#ue4-general
1 messages Β· Page 393 of 1
@grim sinew I was wondering about that for a while. That's really useful document. Thanks for sharing it here
No problem! π
Honestly, the real takeaway from the spreadsheet is, you can probably get away with more than you expect. It's a trend a lot of people buy into, to over-optimize your assets when you truly don't need to, and all it does is end up making the game look worse without cause.
I'm not saying to be wasteful, just not to let paranoia about polycount make you make bad decisions
I personally always find it silly when I see people making assets that could be targeting games 10 years ago, for modern hardware, when you simply don't need to.
Even if you do need to optimize later down the line, it's easier to remove detail than to add it back in. If you have a beautiful, really good looking tree model, but during the end when you're starting to push boundaries you find you need to cut back a little bit on it, it'll be much easier to do that, than it would be to start trying to add detail because you look at the finished product and it looks like some 13 year old modder made it after school one day.
Agreed, I've always been a fan of the "Make a high res mesh > make maps from it > lower poly count > use high res maps" workflow myself
Especially right now, your main concern when optimizing is going to be stuff like lighting cost (shadows, light overlap, etc), material complexity, drawcalls, overdraw, and texture memory. It's very unlikely that the major bottleneck in a scene will be polygons.
Unless you do something extraordinarily stupid when building your scene
"I heard polygons were cheap, so I'm going to bring in raw zbrush sculpts and forgo normal maps!" - An example of that, which thankfully I have never seen.
Oh geez I'm going to have nightmares about that now lol
ctrl - c crashed the freaking engine
Could be worse, in the UDK, ctrl+z would crash if you did anything with BSP
100% of the time
How do I know? Cause it froze after I did that, then closed without even a crash report
so i decided to at least paste what I copied into a text file
and i got....
Fatal error!
lmao
Dang, back before I built my new pc, placing down grass would freeze my whole computer until I had to shut it off (and in case anyone is wondering, I am very familiar with grass density)
Lol
like sometimes I swear this shit is a woman
Will be fine for days/weeks
then spaz out over the simplest shit ever
I admit, I laughed at that, alot
I love the engine like a woman
I hate it too though
Its never good enough, and I always have to work for what I want
For the past 3 weeks I've been working on a landscape material, and I probably will continue to work on it for the next three, because I'm obsessed with realism
I'm obsessed all the way around
Gameplay, animation, physics, lighting, etc
Anyway, it assigns different layers to the land based on the slope. That was the easy part. The hard part is all the grass, mud, dead grass, dirt, leaves, etc on the grass layer
Alright, cya around
im currently trying to get Nvidia Waveworks to run i started the Setup.bat and at 99% it game me a path to long error... (cdn.unrealengine.com/dependencies/2636758-e606e606851e4693b1729dd35dcef7ae/345f37ad429b27f1360cf26aa535ef037724f7c4) so i downloaded it manual where does it go tho ? ^^
You have literally no way to tell. Instead move the engine closer to the root of the drive and run the bat again.
does anybody know why this isn't working?
Everything is set up
It's just not firing
(in level bp)
Ah! thanks!
Can someone give my brain a little jumpstart whats the thing called for Charakters to give them clothing that animates with the skeletal mesh i dont mean a socket component π€
Master Pose Component
thats what its called
lets say i have a Character model and i make 2 diffrent backpacks how does the workflow go? because i have to still paint weight onto the money right so it knows where to go with the model is there a good tutorial somewhere ^^
wow. anyone else been asked to verify the l;auncher a lot lately ?
and then takes a while for it to send the email ?
nope but Youtube asks me everytime i search something if im a robot... π
Anyone here working with Nvidia Gameworks?
my current AI behavior tree will trigger all the AI in the scene to move together like a flocking behavior
how do i make them move only in actual radius rather than 1 AI in radius gets triggered all swarm towards the player lol
give them a radio and call it a feature π
i have no idea about ai buuuut from what i was flying over in " https://docs.unrealengine.com/en-us/Engine/AI/BehaviorTrees/QuickStart "
That part seems to be what u need but i could be completly wrong π€· ^^
and ? @humble stag
has anyone to their knowledge made a module for ue4 that implements 'virtual keyboard' support for control pads?
