@plush yew in that case i would suggest you start out with this https://www.pluralsight.com/courses/cplusplus-fundamentals-c17
#ue4-general
1 messages ยท Page 380 of 1
i think they were trying to force server authority
it gets you up and running with modern c++
also lots of people now can program C++ and don't realise it
Arduino Sketches are C++
and then go for this
there is also this
but I don't like it
I just use http://www.safaribooksonline.com
it's a 60 hour slog
they have Video and books you can watch and learn from for FREE (if you get the trial)
@chrome prism ty that book looks pretty neat at its from just a month ago
damn, Im not sure how much time I'll need to allocate for learning to code on ue, to the point I cant start getting some jobs
ok so DOF is working only on Cinematic quality in VR projects but it works as usual in non-VR projects? Do you guys know exactly what is different in the project configuration so I can configure the VR project as a regular project? And yes I know a VR game shoudln't have DOF, but still...
hard do say, but depending on your experience in c# it might not be too difficult
I mean I've been mainly a 2d developer as of now, so I would have to start working with 3d movement math and that stuff
shouldn't matter too much
only issue is that unreal has a lot of quirks
and a lot of uncommented code
what kind of quirks
you need to get deep in the mud with it until you have a grasp on how things are done
it has a lot of things that you might not think are important until your project breaks for no apparent reason
until you start getting the hang of it
after that it's business as usual
its on safaribooks as well
as is the followup
ty,ty will give a check
you can also get some books in advance of publishing
If you don't know c++ don't start with ue4 c++
^
U will end up like me, totally clueless
You basically learn some generic stuff that most languages have, like conditions, loops, variables etc.
And then get spammed with macros that Epic created that make your life easier
And if you ever leave that bubble of macros, you find yourself in a mess
Cause you never learned native c++
thank god Epic is not using lambdas widely
I'm using more and more FWIW, it's pretty great in some cases
Lmfao if only
Stuff like sorting an array is way more readable as a lambda
That is true actually
looking at Slate
Ye don't look at slate ever
Irl hax
Says person who was looking at slate for about 8 hours yesterday
Dive in to custom editor slate with viewports and custom asset types it's very fun
@cloud cobalt why not?
It really depends on what you need and how you structure your framework
What do you mean by hit
U gonna have try again
What do I mean by hit
Hit event?
Col event data handling
Your not being specific at all
We talking away to trigger the event?
Afternoon folks. Hows life?
From a bit*
hi
Hit
I'm life
On phone and about to board a train
What was super gross???
Why would you do anything 100 times
did it look bad?
It's just an event hit
U mean u want the hit to be physical like a fight game
U talking damage for the skill
Okay so let's unreavel something
You got crossed wires
oh is a nintendo switch game ๐ฎ
Animstion, col and skill application should be totally unrelated
i never saw that market before
@cloud cobalt okay if you just want to annoy me and stop me, please leave it
When u do an animation you can drive a col box
When a col box hits a thing you can try and apply a skill to the target
When u apply the skills you try and modify something
Separate the entities
It will make it easier
Its not a talk channel @light lintel
This is also very dependent on your game framework
@light lintel when you hit you have a struct that you could pass...like damage, type of damage etc, anything
this channel is to crowded right now
Wtf u on bout scp it is
so better we go somewhere else.
Don't say struct just say skill for now
Don't want to overload
Trying to smooth it out for him
Skill can be any sort of data that is passed along
Well
Imagine u have a template for skills
Where u can create child classes
And fill the. Info out
@light lintel make a parent class, make one function...inherit...done
And function that lets you pass this data along on hits
He's not gonna get that alex
Got to explain properly
Slightly slow replies
ok, my bad
Not monster
Away to store skill data
Skill data should be totally separate
Nothing to do with monster
This way you can give monsters skills
Or assign them skilks
How ever u want to put it
Really first thing you want to think of is how u want to store skill dats
Data
A uobject is a good starting point really
Or object in BP
Imagine u have a object u can pass along on hits
That contains the information too apply
Or what should happen
U could then wrap skill data in another storage object
Skill info or something
That holds
Skill name
Skill icon
Skill data
Skill animation
Really pointing at data driven here
Making templates you can make children from
Where you just fill in the details
Make any sense
Trying to think of example in editor eer
Errr
Make object base class
Call it master skill data
Put damage float in there
Make children of it
Adjust dmg
Try and pass it along in a hit
Have function that processes it
Take DMG amount apply to target
Super bare bones starting point
Np
That be 400$ thx
Whole different can of worms
Same thing data driven prob
Dialog text system is way more complex than you would think
Normally away to mass store of dialog data and retrieve it through some sort of id
NOT DATA TABLES
Oh u mean a text display widget
When text called
Display widget load text
Pretty simple
Prob want a event dispatcher to tell it when it's done
Yeah YouTube is 90% shit
I don't hide it
Well there is actually
But not properly in BP
If you break all ref too it garbage collection will clean it maybe
it is free and open source
Which reference should i take, if i wanna have access to the vars of this class ?
class reference? but i dont know thats just a wild guess
I can't get vars with it, but maybe i'm trying it wrong
to the current values? Object reference
to the default values? class reference > class default object
Alright, i'll try it
@maiden sundial object reference, if you're not looking for some "general" hardcoded variables
I search for the default values in this case, and it works.
