#ue4-general
1 messages ยท Page 388 of 1
Hi guys! I hope I'm in the right channel to ask my question.
So though I normally use WebGL directly my client wants me to package our UE project as WebGL.
I tried exporting and it worked ok.
But besides just running the app in the browser I need also to call outside JS functions.
How to do that without much effort? For example, if I click some 3d object I need to call some JS function to show a popup or open a webpage.
that is the code I made for when I press F
ok so a simple check, on the anim BP in the bottom right is a anim preview editor window. it should have check boxes for is flying
check then and see if your guys animation changes in the top left
There is a java plugin, but I've never used it before lol
when you say "on the anim BP" do you mean my flying bp, or third person anime bp?
@grand kayak https://www.unrealengine.com/marketplace/unrealjs
thank you !
:D
i changed the default to "is flying?"
and it does the flying animation
was that what you were talking about Mathew?
how do i set terrain collisions i.e. how do i make terrain
yes so you know the issue is the variable is not being set then in your anim BP
so then where is the rest of the BP on the left showing where you are getting your is flying and is falling from? maybe its checking the wrong thing
You can also download the content examples project from the learn tab in the launcher
I wouldn't recommend looking at the landscape example tbh
thanks
There are also tutorials on youtube
ya i've been looking through them...
mathew, could you rewrite that in another way or explain it to me
I am not sure where to go
Is the first template non designable and only a level is playable? And how do i switch between the levels and template?
before i spend 1 hour looking for it is there a way to generate terrain around a sphere?
I haven't looked into that but I would search for keywords like UE4 planet terrain
kk thanks
if you need to ask a question like that, you're probably not going to be able to manage it
UE4 landscape / terrain is built for planes, not spheres
if you want spheres, you're talking lots of code
There's this custom gravity plugin that'll get you started at least
The marketplace has a few other versions with solar system rotations and physics
But yeah, I wouldn't recommend that for someone who just started learning UE4
Does anyone have 5 minutes to spare and get on a voice call with me, and I will share my screen and explain my issue with my animation. You don't even have to talk back, you can type, but it is easier for me to show you with voice and screen share....
I haven't used animation bp much
If anyone could help me solve this issue, I will give him credits in my game.
or her...
is anyone willing to help me with an animation issue in ue4. I just need 5 minutes, and a voice call so i can explain the issue and show my screen
@plush yew Not near a pc. ๐
@plush yew do you know how to debug or watch your blueprints while they are running? I just tested what it looks like you have set up so it should work, something is just not hooked up right on your side. you need to live debug your anim bp to see if the "set is flying" node is being set correctly when you hit your fly key
my guesses would be it's not getting the Is Flying from the right place (char movement component from the pawn) or your transitions in/out of the flying state are not right for some reason
the problem is based on your screenshots those all look correct.
I think it is an issue of the blueprints I used
it seems I used 1 skeleton, but the blueprint of a different skeleton
so the animation is there
but it is feeding in the wrong character
Mathew, if you ever have time to do a chat with me, i can screen share and you can help me
would really appreciate it
meanwhile I will try to do what you just told me and see if it fixes
Gonna take a break now. 9 hours of straight trying to figure it out gets to you
see ya later everyone. Thanks for trying to help
is it posable to make an actor the landscape?
Anyone interested in a paid freelance job? Has to be fimiliar with UE4, retargeting animations. Blueprints. Material setup etc. Contact me ๐
Unreal keeps opening new tabs in a separate window even after I checked the option in the editor settings and made it as default.
I did find a solution that involved editing an ini file to open new tabs in the main window. However my PC died since and I cannot find that post again.
Whew, managed to find the solution
BaseEditorPerProjectUserSettings.ini
Find the section labeled [/Script/EditorStyle.EditorStyleSettings]
In that section you want to add a new line with the following: AssetEditorOpenLocation=MainWindow
@flat scroll good find
hello guys after taking a starter course from joseph azzam i decided i'll be starting a new project, i'll try to remake vr training from mgs 1 from scratch
can you guys suggest me a roadmap like i started with setting up unreal for android
i got ue4 mobile mannequin
im setting up controls
Yeah if your new, you really dont want to start with android or any sort of mobile sdk platforms.
or even consoles
Would advice you just stick to PC platform.
but i wanted to focus on mobile, first making it for pc then optimizing for phones sound worse than making things mobile oriented
i know i wouldn't be free in level desing as pc platform but i choosed my project for that
have you played mgs 1 before ?
There is no real roadmap, you would figure out your game and system then design them for your target.
so every project will be different beyond the thinking part
If you have no exp, you are out your scope totally to even consider mobile development
Hey guys, anyone able to refer me to a good 2D Content Creator, particularly focusing on Skill Icons that is both skilled at what they do, and reasonably priced?
how do i make the angle of my camera relative to the angle of my character e.g. my player rotates the camera rotates with the player even if the player doesn't rotate the camera?
@lethal breach please read the rules next time :)
#looking-for-talent read the pinned message ๐
Was he asking for a human?
Anyone had this before?
not too sure where to post it
UPROPERTY in a UWidget derived class
Top 3 are UWidget*
@fierce tulip I read that, I actually checked there first. But as I am ok with using content created and placed on the marketplace, or other websites I felt that speaking to actual people was the best route as opposed to posting a request.
hello
ah, Iread that as looking for a content creator only
Btw I had a really frustrating bug and I realized it's because clients will never be able to replicate a command in an actors BP unless they OWN the actor.
