hog like VS taking forever to launch

novel mango
#

"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!"

restive basalt
#

@hushed wing Not saying its the right fit for everything but you can still make a great game that is optimized without any hiccups

hushed wing
#

Depends on the scope, but yes. You are most likely correct πŸ˜ƒ @restive basalt

grim ore
#

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 😦

flat stump
#

@novel mango one of our games has a built in level editor with Lua scripting and code editor right in the game, on android πŸ˜ƒ not visual scripting but still I think its cool

hushed wing
#

@grim ore Do you know that UE4 actually has a 3-way blueprint merging tool?

grim ore
#

it was super nice once unity realized that and changed the default format for files to text instead of binary

hushed wing
#

It just doesn't do any actual merging. :p

grim ore
#

yeah I have played with it and yep It's just horribad

hushed wing
#

pre-experimental stage

novel mango
#

aren't blueprints in UE4 just code underneath?

grim ore
#

Being able to see the actual changes in your source control software is just really nice if you work in a team

novel mango
#

Can't you copy and paste blueprints into text editors?

flat stump
#

Yeah UE4+git is ugh super huge repos super quick

novel mango
#

and it'll give you code?

hushed wing
#

Technically yes. But it's an abstraction level above that needs to translate it to executable code, which adds overhead and slows it down.

flat stump
#

yeah but the file itself is binary

grim ore
#

you can but it's super fragile if the end target you paste it into is not the same as the source

pallid compass
#

BP's are in VM's

hushed wing
#

When you press "compile" it does not spew out C++ underneath

pallid compass
#

They get compiled down in a vm overhead

novel mango
#

it should

#

as in, i wish it would

raw olive
#

yeah I'd imagine actually building your game just ends up in C++

pallid compass
#

It can

hushed wing
#

Then you would not be able to fast-iterate as you are doing now. :p

flat stump
#

there is a nativize blueprints option

grim ore
#

you can technically nativize BP but it's miss or miss on it working right lol

pallid compass
#

Its called Nativaztion

#

but i highly recommend u dont use it

hushed wing
#

does it work now?

novel mango
#

TIL

hushed wing
#

We failed at making it work :d

grim ore
#

it works on basic stuff, it fails hard on the other 99%....

manic pawn
#

miss or miss

#

perfect

pallid compass
#

Lmao zeb

flat stump
#

yes lol miss or miss lol

plush yew
#

hi

grim ore
#

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 😦 but then again needing it is also not needed for most devs

flat stump
#

I think that nativized BP's still go through a lot of extra code compared to straight C++ implementation

plush yew
novel mango
#

@flat stump that's pretty much guaranteed

raw olive
#

the thing is, if you can't migrate BP into C++ yourself then you just don't understand what the BPs are actually doing

manic pawn
#

the bp to c++ thing does make pretty weird code

novel mango
#

kind of like writing asm vs what a c++ compiler will spit out

hushed wing
#

@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.

plush yew
pallid compass
#

its border line straight c++

#

u can go open it up afterwards

grim ore
#

that gif is just occlusion culling and is native to any 3d engine really.

plush yew
#

I mean

pallid compass
#

its not really readable tho

manic pawn
#

it uses a lot of weird wrappers for working with structs

plush yew
#

it makes the game run much smoother

flat stump
#

like getting a BP variable from C++, AFAIK you have to like find the variable by a string name and other weird stuff

hushed wing
#

Every game engine since many many many many years ago does that @plush yew :p

#

It's not a new thing.

pallid compass
#

yes unless its a widget bind

manic pawn
#

every engine made in the last 2 decades has frustum culling, idk why these posts keep popping up

pallid compass
#

or something

novel mango
#

@manic pawn because most people that play games don't know about this

hushed wing
#

@flat stump Yeah, it works tho. Super fun. ... xP

flat stump
#

yep πŸ˜ƒ

grim ore
#

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

flat stump
#

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

grim ore
#

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

manic pawn
#

it is slow though πŸ€”

grim ore
#

the game is slow but it's not due to that tho

hushed wing
#

Probably didn't help though :d...

grim ore
#

it's... frustrating to play on the switch as well 😦

pallid compass
#

u wann look at ark internals

worn granite
#

@novel mango what you get when you copy blueprints is closer to html than it is code.

pallid compass
#

the bp is borderline insane

#

every single material has the same top level master class lmao

manic pawn
#

it is actually insane*

grim ore
#

yeah bad decisions are more to blame than the engine

#

Conan Exiles does a great job for example with the same premise

pallid compass
#

they did a ton of custom work on the engine too

#

so they cant upgrade lmao

hushed wing
#

thanks @grim ore :p

manic pawn
#

wtf did they still not upgrade

pallid compass
#

no