Thanks ๐
@light lintelwell that makes no sense because you need away to display dialog
Can someone help me out?
ร'm trying to make a turn-table camera that will allow me easily rotate 360 on the focused object.
But I don't know how to make sure that camera will be focused on X actor/object
You can attach a camera to a spring arm pointing to the opposite direction, doesnt matter the rotation of the spring arm the camera will aways point the center
or use Find look at rotation
@fossil ore you can also use a Cine Camera Actor instead of the default camera
and edit the "Lookat Tracking" settings
...
perfect for cinematics
I was using cine for 3hours
you havent noticed ? :p
Didnt realize there is an option for that
:p
Is it open for sequencer?
sure is
Keyframe able?
๐
ok i am trying to understand how this is supposed to work but its confusing me
I have a data only BP called TeamPlayerStartBP
its parent class is Team Player Start
when i start the game i spawn at one of the starts, how does it do this, can i randomise which one and how is the player spawned?
Game Mode classes have a number of functions related to player spawning logic
dig into those
GameMode and GameState they sound important how can i determine what they do
standard practice (and default behaviour) is that the Game Mode looks for player starts and picks one for a player that has requested to spawn
Game Mode is the game rules
Game State manages game data for networking
is that BP or CPP
no idea i am looking at an open source project to learn from it
then you're gonna have to dig :p
but the code and stuff isnt very good
there is a BP called GameModeDeathmatchBP
and MenuGameModeBP
I got GM_MainMenu, GM_Lobby and GM_World , if that makes more sense
For me it does ๐
since there's different "rules" and controllers etc in the different scenarios
menu game modes and deathmatch game modes seems reasonable
Well the GameModeDeathmatchBP has nothing in it so how can i see how it works?
naming conventions suck though
if that BP is empty it's probably just data and the native parent class has the implementation
If you want to dig, dig on the actual doc for what we of the basic stuff does then dig in example projects
If you want to dig, dig on the actual doc for what the basic stuff does then dig in example projects
I am trying to work out how this all works
i have an empty level
but when i run the level with play - it brings up the menu, i am like WTF how...
how can i also see the entry point into the game? where is that
how can i see in the editor where that is,
all the tutorials say create new project/game and its there
nothing explains how it is like that
Sounds like u need pick up some basics
Follow some shitth YouTube tuts
Mess about etc
Then go open project diving
well i am looking at the projerct settings, i see it as GameDefaultMap set to the MainMenu - but is that level or map
ok no map exists on that just a level
Level == map
I might have missed parts of that conversation @proven oxide but there are settings to control the default levels
Level == map == scene
Here is how it goes : you have a project settings entry that control which level (map) is loaded when the game starts
ok but the level is empty
In editor, when you launch, the current level is always loaded
And your menu is usually a level that does a menu, with a background, and enables loading of other levels
the playercontrollerclass has a MenuPlayerControllerBP assigned to it
Check the level bp. They usually load the hud through there
that would be unusual
i cant see where the the empty level creates the menu
it's more likely to come from the player controller
@proven oxide go do some random tuts and read wiki it will help a lot
Basics on setting game mode and level up
HUD, menu, you know what I mean
honestly though, we don't have your project, so asking us is pretty pointless, the only way you're going to work this all out is by doing the digging yourself
we don't know what your predecessor has done
we're just guessing
MainMenuUIBP looks like the server browser page not the initial 2 buttons on the screen
Amber I call bs. Of course you can read minds
ok under the heirarchy it links into the server browser
and the buttons are not visible on the view
Why learn the basics when you can ask for help to do everything until you give up because you can't figure it out?
and has the controls
If only there was a video series that can do that ๐
i would look if someone gave me a link
all the stuff i have seen never goes into this
Look on doc at game mode
and if you have never seen this then you have not read enough to get to that point
"I never knew how to put in the gas in my car, the first 3 pages of the manual don't tell me how to do it. Nothing tells me how to do it I know everything about my car after 3 pages."
so i have to uninstall VS2017 enterprise and install VS2015 community edition ????
You should have a copy of Visual Studio 2015 for Desktop (Preferably Community or Professional Editions) installed before starting this tutorial.
wait what I need to uninstall 2017 community edition
No you don't
2017 community is perfectly fine for UE4
A bit of vinegar today eh?
little salty at people who can't even dedicate a bare minimum amount of time to learning before declaring the world is going to end
Even if you are I'd learn your way around the engine first
Can we stop with the personal attacks and saltyness ?
UE4 is hard
Don't help if you don't have the patience
What attacks 9_o
tons of people have patience but if someone is not going to listen when asking for help then all bets are off on the saltyness
Are we reading the same convo?
I have been googling and trying stuff out now for 2 weeks
This guy is pretty cool
I found something on UMG UI designere and its like nothing and does nothing and is short saying learn here
(Couldnโt help it)
did you read the official docs or the official tutorials?
L e a r n
S o m e
B a s I c s
Read the doc
Read the whole thing
Like not even joking
Your trying to skip steps
You need to acquire some foundation then everything will fall in to place
I think the idea about learning what the game mode and other framework might be a good suggestion someone suggested earlier and https://docs.unrealengine.com/en-us/Gameplay/Framework is the docs for that
and I think keeping in mind that different people do things different in the engine so finding the one way it is done is probably not going to happen. Learning how the basics work and then making it work for you is ๐
"damn when I hit play my dude spawns in as a purple blob" is easily answered if you know the flow of the game framework and where this might be happening.