e.g. so that you can do a keyboard where you pick keys with the d-pad and A, like is native to xbox, set top boxes etc
ok so, im making a lightsaber combat game using this dude's tutorials:https://www.youtube.com/channel/UCsVz2WpFbx-NrN6895ale0g And ive come to the part where i need to add damage and health and all those kinds of stuff, ive added a collision to the lightsaber and it works fine, HOWEVER, when i attack i damage myself and so does the bot, what do i do? i think its connected to the Accessed None Error after that happens. Here is the Damage setup:
can anyone explain the optimal workflow for bp communication between character and controller? for example, i have a controller that contains the logic behind the input. i have a character that has stats, such as Stamina. When the controller does something, say attack, I want the character to be dealt Stamina damage. What is the proper way of hooking this up? Event dispatchers? Casting from controller? Interfaces?
Or can it all be done through something like a get controlled pawn node and use that as the target for the stat modification?
which I'm guessing utilizes casting or interfaces in some way
Controller doesn't usually even contain that much logic, it's all passed directly through pawn possession
(your inputs are directly mapped in the pawn)
Once pawn receives input to do attack/receives and attack, it subtracts the stamina on it's own
but yes, you can use interface or built in damage system to do it
Iβd imagine it houses the logic for how the inputs are handled or worked no?
Or should those all be events in the Pawn_Base, then have different pawns inherit from that
I have a question to confirm whether i understand right, If i want to say load a specific level and run it no matter what level is selected in the editor I can do that in the ABaseGameMode::StartPlay() method, and if i just wrap it in a pragma it will only do this on PIE.
Correct me if im wrong, but I do believe '#if editor' is a thing π€
I know unity has it, would be surprised if ue4. Didn't
im getting the failed to launch editor error
anyone fixed it before, hints and tricks?
(already tried google and verifying UE files)
it was set to run as administrator, i think that was the problem
Hello gfuys I have a problem with my project
When I click on my button to restart the level it show like normal button and ten it appears me these:
how to fix the problems?
Does anyone know to have music that plays throughout multiple levels that doesnt stop when you load a new one
Would level straming work?
hello
behave a bit @plush yew
randomly asking/@ - ing someone
either be patient, or try a channel more suitable for your problem
where to write my problem ?
Can i use steam apis directly or i should contact steamworks first ?
https://46c4ts1tskv22sdav81j9c69-wpengine.netdna-ssl.com/wp-content/uploads/prod/sites/2/2016/08/Sea-of-Thieves-1024x576.jpg Im currently trying to figure out how to make such a "Distortion" effect like in this image if u look at the sun u can see its not just a flat circle u can see the "heat" can anyone point me in a direction on how to achive something simular ^^
Depends what you're trying to distort, like the whole level or just one object.
I didn't something similar to create a shield effect but I don't remember what I did
I found the video, apparently I used a heat wave particle but I'm not sure about applying it to a distant object. https://youtu.be/JqBe5FbJ0zs
Basic sci-fi style force field created in UE4 blueprint. This effect is simply created by triggering the heat wave particle effect at the location of the act...
i'm back with the decal thing, I forgot to mention that im spawning the decals into the world
and it still has stretching
After i made a padded tileset it gets blurry then clears up, is there any way to fix this?
Decals stretch. It's what they do.
yeah, thats too bad
Also what you said was more of a statement than a question, I'm just assuming you want to solve the stretching, which you can't
oh, okay. they should really add warpping tho
Add it yourself if you need it π
My tile map is having lines that appear as you walk through, is there a way to fix thar
"lines" isn't descriptive. Show a screenshot.
Can anyone teach me how blueprints work???
Most likely, no. There are hundreds of hours of official tutorials from Epic on their youtube page. Learn on your own that way.
try "ue4 getting started blueprints" on google.
Okay, Iβll try
im tweaking around the sun and the slider tend to make Ue4 freeze and eat 6gb of memory in a empty scene o_O
but the rest of the computer seems to be chill π€·
so this is what happens if the shaders don't load
Your normals are backwards
What was the blueprint called, that made the player load into a new level?