I had a door switch and it had code in it's BP that would replicate from the client to the server when triggered by the client (press E when facing it)... And it would never replicate the command to the server ๐ I moved the replication piece into a component of the player character actor and now it works like a champ
That was never immediately obvious to me when I learned about replication
is there an easy way to get the total number of polys in a scene?
stat rhi
when i try to package my project in the new ue4 version 2.21 this error shows up in the log
PackagingResults: Error: The NDK API requested 'a' not installed in C:/NVPACK/android-ndk-r14b/platforms
help please
thanks @grim sinew
Ooo oo. Also I have a question. Lets say I place a static mesh in my scene, Tree13442. How do I reference that exact object in a blueprint to say... Delete it with code ?
(preferably without doing a loop on every single object in the map ...)
why would you want to delete that one tree?
Based on a trigger, I want to delete a bunch of meshes ... Like a player hitting a switch
It seems it's impossible and I HAVE to loop thru every actor at least at Begin Play
And cache them in an array
ok so why those tree(s)?
I guess I could also make a sphere
if it's specific ones already in the editor you can just use an array in the blueprint and store them at design time for later use
And delete the meshes that are touching it's collision sphere
Oh I can ?? That's what I don't understand is.. how
is the blueprint in the level and is the tree(s) in the level?
They don't have serial numbers or anything. Ohhh I know what you mean yeah I've done that
Hmm
yep if they are specific just expose a variable and set them up ahead of time. If not then yes your collision/overlap/line trace that points to the ones you want to remove can be used
Expose an actor input property of a placed actor ... Hmm okay I'll either do that or I'll use a sphere mesh as a collision sphere
And delete all the trees that intersect the sphere when the trigger happens
๐คท
just depends on your goal, if its fixed at design time like say a batch of trees in front of a door then having it tied directly at design time makes sense.
Yeah
if you are just blowing shit up at random with grenades then you would use the collision
๐
you could even make it easier and make the "trees" that are being removed in their own blueprint that you plop down and then you only have to reference/remove that one item
BP_DoorObstacle for example yeah
this is a neato addition to the engine coming soon, https://i.imgur.com/C4KlIYX.png now you can easily tell when working with sub levels what map you are in and where the item is you are working with
Can you switch it by clicking on it?
I feel like that would make switching way easier as well
yep yep I saw it in the notes and assumed it was on the level panel itself, kinda nice being on the viewport. now to see if I can shut it off lol
Where is the notes?
github
can someone help me through how to sync your visual studio script with your github repository?
commited 5 days ago, they upped the version in master about 5 days ago.... so 4.25? 4.26 ๐
.. they renamed one of the nodes from Point to Location and deprecated the old node.... made the new one non pure as well.... I know it's for cleaning up and making things uniform but... damnit
I'm glad they are making it easier for people to enable, biggest problem I seen when people wanting to play is not knowing the command for it
what does it do? what new features did they put?
it's a FPS limiter, it limits the FPS in your game to between 20 and 25 ๐
I used to have to do that manually in the editor to stop it just spinning the GPU fans needlessly
I guess the thing that reduces draw calls is called dynamic instancing from the seems of it
any idea why my camera collision volume just pushes the camera to the ground rather than stop it?
how do you fix jaged edges on stationary light builds
guys i really need help with that ndk error
what version do you have it set to use in your android settings?
which version are you installing of codeworks? 4.21 comes with 1r7u1 which seems to install 14b
my scene is dark for some reason, and i cant figure out why, anyone know anything about this?
damn, all I could think is it's not set right and its looking for version a because that is what is wrong with that error, should be the version # not a letter, which is weird
I don't have UE4 android installed on this machine lol so I can't even set it up in the editor
your SDK Config all looks stock normal?
do you know someone who is similar with android things on ue4
i really wanna solve this cuz this error slowed me down so much
yes
do you know what "a" means
have you tried forcing a version instead of latest?
what version
well it should say a version # in there, like 24 or whatever you are compiling against
ok what i must write here
in your SDKConfig section, the NDK and SDK Api Level defaults to matchndk and latest
try forcing it to something like android-24 instead of latest
assuming you have android-24 as one of your installed platforms
it's my only thought. the error is basically saying it can't find android version a which is not right
maybe a bad or corrupt install but if you installed multiple version then that would be off
the same error shows up again ๐ฃ
but it's showing android-ndk-r14b for the path since you have that set right?
yeah that sounds like your system is telling UE4 the wrong information, bad install or something. It could be 4.21 but I have no idea ๐ฆ
the last time I built to android was in 4.20 so I can't even say 4.21 works for sure
i saw someone wrote something like that as an answer
he said that i must transform some files from their place to another folder because ue4 get some wrong informations
anyway thanks for help
wish we could have figured it out
I had that issue over a year ago. We simply wiped the sdk and did a fresh install. Packaged it out on a slightly older version too. Never did figure out what was causing the issue specifically though.
What are other major and notable visual programming languages besides Scratch and Blueprint?
I need to write a short paper on their history
uhm. Construct is one I use, the original one was.... something funky on a mac
ooh apparently google has one called blockly
hypercard, that was it
but it was more of a visual front end with scripting on the back but it was like one of the originals visual ones
Its time I started looking at laptops specifically for UE4 on the go and I've got my eye on the Levono Thinkpad P50S.
4K display, 16 (up to 64) GB of RAM, i7-6500U, 256GB internal storage (little bit anemic but upgradable) and a Quadro M500M.
Suggestions?
@grim ore Just saw your latest video. Just want to thank you again for making these.
