#ue4-general
1 messages · Page 372 of 1
it was really important to switch engine mh?
impossible to complete the project without it
if this is a client project
tell them its gonna take time 😛
have some time to spare
is there a resource for parsing the maps and making changes?
yes
via C++ or anything
@crisp arrow just export them to excel and import them back as a data table
@light thunder Oh I've never seen that capability - how would I do that?
If you are comfortable in C++ it should be much easier, but there are some plugins that do Low Entry file managing, and you can save to a file that way
I'm very comfortable in C++
there is a blueprint one as well for excel actually on MP, though I haven't used it
An example of how we would take a CSV file form an external program like Google Sheets or Microsoft Excel and bring it into Unreal Engine as a Data Table. So...
So you write a function that exports to CSV, then import that into new version
ah ok! I've never seen this. Thanks!
is there a good way to iterate over all the maps and all objects of a given type within them in order to do this?
That's where I think C++ might be able to help you
First, figure out how you would handle a single level
I should specify - I'm very comfortable with C++ generally, but have little experience with using C++ with the unreal engine haha
So when you export to a CSV, one of your elements should be the map
Youtube is your friend and remember you have the option of searching for blueprint, because if you can do it in blueprint, you can definitely do it in c++, not the other way around
yeah I know like... what I would do architecturally. I just don't know how to begin doing that within the engine
like I don't know what sort of "entrypoints" are available to me
but I think it would be fair to suggest that I should search this all myself haha
they're variables on two different types of objects both of which are basically just physics cubes. The original variables were the "constraint" variables that could be set per object on Static Mesh Components.
Due to some difference between the 4.17.2 version, and the 4.20.1 version, these can no longer be set per instance on objects that have blueprints attached, so all of their values have been wiped out. I wrote a C++ function that takes 6 arguments and made a blueprint node for it. It sets these variables per instance.
I promoted those arguments to variables inside of the blueprint
Wait, what are the blueprints attached to the instances?
Things that were there before I got here haha
Also, can you give me an detail on the use case?
the whole project is blueprints, which is not my strength at all. They do need to stay there
I've had to become somewhat literate in BP because syntax is a tool of the devil and I refuse to play his games
I'm not sure what you're looking for - they lock the rotation and translation along these axes in order to cheat physics a bit for puzzles
the blueprints do some random other things, I think mostly related to some sounds and resetting positions, etc.
Right now I have two versions of unreal open, and I started going map-by-map, object-by-object and copying the values from the old version's old variables to the new version's new variables and I realized I'd be doing this for days and decided I should probably at least look into a way to automate it because it feels extremely automatable.
okay I get it, you never actually have to have physics enabled, but you need those axis per the instances to basically have the level's function, they form a sort of layout for the way the puzzle is
The physics are enabled
(and frankly I know it can be automated since I have the full engine source code right here lol)
Just a thought, couldn't you take the velocity of the overlap event and just use that to set the transform upon the constraints? a timeline would work, if you were able to take in the velocity appropriately, would need tweaking and doesn't solve your problem
these constraints are set... "artistically"
there's no logic that I can use
to automatically discern them
Let me ask you this, how do the devs know what the solution is? like when they were planning a level, did they have a general drawing or order ?
please... I've thought about all of this extensively haha.
It's 100% artistic choice, I'm not sure it's a good choice, but it's how it's done and I have my task
I get it but since you are having to spend the time to restructure it, the benefit of making a more procedural cube could mean they could make levels automatically or easily by hand, extremely fast, but I digress...
Could anyone help me with a problem i'm experiencing regarding Audio? The chat for it is kinda silent.
I haven't played with instantized static meshes much --that's what you have to use correct?
Hey, does anyone know how I can check the UV of my landscape?
the levels are all made
How many are there?
If you can help me with the conversion process, I'd really appreciate any input you have. I don't really want to keep justifying my attempts though, please understand
there's about 100, many have dozens of objects that would need to be converted
What type of objects are they, just instantized static meshes?
yes, with blueprints on them
that's what I am confused about, what do you mean blueprints on them? Do you mean they are instantized blueprint actors? scene components? what is there class, blueprint wise
yes sorry - I'm not fluent in unrealese yet, I believe they are instances of a blueprint class
Can you show me a BP? at least the class/name stuff, or the outliner of it?
I don't believe I can. It's client work and I have no idea what we signed
You seem to have 3 tasks at hand - 1 exporting data out, 2 importing it back 3- hooking data back up so it's consistent
yes - exactly
3 - would be easy if you didn't care about running a special conversion everytime you ran it but that's asinine
That's the one area I'm not sure about, making it persistent so you can access it in the editor - you can have savegame objects but I'm not sure how exposed their data is
If you can make a savegame object and expose that as an accessible asset in the editor, that might work for you
hell, if you do that, you 'might' be able to just import the savegame asset, no data table crap or exporting outside of unreal (other than to a newer engine version)
If you are comfortable with C++ you should be able to do it there, just need to make a structure with all of the variables for all of those actors
then you save that structure to an identical that exists on the savegame object
after that, normally you would have to load the savegame object at runtime to access it's data - but should be possible with C++ to access it somehow
you think it'd be unrealistic to use whatever facilities are available in unreal to try and parse the map files, yeah?