Open level
Oh, yeah. thanks π
@amber canopy how can i help you?
hey guys
I have a deadline tomorrow and an urgent issue that needs to be resolved
Why am I getting this bright patch around the ocean? I have all my lights selected as well, so you can see their size
and if it matters, source light is set to movable and skylight is static
reflection capture
But didn't he say he selected everything?
@violet cove nice meeting you in voice, hope to see you agian π
Kinky
always π
I want to fire line traces down vertically from random points on a plane. Any tips on how I might go about this?
As far as I'm aware none of the standard line trace node presets do this by default (not 100%)
Greetings!
I have an idea for a game and some questions about it.
I understand this may be a bit inappropriate but I have a lot of questions regarding a lot of aspects, so I can't really say A LOT around here.
Can a very experience UE4 developer DM me?
People usually get paid for that sort of "help"
So you might want to use #looking-for-talent for this.
A few questions about problems are fine, but for a good chunk you might really want to simply pay someone.
it's mostly about technical aspects i am unsure about
idea's are cheap, i wouldnt be scared of people stealing it.
You can try your luck asking your questions in the wild or you can pay someone
Iβd argue ideas are less than cheap. They donβt have any value
i always keep notepad open .. so i can write down and steal all the great game ideas on slackers tbh
XD
@fierce tulip I would be scared if I was releasing anything in China
All my ideas are stolen from those entry mmo kids π
@merry gazelle Looking at what China all copied, you don't have to release it there to get your own "Made in China" version.
@dawn ember Technicaly aspects are probably even more "worth it" to pay someone for
Cause not a lot of people are familiar with UE4 that much to answer that if you are unlucky.
But yeah, I would either ask here in the open or give someone a few $β¬
"already a success in china!"
1million users playing my game lol
Hey everyone!
Does anyone here have UE4 on #macos? Specifically, 4.20-4.21 stock version. I have some weird glitch with point lights and want to confirm if it's common bug or my personal issue...
Not gonna lie, I legitimately forgot UE4's editor ran on mac
Can't say I've seen that specific issue however
On Windows at least
that's why I'm asking about mac π it's good on my windows pc as well...
I assume you've done all the normal stuff? Updating video drivers and all that?
@grim sinew there is no such stuff on mac π
That's nonsense drivers exist on every type of computer
also it was ok I think, at least I didn't noticed this issue while working on mac for about 2 monthes in a row
Whether or not they're exposed enough for you to do anything about it is another matter, but I would check to see if there is a more up to date driver
@grim sinew I mean, there is no need to "update drivers" on mac, at least not for the built-in hardware
anyway, that's not the point of my question...
Well it is the point of my answer, because when you see something like that problem, it could be many things, one of the possibilities being a video driver bug. A bug that might have gotten fixed since the last update.
ok, I'm just looking for someone with macos, really π
Wouldn't be the first time I've seen something really stupid happen because of a graphics driver bug in Unreal
Alright, well I'm just trying to help fix the problem itself. If that's not what you're looking for, I'll get back to work then
Hope you find someone!
thanks!
@glad stone ur mic works, u can't hear us
nice to see jumpers in voice π
UASSET format files are a nightmare
also non-stable serialization for the uassets is a nightmare
yep
i have a server that specialises in 3d modelling dm if your interested or want to know about our network
I have another question: how do I copy my skysphere settings over to a new level? I want to keep what i've tested out in the FPSdefault, but copying the sphere and other things seems to do nothing.
@raven ledge basically just copy-paste should do the stuff. Other option is to create the blueprint from the skysphere, setup all the options there and just use that blueprint on the new level
it didn't seem to do anything. I copied it in and it reset all sky related things
ah
here we go
I had to clear everything in the level more or less.
Evening all. Just wondering whether UE4 is more CPU, GPU or RAM thirsty when using the editor? (Building shaders etc).
Yes.
looking for a simple way to make a swimming animation for my default third person player and have that triggerd when I'm in water which is just a physics volume and plane, anyone have a good relevant tutorial for the learner?
