#ue4-general
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install visual studio installer.
Did you tick windows 8.1 sdk in the installer
Download the installer from the site
Before you spam install, there will be options to install windows 8.1 sdk
Yes so run it
alright
Lol
yes i dont know where my root is tough
i saw the website on my course
idk where is my ue4 root
what is wm?
World Machine
what is that (sorry im just curious)
I think the best thing to do is deinstall u4 deinstall cisual studio and then just instlal visual studio WITH ue4 so it sets up everything for me
i eee
Just re run the installer of visual studio and follow the steps
type in Visual Studio Installer in your windows start menu and it should pull up the installer
from there you click modify on your install and find the Windows 8.1 SDK and install it
Hello everyone. I am experiencing a problem that I have never seen before and Ican not find a solution. When i place items (made in blender) and then trying to position them, sometimes when i am moving them they would randomly change position. For example i am moving an item to the right and as I do it also teleports a bit back which makes me unable to move the items where I want. I mean its so weird and noone ever spoked about an issue like that. This happens with other items too. Did anyone experienced and solved this? I am using ue 4.18.3
Update: I can move them with no errors if I change the location and not move them with the mouse
what is the easiest and most correct way to do a "full" clean rebuild? Like one that recompiles all the CPP, BP, and lighting discarding any cached stuff. I assume its a matter of just deleting a couple directories and hitting compile then rebuild lighting but I'm not sure
I am Sorry
Same rule applies to all channels
hi guys
in an actor blueprint i made if the third person begin overlap some things happned anyway
i wanted to add like a component isnt active until the things i made happened " after them
but all i found to use are those two
how can i put them on the blueprint
say, if you want a cube to start spinning when player touches it, you would bind overlap event to component activation
How can I prevent it from swinging (Gun)
well why is it swinging?
its a static video with some woman singing to me
I wonder what the oldest version of UE4 that many people still use is?
Thinking of making something that (depending on how it goes) I might put up on the Marketplace, which in theory should be made for the oldest version possible, but how far back do I want to go?
Depends on your project.
If it's the base for new projects then 2-3 versions back is enough
UT is canceled
That's why it's still 4.16
It was put on hold.
Unreal Tournament is fully stopped.
Have they confirmed it was cancelled?
it was just on thursday that they pulbicly cancelled it
oh that was 3 days ago
mostly bc of the progress they didnt made
Mostly because the peeps work on fnbr
๐ฑ ๐ญ
Nah last commit is 2017
it was doomed from that day anyways...
Well, don't know if people who want to buy things on the Marketplace want it for new or old projects
But 4.16 is probably a reasonable compromise for an old version so people who are slow at updating can use it
It's terrible, it's currently in a really bad state
could be funny
It's shame about UT, weren't they trying to get the community to finish it?
and the community was on it
The network code, the hitboxes, the mouse input lag, the performance and the headshot detection... all those aspects have issues.
there were contests
Custom maps for a game that isn't playable?
It's actually listed on the new shop btw
If the community didn't spend much effort fixing the game since 2014, I can't see it fixing the game now.
It would be better to just start a new FPS with the latest version of UE4
i think epic has bigger things going on now XD
I know some of the most active modders/programmers and they ended up leaving the project to make their own games or just quit.
@static viper You say that, but I'll put things into perspective.
Epic Games was working on UT4 for free,because Fortnite even became a thing.
Now the company is billionaire and it's a problem?
Come on lol...
i really see how they play it safe
I miss Tribes 2
they wont dare a fail
Fortnite is so big, even their studio in Montreal is working on it
someone should make tribes 2 in Ue4
and ut4 right now has all the world to make wrong
fortnite is like their money machine
It is a good money machine
I just don't understand their decision of not working and finishing UT
They have more money than ever
lmao
good, cus hope it can let them hire more pple for awesome updates, and destroy unity :D like add in deeplearn support/rendering etc
@plush yew You misunderstand how money and development work.
I'd recommend them maybe to drop UT and make a solid multiplayer FPS template for indie devs who just want to make mutliplayer FPS games
A gajillion dollars doesn't instantly spawn new developers who know all the ins and outs of the system.
asset fliiiiips
they should instead work on a epic launcher network integration for ue4
multiplayer fps is actually already easy to make. fps is the easiest to do in ue4
that would be really great.
@icy bone I'm talking about a solid multiplayer framework
matchmaking, friend list, modding support, network code, mouse input, etc
A framework
there are things like that on the mp
and this ties into network integration
steamworks
its really not that easy.
Like creating a framework as good as Halo 2 for UE4 devs
you can request ofc
but i dont see much sense in it
things will change with the new store program
and new questions will arise
Dude, things havent changed since 1998 lol
its really a time where epic has to be careful
Halo 2 wasn't subjectively great. It was the best thing there ever was on Xbox. Multiplayer today still dont have a multiplayer framework as good as halo 2 a game that came out in 2004
So if you Ecpi Games or a third party can create a default template for multiplayer games that is solid allowing devsto just make their own Counter-strike, Halo, Quake or whatever. It would be a huge time saver.