I don't know enough about the structure of the data you have - but I'd look at savegame objects because you CAN import those into a newer version without any issue
so just make a savegame object with the structure of all your data and in the old version, run it once with that function to save and populate the savegame data
okeydoke. I really do appreciate the help!
good luck, let me know if it was helpful, I have no idea what I'm doing
haha ok, thank you!
Is there a way to stop looking through walls like this ?
I settet my camera like this;
is there a spring arm there?
No, i was not sure how to do it when i use it with a socket
Hey, do we have help channel here?
just ask a question
So, I've made new landscape and I can't paint foliage on it. It works on bsp and static meshes.
I've googled it but can't find solution
do you have landscape activated do paint on?
yup
show landscpae
the painting dome is showing up, but doesn't place anything
Is there already something when you try it ?
well do you have a foliage active?
I do have foliage active, I can paint on other things, except landscape
@light thunder Is there a way to use a spring arm when i placed my camera with the socket ?
well show the landscpae
@maiden sundial how many videos have you watched on this?
not much to show.. just the default settings
I learned the socket part from only 1 video
flat ground
And spring arms i saw maybe on 2 vids
But this videos aren't only for the spring arms
Ok, sorry, figured it out... I've been placing wrong assets into foliage type window. Strangly it worked with static meshes and bsp..
not sure if it's the right place to ask:
Has someone seen a plugin that resembles a Tile 3D Editor?
Multiple Heights, Stairs , hills etc. and everything done with brush functionality is what I need.
Hello Everyone! I've got an issue, I was creating a carbon fiber material in Substance Designer but for a material like that you need to add 2 Normal maps to the material for the clear coated look and to do that you have to enable the "Clear Coat Enable Second Normal" setting in the Project Settings. After I enabled that option I had to restart the engine but now every time I try to start up the project, loading gets stuck at 45%. Does someone know how to fix this? I've opened the DefaultEngine file in my Config folder of the project and found this: r.ClearCoatNormal=True, if I set it to False or delete it could that fix the issue of the engine not opening my project?
Lol the moment you said that the editor window popped up😂
Thank you anyway, almost got a heart attack when I thought the project was broken
Just making sure I understand sequences - they won't execute future ones until all the events, like loops, have finished on an earlier sequence? (I mean, that's the point right, to control execution flow)>
@light thunder exactly
the only exception are Delay and other Latent functions in a Sequence
@sudden agate I must be doing something wrong, probably need to make the sequence inside the loop? that breakpoint fires but that loop should have gone through three actors
It was a simple confirmation 😃
is there any difference between making MP game for PC and Android ? (talking about multiplayer specifics, not the game/mechanics overall)
bandwidth maybe?
I dunno if that's really an issue with modern day mobile connections tho
Anyone have a clue about the bandwidth of a destructible window? At say, 10 cycles per second?
@cursive dirge I would only allow mobile MP via WiFi
I don't think 4G is fast enough (at least not on T-Mobile where I live)
Hi, I’m kinda new to ue4, I’m having problems with the Dynamic GI, every time I move the light source, the shadows become visible, but when I build the light (production quality) the shadows disappear
UE4 is not the engine (at least not stock one) to be messing with if you want Dynamic GI
Dunno about that.. Websites take forever to load on 4G here (while the same websites load much faster on WiFi)
also, traffic is metered and Android device I am making stuff for has WiFi-only connectivity
if you move your assets is their a way for the engine to relocate them after moving?
i meant moving to a different folder but someone gave me answer
no from folder to folder in project
right click the old folder and press "Fix up redirectors in folder"
idk if thats what you mean
it is haha, thanks
@wicked tiger @elfin jacinth By chance, should we get excited about upcoming AI training streams in Q1 2019 ? 😃
We've had a few requests for AI streams. We'll see what we can do about scheduling one!
Is it possible to test UE4 games (using steam multiplayer) in a VM Box running on my PC?
@signal minnow If you can run Steam on the VM with a separate account you maybe able to.
i have a steam test acc w/ game override key on it
Because then I don't need to publish my game files every time i want to test so my buddy can download and play.
And my pc can handle a VM.
Do it and see if it works.
Not sure what's a good VM, never really screwed with VMs
Sorry I'm a bit of noob - what's the easiest way to run a C++ function inside of the editor? I've been hijacking the construction script of an object, but that's becoming annoying and is obviously a crappy hack lol
ideally I'd like to trigger it from a menu or something
but I'm really just looking for the easiest way for me to move this function somewhere that I can trigger without spawning an object
@crisp arrow Put the function inside the GameInstance and use the UFUNCTION(Exec) specifier, this turns the function into an executable command in the console.
Perfect. That sounds exactly like what I was looking for.
@boreal shadow Im guessing its landscape foliage? Cant you just unpaint it in with the Foliage tool?
yes its landscape foliage, ive tried unpainting it but it didnt work
the landscape was flat, ive sculpted the river and the foliage remained at its previous position but also generated on the sculpted area
lol restarting the engine fixed it
Instead of a normal VM, I've decided to try out Hyper-V as I have a Win 10 Pro license might as well use it 😄
I'm editing my GameInstance - I added a function to its blueprint and I see there's a checkbox for "Call In Editor". How would I even call a blueprint function from within the editor?
PLEASE HELP, When ever i do certain actions in the editor, it completely restarts or crashes my AMD 480 graphics card
(Mostly crashes)
what are those actions?