GPU when doing generic work and making levels since that's just a regular videogame workload, CPU/RAM when compiling anything or building lights.
ssd when loading stuff + fast ram
Steam removed Greenlight services
Thx @grim sinew Sounds like I need a completely new laptop in that case lol
Now if someone individually created a game how he can publish it via steam
I recommend against a laptop for game dev. I have a $2,400 paperweight sitting on a shelf, that has physical heat damage from working too hard on rendering
Without registered company
You need something with adequate cooling that a laptop will simply not give you often
My main machine is a PC, just use the laptop when sat in the lounge :) Might just have to stick to PC for the heavy load stuff if that's the case, and get moaned at by the Wife for being sat in the other room lol.
@silent frost it's mostly about CPU unless you're doing some really heavy visuals in your project
Yeah, and the CPU is the danger when it comes to actual damage. My laptop's CPU has physical, internal damage, from heat generated from working at 100% too much
@runic fern Steam does allow an individual to publish a game. It's mostly depends on your country tax laws
@runic fern also you don't need the Greenlight anymore, just pay $100/game and publish anything
Will just stick to small grade stuff maybe and watch it doesn't die :) Appreciate the advice.
@silent frost just to say, I'm working with UE4 project on a macbook with integrated graphic card π
@inner mountain so in steam partner it not important to right company name ?
I mean its not important to be officall or not
@runic fern Steam will ask you for the confirmation documents depending on what entity type you will choose
for an individual, it should be an ID probably. And you have to register your Steam partner account with the real details
But later you can setup any public name as you with
Oh that nice
Thanks i just lost the hope before half hour
But now thanks for the information π¬
I mean, if you're thinking about the name in the game's page, "Developer" and "Publisher" fields β it can be anything, it's a separate thing from the steam partner legal details
Nice
Good information
I will start with sdk now
After that will think about the 100$ taxπ
@runic fern about the $100 β in fact, if your game will reach $1000 sales (not sure about the exact number), Steam will refund you the initial $100 payment
I've got a BP that fires linetraces, if I place a box in the way (in the level) a hit sound is generated. Yet if I copy that same box into the linetracing BP the box is ignored. Is there some kind extra parameter I need to change so it hits because messing around with collisions doesn't seem to help
In other words, how do i make a line trace hit child components
@merry gazelle not sure, maybe there is a boolean option kinda "ignore self" or something like that
not that I'm aware off, actually I made the mistake of using hit actor instead of hit component.
Now the trace hit's everything in the BP so I need to figure out how to only hit a specific component
Hmm surely this should work? "substrate" is the child component in the BP
Hello everyone. I've just started Unreal today so I have very basic knowledge of the program. If anyone suggests any tips or any guide, id greatly appreciate it π
Not sure where to post this but I added an outdated plugin, engine crashed, so I removed the plugin's files but it still crashes. What do I do?
look at the crash file
@untold girder
Failed to find object 'Material /Engine/VREditor/TransformGizmo/Main.Main'
CDO Constructor (Manipulator): Failed to find /Engine/VREditor/TransformGizmo/Main
What do I do about that 
does anyone have any insight into how games like GTA manage unique data?
like the buildings, roads, gutters etc
@south halo I've been following these tutorials and their easy to follow and not boring as hell.
Very useful information for beginners!
Hey so I created this mountain in World Creator2 and plan on adding different areas to the mountain, such as camps using Unreal. I'm making a fully 3d website and plan to have the different parts of the site on the mountain. Since I'm importing this to the web I'm trying to keep the poly's as low as possible so it'll run smoothly. The problem is I'm not to sure how to go about attacking this. Should I go ahead and model everything in Unreal, export out all the parts to zbrush and zeremesh them there, then bake all the detail back on? Or is there a way for me to reduce polycount in Unreal?
@sharp crest My message is slowly disappearing lol, do you know how to fix that?
No idea sorry
All good
remove half the project files
load
works -> add half of the half you removed
doesnt work -> add back the half and take out the other half
and repeat until you find the file
make sure to backup the project first
so fix references later
I know what file they're looking for
I just don't get why the engine's looking for it if I'm not using it, even though it's still there though
Sigh
Is there a way to render a 3D model in front of the view, as an overlay?