@proven oxide Just like others said - you're talking about levels, UMG, server browsers at the same time, but each of these is really something that takes a lot of time
Don't attempt everything at once
you dont only need an inventory
@grim ore I knew someone who turned into a purple blob once. It was tragic. He got arrested. Last time I saw him the cops pushed him in the cells saying "indigo"...
is that the first dad joke of the day.... lol
i dont get it
I feel the need to use a Firefly reference @grim ore Shepard Book "Never had kids".. lol
well today just went to hell... https://www.allegorithmic.com/blog/allegorithmic-joining-adobe-family
really a bummer, they were my go to company for referencing how licensing should be done. Always a good deal in my opinion
image above must be a photo of the person at allegorithmic who signed off this deal
I see a new stream is happening tomorrow and yet again it's not about AI ๐ฆ
it's on a good topic that people ask about atleast, tho I am worried about how much most people will get from it due to how Gameplay Abilities are actually implemented in the engine
I wonder if they take requests for streams? some more complex AI with animations would be neato for sure.
they just keep saying "we'll see what we can do" since the times Alex was there 
maybe they feel that Mieszko has to be on the stream and since he is in Poland, it's hard to schedule.. But I think anyone at Epic with decent knowledge of AI (through BPs and BTs) and animation (or one person for AI and one person for anims) could do the stream.
I agree but it seems hard to get these things scheduled lately due to people just simply being busy ๐ฆ
๐ฆ
the bad part is a generalist could do a lot of this but most of them seem to be tasked with helping other companies and such and any new ones end up doing the same lol
do you have any near-future plans for AI tutorials @grim ore ?
I think the tech devs at epic are in high demand out there
man I wish I could do more with AI but nothing on the plate. Like that animation one is a giant pain because it's animation ๐ฆ
but people really need a good explanation and design for making AI react and move well
how about a tutorial where AI flanks player, circles around player while facing player (in both directions, switching at random) ?
no animation needed, can be just a pile of cubes doing that
BT + BP
(using Third Person Character template)
gotcha. Yeah generic strategic AI might be doable then. The issue I keep running into is people want to then implement it into a real project and the animation is always wrong lol. but yeah maybe some more intermediate AI systems that are simply reliant on the BT and BP and less on the looking right.
it all goes back to the sensing and perception systems as well which I want to cover but they always seem to not work right or need C++ to work fully ๐ฆ
well, AI Perception works without C++ unless you need to attach it to character's head so when character looks around, cone of vision follows.
I think you also cant assign like good or bad to things in pure BP?
wait no it's teams you can't assign I think
for the tutorial sake you could mention that and accept that for the tutorial sake cone of vision will turn with the controller or pawn (plus there won't be any head anyway)
perhaps, but you can make custom BP Task that decides on the team
yep yep.
"in todays video we talk about this system that almost completely works you just have to do other stuff to work around the stuff that doesnt quite work because no one got around to finishing it" lol
hi guys ๐ ๐ , i am downloading the latest version of UE4, because i want to check that, and my movement is not working in my old version, so i want to check that too haha
Not sure if that's a question or not
Good luck. Hope it doesnโt blow up ๐
4.19.2 UE4 version, i cannot make my paddle move left and right, this is what i want to say , i have tried so many ways but i cannot move my paddle haha
so that's why i am going to the latest one for checking this movement thing, if it don't work in that version too, than i am doing something wrong
Probably something wrong
Guaranteed itโs something wrong
but it's so easy in UE4 to make anything go left and right using keyboard
Hey guys im new ๐ , Where do i go if i have a problem with packaging my game?
AH ok thanks!
what i am doing is , i put a cube, converted it into a mesh, than using pawn BP , and mesh component i was making my paddle go left or right, key binding is done, game mode is done, camera setup is done, what else do i need
Well, you need to have it processed by the player for one
@abstract relic i did that lots of time, because i understand that repairing something is way better to start from new, time eating if we repair something, this is said when i use to make 3D models
you mean that camera setting, default player (player 0)
Give this a quick look. See if you missed a step https://docs.unrealengine.com/en-us/Gameplay/Framework
ok thanks , let me check because it might be that i have already seen it
yes i want to ask , is player controller necessary @abstract relic
Always
omg , than i think i was the wrong person, haha
so i will try and try and try, until i get it working , haha ๐ ๐
thanks @abstract relic for the help, and yes that page is also kinda really good, lots of good information to read ๐ ๐
Read a page from the doc every night before bed. All the cool kids do it ๐
@vale silo literally nothing new in the AI systems for years
what are they going to comment? the BT system is still as its been for a while already
@frank escarp well, they still can make proper AI stream that incorporates BTs, custom BP tasks, AI Perception and tying it to the animation. Just like they had that animation stream split into 5 or 6 parts, they should do the same for AI.
even if AI stuff hasn't changed
All the cool kids read a page from the doc every night in a different language
๐ฆ
every time i try to play my game in 2 player it crashes the editor any ideas?