Mostly just editing particle systems
so what do you do? spawn 100000's at once?
no
just about 500
it will even happen when I click fullscreen on the window
It could be that my graphics card drivers are unstable
hey guys do you think you can make a game without any coding? or even basic? if you cant could you suggest some coding videos to watch or something?
yes
update ur drivers @hoary silo
I've tried to do that, but it still crashed @rapid geode
it doesn't look like you're on the most recent version
try reinstalling graphics drivers from amd.com
Did that too
then if that doesn't work delete Unreal and reinstall it
will my projects still be there
ok
WTF
not you, this post
OFC IT LOOKS BETTER
idk some people might like the contrast
i was looking for it too look how it rendered 😂
its cool tho 😉
but for some reason it does not look like it should on voewpoer
oh yeah saturation is too much i know
did you build the lighting
its vxgi
noise from post process or?
okay idk what that is so time to leave
is that like a rendering thingie
dude i meant in UE4
and its more realistic
and if its more realistic then obv its going to look more realistic
Are graphical settings I change with console commands being saved to an .ini somewhere, or do I need to build my own system of saving game settings?
is it true that when you program in UE you have to compile each time when you changed code and want to see the changes in the game?
does untiy the same?
@elfin jacinth I found the right person to contact. Thanks for the help!
@plush yew yeah compile time sucks compared to unity C#
how do you achieve a double-ended linear gradient?
Really slow
right is what i'm trying to achieve
- need to restart the editor
iirc it has something to do with either pow or sin
1- and then multiply on top of the original
and multiply by 2 afterwards to get it back to the full 0-1 range
terrific thank you
what do you guys think about allocating residential property in my game to users registered on my website? The idea is to add some personality but people could even maybe propose missions, communicate with each other and collab to unlock codes redeemable outside of the game.
I'm considering using the UE web browsers for this purpose
anyone experienced build lighting geting stuck at 0%
@open eagle what did you do to fix it?
hey guys, i got a question
i am trying to animate a model that will have detachable body parts (example, a robot that launches its fist)
how would i animate that?
do i animate the body seperate and add the hand in the engine?
or do i animate it all together and then there is way in unreal to remove it?
the robot launches the fist but what will that fist do?
#animation might be a better channel for the question and I am no artist but that is a really good question 😃
Create your mesh without he hand, but with the bone for it, in the engine you can add the hand through a socket located in the bone
You can unattach it when you need
Just remember, you still need the hand's bone, even tho the hand itself is separated
got it
@plush yew Get A better CPU or graphics card, I have a ryzen 5 and a gtx 1060 and Ue4 works great
@plush yew I never get that "CoMpIlInG ShAdErs" crap when Im in the middle of a project
I used to get It when i was using a laptop
@open eagle never had this issue until today
?
normally takes 10 minutes to build for me
Just restart Pc or whatever if u get it too constantly
or figure out what you do in the editor that makes the engine wanna compile shaders so bad
I just migrated the third person template into my project, and it's not working for some reason?
I literally do not understand why it's not working.
Can anyone help?
Have you called the A-Team™?
Tbh you provided 0 information so there's no way anyone could help
You just said it doesn't work
Did you set the game mode to 3rdpersongamemode or whatever
The game mode in world settings? I just tried that, didn't work.
Though I've just noticed that the playerstart's parent class doesn't say navigation or such
from the original template
To reduce a little confusion, they should have two redundant events for every generic event that run on both server and client by default:
BeginPlay
BeginPlay_Server
BeginPlay_Client
(really its just a hidden has Auth node, but still)
erm...
Just placing the third person character blueprint and player start....
On my own map.
It's supposed to work, is it not?
lol
I'm talking about networking and replication. There is too much of a learning curve of "unknowns"
having "explicit" client/server events for
beginplay
tick
onoverlap
ect
would make it immediately clear, that there is more than meets the eye
Also, just because the server has an character instance, and is running its begin play
does not mean the client does
Problem with doing that though is there is still more "unknowns" your not accounting for.
Yaknow
If you separate it to _Server and _Client, you still wont realise that _Client can mean any Client connected
if they were gonna do that, I'd want it to be like validated get
where you can do it with any entry event
how do I disable tonemapping in the SM5 Preview ? (I need for it to look close to how ES2/ES3.1 Mobile Preview looks)
Yes but there could be any number of Viewing Clients
I can do this feature for ya if you want
o
but maybe you could submit to unreal?
What I mean
is, its nice to have
for the community
when your attempted hook fails
it would have been nice to have before I learned the hard way
The networking compendium, doesn't explain more than the "general" idea
also, it doesn't teach you that you shouldn't be doing everything in beginplay
The first line I would write in the Compendium is
"Stay the f*** out of begin play, You probably are doing it wrong anyways"
I think that's common sense
to you
remove all delay nodes
Well
amen
delay nodes are replications cousin
Does anyone else find it hard to show stuff of that you programmed to friends? I feel like 90% of time the main focus is on the art
yea, you go ahead and explain why execution order changes PIE vs Dedicated vs ClientServer
@fleet cedar yes
Because things aren't synced derp
just make the stuff you program really neat
This isn't the Hydron collider
Actually they are, but only if you understand how they are synced
Actually there Rly not majority of the time
All im fucking saying, is there is some simple changes that can be made to the engine that would just make more sense to the new guys
Even root motion rep is not totally synced if I wanna get tekky
changes that wouldn't even hurt current projects
@fleet cedar in example:
you have no idea what you are saying
Least I can admit when I'm going full potato
you are an ass
And you are potato
I could care less if they made a macro for every event
Wat
That'd be a p silly way of implementing that
BeginPlay -> Has Auth -> BeginPlay_Server
Sounds stupid af
-> No Auth -> BeginPlay_Client
Can see issues already
You wanna be able to right click on the output exec pin of an entry event, and say "Expand to network role switch"
That's the feature you should want
sure, im just saying now that I know better I can handle it
Would this be asynchronous taskes then
I'm working on some changes that are similar to that (albeit for Get)
wtf are you talking about Rei?