Why... would you want a 4K display on a screen that is small enough to where its just wasted pixels? hmm maybe I just dont get it
Actually nvm I should shut my mouth cause last time I got in trouble for talking about it (in a diff server) ๐
Well, it's made a broken function that cannot be fixed... but at least I can choose not to save it
I use blueprint as little as possible because of that
C++ is so much easier to control
I guess at least in C++ you can manually fix any garbage your IDE might produce while trying to refactor
Funny how Blueprints is basically a higher-level language like Java or C#
yet the IDEs for those languages can happily refactor everything without doing things like this
BPs, I thought, are based on a scripting language.
I never use auto refactor
It makes a good demo but in practice it just makes a mess
good planning > IDE tools
Never make a single mistake?
I prefer to refactor it myself
because when I screw up, its me that screwed up, so I can more easily undo it
Refactoring works fine in any good IDE, never really had any problems with it in e.g. Eclipse or IntelliJ
You ever work with VS?
you could also just pseudocode beforehand
makes it easy to create a good structure on the first go, rather than rely on auto refactor to fix it
Probably because of the language, I found VS for C++ to be terrible at doing anything intelligent
But the Java IDEs do such tasks without issue
Hah this one is even better
@plush yew Because it means I can read the blueprints when I pull way back out to look at them and fit more crap on my screen.
@gleaming creek What on earth...
Wh..What am I looking at? It hurts.
I had some functions that were part of an interface
Removed the interface and told it to copy them to the class itself
It did that
I made new functions and copy-pasted the code into those
wew
I'm just getting into C++ after learning BP myself. This new plugin (Magic Node) lets you just load it into any node and hot compile it whenever you like. Its kinda pornographic.
Adding/removing interfaces is extremely buggy in general, stay away from that
Got it.
Yeah, you're probably smarter to be using C++
Its more a holdover so I can very gently ease into it.
Handling the memory is a bit of a pain
Does UE4 play well with VSCode or just VS201X?
Think it needs the full VS
Ah. Its pretty intimidating.
Though I have no idea how that would work in the Linux version, since it does run in Linux
The suffering is real.
Anything on Mono tends to be... imperfect at best
Mostly thinking of my favourite git tool
People in here are generally nice
Mm.
(Unless all the nasty ones are hiding in those extra channels I don't dare go near)
@dim dragon Well I guess but your face would have to be 2 feet or less from the screen
Or y'know, sit close and have 20:20?
Let me start by saying i dont see a BSP, or 3d modeling support channel so I wasnt sure where to post this:
So i have made a fortress using BSP's. The fortress is using 4 different materials. I converted the fortress into a static mesh. Everything looks fine in my computer. But when someone else views the fortress static mesh in their computer, only the first material is applied.
here is my pc
here is my friends pc.
and it is an issue that has occured on 3 different machines. I thought maybe it was gpu related. but they all have 1050s or later.
When viewing the static mesh 4 different elements:
and it looks like only element 0 is being applied and basically overriding the remaining materials
this screenshot was taken from my pc.
i have seen their machines. one was a laptop and we showed of the project at an event. All elements are present in the same order in their static mesh viewer
but still only element 0 is applying
Have been trying to solve this for about a week now.
err, isn't Control MiddleClick supposed to orbit a selected object? It wants to give me a radial menu for the viewport camera now.. wtf?
how come no special emotes for this place ๐ฆ
Hello guys, can anyone tell me how i can get the camera to ignore collision on some assets? its kinda annoying if the camera zooms in on you just because there is something infront of it.
talking about this: https://i.gyazo.com/f56178682dcf3c55e356d0bc211d9183.gif
your assets don't have collision or are not blocking the camera probe channel
Question: with procedural mesh, flipping triangle orientations turns the mesh normals upside down. why does this happen?
mostly curious, is there a rule on which order vertices need to be presented? since modifying normals doesn't seem fix it
@plush yew if you disable the collision on the camera it won't collide, but you will be inside the mesh
@paper kernel Face Normal are product of vertices order in the triangle (rule of thumb), so the order of verts define where normal will be pointing
there's also Vertex Normal, which is used for shading (not visibility)
for more info look "Winding Order"
oh I see, I was wondering why it had to be ccw
@paper kernel it is set by the engine, opengl(probably dx too) can change this order, but i think for consistent results you have to stick to one setting, so epic decided to stick to CCW (probably since ue1)
nice ^^
I still need to dig into doing more stuff with proc meshes
I did a terrain generator a while back, but it was pretty basic
ye I gotta look into terrain generation as well
basic level is very easy, it's just triangle strips into a grid, then arrange verts by height based on what is effectively a heightmap
I generated my heightmaps using layered noise
ye it doesn't have to be super detailed in my case
mountain-side, which is covered in trees
most tricky part will probably be flattening the heightmap at road locations
Anyone here create a TextureCube/Cubemap asset yet?
I struggle to even find the fricking option to create the asset in UE4.
anyone know how to fix this dark map?, so i can see what im doing in landscape mode
Skylight?
@regal mulch if I remember correctly, Allar did something on the subject
it has one
its the default scene, just with a diffrent tile
i tried adding a lightmassimportancevolume, but thats didnt seem to fix it either
@paper kernel He's probably still sleeping
I have the CubeRenderTarget at hand
And that does render a nice image, but no idea how to use it
I hoped it was similar to how the normal RenderTarget stuff works
@echo totem A too dark map is usually caused by Directional/SkyLight missing or not properly being setup.
ty :), ill see what i try and do to it.
@regal mulch cube render target is not "cubemap" actually, it's a spherical map (cubemap is assebled from 6 square sheets, but spherical map is just a rectangle texture)
Yeah we used the capture to export it and reimported it as a cubemap thingy
Works now, thanks though!