Seems like something you'd want to have in an engine (especially since a lot of older engines used it for things like arm models, so they don't clip into terrain)
Only way I can find to do it in UE4 is to set up a scene capture and display that on the screen via UMG
which mostly works but is far from ideal, has aliasing around the edges
I don't suppose there's some ways to work with the UV space of BSPs is there?
also, I can't seem to find a way to remove from a BSP without it creating subtractive volumes.
I am following a butterfly particle tutorial, and I feel like I have done everything the same as the tut, but my butterflies barely flap, is there anyone that might be able to help me troubleshoot?
nvm, i got it close enough
@gleaming creek one option for non-clipping arms is, scale the 3D model down and move closer to camera so that they all fit inside player collision
That had occurred to me, but does seem like quite a hack
I should probably ask in #graphics
Anyone knows how to do in-game payment with Steam? for like a special currency in a multiplayer game? Please ping me/DM if you know how
@sharp crest No support for that in UE4, IIRC
Though Steam does it
My understanding is that Steam IAPs can't be implemented in the game directly
It needs your own service to talk to
@cloud cobalt a server like what? a web server?
when you make a purchase you are in a ue4 server in my game
You need a payment server for your company that Steam connects to in order to make purchases
Then it's up to you to handle delivery of the transaction
I'm reading it rn xD
so this is the domain of my website that I use to handle the transaction?
give the user the item and stuff
Steam's IAP is just about making payments. It doesn't interact with the game at all.
yea I get it
So you need to have your online store system somewhere on a server, and Steam will connect to it to say "this person just bought X"
And that's it
That's why UE4 does not implement it - IAPs on other platforms are very different
okay that seems easy enough so just like how paypal transactions work?
I give it a callback URL and then I give the item to the user from there?
There will have to be some sort of a setup for UE4 tho, to initiate the transaction
If you consider having a secure, online account system to handle money for your users "easy", then yeah, it's easy
The easy part is linking against the Steam SDK to call the relevant API
I would love to just use my own paypal system so I get rid of that shitty 30% fee
but I asked and it's not allowed

I wouldn't want to handle payments in my own game, especially with all the local laws about sales, everywhere
Handling refunds etc
Well PayPal handles them not me
Refunds kinda suck but they probably wont go over the 30% fee lol
Anyway, the account system is the hard part here
"purchasing server"
Your game servers will need to connect to your purchasing server next, to understand if users have bought something
Both Steam & game servers will need to talk to that server, which will own the purchasing data for each player, along with identification
You... would need this anyway ?
You only not need this if you have something like the Play Store to handle the purchase history for you
Your own payment system would absolutely need this
Why? I run an online game that uses PayPal as a payment system and no issues..
Then just plug Steam into that π€·
Well the issue is they don't allow it
They said you have to use their payment system
But I gotta learn how it works and shit π u said urself it's complictaed
I also dont do C++ a lot
Yes it's complicated, will require C++, a Web server, database, and plenty of legal advice per-country
But that's not Steam's fault
It would be the same with Paypal
legal advice per-country? like what
paypal is way easier to setup tho
and there are like full on code copy paste online for it
Pricing of stuff is heavily regulated everywhere
well on paypal I just charge $$ and it converts from the currency the user wants to use
Steam will do that too
u said I need legal advice for it or something that's why I'm asking
You'll still be bound to laws on selling stuff in every local country, like over here in Europe, sales are restricted to some period of time a year
Also GDPR
There is absolutely nothing simple about selling stuff to every country in the world π€·
I do that and I don't have any legal stuff involved or per country stuff
with another online business I own
And you're probably breaking half a dozen law everywhere, but you don't care about it so it's fine I guess
Anyway, just read the Steam doc and learn
It's not like you have a choice if your game needs IAP - this is pretty much the only way
I'm simply warning you that... you seem underequipped for something that can go very wrong
I'm not sure what you are talking about, lots of people sell online and don't do any of that @cloud cobalt
Any of what ?
does anybody know of a way to keep materials, emitters, etc stay realtime when you "play" in your current viewport?
so annoying to constantly press ctrl + r
@cloud cobalt Idk what u said legal stuff per country etc
Well, yeah. Anytime you sell stuff in a country, you're bound to their laws. Like, why do you think Steam prevents you from doing sales every week ?