Waiting for network roles to confirm they have executed
....
no.
he means inline HasAuth
But like
as different events ? (that's his idea)
Which is dumb IMO
Hey, I don't care how long you've been here, what youve done for the community, or who you are. Fucking take that shit somewhere else, you know-it -all
What has that your to do with execution order issues over network being unsynced
I'll take my infraction
Wow angry boi
Dw I'm chill
Stop being an arse hat to him then
Heya Devils. Meet Rei.
Just because you don't understand it, does not mean its automatically dumb
You were both being arse hats, its pretty clear, just stop.
I've spent two years on my game avoiding anything networking related
I think I get what your saying either with the different exc methods but I think that's dumb
What I don't understand is err
What that has to do with things being unsynced
Its for the new guys, not for those who know how already
its for those new
Its something I struggled with
and a simple and stupid extra event_client event_server
would have made that clearer to me
I think tackling misunderstanding through additional "magic" features isn't likely to help
its literally a cosmetic addition
Yeah that's lack of engineering I guess
Its a non-trivial addition, and would likely be a setting anyway.
Network Comp makes it clear after reading it a bunch and getting your head around it.
You should be able to right click any event and split it into the various networking paths
and it wouldn't break a single existing game
If I were gonna do it, that'd be how I did it.
Not sure that it can be just any pin though.
maybe booleans?
Custom pin time
Would have to go look throuhg ExpandEnumsAsExecs again.
Nah exec is fine
its like.
All execs?
Iunno.
If u expand a custom pin type do u have to update all that meta data handling stuff too?
I'll toss it on my list.
Thank you
What?
You gotta give me more, that's not a question yet Rei.
Err
Custom flag data stuff I think
U ended up making two cup functions
I think it was meta handling stuff
No that was for attempting to add a way to deprecate UFunction meta.
Has nothing to do with if pins were split.
Ah right okay
Thought there was custom functions for handling meta data for pin types
Hard coded shit
There were going to be
Rekt
I mean
Pin Meta is "handled" in many functiosn
but it really depends on what aspect of meta you want to talk about
So glad I never need to make custom bp pins
@worn granite One day, you should pack all your plugins together called "Make your f***ing life better" pack.
Well.
Well
'shit storm pack'
Cause by that time I probably can't monetize em.
Screw him
He still hasn't accepted my PR
You can have that immutable
Build modelling rendering software in to ue4 from scratch
If I do a "Unreal Life Improvement Pack" or w/e
Gonna have big fun time writing math
Just make it "Development Only" like they do with Print
Because I've not tested it outside of the editor
It's either that and spawn million object s n lines
WHO NEEDS TESTS
Hey immut
Try saying
Specialized template inheritance class 10 times fast
If u do it in the mirror slate comes and takes u away
Hahahahaha
Speaking of.... They need to fix making children of widget bp's
The work around is annoying
What's wrong and with it?
You can't right click make child
Have to make a new widget
Open class settings
And reparent
Oh I do that all the time
Haven't right click make child of something in like 3 years
Or
My focus will always be ease of use
Yes, still
I love that they focus on new feature
But they keep adding technical debt
"Won't fix"
"By "design""
I've even seen "we should and could, but would take a lot of time"
Nooooo
I've learned from immutable
You won't see me PR anything
Unless I was "pre-approved" to do it
I'm a single developer on my game, I don't have the time or energy to worry about maintenance
I work around everything in blueprints anyways
I've abused everything I've touched
Welp u can't expect epic to cater things to the minority
Talking about revenue
I feel really dumb as it Is, can someone answer this:
https://forums.unrealengine.com/development-discussion/content-creation/1572539-importing-templates-to-other-projects
I have a project already made, with own map, and with past experience through Unity I knew this was going to be one of those stupid things, so I searched already
If they started catering to beginners we'd have a pbr RPG maker
In all seriousness, just what's already there would be fine
When they fixed structs in BP, it made a world of a difference
Yes, used to have major issues using and setting variables in structs
Also lots of crashing
When
I do not recall that at all
I have structs all over my game
You might of been doing odd and silly stuff then
Can't recall the last time I had to manually copy a strict just to change a variable in it
Or a crash
Well yeah bps basically copy struct for nearly everything
I believe there is still an issue with an array of structs
Sure, but but you used to have to do it manually
Anyone hear about the shit unity pulled with spacialOS?
Been awhile since I've done any appending structs in BP but I can't really recall any issues
They rewrote their TOS to put them in violation
Then offered and exemption to current game devs using it
But didn't off the same to spacialOS to support those devs
Now spacialOS partnered with unreal for a 25 million dollar fund
Rekt
To help those migrate from unity using spacialOS
And unity's problem? Spatial OS is a "platform" not a server
@plush yew you probably forgot to set your pawn in the game mode, that's why.
@coarse osprey what do you mean exactly?