@regal mulch when you export cube capture - it's a cubemap?
ok, ty
yo cubemaps are cheeky
Hello anyone know how to make Not a proper circle for map
i've just tried an it's just a spherical map...
You take a circle and you squish it
So if i say i want map like fortnite
I would post a tutorial by spongebob, but that would be too much offtopic
*inappropriate circle
Yeye what ever so i just like fortnite map
you may use spline, but the reasons it is a Circle are far bigger than just a shape
since you have to test if the pawn is outside the wall, and simple way is just make a distance check...but that won't work for different shapes
especially for concave ones
O
Yo just asking if you want or not its ok
So would you like to help me create map
@next badger
i'm confused we're talking about eye of the storm or the actual landscape?
Landscape
oh, ok...then, what issues do you have with it?
it has no limitations on the shape (except it's a single Z value function)
So we chould say i would like have map or floor like fortnite
and?
How chould i make that floor
Sculpting and procedural generation is my bet.
@atomic sandal https://www.youtube.com/watch?v=gMKjIZMPJ0Q
Announce Post: https://forums.unrealengine.com/showthread.php?133824 Andrew's Materials/Resources: https://cdn2.unrealengine.com/HostForForums/2017/Landscape...
Look up procedural landscape too
@abstract marsh FN map is a premade landscape (not counting the building capability)
Ok i will check
Yes but he may be able to procedurally generate something to begin with, and then sculpt the finer details. Then he can save that and work with it.
That is what I'm doing.
I'm using voxels though. And not the square kind.
all voxels are the square kind :p
ahahahah
Marching cubes but not represented as squares, visually smooth voxels.
aye, voxels, but with a generated mesh
let's summon Phyronnaz =))))
i think i've read articles on tetrahedral voxels or something like that
Yo look if i would like to make sand floor do i need to use blue print
but not for games
but isn't tetrahedral just ยฝ voxel ๐ค
@atomic sandal it's a material...you need one ofc
@paper kernel no they were like comb stacked
oh right
I meant like this.
+meme for reference
What might you call this kind of voxels?
@wary wave is this what you'd call voxel with smooth mesh or whatever?
voxels are the data structure, the mesh is generated from there, so yeah
Yo its possible to sand map on other pc so i sent file
We read that earlier @atomic sandal
What's that?
since im doing a low poly game, do you guys think i should do a toon shader or would that rather not look good and i should try something else?
The ttf fonts I manually added work in general but they don't show up in a TextRender component. how to solve this? The component works, if I select the roboto font then it works.
@abstract marsh procedural mesh
@plush yew you have to test, we can't really decide of a toon shader would or wouldn't look good for you.
I suggest looking at low poly toon games, and then low poly non-toon games.
That question is just too broad
You can always turn the toon shader on or off
For my project, it won't look very good without the toon shader on.
Hi,. anyone knows its just possible to put umg ui in a thread, so i can have a throbber for my level to load?
right now, the game thread is sometimes hanging and thus the throbber to.
@cloud cobalt so what if i have my own procedural loading system? is it possible to just 'ignore' the game thread for UMG ?
ive seen the loading screen stuff before, however it might not be suited for me
i dont have to load a map with assets, my game is mostly procedural generating assets like a city builder
No, you can't just "ignore game thread" - UMG is updated on that
Loading screen system works by having a fairly independent loop going on
However, you can use the loading screen system too
GetMoviePlayer()->SetupLoadingScreen(LoadingScreen); can be called any time
The only work required (probably engine change) is forcing the movie player to stop manually, only per your request
There isn't support for that right now AFAIK
Is there a way to manually call the update of an animbp?
do you guys uses subdivided meshes for game-characters? or is this even a nogo?
Nope
Most game engines don't support sub-d surfaces to begin with
and tessellation is more expensive than just a higher poly base mesh
na i really meant ingame stuff
Everything in game engines is triangulated, quads don't exist. It's good to make deformable meshes out of quads anyway so they get skinned more evenly, but when the actual game is running, everything is triangles whether you want it or not
yes thats true
i am reading a book
http://pushingpoints.com/v2/the-pushing-points-topology-workbook/
where the guy is always reffering to subds
And he's right. But that's not a thing in games. As I just said, it's still good practice for characters so they deform better, but that's the extent of it
also another good point
imagine modelling in fucking tri's
trying to make any adjustments
lmfao
trying to do something with edge flow
pls no
I model in tris all the time, that's zbrush in a nutshell
Dynamesh makes a ton of tris
do you mean sculpting no?
Yes
than retopo comes for help :p
||
||
Yep. If you're making a character you're going to need to retopo it no matter what anyway
So I just don't fear messing up the high poly's topology
Hi everyone. I am new and I would like to make 2D game(probably RPG). My purpose? Learning/Hobby/Money.
Could you please advice me how should I start and how it looks like I mean whole process of creating a game?
If you want to make money, you're in the wrong industry.
oh wow
Especially as a solo dev
Additional optional Money *
50+ games come out on Steam alone a day. You get buried. Less than 0.5% of games released are successful enough to sustain a living.
Making any money**
xD
So
I am not joking
thats a quite big question you have here
If you want to be a 2d artist, learn to draw, then join a company that needs 2d artists. Doing it solo is insanity in today's climate
and its not like im a maxium potato
I know basics of programming - ES6, C++ and a bit C#. I would can do pixel sprite ad well
Learn to draw properly. Anatomy and all that.