It's no like we have to re-invent the wheels for those kind of games
Hey guys I have a really important question: I rented a virtual Server but I dont know how to connect to it
i just dont agree
Many games have failed, because they didn't have sufficient multiplayer features to keep players engaged, invite friends, make custom games, have modding support, etc
yep because a template that can do counterstrike and halo and quake would be super simple
you cant ask epic to do your game for you
and yes you do have to reinvent the wheel because quake does not feel the same as counter strike and halo. Feel is a laaaaaarge part and just tacking on a template is not going to work.
@static viper I'll draw you a picture.
What you are used to is...
Download a game engine -> work on a game from scratch. Well not so much since you start with a game engine, right?
Well, there is an evolution to that.
Game Engine -> Game framework -> Make the game
That's where we are at.
And that allows smaller teams to create games.
UE4 already has all of the things you ask for, you have to make them into what you want.
hell I think Unity has all of that as well now
That's exactly what i just said
they are literally giving out ultra basic tools
you are asking for something much more refined
I didnt say upgrade the engine, I said create a FPS multiplayer template that is far more advanced then the current ShooterGame template
what should happen when you hit the Ctrl key in the template?
or even ignoring make it that specific, does the template have crouching?
what mathew is prolly trying to say is... every multiplayer game has its code specificly designed for the game concept.
thats why csgo has bunny hops...
and thats why battlefield has destructiable landscape
its specificly designed for that from the core
so if you create a multiplayer fps framework you will end up with clones of the same gameplay
well I was trying to but he didnt answer ๐ฆ
its a tough time XD
I don't care about the gameplay.
I just talked about the framework, multiplayer features.
then you dont understand how networking works XD
then your not getting the point of what they are saying
unreal is already delivering a framework then
gameplay dictates framework
well UE4 has multiplayer right now and unity has multiplayer with matchmaking. What non gameplay feature is still missing then?
unreals mp framework starts with a smple feature, player amount on start
XD
thats where unreal starts supporting it
it doesnt even define a looby
or else
bc it could be different per game
if you want better netcode, then youll have to see into the engine itself
technically Unity has https://assetstore.unity.com/packages/templates/systems/ufps-ultimate-fps-2943 which should be what you need ?
this is what i said, there is stuff like that on the mp
thats a gameplay framework
specificly designed
That's what I didnt ask for
I was talking about the game menus and multiplayer features.
that is gameplay
and that is also on the mp
The reason why halo 2 was so great is you could start a lobby and never havei t interupted
should the game menu have support for an action key rebinding? like interact?
there is no halo 2 framework i fear.
again that is gameplay nothing about MP framework
you asked for a menu....
I asked for multiplayer framework, excluding gameplay.
Then all you need to do is add gameplay
but that is...
menus=gameplay
Unity has that right now, so does UE4
Take UT Pre-Alpha.
You can have the exact same thing as UT Pre-Alpha but instead it would be counter strike
I don't think anyone here is going to get him to understand and we don't understand him sooooooo...... how about bacon for lunch.
mm bacon
Trying to migrate a blueprint. Deleted all references to my player character, player chacrater still appears for migration
I've got 14 hours left on my 3d print so I can't leave my room for the rest of the day lol
did you fix up redirectors @sonic pagoda
Nope, thanks
I also hadnt deleted all references
Lol
Had a hamburger with gorgonzola cheese
Is there no way to visualize / delete UVs on a skeletal mesh in the asset viewer?
It's very easy to do with the static mesh veiwer
I'm trying to build me a cross-project "assets i need often" library, and I thought about just symlinking it to my "Engine Content" folder so I get it in all my projects and can just copy the assets i want over to the project content folder in the editor, would that work? or could i even leave them in that engine folder and make the packaging process automatically pull them in? don't really want to symlink it to the individual project folders because then the engine might be tempted to mess with them in a project specific way ๐
ideally i would keep the stuff in the symlinked engine folder and never copy it (just inherit from it or use the media assets etc) but i dunno if that works with packaging etc?
@grim ore cant get enough of your videos... life saver!
Hey guys! Important question here. What are some helpful ways to mitigate development burnout? You know when you've been at a project for a really long time and the thoughts of cancellation start to creep in . . . what are some ways to help the vision alive along with balance Irl stuff with development stuff?
@vagrant iris My advice is step away a bit from it
That's good advice. I'll keep it in the back pocket
and try to work on other areas of your game, like work on code and if you feel like you need to do something else
move to like modeling/graphics
so you don't feel suffocated with the thought of so much on your plate
I've always just played some games/watched stuff for a bit to decompress and think of new ideas
Depressions and burnout are often caused by unhealthy environments.
Change the environment, fix the depression or the burn out.
A person, a project, a work place, etc.
Sometimes, it's a whole bunch of injuries.
@vagrant iris
It's difficult to give you an answer, but you would need to clearly identify what you believe could make you go through a burn out if it didnt happen already
Some people dont even notice when they go through a depression or a burn out, because.... they simply never experienced it before.