i dont understand the crash report
it means you find rthat assert in the source code and see what happened
google probably won't help
I meant Google what an assert is
BaseGameMode.cpp
There's no way they can debug that amber
Did u leaned what game mode and game state is yet
problem is another dev runs it fine
meh
I was about to say ๐
Sounds like who ever set it up has set it up wrong
doesnt have to be mmo right away. maybe its coop
Or you have changed something
Are you using source control
yes
Sounds like the mp system has not been tested at all outside of editor space then
just waiting for VS to restart
there is no MP system, we are using UE4 networking on 7777
i mean wwe havnet programmed anything
With some sort of multiplayer system someone has built
Well mp does not work out the box
using basic listen server
With the exception of the character movement comp
thats what i did
i need to see if someone fiddled with the basegamemode file
To asset on game mode is really something
Either game mode is not setup or
It's full of shit that has problems
Most likely one of them
Well sounds like it might not be turned off properly
there is also this
random shit causes random problems. I ran into an issue where a system environment variable on my machine caused visual studio installer to not run.... random shit man.. random shit
[2019.01.23-17.19.00:939][891]LogSpawn: Warning: SpawnActor failed because no class was specified
That's a warning
Not an error
But I can see already the system must be set up like a shit storm
I think a good question might be if you are not doing multiplayer then why are you doing multiplayer?
Actor classes not being specified and no checking not good
at the end it just says this
@abstract relic hahahahaha yes right
[2019.01.23-17.19.25:110][522]LogOutputDevice: Warning:
Script Stack (0 frames):
[2019.01.23-17.19.25:111][522]LogWindows: Windows GetLastError: The operation completed successfully. (0)
That's not the assert
why dont you just
post the entire log
instead of just chunks
XD
get a pastebin
noooo... the spam...
i said pastebin
yeah I was typing before that lol
i say log
oooh, C++
That's not a log
Grab a whip. Find your programmer
thats the line that caused the error assert
post the log!!!!
why not to use Blueprint for now ?
in a pastebin
Do it on GPU and readback the results if you ask me.
So your catching on a check
Which means MyDetailedMatchState is invalid
Or has some blank state it's sat on
Why is your programmer not helping
I am the programmer
you are not
the old one quit
can't do it was a toy out the pram situation
U best quit too then
In over your head
That's not meant to be nasty btw
Just from what I can gather you are way in over your head
but if iti was an assert why did the client crash
Because you don't know what an assert is
I mean rather than just the game shut down the whole editor crashed
That's the whole point
Who ever put that in there was smart
It caught an edge case
that's why I stay away from C++ currently - if I have a programmer and (s)he quits, I can fix/add Blueprint code myself ๐
(unless existing BP code is from that Thumblr)
C++ is the bestest. Its 100 million times faster than blueprints and it has all those cool semi colons
that's definitely a strong side of it, but I have to compromise
but the colons.... the colons.... you can't resist the semi colon!
man I really hope they push in the UMG -> Editor Utility stuff in 4.22
there is a lot of hopes for 4.22, but 4.21.2 hotfix now needs hot-hot fix #2
Yup checks are good
hmmm there is one underlined line that was a change by the other guy
7 days ago
it was missing an include apparently
engine/World.h
nope still crashes, it goes into the game but doesnt spawn the player and then crashes
What's the call stack ?
there are load errors on the map missing textures apparently
Fam u are x100 in over Ur head
Unlikely to be the cause of a crash
and an error in a BP which i have solved multiple times (not using it anyway)
You need the call stack
In Visual, while debugging
If you're the programmer, this is your job
but also it just says Network Failure GameNetDriver[Failure Received] host closed connection
That's not really an error
Ignore everything after crash
<PCallStack>UE4Editor-Engine 0x00000000d8210000 + 14ed700 UE4Editor-Engine 0x00000000d8210000 + bb8470 UE4Editor-UnrealEd 0x00000000d63a0000 + 452085 UE4Editor-UnrealEd 0x00000000d63a0000 + d72346 UE4Editor 0x000000005dc40000 + 6225 UE4Editor 0x000000005dc40000 + 1596c UE4Editor 0x000000005dc40000 + 159ea UE4Editor 0x000000005dc40000 + 248da UE4Editor 0x000000005dc40000 + 2659a KERNEL32 0x0000000057d70000 + 17e94 ntdll 0x000000005a0b0000 + 6a251</PCallStack>
Noooooo
which log i did the whole crashxml
and paste it into pastebin, if you spam that whole log here we might not be so nice :p
Yeah I did say pastebin, we don't want mods to start banning people
I mean, not all of them
Probably
No crash here @proven oxide
The best solution is to delete everything afterall
thats the file in the crash folder
This looks like the client log when the server crashed
only other thing i have is the minidump
Seriously though
Start the game in Visual
Wait for crash
Get the call stack ๐คท
This is the only way to work out crashes
If it's in your code you'll get the error down to the line
If not you'll at least know wtf happened
Debugging is as simple as a right click on your project in the solution, "set as startup project", F5
how do i get the call stack the editor just closes
Then press F5, or the green arrow in the VS toolbar
With the editor closed, since this will relaunch it from VS
You should install the "Editor symbols" package from the engine options in launcher, to get accurate data from engine crashes
It's a 10-20GB download but it's basically required
Might be a hot reload error
but i cant get them talking ot each other so thats another issue
but at least the editor is no longer crashing
it deleeted a load of old dlls and pdbs
Have fun stranger :p
Deleting DLLs and PDBs is normal - that's hot reload stuff
Most people would advise to not use it
It's safer to close editor, build, and relaunch
When you're just changing a .cpp it's usually safe, but it's not safe when touching UPROPRY() related stuff
And will usually crash or fuck Bluepritns up
anyway that worked thanks for at least stoping the editor from crashing
Just take it slow and patient
Hey, does anybody have any material on getting started with using third party APIs? Im looking into making a location-based game like Pokemon Go and have located the APIs I needed, but I have no experience working with them before or have any idea to get them to work with the engine. I attempted to do my own research but have been unable to find any of the answers I am looking for. Thanks in advance!