Aint nO basics gonna help u here fam
I think I would be able achive succes of Witcher 3 - I need only 7 years of developing and your advices guys
If you're that delusional, my best advice is to give up now before you're bankrupt.
you are so bad....^^
Witcher 3 had hundreds of devs, working full time, for years. The man hours alone exceed your lifespan as a human being.
I could do it in 7 years
than 70 alot more
...with a budget of around 20 million
gtfo amber
Pff, give it 6. Ez gg wp.
nah, Eastern European labour ain't so pricey
oh lmfao
also farm out most enviro assets to Thailand or Vietnam
So you are telling that community isnt very friendly?
Just open your office in Bratislava and you are good ๐
Bratislava is crazy expensive
You went from beginner to insanity kind of fast there. Your goal is literally impossible for a single person.
I tried it once
remember zero
and i ended up having to rebuilding the paper2d system
in the engine
and build a ton of functionality in
If you want to make something on the scope of the Witcher 3 solo, there is nothing anyone can do to help you besides dissuade you and say to do something smaller.
It is possible, my friend will help me he is junior 2years on frontend
'frontend'?
u still fucked fam
Front end friends are always nice.
I am not going to say this a fourth time, and I say this with the best of intentions. Pick a path, whether it be programming or art, study it, and join a company if you want to make games. What you propose right now will only lead to ruining your life.
It can't be done without millions of dollars investment and a massive team behind you.
i'm pretty sure his trolling haha
most likely
No hes not, hes just got 0 scope
Ok, seriously I dream about game 2D something like wizard legends, dead cells or hollow knight. Me, my 2 friends - we need at least 1-2 years for good product
No, you need significantly more than 2 years for a good product if you haven't made a full game before. Everything you do, at every turn, will take longer than you expect it to.
Theres no way you and your friends will pump out a semi decent product
Maybe on your 5th attempt it be semi decent
All you're going to do is work yourself into debt, then release in silence because you have no publisher to help market it.
You -need- experience before trying to do this on your own or it's financial suicide.
"me n my friends r gonna make a new car, we dont know noffin but all we need is 2 years"
Stardew Valley took 5 years
Guy was alone
let's use that as a decent benchmark - and the guy who made that knew what he was doing
one person who knows what they're doing is worth 5+ people that don't
does ur game have multiplayer shumi?
nope
btw guys anyone knows any place to network with VAs?
VAs?
voice actors
but I heard that ue4 has handy dev tools for multi
Ah no sorry
alrighty
It is, but you need to know what your doing
How should I start?
well, programming
I am a generalist, and im only "okay ish"
Pick something to specialize in, study it like your life depended on it, and make small projects that are within a good scope
The smallest you can possibly imagine.
and iv been hammering it for 14 hours aday for the past 4 years and that is no joke
Like... pong.
Start with pong.
Even that may be too complex to start out
Because physics
I couldnt do sudoku in JS once
i tried making pong
pong is bad, maybe some basic shit with blueprint?
it was a lot harder than i thought haha
Yeah it is
and riddled with bugs for such a simple thing
Btw pro hint
I just mean like, to set up expectations. Not the Witcher 3.
Blueprint - gameplay?
i spent about 5 weeks
ue4 is not good for 2d
to get it right haha
not unless your going to tear the 2d system apart and put it back together like i did
What about 2D paper?
Put it this way
Theres no auto tiling
I think i am the only person i know of who has auto tiling for paper2d
after that 5 week pong i was like yea fk dat lol
I am not sure What is it auto till
Godot is good for 2D
i'm gonna stay focused on hard surface
Not having to place every single tile by hand
and join game jams in the future and get to know ppl
already have a small group i met recently
Because they take time
The Siege and the Sandfox is made using Paper 2D
i'm learning with 7 other students in another discord
That does not mean paper2d is a good system
and thats coming from me who knows the system inside out
It means commercial games can be made with it
Meaning it's good enough to make and ship a game?
Then you can say that about any framework or engine ever
Just because you can
does not mean u should
Cryengine 2 should be the next engine Rei tries to use
Paper2d is like making normal amps in ms paint
i heard bad things about Cry
Its fucking awful
liek they sued their own devs
Honestly I've never heard anything good about Paper2D
that's kinda messed up
Because paper2d was made by 1 game on epic fridays
It feels scary for me if I think about Unity and C# or any other engine than UE4
Then use Unity I guess :)
I thought there is no better choice than U4
Don't play favorites. Different tools for different jobs.
Don't use a screwdriver as a hammer.
Use a hammer.
Best choice is not to be making games at all ๐
Engines are tools, nothing more
haha
As a die-hard UE user (been using it for more than a decade), I would advise either Godot or Unity for 2D
Or your own engine, fwiw
Good luck releasing on iOS or consoles using Godot
oh yea
When games say they are porting to consoles
i don't suppose its as simply as just remapping the controls for consoles right?
No it's not
what exactly is done in a port?
If it was that simple, porting would take all of 30 seconds
indeed
The entire underlying framework is different on consoles
Not even close
so a completely different set of code for the same functions?