They dont see it coming
And then it's too late
I haven't faced burnout myself yet, but I just read a post of someone who cancelled their game and their story was really gripping and sad. I just don't want it to happen to me
Personally, i think the pursue of happiness is quite unrealistic, selfish and overrated. However, I believe that we should try to maintain a certain balance in our daily lives, precisely to stay far away from depressions or burn outs.
If to get up in the morning and go to work makes you uncomfortable, maybe you should try to work somewhere else
maybe you are working at the only studio that exists in your area, then it that case it wouldnt be such a great idea to leave
If you are lucky, it can just be a matter or chaning your pirorities. Like sometimes, we care too much and that makes us miserable
When I started my career, I was dead serious about making games. And all the politics and poor management really got to me.
And I know those things piss off many employees.
But the point is... there is much worse.
And when you experience worse, then things arent so bad afterall
I got friends who are paid super high salary and are miserable. Everything gets to them.
I used to work as a designer, then went into 3d modeling, got a side job as QA and got stuck working QA for 2 years, minimum salary and had to work overtime all weekends just to pay the bills.
And I can tell you now that I'm fucking happy to go back to game/level design
Anybody know how to convert a .pskx file to an FBX file? (or a file that is supported by Blender)?
Nevermind, found it out.
All, this is probably a stupid question.. I have plants that get generated procedurally. However, they are not present in the editor, and only if I enter the game they get gradually spanwed: https://gyazo.com/c2f77cd73fb49014c30d1b98fb860147
what am I doing wrong? How can I have those pre-generated in the editor?
hey there guys o/ i would like to ask, could anyone get me some quick tips on things i need to create tennis physics in unreal engine? currently have no clue
There shouldn't be anything special about l it it
Have you planned tennis? @plush compass
I basically did a grass.FlushCache but I don't know how to regenerate
@plush yew
I almost choked on my drink on how bad this was
Definitely need to trim those bush's alphas down
One shall not judge ze scene by its shader complexity view!
My FPS judges it lol
One shall not judge ze scene by its FPS then !
hey, im getting an error everytime i make a new project with the new update
What's the error?
Some say reinstalling UE4 fixed it for them, others say re-creating the project fixes it
"open your visual studio installer, choose Modify, choose Individual Components, choose Unreal Engine Installer under "Games and Graphics" section. Install this component should solve your problems."
thats not a new project
it is
^ XD
can i reset
reset what
back to the 12.0
reset what!
the engine, and 21.0 i meant
you dont reset it
you prolly still have 4.20 installed
or 19
and a reset?
you can reinstall
oh ok
Open Visual Studio -> help -> update
That fixed it for me
well, then had to go into the new Visual Studio and rebuild the project, before UE4 would let me open it
thx
Tutorials on making a snake game, modelling snakes, using splines to animate snakes?
Printing out the UE4 source code and braiding the pages into a giant snake shape, then
what
ue4 has no tutorials
i am sorry i did not understand the question
its not a question now
i am sorry i did not understand
showing pictures of snakes
i found 156 pictures of snek
i said ue4 has no tutorials
searching images of ue4
type in unity snake tutorial and you will have enough
but in ue you cant find anything
๐ญ how am I supposed to learn anything?
gotta switch to unity
when you see ue tutorials its most of times for basic stuff like placing objects...
๐
but nothing useful
Hello guys
I have a problem with my project
I followed these steps and when I start the game the person mustr run and the tile to generate infinity but it doesn't
why?
this is the blueprint
Here we take a look at how we can use blueprint code to spawn the floor tiles into the game. We do this by triggering a spawn tile function when the player o...
this is the tutorial
I followed the steps but... ๐ญ
does who do ue4?
In the sense that a monkey does a typewriter
Is it that one monkey who writes perfect Shakespeare?
@tall pendant any better alternatives?
no, ioflow is busy collecting coconuts and doesn't write shakespeare anymore
Actually all of us got along just fine without virtus. Because it turns out, vlogs aren't good sources of education.
ok i will educate myself upon the topic given
mathew tho is a real learning channel
mathew is not doing specific gameplay tutorials
whish is still good
Any case. Its not hard to provide good content, but there's no money or attention on it.
Virtus is the equivalent of lets play channels because no effort goes into it.
and due to volume and "Oh nobody else does this" it takes off and only rewards mediocrity.
There are a few issues there:
- Virtus provides "tutorials" with questionable logic/steps;
- People who are using Virtus' "tutorials" and blindly copying everything without even understanding of what they are doing.
^
tefel?
๐ฏ
no bad channels as yo usaid
tesla is aight
but its not whole game tuts
i meant the worst
hey... what youtube channels are already showing game tutorials?
unity is full with em
UE has 0
At least tesla doesn't do outright now cut off your ankle bad practice.
level blueprint
I've seen worse from virtus
Also level blueprint can be viable for some things, though I don't remember what tesla used level bp for.
if only cryzen would make tuts..that'll be awesome 
Episode 1: How to rip assets and get an dev grant in 10 easy steps.
i dunno why would epic pay somebody to vomit pre-cs-101 development "paradiagms" onto a BP graph?
how do yo urip nintendo games meshes? oO
p sure we aren't meant to say here
^
I'm not going to watch an entire series to figure out whatever nonsense he's got wrong this time. (or subtle detail you missed)
OvO can do that
okay
i cannot.