I just use vaRest to read and write to my own centralized rails api server
^
@@untold snow I believe most of these are exposed to blueprint as well https://api.unrealengine.com/INT/BlueprintAPI/Services/Mobile/Location/index.html
Location
Using GET and POST rest api
Super nice... Easy
New version of rails has an --api only mode
Oh man I had no idea about these. Thank you!
how do I get the import options window back on reimport?
need to enable it in editor settings
very weird choice to add that option and set it to true as its standard config
know the name? I'm searching for import but didn't see one that fit, and now I'm going through the list
general misc "show import dialog"
yes, found it just as you wrote it ๐
weird that search didn't pop it up
ohh, it did...
blame it on dyslexia
@fierce tulip thanks!
np
does anyone know about a Ue4 TPS Free Multiplayer template?
there's a playlist of tutorials that I can link if that's helpful to you?
i mean maybe , i found Unity5 has a new FPS free multiplayer working template ,its just i suck at unity
@misty stone https://www.youtube.com/watch?v=yDX_NBGJ2xM
Download the FPS Sample https://on.unity.com/2Scs2ZD The FPS Sample project is a multiplayer First-Person Shooter game. The project is free for you to use as...
lemme check
wait does the one u sent me work as a hero shooter? i don't intend to have characters switch weapon i intend to have the weapon be part of the mesh and animation of the character , like Knives or Scepters
@misty stone i'm trying to cut corners here , having weapon and character be separate is too much for me lol , i'd just rather have them be part of the same thing just have animation blending for upper bones and boom , shooting while walking
fug
the shooter game sample from the learn tab is shooter enough? Should be able to turn those into TPS characters without much issue and that is a good base
Now I'm going to be sad every time I'm painting a model
why? @gleaming creek
@grim ore learn tab?
the one from where ue4 starts?
it has no multiplayer >_>
The earlier part about Substance Painter's Allegorithmic having sold their company off
Anyone wanna test my short game?
sure? ๐
That wasn't in relation to your question
Just in relation to reading 17 pages of negative responses on the Allegorithmic forums
what happened D: ?
you know you might be right @tribal pebble , I always assumed since it had bots and looked like it was set up for multiplayer it had support for it ๐ฆ
I didn't even know what substance painter was now I'm sad lol
ye i'm just tryina make something for fun , for me and my friends to make funny videos on lol @grim ore nothing serious ,so the Unity project would be great for me to add my characters ,its ,just everytime i see code ,i die inside a lil bit
unity is scary its like the monster under the bed for me lol
But this is unreal. ๐
It's scary but it's no worse than any other engine or language in the end
true ,but admit blueprints are more approcheable
its like a grandma with a sweet cake
u know its gonna take a while to get those pounds off
you might have to find a marketplace asset if you want a leg up
but its good!
s'all so pricy and basic
i would go on a loss on doing an asset flip over there lol expecially since i don't even wanna sell
well considering Unity didn't have a template like this until now, give Epic a few years to catch up ๐
true that!
now that I think about it, I wonder how many multiplayer ready examples epic actually has out
wait can i see it?
All because you buy assets doesn't mean you are asset flipping ... Just make really good gameplay ๐. Unreal has lots of small demos
The multiplayer one has two orange cowboys
It's in the launcher I think
yeah it's not the best but I think it's the only MP one
ok now I am bummed out that the one I thought would be MP was not, the shooter game lol
ye but why would i be spending money to make a meme game with models from a freetoplay game that bored us now but they can't stop making videos on it cuz its the thing that makes them money lol @true leaf
Well you can either spend time or money
i mean dass sad cuz multiplayer is pretty usefull to learn and have examples
Or use free assets ! Lots of those around
ok so there is a complete multiplayer learn series on YT but it has no gameplay soo.... there is that I guess lol
You are trying to make something like GMod ?
gmod?
i mean kinda
something like a Third/first person shooter meme game
where i just use characters from a game
that is not a shooter
and make it into a shooter LOL
Gameplay is easy just write logic in a Game instance /Game state
using their animations and abilities so no extra weapons
multiplayer is the devil for trying to learn and teach... the literal devil from hell with the horns and all that stuff just poking at you making you suffer while you do it.
Okay interesting . Yes that's true ^^
LOL
the bad part is UE4 makes it seem simple, I mean boom 3rd person template and you can hit play and people can all run around eachother but then you go "hey I want to make something happen" and you are dead on the floor bleeding in your office.