Files, memory, graphics API, sound, networking, all of that is usually custom stuff
Porting is a nightmare
so its basically remaking the game from scratch
The foundation is literally 100% different compared to PC
Not the game, but all of its lower levels
no
gotcha
alot of stuff shits a brick
You'll change game code for trivial stuff like gamepad vs mouse
same for android and such
glad i'm not trying for consoles haha
at least not for now
would like to just make a hobbyist game and tend my group's understanding
ragdoll sumarais haha
What games did you develop guys?
i made mods before
with 2 friends in udk
well not really mods, just maps and guns in ut2004
if I had time I so would like to make a new ut99 and 2k4 map
UT3 be like ๐ข
ut3's editor looks so spartan compared to ue4
the prototype i'm making to learn was this weird ragdoll dojo
i made back then in ut2004
it was pretty simple
Anyone here was working on AAA games?
katana/block/transcalator
was and is
i partially want to learn vfx low key
i know i won't have time to learn ue4 vfx but
i've seen some really awesome vfx showcases
its like magic
looks like playing games is easier
No shit
lol
there's this course on UE4 vfx in chinese here
grrr i'm tempted to go for it bh
tbh*
Still I will try to do game like Witcher ... 10 years guys.
as a single dev?
LMFAO
Don't quit your day job.
I did already @grim sinew
RIP
Witcher is a 300-team project @plush yew
the one true god allar couldnt make the witcher 3 if u put a gun too his head

allah* :3
Allar =/= Allah
you could put err
Allar > Allah
LOL
I will show them
Allah, luos, Sion, cedric, roy, vblanco, amber, me, zero, VictorLerp, and more
and we couldnt do it
alrighty boss
Honestly guys I was looking for advices and more motivation here. Now I left with depression
Welcome to reality.
Advice : don't try doing a huge commercial game alone
Motivation : go do something realistic !
thanks, I will keep it in mind
for your first game, think about the smallest possible game you could make
then try and make it - and make it good
Your a box that goes around collecting coins
not the one you want to do, but one you can do
That is actually a tough challenge for new people
only when you try and make something small and good will you realise just how long making games takes, hehe
it is indeed
Box collecting coins sounds simple
BTW @plush yew , The Witcher 3 had 1500 people working on it, not just 300 like I jokingly said earlier.
I usually recommend looking at old arcade games like Missile Command or Centipede
making a polished version of one of those in UE4 can still take a newbie months
Is anyone free here to help me make map just floor
Maybe I should stay with Phaser...
Depends if you want to create 3D games, I guess
Phaser is only for browsers and it isnt the best for 2D developing
Try RPG maker
I mean - it wouldn't be good idea making Dead Cells in phaser?
If you want to create 2D games, Unity is a pretty universal choice
Unreal is decidedly not meant for 2D
C# 
unfortunately -_-
To be honest, the technical barrier for 2D is low for even super high quality work. You need scripting, shaders, a collision system, animation system, basic sounds.
It's nowhere near the complexity of a modern 3D renderer
Time is money Streaky.
That for someone who know i think its 10 mins
hire me, im Chinese labour rates
Hey everyone. I'm wondering, does everyone has hard time to export a ForestPack grass with datasmith for UE4?
I'm not sure many have tried, but if it's cooked content, you won't be able to export it
datasmith is for importing to ue4, so i assume it's maya->ue4 export
or 3ds max...if ForestPack from itoo
oof, still struggling with the UV projection ๐
@paper kernel procedural mesh?
yea
sec
it's Z projected, I need to fix this distortion
it's UV Y coordinate issue
@paper kernel you may scale the V coordinate by Tan between Z and normal
sorry, tan of orthogonal component of normal
nvm, I already have the coordinate data in the function
๐
nice
Ya I'm trying to export from 3dsmax to UE4... but it take a lot a lot a lot of time. Wondering if it's normal?
What's the triangle count ?
So I am experiencing what I think is a bug... I built a house using about 200 static mesh pieces and i tried to convert it to a merged asset but then the lighting baked all glitchy and the roof was like gray for no reason ?
you probably have to repack the lightmap uvs
So then I deleted the merged mesh BP and now my building is just the 200 separate actors. It looks fine in the editor but in the game a bunch of the walls are invisible and only the collision works
Hmm
๐ซ
Most times in situations like theae I realize it's my fault tho lol
Ok I'll try that
Is there a way to stop text from going oht of the text box?
Actually nvm i thought of something
For some reason when I export the unreal character the left shoulder gets dislocated when I export the maneqin and import it into blender. Any idea how can I fix this?
@flat scroll Just search "unreal mannequin blender" on YouTube you will find some very nice guides.
The problem is that the skeleton gets borked on blender import
Blender Powa!
@flat scroll I know, the UE4 mannequin does that in blender. Unfortunately I've imported once into blender and saved that file. So whenever I need to work on the UE4 I just use that blend file. I can't remember the.guide.I followed, hence my answer to search YouTube with the words "unreal mannequin blender".
So there is no way to properly export animation into blender? That kinda sucks
Is there anyway that i make item in unity and then transfer file to ue4
not really
depends on the item, textures sure but assets probably not
@flat scroll check this it might help you. https://answers.unrealengine.com/questions/512914/solve-the-mannequin-mesh-glitch-in-blender.html
sonova... lol. I was going to cover exposing missing C++ snippets to BP's and now epic is planning that for thursday lol. talk about timing.
Is it possible to use a blender model with weight paints, but without the skeleton in order to get around the importer issue?
@flat scroll there is no weights when there is no skeleton (at least in terms of ue4 import)
Odd, because the weights are just vertex groups, so in theory you could have models that are completely separate from a skeleton
i'm not sure what "vertex groups" term means
skin weights are attributes(parameters) of a vertex
but they are bound to a bone index
not really, its just a group of vertex data with specific bone name
and that float value is assigned by paiting in the vertex group influence, that is how rigging is done in blender, and its only 0-1
and you can assign this vertex group to any bone?
rather you can assign vertex to any of the groups, it stays even if if you delete skeleton
vertex groups are animed after each bone if you parrent them mesh to armature (rig) with empty weights
after you deleted the skeleton and added new one, completely different it is possible to assign this group to a bone?
you can keep any vertex groups that are present on object and add whatever new ones you want. They are not tied to the skeleton, but rather are part of the vertex data
but how the vertex will know which new bone to follow?
its by the name
yup
@digital anchor so they are bound by names of the bones?
that's convenient
is there are some indicator that bone does not exist in current skeleton? (i.e. there's a name set for group but no such bone)
is there any tools other than jenkins for continuous integration ?