@static viper can you help me with my problem?
omg
OvO likes virtus, so would love to.
well best of luck
so who can help me with the problem?
you have to say problem...
in order for us to decide
right now we can definitly not help
Debug your blueprint:
- Does it even spawn new tile?
- If it does spawn it, make sure that tile location is correct;
- Go through each node/variable and see for yourself what is wrong;
- Use the #blueprint if it is blueprint related question.
he did that already
Clearly they didn't
two independent people had the same problem after following a "tutorial" (presumably vertabim) and people still pass it around as the holy grail of learning?
and defend it vs criticism?
i do not defend that channel
who
jus tthat self work doesnt help when youre noob
Well start with something less hard
and maybe it doesn't
@sleek solar that is little hard
before you get to the level where you understand what you are doing
But the best way to get better is to dig your hands into it.
"Start with something less hard" == Start with Unity ๐
yes, I actually do mean it seriously
then why do you UE?
for two main reasons: Unity has a much more consistently structured UI, and a much larger and more open and helpful community
we switched to Unreal at work
why? ๐
several reasons... externals in a new project demanded it, and also, way easier to get photo realistic graphics for arch-viz stuff
hm... okey... thats not what i want ๐
Unreal editor doesn't have a consistent and structured UI? Oo
hey once you get used to blender everything is a consistent and structured UI ๐
No tutorials? What are those? https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ/videos
there is lots of documentation on official wiki
as long as it's not virtus "i don't even know what enums or arrays are but make tutorials" antilearning hub...
he wants whole game tutorials tho
You gotta put โunreal tutorialโ in a search engine of your choice before you make such claims
@sleek solar i am not talking about channels, but from make game x tutorials
@plush yew that's because you can't really teach that.
How would a tutorial to make a specific game even be that useful?
tutorials =/= ready to use assets
make minecraft with dinosaurs tutorials when
It doesn't really make sense
no that's a twitch stream.
Break down your idea into the components and systems that you'll need
And design and build each of those in turn
XDDD
I believe I've seen some basic BP game tutorials
@gleaming creek hey. wanna learn flying planes? ok. then just break down the components of airplane and build them up
@spare sun you probably have, there are loads
That's a broken metaphor
It would be building planes
And of course you'd need to break that down into building each part of the plane in turn
@plush yew um no, either "wanna learn flying planes? break down the lessons and do them, oh wait that's what flying instructors do" or "wanna build a plane? make the parts and assemble them, oh wait that's what aerospace engineers do"
yes..
and there are the damn UE lessons to do?!
full game tutorials?w
WHER?
unity has it
what's a "full game tutorial" supposed to be? the stuff virtus makes seems to claim to be that by the way, but those are not tutorials but aneurisms waiting to happen.
the same as flying an plane full tutorial
Listen, you don
he doesn't make good tutorials
Or you could learn how to make games yourself and not just copy someone's work... sounds crazy ๐ฎ
sounds inefficient
Full game tutorials tend to breed bad habits. Good if you just want to see a general pipeline of the production but thatโs about it
inefficient o:
okay now we know how unity games keep cloning themselves I guess
same with using the third person template from UE
you don't seem to get your own question. if you learn to fly a plane you know how to fly a (type of) plane. but you can't learn how to make any kind of game by watching someone making one game.
change a bit and voila
Spoken like a true unity shovelware ๐
oh you don't want to make a game, you want to infringe a copyright, why don't you just say that
ofc you cant make another games after watching that.
but you can make that game if everything works
So you want to make an asset flip?
i don't know.
that's easy, just get a torrent client and a DVD burner
Listen, you don't need metaphors. My bet is that most people here work at a company and use UE professionally, and by that very nature, people want/need to keep corporate secrets to stay competetive. While if you go to the Unity forums/Discord, most people there do not work at a company, but are indies, and thus are much more inclined to share and be open with things like tutorials and assets and stuff. So if you want as much help as possible, go Unity. Heck, you can even buy full game frameworks there.
finally got the third person template to launch on Xbox one
Hello fellow unreal develepors! What to do when vs 2017 isnt opening up with my ue4 project?
huh what. people here say UE is for single makers too.
@plush yew that's exactly my point: why would you want to be able to make a single game that already exists?
Youโre are describing asset flipping. No one here will help you on that front
๐ค
@plush yew you just said you watched someone make it.
assetflipping would be... eh.. ripping meshes from games and selling it after editing it?