Also open endedness is also the devil , define your scope. Doing a bullet Ray trace for multiplayer isn't too bad..... Basically when a client clicks their mouse it sends a 'Shoot request' custom event replicated to the server .. then the server does a Ray trace using that characters transform and changes stats of the actor that was hit... And that actor and it's stats are auto replicated
'But all I wanted to do was shoot something in multiplayer" is how many people ended up in the crazy asylum
๐คฃ
then hell for fun toss in UI replication and you might as well just commit yourself if your family doesn't
Yeah it's not easy but after you 'get it' it's like riding a bike
and this isn't the hard stuff. yeah getting your head around replication and replication and even replication is what matters.
"make sure all the animations are in sync for everyone at all times"
and let's use IK for fun
nah we just want to make sure you know it's not like a light switch where you turn it on and boom multiplayer. Networking is actual work to make it all work lol
and I would say most of the work is just learning how multiplayer works and should work
well ye i've seen someone do it,its like u put some checks , like a node that checks for the value
It mainly just depends on what it is and what you are doing and how you want to do it.... lol. like making the same thing the same thing on everyone's screen varies depending on the thing and who owns the thing and who is saying to change the thing heh
like a variable in the game mode? nope only server has access to that... uhm.. the color of a cube? sure who owns the cube and who is trying to change it and who should see the color changed? make code for all those possibilities!
hello unreal dudes. I have a question about camera modifier. I have a custom modifier that offsets the location and rotation of the camera. it works well when I apply it to the CameraManager but I would like for it to blend in and out. I have set the "Alpha In Time" and "Alpha Out Time" in the class defaults but I can't figure out where it uses these options. I have tried adding/removing and also enabling/disabling the modifier via the manager. any tips?
how are people enjoying speedtree 8.3?
Is there anyone in here to talk about unreal studio cad data imports
so epic bought out 2 companies today and are collaborating with a mobile app firm. Can we guess what is next lol
nothing because so far (over the past year/two), the companies they have bought out haven't produced anything
How to get the screen position of a 3d location? I know I've done it before but cannot remember or find it.
found it, Project world location to widget position
anyone know why i'm getting global 'failed to reimport' messages across my project?
when reimporting static meshes
@crisp fable did you happen to rename the part(s) that aren't reimporting?
nah
just tried it again with a box mesh
import, reimport
nothing in the log
ill check it out more later cause im doing this for a meeting in 2 hours ๐ฌ
i also found a bug which ill report later ๐
calling World->SetNewWorldOrigin in world settings PostLoad causes a crash because the worlds scene isnt initialized yet
what the flanders
i found it, the point cloud plugin is trying to reimport my mesh. i dont get it.
its not even april fools
how?!?!?!
they use a spline for the road but the has a groove going through it
but the surrounding surface uses a single static mesh.. i literally dont get it...
theres are no seems... its like they built one big static mesh for the floor....
please anyone if you know how they did it ,could you please help me
what game
days of war
yeah its 100% a mesh
and the seams are from baking the normals from adjacent meshes
not auto-calculating them
a cheap way is to just have them all pointing up
i just cant seem to replicate it...
theres no static mesh running underneath the road either..
Why would a velocity vector print string its value correctly but If nodes not work correctly?
I'm trying to check if the player's Z-velocity is negative / they're falling (I can't use IsFalling because a lot of my movement stuff is custom) and print stringing outputs negative values, but bool nodes aren't treating it like that
nvm
Where is a project's "Default Engine" setting stored/set?
Checked DefaultEngine.ini and MyProject.uproject, but it doesn't look like any engine is specified in either.
baseengine.ini probably
@manic pawn
Thx! So, if I have no baseengine.ini anywhere in the project folder, that'd be a problem, yeah?
it's in the engine folder
@novel ember have you tried turning it on and off again
I got a few bugs with vars returning values in BP
If nodes usually work though..
@manic pawn Interesting. So the engine's baseengine.ini specifies what project's launch with it?
Doesn't look like any project's names are specified in BaseEngine.ini. For me.
ehh what do you mean what project?
Ah sorry, I mean "which projects launch with it".
I built a custom engine for 4.21. Uploaded a project to bb on a diff machine, but I forgot which engine I created it for.
Downloaded that project. Now I want to see which engine it was created for, to see if I need to convert it.
It doesnt look like "compatible projects" are listed in an engine's baseengine.ini.
the engine association is stored in the uproject file
for custom builds it'll be a guid
Is there an easy way to have a 3d widget in the world display in front of everything? Normally i would look into custom scene depth, but UI materials don't have a scene depth pin
the point of a 3d widget is being rendered in 3d
i.e. if it's in front of something and positioned somewhere in space behind any other element it makes no sense, especially in vr
@grim ore shootergame IS most definitely multiplayer
Whoever told you it isnโt is very wrong
The whole point of it is a fully working multiplayer demo even with demo recordings
@coral shoal closest point in 3d space is camera near clipping plane, you could place widget there
@midnight wigeon read the pinned message there
The idea would be to have the 3d widget be in a position in the world with shear, skew and all the stuff that results (without having to do tons of math to reproduce it) but also sometimes appear through geometry
if that's not easy/possible understood, though
Quick question
Also alexey, there's actually a lot of VR stuff that does exactly that, but it uses an overlay/stereo layer to make sure the widget always appears in front
which is kind of something different
and not a thing for non-vr games
If you were dev , How much money would u want on the average for a job?
depends totally on the job description and the location
more responsibilities, more pay, what's much in some countries can be something ridiculously low on other
@plush yew -90 ?
can't you just.. try it out? ๐
looks like one of those questions on interview
@midnight wigeon for what? assets, level, logic?
is level made from scratch, or uses premade assets?