First you have to create a game mode
It is a blueprint
Or if you already ahve one
You need to assign your character blueprint to it, so when the game start, you can control it
@coarse osprey The Third person Template doesn't have that though? Why would I need it?
@restive raft In your GameMode, you need to handle the player joining, spawn the char/pawn and posses it, if you do not select a "default" pawn in the GameMode settings
Third person Template doesn't have that blueprint?
You're telling me Third person Template does not have a gamemode?
...? No?
@coarse osprey said that I need to create a game mode BP. But that's unseen in the TP template
So erm...?
In the settings?
They go in order:
Global
Level
OpenLevel -optional GameMode setting
Just assign it to the level you want it to load in
If you open a level with a special command, it will override any GM
If you open a level, regularly
So how does that assign the player start?
it will use the one assigned to the level, unless its blank
which it will then use the "global" one in settings
let me look
it picked the first player start it finds
(which is unreliable, if you have multiple player starts)
So:
in your game mode
in the function tab:
click the override button
and all the "default" behavior that you can override is there
such as "Choose Player Start"
Why isn't this added to the details pane with the character or PlayerStart instead
I know right
because they don't want to overload new users
When you are ready to learn more, you will go looking
the shitty part is if you don't know where to look
you have to come here or google
So balls.
(you should make a habit of checking out all the overrides for each blueprint type)
like PlayerController, Actor, GameMode, ect
Also
check out the "unimplemented" events
Alright so how would one have multiple spawns, like you mentioned earlier, for a random spawn?
rightclick anywhere, and type "event" and look at the available events that you can hook into
Unimplemented?
(anywhere in the graph)
it means, that there is no default behaviour
BeginPlay
Tick
OnOverlap
ect
You won't find those in the "override" section
By default, they pick a random player start
you can actually pick the one you want using the player start tag
ill show you
Very basic and does not handle "no player start found" issue
Then in your player start:
(It would be PlayerStart1 in this case, not MainMenuSpawn)
@plush yew
Thanks. Looks like you keep very clean BPs
Tell us your problem
@plush yew Yes I do
Not to mention I had just built that for you
its a good habit to get into
what's up with the looking for work and looking for talent channels?
and, anyone want to work together? i'm new to game development (been working on it for just 2-3 years about), but i'm working on it every day, and i have a 3d artist working with me also. if anyone else would like to join us and colloborate our efforts into 1 game
Google is your friend @plush yew
Because of the Youtube Changes People are not finding my channel like before and its making it hard to make any money from my content so as request by a few ...
Guys, how can i avoid this :(
I'm already using a spring arm
Hey folks!
Is it somehow possible to reuse nodes?
like i create node "alpha" in my material and use it,
and later i have tu use it again somewhere so i can reuse it without creating another "alpha"?
I assume you mean some custom properties. In that case, yes. Look into material functions and material parameter collection
thanks alot @abstract relic
Create unique and detailed worlds in seconds, for games, multimedia, or an epic role-playing campaign. Let WorldKit handle the heavy lifting for you and get ...
Interesting looking tool.
@coarse wigeon unfortunately, no links or release date in the description...
Their Kickstarter: https://www.kickstarter.com/projects/abrown/worldkit-streamlined-world-building/description
^
Hi
in this project i have used two different mesh with same base color but its looks different in viewport even after bake ..both have same texture density . Any solution for this issue..?
Good day/afternoon everyone 😃
@plain token 1) they dont have the same density, quite obvious on your shot :p
- this is a problem with CPU lightmass, you have to either increase the quality of your bake, or install GPU lightmass which fixes this problem
Click image for larger version Name: image_138398.jpg Views: 1 Size: 82.0 KB ID: 1478783
Disclaimer:
This is a very simple and early version of my GPU lightmap
@languid shard Thanks for the reply . I will give the gpu lightmass a look , i will add u as a friend so if i face any issues i will drop u a msh
msg*
sure
that article sounds absolutly ridicul
likewise that it is fake news.
where is that article
Looking at the Steam page, seems legit
2675 reviews, so minimum 50k sales, probably 100k
the Chinese love it, IIRC
there's a really active forum thread on the UE4 forums about it
show
He or She received a grant from epic
noone can show a link
《Bright Memory》 is a first-person action shooting game,the players can control different styles of special abilities and create a set of gorgeous combos with combination of skills. It tells a adventure story of Shelia of Natural Science Research Organization (SRO).2020, ...
$6.99
2675
clearly fake
It's... not fake ?
I'm not entirely sure it is an entirely solo effort, but yeah, it's a real game
now that someone posted a link
I remember the first post on WIP thread on forums
something like this needs alot years in solo
maybe paid for some assets
clearly the characters
Well, yeah
there is too much high quality here to be done by only one dev
lmao
It's a shooter with UE4 - arguably the genre most well-suited to the engine, it probably does use plenty of asset packs, and I see no reason why it wouldn't be a solo effort
Our game was a duo effort, with basically three paid assets
I think quality was fine
IIRC he is a modeler
its really not a favorable story at all
Building something cool? Tell us about it!
Why are you so mad about this ?
I'm happy to see an indie succeed commercially on Steam
the article
it clearly gives away that one person can do all this. Shadowing the bad sides of gamedev...
as if we are all like that
2.5 years of work, and the main assets appear to be from the dev
as if that is the standart now
there are alot of games done by tiny crews its nothing new
but this article depicts it as a world record
¯_(ツ)_/¯ My next game is a solo effort and I fully expect the same level of quality
Shipping 100k units solo on Steam in 2019 is very newsworthy
its not ok.