@next badger not really, but there are addons that let you delete empty groups
vertex groups can be used for other purposes as well, but it all depends on what. For example they are used for both rigging and creation of named selection of faces (so you can reference something like "pants" etc).
@charred cloak sorry, most people stick to jenkins afaik (at least on forums)
in theory it could be possible to import only the mesh without the borked skeleton into UE4, using only the vertex data and then assigning the skeleton in the UE4 itself. ie. you make only the mesh, paint in the rigging weights and you don't need to use the skeleton in blender (unless only for getting the bone names for the groups)
i need to find some time to learn Blender rigging pipeline, there are many questions regarding it and i'm only familiar with maya one
Alimayo Arango teaches How To Rig A Mech In Blender 2.77. This tutorial shows How To rig a Mech In Blender 2.77. This tutorial teaches you how to build an ar...
It would be nice if epic games would focus on devops a bit
i don't like how blender shows the bones, they are so weird compared to max/maya -_-
IIRC you can change that.
Maya is really life saver
@digital anchor i'm not talking about "stick" etc, but the dotted lines...they are all being bones after all...no?
oh that is just relationship display, it can be turned off
can it be shown like...*classic one ?
https://docs.unrealengine.com/portals/0/images/Engine/Animation/Skeleton/MayaSkeleton.png
if you dont have any disconnected bones it will be like that
idk how maya shows when theres a disconnected bone
if it's disconnected it won't be exported in ue...but it shows up the same way...just floating around
@charred cloak iirc Galyonkin mentioned on one of the last podcasts that they are looking for DevOps
Ok I figured out how to properly import the animations from UE4 to blender
it is only the issue with the orentation
if on import you set the up to Z and forward to X then the animation will import proerly, without the weird dislocated shoulder
oh, that may happen even with maya...it's hard to work on some projects when they are using Yup in maya...Zup works like a charm
What exactly do you mean?
he said disconnected bones cant be exported, but sometimes i find i need them disconnected, wondering how he manages with them all connected
well, this example could be just another bone between the two, tbh
oh, they are not disconected from the skeleton, only not directly conected to the parent bone
@digital anchor oh, it's possible, just by selecting the needed bones, but i've never did that...i prefer them to have single root
whooo 4.22 branch popped up on github
@grim ore yeah, 2 days ago or so...master now at 4.23
yeah I saw the master change, never saw the 4.22 branch actually show up till now. now to see how broke it is compared to master lol
I was wrong about the blender import, its not the orientation
@digital anchor the benefit of having a single root is that you could scale it and set root motion
this setup still works as one root
To get a properly working skeleton you need to export the "preview mesh"
the hierarchy will be correct, the only difference is the point of the pivot rotation
the dotted line points to the parent
@flat scroll if youre importing from UE4 to blender you gonna have a bad time
i dont think you will be able to export to ue4 again
@flat scroll oh...yeah, ue4 only imports skeleton meshes when they have geometry...but iirc you can import animations when you already have skeleton imported by exporting just the bones...i may be wrong
^thats correct
fbx support in blender is not official, and some things are broken
@grim ore dare to compile? ๐
it supports gltf perfectly, but UE4 decided to make a prototype gtlf importer then completely abandon it ๐ค
@next badger You can import a valid skeleton with "invalid" geometry
Thats how I made my "modular" body part system
@digital anchor https://c4gio.itch.io/gltf-for-ue4
Import all meshes in gltf file into UE4. https://github.com/code4game/glTFForUE4
that one is supports animation
oh nice, gonna check it
@next badger lol already compiling
@digital anchor seems to have been imported just fine back into ue4
oh, I think it created a new one, but I didn't fiddle around with the import settings
ah yes
I cut my skeleton into attachable pieces, and then attach static meshes to each body part as a blueprint actor. Then I take those "body parts" and built a "build your own" skeleton system.
i tried that cuz i wanted to have marketplace animations from the default skeleton, but still be able to animate in blender, but i didnt manage to keep only 1 skeleton
It also allows me to control animations individually or just have them all synced
A cool setup was being able to get the total height from both legs, and adjust the torso to move up and down. Gave a very natural camera Bob effect
@zenith flower keep in mind that each part is animated by own skeleton, and each skeleton ticks
Yes
However, I'm not using that kind of modular character
I'm not copying pose
Either
how do game developers work and collaborate remotely? Where do you store all the assets? Unlike web developers, you can store everything on Github, but unreal development is more complex than that
I animate both legs I. Blender as a whole, but import them separately. They have their own animations
So, I don't have to copy pose
Just start them at the same time
No geometry either (used an invalid line)
@static light setup own p4 repo...free version is up to 5 logins (may be used on more machines than 5, but you have to share accounts)
Just static meshes attached to the bones
@static light some users use gitlab afaik
Thanks for that info! what is p4 repo?
perforce
most game companies use this?
@digital anchor I managed to import the edited animation so it uses the existing skeleton
i think perforce now even have onw git repo free for small teams
It only imported the animation only, no extra stuff
nice
The import settings are show in this video:
https://www.youtube.com/watch?v=RpzKsZzLjXw
In this small video I will show you how you can: Export from Unreal, Import into Blender and create an own animation ( Holding an Flashlight ) (Comments on t...