@plush yew You might need to upgrade your version of Visual Studio, is it giving you a warning about it being an old version when you try to open?
asset flip also selling assets in raw form
i wnna makes games. not flip assets
An asset flip is basically making a copy of a game by flipping some assets around and pretending it's a new game
ypu are flipping
@plush yew no, assetflipping is what you are planning to do: get all the work done by others that you watch/download/buy, stick it together in 5 minutes and sell it as "your game"
(โฏยฐโกยฐ๏ผโฏ๏ธต โปโโป
didn't you simply want to clone existing tutorial and modify the gameplay a little bit?
@timid seal i would change the code so it is my game
@plush yew if you wanna make games you can't watch someone make the same game. because then it's not your game
like starting with 3rd person template in UE. that is not asset flipping
greyyyyyy
@gleaming creek no i can do it if i generate visual studio files and it works perfect, but when i just open my project its supposed to open up vs 2017 as well but it doesnt
ofc you can make the same game
you need evidence
and time is working against you
very grey
@plush yew It's not supposed to open VS automatically?
@timid seal i can make my own game of it
Just double-click on anything in a blueprint, it loves to open VS if you do that.... really, really annoys me
@plush yew and why don't you do that then?
you mean you want your own template
@gleaming creek In my ue4 course the guy just says it will open up vs code automaticly for you
hmm
... that was my first question here today. where are the UE tutorials?
I need to check my course again
anyway thanks nameless
much appriciated
I posted the link
tutorials
you might've missed some playlists
@plush yew no, your question was "where can i watch someone make one game so i can steal one game" before you claimed to "change the code" and "start with the template"... why not just WRITE the code instead of stealing + changing it?
@plush yew What exactly are you looking for?
Sorry mate, you gotta put some effort into it
cause i dont know how to write that code without help?!
yes. effort after i have the main code
@plush yew then you won't be able to make your own game anyway because what you're talking about is still stealing a game, not making one.
i am trying this method since years.
not efficient
stealing a game would be if i copy just cause 4 code... and make plain cause 1 out of it
Going to tell you now. You are wasting your time with that mindset
@plush yew oh you mean learning takes effort? and bill gates was way more efficient stealing dos? hmmm....
for example i took third person template, watched the infinite running tutorial from EPIc and made a new game out of it.
that isnt.. stealing...
@plush yew but it's also not your game. it's a game. that someone else already made. also you just claimed it didn't exist when you said there are no tutorials.
when i work on it it will be my game
o.o
with no tutorials i mean except the obvious ones
which can be ... counted via my 2 hands
@plush yew What is it you're having trouble finding? Tutorials similar to the endless runner one for small example games?
Run admin ruuun
even if i sat down now, coded a whole engine and everything from scratch, to get a game made with a randomly generated infinite map made of low res textured 111m blocks, digging, building and a crafting system... you think i just "made a game" or cloned minecraft?
Are you willing to pay for the tutorials?
@gleaming creek my bad, i need to make the file c++ not blueprint, sorry for wasting your time!
Or do they need to be free?
first free, if not free, paid.
@maiden swift what they're looking for was a bunch of "how to make a full game" tutorials so they can make exactly those games and think they invented something, because, quote, "learning is inefficient"
@timid seal who thinks that?
Perhaps there's just a misunderstanding.
@plush yew you, in those messages you just wrote.
so yes?
can be learning?
Am convinced heโs trolling at this point
I would argue copy/pasting code from around the Internet is not a great way to learn. It's way to get things done faster.
@maiden swift i'm afraid there's the misunderstanding: about what it means to make something as opposed to clone.
@maiden swift ya but you see what the person does and you can use that code.
How to get into UE4 programming:
- Learn basic OOP (will help a lot);
- Learn the editor;
- Start learning the engine functionality;
- Experiment with the engine functionality;
- Start applying what you've learned into the logic/ideas;
It will take a lot of time, lots of errors and issues.
You do not randomly pick the engine and start making the game, you take time and learn how and what...
Same goes for everything else, you do not start drawing amazing art from the begining, you learn how to draw (which takes years)
@sleek solar the thing is.. yo ualready know how to draw. its just time.
but with programming that isn't the case
you cant just program.
you have to always google stuff
@plush yew um now, you learned how to draw at some point. same with programming.
well, drawing in a different style will require some work too
what you do i nschool isnt learning how to draw
@plush yew I recommend following this tutorial from Epic next. It takes you through the process of making a simple twin stick shooter, is free, is from a great instructor, and even has some bonus tips at the end for taking it further.
https://www.youtube.com/watch?v=1pmPb_TWG-8&list=PLZlv_N0_O1gb5sdygbSiEU7hb0eomNLdq
This video introduces the Twin Stick Shooter project and shows the end result. In order to follow along, you should get the TwinStickShooterContent.zip file ...
its the opposite of drawing
artists learn shapes, proportions, shading and other things for years
It's a little out of date now, but the majority of the content should still hold up well.
@plush yew nobody said school but you.
and obviously... learning c++ is much harder than c#
@maiden swift first ... i need to do the other few.. of epic..
and obviously it a) isn't and b) isn't even required if you just use BPs instead.