They handle a lot of the load already - VAT, price displaying, currency, etc
because then whats the point of the initial price lol
Because it would be illegal in Europe
to do sales every week?
Yes
so if someone did that europe can sue him?
big -90% sale has effect on weak minds
Yes
but like
even if the price is inflated by 1000%
there is casino online
it doesnt mean a country can sue the business for not allowing casino in it
You're liable where you sell
So if you're online, you're liable in the country of your clients
ok but like Idk lol a ton of people sell stuff online without any of that
Ik there are problems with china
but not with other countries
Every country has laws
but it's an online thing lol
Being online does not change any thing about the laws

I'm just saying pay attention to that kind of stuff, make sure you know how to handle refunds, make sure you don't store personal data, including IP addresses, make sure you're not going to get trivially hacked, don't play with prices...
then there's the exception to the rule of EU VAT, where VAT is paid by destination country
trust me, you don't want to dig into this as a developer, just hire someone to do it for you
Fortunately, VAT doesn't apply on Steam, because they handle it themselves
aight but ingame purchases
could be different tax class, depending on the content
Still handled by Steam, AFAIK
I've been selling on Steam for two years and we've yet to see VAT
well steam can't know about what it is selling
I'm just saying pay attention to that kind of stuff, make sure you know how to handle refunds, make sure you don't store personal data, including IP addresses, make sure you're not going to get trivially hacked, don't play with prices... oh yea those are obvious, I was thinking more like adding an agreement per country and stuff is what you talked about
@paper kernel I'm pretty sure nothing Steam sells is liable to any alternate VAT
I've never seen any option for that, even for selling stuff like a soundtrack, etc
you can sell anything through ingame store, but steam might overcharge the VAT because it assumes it's just digital goods
Which it probably is - they might just have language to enforce that on your side.
those free games offered in Epic Game Launcher are free for ever for for limited time only, i mean if i installed it will i be able to play it after the offer or not
yes you will be able to
oh nice, thanks for the help haha
so i should save it , and will install it later, haha
so that i can play it later when i get the time
π π
yep thats what I do
I'm wondering how much Epic pays those games lol
I assume per purchase 
yeah you are right, haha, i think that's kinda deal, per installation they might have to pay something, other than original price
might be the same kind of deal as they do with the marketplace.
decent sum for one month, regardless of sales.
interesting
how much r they paying the marketplace stuff? @fierce tulip
or u dont know that
7500 for one month, more for infinite free
guessing its more for released games though
wow thats a lot
well Idk
I assume thats no where near what they get from normal sales
nice
Probably more than what they make in that period
Help! Tesselation on a plane causes its flickering! any ideas?
means something else is also on that spot
it's not z fighting
then you need to show a gif/video of the problem
how to gif?
please tell me thats forward shading
do you guys know if blueprints with warnings due to missing inputactions(they are from other project and are not in this project input mapping) will not receive key events until I clear all the warnings? I'm just trying a "b key"->Print "hello", assigning the player input to 0 and giving some priority and it doesn't work. The same thing works in a brand new blueprint though.
Can you use "Player Collision" editor view when playing the game?
@fierce tulip So no tessalation in forward shading?
@lusty carbon Iunno, never used it. I do know that you need quite a few polygons on the mesh itself to make tess work. though cant say what the issue is.
aww okay thanks anyway
Does anyone know if you can use the collision view as Spark's above while playing the game?
no don't think so
you can press Alt-C to see the collisions ingame tho
at least, for simple shapes
I am facing issue with ndisplay configuration file, can somebody help me ?
do anyone know, how to change the text of an widget? when a button is pressed
application instances are running on the same screen on both the machines (lets say master node has two projection screen, slave node has two projection screens). Right now both the instances on master node runs only on the main display screen instead of being one on the main screen and one on the other screen. Same happens to the slave node.
hey guys i have a problem, im using advanced sessions plugin but the multiplayer doesnt work, when a client joins, the pawn doesnt get possessed and the camera just spawns at 0,0,0
proper uv-mapping
if you increase the curve, you'll have a better time
you'll get weird stretches around the curve.
also, generally they would make the items on such a belt drop onto the other one without curves
What do you mean by that?