Oh nice.
what can I do?
I assume the bottom collision was not imported?
was the collision mesh imported as a UCX collision hull?
yes with a UCX_ prefix
gotcha
any ideas?
unusual
do you use blender ?
no
each of those sections needs to be a separate mesh
_1 _2 _3 (got that from google, not certain)
if I have SM_meshName and UCX_meshName
so SM_meshName for the main object and then UCX_meshName_1 , UCX_meshName_2 , etc?
i would try
in-editor generated collision doesn't tend to be great
at least not for anything but the simplest meshes
Yeah obviously I tried that but I need a specific one
to seamlessly connect to the other pipe modules
In short, it is possible to export animations from UE4 into FBX for editing in blender and then exporting it from blender to FBX and back into UE4.
- When exporting the animation from UE4 use the "Preview Mesh" export option (IMPORTANT!)
- When importing the animation into blender, just leave all of the options on default, there is no need to change the orientation/forward axis
- Export edited animation from blender into fbx (default settings worked fine)
- When you import the edited animation back into UE4 make sure to:
- select the skeleton used for import, so it uses the already existing skeleton
- check "import animation"
- uncheck "import mesh"
Dumb question, does ue4 have something equivalent in BP to an IsColliding? flag for capsule components or are we just working with OnComponentHit events? I came very close to trying to make a not gate tied to event tick to know when my player character isn't colliding with an object.
now we only need a way for the skeleton to not look completely broken when imported into blender :p
@dim dragon Yes it does have tat, I think its on collision event or something like that. Events can be found when you select the collision shape
I have OnComponentHit but there doesn't seem to be anything for an event when a hit terminates.
yeah
@dim dragon you need to enable generate hit events in the properties of the asset
well, its better that than nothing I guess. You can also add IK drivers and hide the bones altogether
@dim dragon or even read this article https://docs.unrealengine.com/en-US/Engine/Physics/Collision/Overview
@next badger I have them and it fires when the collision is happening: What I'm looking for is one which fires when a collision ends and the player character is no longer touching something. I'm a bit amazed there's no flag for it.
I did, Alexey my collision works no problem I just need the state.
Not for when IsColliding but when IsNotColliding
Odd. It never fires.
Everything's enabled, ticked and the channels are all setup properly...
@digital anchor On importing FBX into blender check this option: Armatures > automatic bone orientation
BSPs should be worldstatic so this should be working...
@dim dragon generate overlap events too?
Yeah, neither fire.
@flat scroll wooooo thanks for the findings
Its all ticked.
Or should I make a second capsule to trigger overlaps?
Damn peculiar.
I think I will post them on the forum or something. I never found a solution for the blender importing/exporting
This is going to turn out to be something so simple I'll feel like an idiot.
also the automatic bone orientation isn't perfect, but its better than nothing
@dim dragon you need to set it for both of colliders
Right, so one needs to be for the collision and the other an overlap test?
Overlap If the other Physics Body is set to Overlap or Block this Physics Body's Object Type, an Overlap Event can occur.
keep in mind which one will generate an overlap event
does anybody know how to solve that?
it might be because I updated visual studio, not sure though
it may be...just delete the intermediate folder
you may also clean up the project in vs
how should I do that?
it's under build
after the deletion of the intermediate folder I should "Generate Visual Studio project files"
right?
yep
Weird. Overlap just refuses to fire.
At all.
BSP is worldstatic, overlap is setup properly, CCD, multibody is running, trace complex...
I even made sure the capsule was offset from the regular blocking collision volume so it would definately have surface contact.
THERE WE GO
So I'm a moron and I forgot Collision Enabled was a thing.
Life protip: Don't lose your glasses.
rubber ducky test would have figured it out ๐
Hey rubber ducky, why does it not work. Did you turn it on? oh... yeah ๐
We should make a rubber Manny that we can talk to, maybe even poke when things are very wrong...
Don't feel bad tho, I spent an hour wondering why my stuff was not replicating before I remember to actually turn on replication...
Is there some wait time for new users to have their threads show up on the unreal forums? I started a new thread in the animation section, but it didn't show up when I pressed "Post"
Yeah, I think I should fire mine, Mathew.
@gleaming narwhal lol I might try printing one out once I get my rubber spool of filament, might make a good stress reliever
@flat scroll I am pretty sure the first post(s) get moderated and need to be approved when they go thru the queue.
@grim ore - I've done that so many times....
@flat scroll I'll have a look for you
replication is a funny one because your default template replicates the character out of the box so you don't think about it until you run your head into the wall with other stuff
I'm just making sure, if there is moderation required then its fine.
there's a moderation queue, yeah
it's rare that it takes more than 24 hours for something to be approved
usually a lot less
Is there a way to add in a player character with default First Person movement in my level after building my level?
easiest way is to create a new first person project, then migrate your level into it
not the most practical, but it is the easiest
Ugh, was hoping I could pull in an "Empty Character" and throw defaults on it
Thanks though
sensible way would be to migrate the First Person game modes into your project, but then you also need to manually set up the input configs etc
you can add the FPS feature pack if you want the character , it should work with the TPS inputs if you started with that.
there's an FPS feature pack?
there is a feature pack for all templates ๐ the green add new button in the content browser at the top, then add feature pack
Ohh nice indeed!
its not identical to starting with them, the FPS does not have the projectile for example, but most are the same
In the editor or launcher?
editor