Why not ? It's a great project that has great success
One person did do this
Oh, I thought you had a problem with the game
My German is too rusty for the article 😉
after i told you that i was on about the article already
you just now clicked
XD
the garbage in that ue4 thread
some of these commenters...
thats a new low also
someone makes big thing... and suddenly everyone is his best friend
Sorry but you sound super jealous here 😛
Of the developer.
some of them sound like fanatic fangirls
he must get so much hate for not answering
So basically gamers ?
ofc one can be jealous of a devgrant
there is no way around it
i dont think those are pure gamers XD
No idea how you'd be jealous of someone being successful. Do great work, reap great rewards
In this case, do a great-looking Chinese centric game on a platform that's newly popular in China
Surprise, it sells
Hey Stranger, are you working on another space game?
I'm still working on Helium Rain tbh, but my next project is a bit different and not really space
Are you going to release new content to the game?
the Chinese market accounts for 30 million active users on Steam, so having a Chinese-centric game there is gold right now
someone should take these spline functions and light them on fire
@ionic oxide No, probably not. We're focusing on a mod kit for now, hopefully to release soon on the Epic launcher.
Can you guys recommend ue4 compatible character creator middleware/tools?
Maya.
Spline key at distance of spline length returns 1 /tableflip
@wary wave no, I mean character creators for users.
@cloud cobalt That's cool
@unreal spoke Character creation is pretty involved artistically
And programatically
Not sure there's so much resources
yep, but I know there are a few options out there but I can only find the one in the marketplace... And I know there is one that is considered (or promoted as) the best character creator tool but cannot find it.
Hey guys, does it actually makes sense to create soft edges when i know the mesh will go into unreal engine for a game?
(never fully used unreal engine)
my initial idea was to use soften edges on haircards (so i dont have to add multiple edges on cureves)
hello i have tried to move my game mode a couple times now and ive fixed up redirectors everytime but it wont work for some reason
Guys, is it possible to start packeged build without render window?
Does anyone remember an official video from epic in which, among other things, they showed a character creator from an external company? Maybe 1-2 years old. I'm checking their videos in youtoube and cannot find it.
@static viper FAKE news!!!!
@violet goblet that's not really how meshes work
if you want smooth round shape like in the latter image, you'd need to add more geometry
oh, okay
is soft edges for renderings only than?
in meshes, soft edge just refers to normal shading
i am clueless, so this means what exactly?
it wil work but not? 😃
you can only fake the lighting with it, you can't bend the texture to appear round
anybody know why my build lighting gets stuck at 0% it was working perfectly fine a few days ago
for the texture to bend smoothly, you need more geometry
aha!
bending the textures works only in maya then like on the latest image
yeah but that's actually doing subdivision for the mesh there
if you bake it down, it has a lot of polys
ue4 has some support for mesh subdivision but it used to be really bare bones and you had to enable it at mesh import
what a great explanation! thanks a lot!
but ultimately, it just baked the polys in the final mesh so end result is the same if you bake in the modeling tool
never read a better explanation for it, now it makes totlay sense 😄
@ruby robin far as i know, yes
@plush yew How? 😃
Hey, trying to take some cinematic screenshots, but when I click 'Eject', I don't see certain particle effects (such as my smoke). Ideas for how to display it? Some particles show, but not that one.
Edit: Solution : Game view (G)
Hi, I just joined this server. And I am looking forward to learn develop games . I have already wanted to to do this but I didn't had enough motivation but I have finally made up my mind that I have to start from somewhere.
@obtuse marsh Welcome and good luck on your journey. 😃
Is there any reason not to make my buildings as character pawns
I will have several attributes similar to characters and I could possibly do some cool input related stuff
I need some help with packaging ;o if anyone could be so kind and check out what my issue is that would be awesome ;/ (It's about UE multiplayer via steam sessions)
anyone aware of good procedural generation tutorials using pre-set rooms?
@lament oxide https://api.unrealengine.com/INT/Videos/PLZlv_N0_O1ga0aV9jVqJgog0VWz1cLL5f/mI7eYXMJ5eI/index.html
I'm trying to set an onhit event, but RootComponent is undefined:
// Use a sphere as a simple collision representation.
CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
CollisionComponent->BodyInstance.SetCollisionProfileName(TEXT("Projectile"));
CollisionComponent->OnComponentHit.AddDynamic(this, &AFPSProjectile::OnHit);
// Set the sphere's collision radius.
CollisionComponent->InitSphereRadius(15.0f);
// Set the root component to be the collision component.
RootComponent = CollisionComponent;
This is in UActorComponent
Should I have made an Actor through C++ and not BP?
I thought applying a C++ script to a blueprint Actor would work.
Also, my actor already has a collision, why would I have to create a collision via C++?
First time doing this, sorry for any wrong assumptions.
@shrewd gorge Try place RootComponent = CollisionComponent; directly under CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
Creating a Component inside of a Component is not really what you should do
What you are doing there is required to be in an Actor Child
Aha.
I just have a blueprint actor class to which I added a C++ component.
Can I perform it that way, without using Blueprint scripting?