What do you mean? What other few tutorials do you need to do before this one?
in c++ you code mcuh more than in c#
Have fun
@plush yew yeah you see wrong. and also "coding much more" wouldn't even be related to "learning is harder"
and gamedev is hard :c
Ah! OK, well once you finish the endless runner tutorial, give this one a shot. It's very good and teaches you quite a few concepts. Plus when you're done, the result is simple enough that you can add your own style and build on it to make it unique.
Pfist, make a game for him and heโll be happy
ya but this isnt enough examples of how to make agame
what kind of game do you want though
@plush yew Why not? What do you feel is missing?
braces for all the "StewGames" branded endless runners and twin stick shooters with one texture changed between each
more variety. different genres. features.
Good evening. I happen to possess my player upon starting the game, which is great, but I can't use controls, nor move, nor do anything really, so I'm not entirely sure what's going on. Doesn't register input either
@timid seal i don't want such games? not even close
You haven't said what kind of game you want to make
irrelevant
@plush yew OK. What is your goal here? What do you want to accomplish?
finding tutorials i like for example.
so you're asking for a "one tutorial copypasted fits all" solution because you don't even wanna think about the game you wanna make?
Why?
You're probably just not finding the kind you're looking for. ๐
sure... there are many... but nothingi want
when i search for unity ones... it's like a gold hole
a holy grail
It's irrelevant to know what kind of game you want to make... when you're looking for a tutorial to get started on making such a game?
But what is motivating you? Why are you seeking out these tutorials? Do you have a game in mind already, or do you just want to learn UE4 and prefer project based learning?
i dont want that tutorial to make a game from.. its fรผr learning purposes
project based learning
yes
the problem about that is your answer to "what do you want" is "irrelevant". and even for "irrelevant ue4 tutorial" youtube has results!
Then why wouldn't you learn from the two tutorials from Epic?
cause it's not much
Thana, do you have a controller class applied?
Pretty sure Stew said they were learning from Epic, following the endless runner tutorials. I think they just want more similar tutorials to that after they're done, if I understand correctly.
Yeah, @abstract relic
Hello , does anyone know how to make a model part/ skeleton bone glow ? ๐
@untold girder where your input events are located? pawn or controller?
Controller
It worked earlier, when updating to 4.21.1, it broke
But it seems like I lost nothing
What you can check:
- Make sure that controller possesses the pawn at first place;
- Make sure that world/level settings aren't overriding project settings;
- Make sure that inputs aren't borken/missing inside the project settings.
@queen swift use emission on its materials
Done all 3, they seem perfectly fine to me
Has always been that way
World Settings: Kill Z was set to -1000, I put it to default which is -1048575.0, I can control my character but I spawn in the middle of nowhere (?)
That's the oddest thing that has happened to me so far

try to print something on the input, maybe the input has been disabled or controller isn't being used
I want to make a part of the model glow , not the whole texture . The model only have 1 texture
@queen swift You need to use an emissive map
I tried, it didn't work earlier, now that I changed the kill z value, it does
You need to make a mask for it
I'm still spawning in the middle of nowhere however
@plush yew Here's a 51-video tutorial series for creating a survival horror game. The same channel also has similar series for creating an RPG and a first person shooter.
https://www.youtube.com/watch?v=wJJn9igmznc&list=PLL0cLF8gjBpqGJwEe5XL5mSL8UvwwVMKu
This is the first episode going over how we can create a survival horror game using Unreal Engine 4 from scratch. We'll be going over how to create various m...
i ddi that already
dies
how can i do that ?
and people here say its bad
Virtus is amazing
๐
ok now you're just trolling....
i think ue is very... diffuse on opinions about UE
I haven't heard anything bad about Virtus.
^
something wit hbad ankle someone said earlier about cirtus
The only thing that made me question him was when he set an inventory slot manually
Like 8 times
But for the rest, he knows what he's doing afaik
Lots of people who do tutorials on YouTube don't use what are necessarily the best methods, but if it works, performs well enough and teaches you something, there's value.
nonchipToday at 9:19 PM
as long as it's not virtus "i don't even know what enums or arrays are but make tutorials" antilearning hub...
Yeah exactly
Gotta give him credit, itโs an excellent troll
NicolasToday at 8:38 PM
There are a few issues there:
- Virtus provides "tutorials" with questionable logic/steps;
- People who are using Virtus' "tutorials" and blindly copying everything without even understanding of what they are doing.
@maiden swift you mean except for "i have no idea what a function or an array does so i'm gonna show people how to copypaste a million BUGGED pieces of code and keep changing hardcoded int constants in it that i look up in a google sheet because i also got no idea what and enum is"
ImmutableLambdaToday at 8:37 PM
Virtus is the equivalent of lets play channels because no effort goes into it.
and due to volume and "Oh nobody else does this" it takes off and only rewards mediocrity.
DizcoDevToday at 8:28 PM
omg not those virtus tuts...
but well do whatever you want ๐
pls quote monkey too.
did not find it
@timid seal Can you link an example please?