Scratch
what average poly budget, does assets had to have LODs?
what target platforms? what graphics style?
@midnight wigeon 80K? that's a good salary in many countries
LOL
annual i mean
Oofie
How would u even promote the game
To me the only way to promote through social media
But that really doesnt always work
social media is a good way, then comes influencers, like twitch streamers and youtubers
Epic also helping to promote games that are published on Epic Store
I would end up paying like 1,000 Dollars for all Devs Combined
Oofie
Gotta save up
:D
most people here are not paying money to "make game", they are requesting particular tasks
well, you could see the amount of request on #looking-for-talent
i'm taking jobs there from time to time
it's not a job, it's called Volunteering, i'd rather spend time on my own projects
Exactly
Unless u getting paid
holds hand up for high five
๐ค
Gets Denied
:(
What would cause me to have to recompile all the shaders in my game?
@plush yew changing the shader model as example (SM5 to ES2 etc)
@plush yew use scene capture instead
How? Project settings
Creating a Basic Mirror Material in Unreal Engine 4 (UE4) There isn't a simple enough solution for creating a basic mirror in UE4 that reflects properly. Thi...
planar reflections have performance impact on scenes that even have no reflections
Should I just turn off planar reflections?
i recommend to...but you may ask on #graphics or #visual-fx
Screen Space Reflections (SSR) are much more efficient than Planar Reflections when it comes to rendering, but are also much less reliable.The image comparison below shows the limits of SSR versus Planar Reflections.
from https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/PlanarReflections
having trouble with my gamemode blueprint. when i make one deriving from gamemodebase, i don't posses my char, when i derive from gamemode, i posses my char but can't move him
the playercontroller is properly receiving inputs
@ivory crag probably cause bStartPlayersAsSpectators in AGameModeBase is set to true
how do i change that in bp
i can't set it, i can only get it
@next badger
if you've got a sec i think you'd be able to fix this quickly if we hopped in a call and i screen shared
it's something with the gamestate or gamemode
Hey guys can I ask a question? I am developing an solo fun project that take place in italy during 1943-45.
In your opinion I have to take care about world fascism law or I can just put a 18+ on my game? (If I ever release it)
world fascism law? ๐ค
@ivory crag maybe the issue with movement component, you may ask on #blueprint
i did, nobody responded
and the character now just isn't spawning
i can place him in the world, or place a spawn point, and he just gets deleted @next badger
Yeah for example in Italy is against rule the reconstruction of fascist party etc etc but on videogames there arenโt any problem, as well in Germany with nazi symbol
But idk i was just asking
country-specific
Oh so i can set the country where I want to release it?
yeah, i believe it's per country law...
ue4 has tools for localization
You can create Art which has a historical background tho. As long as it's not promoting facism to be something super awesome you don't have to worry about it.
even in Germany we are allowed to do it this way ..since recent law changes
yeah, in Russia swastika is also allowed (it was not for some time)
wouldnt count on Russian segment being the primary source of income though
I have character placed in my world, when i start playing, my camera jumps to a random position and either destroys the character, or has him fall for a few seconds then destroys him
Check the basic first. Do you have your game mode, controller, etc set up. For the auto destruct, go to world setting and find z... something. Thereโs a set boundary that destroys pawns that touches it if youโve used the default startup.
yes to the first part, auto destruct fixed, thanks for the help
still not spawning where i want him though
Is it possible to stop blueprint editor from displaying my variable "Apple_Pear" as "Apple Pear"?
I'm just glad kanye is making video games
here is a question and a half, I have googled and looked at tutorials and i cannot see what i am looking for,.
i have a material with 2 textures, 1 which is a bullet hole (opacity channel) and the glowing metal from the emmisive channel,
how can i make the emissive fade over time? there is no tick available in the material so how should it be done?
@ivory crag have you placed a player start in the map?
on our one we have 2 different ones
the editor play uses one the actual game uses the other
Its best to fade it through blueprints so you know when to delete the actor as well
we are using it as a decal
it dies after 30 seconds but we want the glow to go after 5
Yeah decals do have a cost that you'd want to delete if you having bunch of players shooting them causing mass amount of them
gub, ok we have a player start instance which is used by the editor play when we play the level directly PIE
We also have a NetworkPlayerStart for when entering through the menu
@proven oxide You can use the "Time" node in the material editor.