The BP Actor should already inherited from a Custom C++ Class
You can use that Custom C++ Class to spawn your Component
@regal mulch Why not? 😛
@merry gazelle Let's be on point please I'm very confused as it is : D
And bring tons of stuff that I'm not sure if a Building needs that
The Class is really made for humanoid characters
So I should be spawning a collision component, even tho my mesh has collision set up?
right thanks, I figured the character pawn might impact performance but wasn't 100%
No, you can keep your Mesh for that if that already has collision
My main point is that the code you've posted doesn't belong into a Component
Is it even needed? That's what I'm trying to understand.
If the mesh has collision already setup, why would you have to create anything additionally?
In that specific situation, probably not
But there are a lot of other places where more than one collision makes sense
Like a second sphere collision to overlap stuff
Aha, okay.
So is it possible to register a hit event within the C++ class on a blueprint actor?
Checking if I should do this all over or not..
Was I doing it wrong
You should be able to have an Event Calling in the Component if it is a primitive
Well if it has a hit event in the first place that is
E.g. if you make a child component from a collision or mesh component
So I have to set C++ class as child to the Asteroid mesh?
Then it should register hits?
I'm abit confused as to why you can't just do that all in BPs
Do you want to avoid BPs?
It's an assignment to get into a volunteering team, to learn more about this in a group environment. I should be doing this in C++.
Alright and where do you want to get what HitEvent now?
In the C++ class, AsteroidsClass on the left.
AsteroidsClass should be getting the hit event from the Mesh?
Did you, by any chance, use Unity before UE4?
I don't have any experience in game development.
Well, UE4's components don't like to talk much to each other
Mainly cause you can't easily get a reference from one to another, neither ensure that the other component even exists
So I should've created the actor rather as C++ class?
You'd have to grab the ActorOwner and then find the other component on that
Usually, you'd bind to the hit event inside of the Actor that has the component
So that AsteroidClass component
Should just not exist
And all that code would simply be in the Asteroid Actor
hey im having a problem with unreal engine animations
specifically, i know its buggy as arse but in my skeleton and animation blueprint they showed up, after saving, closing and reopening the editor the animations no longer show up
every time i open animation file it shows only this
not sure why it was set up already
if you try and choose a new one do you find your old skeleton?
hey guys, anyone here worked with gamelift with gamesparks before?
I'm having a problem after i upload my game server to gamelift, in the logs i'm getting this error:
Received websocket error: X509 - Certificate verification failed, e.g. CRL, CA or signature check failed
Got websocket error. Please make sure, that you've setup you credentials.
Connection stopped, deleting it
The fix I've found in the forums, based in this link https://support.gamesparks.net/support/discussions/topics/1000084162/page/1?url_locale= , was to add certmgr /add addtrustexternalcaroot.crt into the install.bat. i did that but it opens the certmgr.exe, so i'm not sure if the command is missing something or if there's another fix for it.
any idea what i might fix this?
Hey there,
I got a strange thing going on with GameSparks. I'm using your Plugin, despite the fact that I changed the "SceneComponent" to a "UObject", cause there is zero need for this to be a SceneComponent (ActorComponent would be the choice here) AND I want to have t...
While learning C++ for UE4 I kind of thought that blueprints were a lot better and I wasn’t going to end up using C++ but now I actually kind of prefer it
It’s nice having everything organized and while I run into more syntax errors using it, I think those will go away over time
goood... gooood.... feel the power of the C++ side.. feel it coursing thru your veins and pulling you to the dark side.... goooood.... 😁
oh wow ue4's animation system has entirely broke since 4.19
cant even make aim offsets
cannot drag animations in, they show red lol
What's a good software / app / website to create a "wiki" for documentation?
Reminder that Epic works on Fortnite using the latest engine version for pretty much every major release - it's unlikely anything fundamental is really, truly that broken.
Preferably simple and cheap / free 😃
And if it is, not for very long at all.
@hybrid scroll MediaWiki is the software than handles Wikipedia and is free to use.
But is fine in 4.20?
Yeah
shit loads of stuff is utterly broken in latest
¯_(ツ)_/¯
anything Fortnite isn't using is potentially in a bad state
Just saying, "ue4's animation system has entirely broke since 4.19" can't be true, unless we've been selling emotes in Fortnite for many months despite having no animations. 😉
That's one major release that's completely unable to build DLC or mods, which is kind of a large thing to break across all three minor versions of that release.
@livid haven yeah, but that requires a web server, database, etc. 😃
UE4 hasn't properly supported displays that use certain DPI scaling since 4.18, IIRC
@hybrid scroll You mean installing Apache and MySQL? Trivial and free. 😛
DLC is important, but I did say fundamental.
Literally not being able to make or use animations is fundamental.
any widget space to world space (and vice versa) conversions don't work unless the application is full screen
@wary wave it was way worse before 4.18. The added stuff kind of fixed the 4k issue for me but its still not entirely right in all areas of the UE interface
@livid haven I definitely agree that animation in particular is likely to work very well, but the larger message here is that engine QA has been going downhill, including on stuff that's... still pretty big.
Nope
nope
Straight out broken
It's easy to fix manually if you're into that, I guess
It's a really dumb error
Well I feel bad for one of my clients then, they're using 4.19 for the cel shading
there as a bug a couple of versions ago where you couldn't transform sub-components of Character
Basically the DLC pipeline tries to set the "executable icon" on the DLC
...
No executable, so...