ImmutableLambdaheute um 20:33 Uhr
In the sense that a monkey does a typewriter
haha
OMG

@maiden swift iirc that was in the exact one you just linked, in the "inventory" parts. but similar horror goes on in many of his tutorials, where he shows the worst way to do something, leaves bugs in that he works around between episodes without telling, etc. either he has no idea what basic OOP is or he treats his viewers like idiots who aren't allowed to actually learn something, i dunno which is true and which is worse...

only bad comments here

@timid seal Thanks, I'll look through the inventory section again to see what you mean. It's quite a while since I looked at it.
Now that I can control my character again
No matter how far up I put my character, it seems to always spawn underneath the terrain
\o/

What was the issue with the control

Went to world settings and put this to default value
As it was like -1000 before that for some reason
@maiden swift i watched a bunch of stuff by him when i was new to UE, and yeah i learned some things about the editor etc but i'm REALLY glad i knew enough about programming to cringe every 5mins because to someone trying to actually learn programming games that would do more harm than good teaching all the worst practices essentially.
My landscape is on Z 0, my character is on 200
@untold girder wait... your character? not your spawn? that might be the issue?
What
Remove any player start on the scene.
do you have player start actor?
Yeah
maybe you got a spawn somewhere below the scene and are abusing an in-editor placed pawn to spawn instead
The player start is on 200 too
you have both player start and player on the level?
Oh? ๐
But that didn't fix it
Is there any odd collision? On the player and/or the scene
Not at all
create new level with some ground/surface and player start only
check if it works there
Spawns below it
Even if I forcefully teleport it to 5000 above the landscape, it still stays below it
It teleports, but not above
uh that almost sounds like an axis lock on Z?
or player start is inside the surface somehow so it pushes player down
I put it all the way up in the air and it still did the same
have you tried without a player start to see if it spawn you in at 0,0,0 by default? just to see if it's another issue. well no player start or pawn in the scene, so nothing that should spawn as the player
The problem is at 0,0,0 as well, but it still spawns underneath it
without player start it would spawn at camera location
That's the mesh within the character's blueprint
Capsule collision, yes
mesh shouldn't be the issue unless it has physics enabled somehow, capsule component might have some bugged settings
Doesn't seem to be the case
hm yeah you might wanna check the collision settings on that and the axis lock or movement constraints were at the player movement component i think
Constraints are all unlocked and mode is set to default
since Base Character is your character, drop one into the level and set it to auto posses for player controller 0. assuming you have nothing on the character to move it on spawn in that should just simply work. The other alternative is if you have something ejecting it out of the level due to collision , like if you have collision on your sky sphere for example.
they tested it on empty level already so it shouldn't be the sky dome
Yeah, I also tried what you said, Matthew, but that didn't work either
setting the only Base Character in your blank scene to Auto Possess player 0 did what?
The exact same
was this from one of the templates? if so do you still have the starter character
I turned the starter character into the base one
just renamed it?
Renamed and changed tons of things inside it
"It worked earlier, when updating to 4.21.1, it broke" which version was before the update?
4.21
oh... that shouldn't be the issue
welp you made the character changes, what did you do to it that might cause this? Input causing it to go off. Changes to it's mass or collision, code on construct that moves it
SetActorTransform has a sweep boolean
sweep*
Sweep, thank you
I set to true in attempt to fix the previous issue and ignored it as I fixed it using the kill z float in world settings
Of course it won't teleport on top of the landscape if it sweeps from beneath
yeah but why would it spawn below and teleport up?
I made it so when hitting X, I teleport back to 0,0,0 for testing purposes
well that is silly lol
I also have a saving system which saves your location when you exit
you would be putting it in the ground on purpose
Not at all, may something go wrong location-wise, I could easily get back
you would get back to the middle of the ground?
Oh no, exactly on top
didnt you say your ground was at 100?
because the middle of the character would be the 0,0,0 transform point more than likely for the character
???
that's not a teleport, that's a position.
anyways it sounds like you figured it out and also noticed a flaw in your system you can fix
Exactly, thank you 
using transform by the way will do bad things to camera
be careful when you create save system.
u will need control rotation
um dont die? /o\
XD
so fast that my hand full speed collided with my water cup
literally catapulting it over my desk
also please don't kill your keyboard? ๐
define "stops"
could just be a big compile task?
uh that sounds like more than a compile task
you are compiling the DDC at that point
it will be (CPU SPEED * MEMORY + PATIENCE) for wait time
i'd say check stderr but looks like you're on windows dunno where that log would be if any
at 45% its doing compiling work
always
you can check this
open task manager
find multiple ue4 processes
or compiler processes
its rendering some material or an entire engine
who knows what you are up to
it can take 2 hours or more with bad systems
it heavily depends on how big the project is
But two hours? I think you could compile the whole engine in that time
Was just wondering that!