and when with blueprints, it'll be per instance of the decal. If you control it through material, it'll fade all of them at once unless you do some complex material
which just isn't worth it
its a bullet hole
Yeah
I am also having problems with randomly selecting one of 4
i have a U and V offset either 0 or 1
but i cannot work out how to randomise it
you would have thought that they would have something in the system for this
so when you shoot it, put it into a pool in the actor that shot it and use that actor to tick the timer to make it fade
Yeah its best way to keep track of what caused what, and you have them all in one place to clean them all as well
Well you won't need to, just use the parent actor that shot it (player) and use its tick for it
and then use the material instance float thingy (I'm tired so not remembering the name) to modify the value of the glow
but 2 decals
but nice idea limit the number of decals per player
so if they shoot 100 decals the 101st deletes the first one
Yeah exactly that
and its called Set Scalar Parameter Value node
thanks
so you can have a scalar on the material scalled emissiveamount, 5 for instinace
@abstract relic you have saved me thank you so much the kill Z fixed it, you are the best thank you so much <3<3<3 i have been stuck for 2 days and now i feel dumb but thank you thank you thank you
and then through blueprint, just use deltatime to slowly lower the value with a clamp of 0
Though you can just use a Timer event so it ticks far less to gain more performance instead of ticking it every frame
You'll just need to look into that
๐ฆ
i tried to watch a tutorial - video removed because user closed their account
how do you make animations keyed to opacity?
ok i have an animation but its not doing anything
how do i make the animation run in the BP?
and the tutorial menu looks nothing like the one i am seeing so i guess its for a prior engine version
Tutorials are so helpful all it says in the how to do animations tutorial is this In the widget Timeline, create an Events track with a Key, and an Animation
HOW!!!!!
i have an events track but how to add a bloomin key
i have my animation track with key already but i cant work out how to link it to the event
ok trying to trigger my animation crashed the editor
ok i am having problems recompiling
1>UnrealBuildTool : error : Unable to delete F:\Development\UnrealGhosts\Intermediate\Build\Win64\UE4Editor\Inc (Access to the path 'BaseCharacter.generated.h' is denied.)
So I've been working on this vehicle movement component for way to long now and it's finally starting to come together
It's all done without simulating physics which I'm really happy with, I just need to add jumping and drifting and then squash the 1000 bugs I've got
yep for some reason i cant even clean the source
@proven oxide did you say you've got a timeline in a widget?
If I remember correctly, that's not allowed, at least in the blueprints of widgets
i had the animation in but the animation didnt trigger
Or at least it doesn't pop up when you search for it
there is a playanimation func
and it created a sequence(0)
but then my editor crashed and I have lost it all
so i have just closed everything and am just loading up the VS and trying a clean solution
is there any details of the network data that UE4 sends or do i have to manually construct my packets if i want to interface with non UE4 server
If you want to interface a non-UE4 server you'll basically need to implement your own networking from scratch, starting from UDP
๐ฆ
It's not just about the protocol, UE4 networking works by having both server and clients run the same game entirely, including the level, physics, collision, etc
The server just doesn't display his game or process inputs
Other than that it's the full game
we just want it to be a level playing field and running inside docker - UE4 standalone server cannot do that as far as i know
Run inside Docker ?
yes so running on a linux box, when the auth/lobby server asks for a new instance it would spin up a docker instance to connect the clients to
Morning ladies and gents ๐
Doing this would require your own online stack too
You can't exactly plug yourself into the Steam online subsystem, for example, and detect someone needs a server
What you can do is have all of your game servers report their player counts every few seconds to some server, observe how many empty slots are available, and depending on that, start new servers
I don't see why you couldn't do that, Docket or not
It's also 100x easier than doing your own server engine
If all else fails, there are quite a few existing solutions too, like SpatialOS or that Gamesparks stuff
basically docker is lightweight VM that you can run an application in seconds
Yeah I know what Docker is, just not sure why you couldn't use it
doesnt UE4 only run on windows - i mean it compiles dlls
the only option i have is bake for windows
yeah you need to compile the game on those os's
i dont have a linux box to use it on
and i am not going to install it on an azure / AWS instance just to compile
UE4 can definitely be compiled for Linux
Look it up
The recommended process to build is on Windows though
Well i am gonna start a new project and just play around for a bit, work out what i am doing
UE4 even could be compiled for ARM Linux
ok first problem
I am trying to change the skydome but it will not let me edit the skysphereblueprint
how do i edit it?
isnt sky sphere bp called BP_Sky_Sphere?
yep but its in the engine and is uneditable and i cant work out how to replace it
World settings will not allow change
Hey guys! Anyone knows how is working Localized Assets?
@proven oxide world settings are not related to sky sphere...as for sky sphere bp, you should be able to edit it, maybe it's read only file or something...if you want to make other version you could make a child class, it will replace the existing bp to a new one
or you could copy the original BP and replace it in the scene
anybody have any experience with projectile collisions on characters i've found a bunch of different approaches to the problem. I still don't want to jump into it until i know which ones best for me. I'm looking for something that lets me at least have headshots and a fairly accurate mesh shot rather then the basic capsule usually i just pickup something from the market place as i cut corners and learn but there was nothing of any value for this.
@obsidian rain you could get a hit result and then get a bone name from it, then judge based on that
that actually sounds good saves me messing with hitboxes
trying to read about raytracing to see if i should scrap the projectile system and use that
dont think i'll start anything til tomorrow just wanna absorb as much on it as i can and make sure whatever i build i dont have to bin and start over haha
I'm writing my thesis on making games vith visual scripting languages, using BPs as an example.
Thing is, it's rather hard to fit screenshots of the graphs on an A4, width-wise. What do you think the best course of action would be? Cutting them into pieces? Scaling down and hoping noone will try to read them?
Cut into pieces usually works fine,as long as you cut on places that makes sense