I don't mean to be rude, but how the fuck did that get through QA?
I can do em but
custom engine
Couldn't honestly tell you.
Fortnite doesn't need DLC, done
Maybe a bad merge?
it was fixed pretty quickly after I reported it, but it doesn't make me feel particularly good about the engine
it's particularly galling because the UE4 character mesh has a weird rotation by default, haha
I like that it was fixed quickly but then can we really blame them for missing stuff when its such a large codebase ?
We can't blame Epic for making code errors
it depends what it is, really - something that's that intrinsic to almost every project is a bit disconcerting
We can and should blame Epic for not fixing breaking regressions in minor updates
it does seem a bit of an oversight in terms of importance
That's pretty bad
Hey guys/gals - quick question. Are the tutorials on the Unreal YT still valid? The ones that are around version 4.7 & 4.8. Looking to pick up UE4. Used to use Unity as my secondary engine, looking to change that over to UE4.
4.7 /4.8 is a bit old, but it may well still be applicable
the answer really is 'it depends'
(on whether things have changed in the meantime)
The nodes will look different, and the editor has changed.
Just don't get caught up in trying to copy the exact look / steps
@cedar wave mostly but if not, they are translatable. The problem comes when you get removed code and no error produced to tell you what needs changing (deprecated errors).
IMHO, the "move to next major engine version that maybe completely overhauls audio or video playback or physics and requires updates for every plugin you use" approach to fixing major bugs is very problematic.
Figure out what the tut is trying to get you to do, and use the fuzzy search BP allows to find the right thing @cedar wave
its only problematic if you are keeping up to date with engine versions as you go
I have a rough memory of UE4 back then. I jumped between it and Unity when I first started learning game dev. Settled on Unity at the time due to some friends. Always liked UE4 a bit more though. Was easier to get a simple thing up and running.
aye, but you have to when you need minor fixes (other than doing the integration yourself)
@kindred viper The problem right now is that even staying on one version is problematic since you might uncover a completely breaking issue late in development, and have no choice but to upgrade all the project.
yeah i've been in a situation where 3 months of work was scrapped due to requiring an update to 4.19. I cant remember why not but it was a pain
Like if you settled on 4.19 for your project but plan DLC
If you don't test that early, you'll have to update later anyway
Alright - thanks guys/gals. I'll still go through 'em, sounds like a good enough basis to start out with. Cheers mates!
no problem!
@cedar wave dont forget to watch the entirity of the "Blueprint communications" tutorial. Its worth it
My problem is that Epic doesn't port any fix to previous releases, no matter how trivial. I would like less major releases, but much, much longer support on these.
hey guys, i got a question, why is it when ever i export a model with a rig an animations from blender, the animations always come out tiny and i have to force root motion on?
https://gyazo.com/cf090a643fbc70a6020f367ccbd7d85e
@kindred viper BP is actually something that confused me when I first got into it. I found the CPP to be easier, lol
coolbeans, then you are set to go 😄
even so... blueprint comms is pretty vital
think of it as "an easy version of C++ interfaces" :p
Cheers mate!
Here's what's happening
- I export an FBX file from Blender (un-check leaf bones)
- Import in Unreal
- My mesh is the correct size
- My animation is not
i have an idea but i don't know is it possible to do. So , i'm spawning actor with staticMeshComponents. Can i somehow remove them from actor that i spawned and add to another one ?
Does this help? https://www.youtube.com/watch?v=YDbN-3M1v9g
In this UE4 C++ tutorial we will change a static mesh's material on overlap Github Link: https://github.com/Harrison1/unrealcpp/tree/master/ChangeMaterialMes...
No. Basically what is want is to spawn a lot of actors , get staticMeshes from them and put them inside another actor , and then delete spawned actors
I made a static mesh skeleton system. Not sure if that's what you are going for
@viral herald i see no root bone at all, by default root motion is enabled
the units are centimeters? and root has no scale on it?
ue4 assumes that 1 unit = 1cm...if your scene in inches it will shrunk 2.5 times
if it's in meters - 100times
etc
if root has no animation on it you won't need "force root motion"
imo root motion checkbox should be called root motion compensation (it just resets all root animation to 0)
@viral herald rename the rig in blender to anything but armature
@next badger do i need to set the unit to centimeter?
how do i make that little camera actor preview always on, for now when i select the camera actor it's on, and deselecting it will make that little preview off, i want to setup my game (level) while seeing in that small preview
guys anyone who can help me 😃
@viral herald i do, but not sure it's mandatory, you may ask on #animation
but it shrinks the entire thing
@wary wave thanks for the help, i am making my game now without physics, before i was thinking that it will be hell hard without physics, but now i get it, haha thanks 😄
no worries
i don't know you are mod here, that's nice and good 😄
it should be quite easy
yes with projectile it's getting to the point, have to make more to check but now i think that yes it can be done
https://gyazo.com/9f61df5374957496785c0ac58381862d look at this @next badger is this how its supposed to look?
how do i make that little camera actor preview always on, for now when i select the camera actor it's on, and deselecting it will make that little preview off, i want to setup my game (level) while seeing in that small preview, @wary wave , can you help me with this
There should be a little pin icon in the bottom left of the preview
😃
😄
@viral herald you asking me? you have a ...rhino? is it real size? like 150-200cm tall?
yea
so is it that tall in blender?
its miniscule
should be 1by1
Your rhino scale in UE will be 0.86