@gleaming creek totally depends. i compiled it in >24h on an athlon potato and in <30min on my current rig
2 hours i also a thing with bad organzized projects
if projects have lots of uncompiled referenced material
it easily explodes to 2 hours
ofc we pros dont have that anymore
bc we organize shit
looks around her desk speak for yourself ๐
wellllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll
twas an accident
then again dunno if i can call myself a pro.... depends i guess, haven't sold a game yet but been a programmer (both as a hobby and a job) for ~10 years
i just mean like a pro in hadling the engine
working around its issues
playing with it since a long while
well that i kinda do, when i remember the quirks in beforehand ๐
yee
thats the reason why we dont get most of the issues anymore
it doesnt make the engine better
yup
well it doesn't make the brush better to paint the mona lisa with it, the result is always the tools and expertise combined ๐
They're pretty good for blocking out levels
you know i meant paintbrushes in that analogy ๐
blocking out the mona lisa with csg omg the thought ๐
u sure that was water in your mug @static viper ๐
That... would take a while!
could probably script it if you parse a photograph...
It's funny that we consider the CSG tools bad, but they're much better than the ones in older engines were everything was built in them
Hello, anyone knows any video of the launcher to learn how to use it and how to run it? because it is difficult for me to run it on windows
We just want more quality than straight edges now
i don't think they're bad at all
@warped marlin you install it, you run it, you click "Unreal Engine", you click "Install", you wait, you click "Launch"?
there is a learning series for newbies on https://academy.unrealengine.com/
Its it me of 4.21 is crashing always ๐ญ
@safe pendant it's not doing that for me
Alembic is a mess
I have lots of issue with particules
also
i guess im just not lucky
Does anyone know how to stop this, my buttons are being affected by tab, i just want it to be clickable as it wont close once you click one
i think there's a "Is Focusable" flag in the button details, if you turn that off it should never be taken into account for keyboard focus stuff, but still receive click events
np ๐
how can I make sure a media file stays in sync with a FMOD/audio file?
is there some sort of "missed frames" variable i can get to catch the audio up if the media file isn't playing back 100%
Did Epic ever add a way to remove the bubbles on comments in blueprints that scale as you zoom out? Google is only giving me old answers that talk about it possibly being fixed in future
Thanks! I didn't notice that bubbles had their own detail section
Is there a way to set that globally off?
That's where I was looking, but if it's in there I missed it
I can live with doing it for each one though, that's fine
Under Asset Actions => Export (Missing)
@void kraken Why did you delete the second message, the question doesn't make sense any more?
The option appears there for me
In the right-click menu for the asset
Sorry, I wanted to know if someone knows a launcher for a game, try the github launcher master but I find it hard to understand
Hi, Does anyone know if the high res screenshot command can also capture buffer visualization targets
The high res screenshot tool is able to, but need to do this during runtime
how do I take a string and make it a Texture Object Ref for Set Tex Param Value
Anyone able to help me with something in #vc-feedback-support prob a really quick fix ๐
I don't know but in the ap blueprint must to have the blueprint with the vent begin play or in the gamemode?
@sleek solar
i like to create a auto material with Beachsand grass normal sand road pebbles, rocks and Snow in which order do i need to put it in material? because im getting not the right setting
hello, is there a way to force UE4 to use english keyboard layout? Or any other solution so I can use THe 1,2,3 etc keys above the letter on keyboard?
letters*
I think the correct way to do this is to allow the player to customize their keys..
sorry, I'm not really replying.. just a thought : >
hey guys o/
hola
where can i make price requests?
๐ง
I'm trying to understand Overlaps and Hits...
and Collisions....
all this madness
I have a projectile with a box collider of custom object type Projectile....
it's set to block all
and it won't collide with a simple wall
the simplest
show
the visuals
I checked the scene.... the 2 objects are definitely touching
dunno what you want me to show in the scene
2 squares touching each other?
where does the projectile come in place when the 2 squares touch each other?
so the tiny man shoots projectiles
ye
and the wall isnt blocking
exactly
๐
so.. what I really wanna know is.. should I use On Overlap? or Hits?...
does it bounce of anywhere?
so it just flies through everything
not thru everything. the Pawn... if I jump with him on the projectile, will work
which makes me think I don't really get.. how overlaps and hits work
I read the Unreal manual a few times
they are definitely colliding....
in fact.. my projectile used to work
๐
dunno why
but I never really understood what I should be doing here
what's the correct way of handing player + projectile + enemy + walls
should I even add more object channels for collision?>..
I'm trying to detect objects via tagging
oh crap... so physics must be enabled to generate hits??
as in.. simulate physics
which I don't want to do for projectiles
No, you don't need to simulate physics for collision
Guys, my Unreal Engine is running way too fast, FPS character, clouds, animations, everything
not for collision. for HITS
I think I'm starting to understand. Block + Block doesn't create an overlap
and Hits are not generated... unless Simulation is active
and Block + Block creates a collision.. that doesn't return any data??
@copper flicker Hits definitely don't need physics
Make sure the "generate hit events" option is checked
"Simulation Generates Hit Events"
Hi, anyone able to explain how streaming levels really work... i thought its possible to render other levels at border in a level?