I know
A regular belt can't turn
Still. I need to make it work
Just unwrap the whole belt by making it straight in UVs
It will obviously create heavy distorsions
Since it's not physically possible
so there's no magic solution
A five-minutes unwrap job seems pretty magical to me
Stretching has to happen
It's not physically possible
oh god, animating objects/adding motion to chars for that curve
Mechanisms for turning belts include : spinning cylinders instead of a belt, "armor-plate" type belt with moving segments, and funny contraptions with conical cylinders
Mostly it's linear belts at 90Β° angles, which serve the purpose well enough
"how its made" episodes flashbacks
waiting for my bags flashbacks
"has my luggage been lost" flashback
βGrab it before it moves out of reachβ flashback
"Sir, SIR! that is not your bag, thats mine!"
Checking the label to make sure you haven't picked up someone else's identical-looking bag
Anyone has an idea on how to setup microtransactions with Steam? (Don't just send me the Steam docs link cuz I don't get how to even start with that)
if you wanted a correct conveyor belt, each segment would be an instanced mesh
I suspect this wouldn't actually be all that much effort tbh
nor bad for performance
@sharp crest What did you not understand from the Steam docs ?
Is the official .gitignore file on github regularly updated? I still see build files not being ignored.
I might be looking at it from a wrong angle, what should be ignored if I only want to save assets, code, etc, and not any rebuildable files?
How to start setting it up @cloud cobalt
Like how do I make it so there is the popup of the transaction with the details I want
From the Steam doc
https://partner.steamgames.com/doc/features/microtransactions/implementation for the more general guide
If i'd like to have my Red color value on all channels what can i do to get that?
@shrewd gorge skip down to "checking out a local copy"
https://docs.unrealengine.com/en-us/Engine/Basics/SourceControl/SVN
hello
@frosty copper Thank you, checking.
@sharp crest Basically your secure game server needs to send a POST message with some formatting to Steam's servers with your secret key
That will trigger the Steam client UI for confirmation
No worries. It's for svn but applies to any source control, you mainly want the bit relating to the directories to include
Your game can then get a callback to confirm (optional) and your server will be notified
You can then confirm the transaction
Based on the result, you can go ahead with granting the item
It's not really complicated π
I don't understand how to set it up in C++ tho I never did anything with the Steam API
I use the Advanced Sessions plugin for what I need from Steam
It's for the workshop, but the same logic will apply
Just stop at the "steam workshop" part and start reading the steam doc at that point
Okay thanks I'll try it now
The hard part is getting your game client to tell the server (which needs to be owned by you) to buy item X with data you extracted from Steam's API
Okay I mean I have to get it to work at some point so might as well start trying xD
I guess I should make a C++ actor that handles the transaction and has the Steam code from https://wiki.unrealengine.com/Steam_workshop and the rest from the microtransactions docs?
Can I pay you to set it up pls
You need the client to identify the user, pick an item to buy on your store UI, send a server RPC to trigger the buying on server-side, have the server send the POST message with the private key & client's data
Steam will then ask the user to confirm
Client gets callback with result
Client sends another RPC to confirm

Server confirms with Steam, is told result
And no, I don't take money to do it for you.
This is much more work than I have time for
hi guys, have any way to disable draw debug line (like shpping mode), in editor
Rip
@upper quartz debug line of what
if it's a linetrace or something then just disable it in the node
oh... i know hwo to siable in the node.
hum... i don't wanna package project (it's too waste time), so...
have anyway can be disable/enable draw the debug line or not?
this is i need.
@upper quartz I don't understand what you need
@sharp crest disable the draw debug line on "Play" Mode
I told you how to do that above
Not possible from what I know
You can decompile models and textures I think
Yea I don't think that's possible. That's a question for Google
Short answer: no
lol
I also don't use Git
All is on my PC
I should probably start lol
I told you short answer is no

Source control man π
Rippp
you could try to put out a tweet asking if someone found a drive with X files on it, hashtag all the things, and get some rt's
lmao how to go viral 101
@sharp crest hum....not wanna do something on shipping mode ...
Does attenuation in Soundcues account for the distance between self and object and add the appropriate delay to the sound reaching the camera or does a delay have to be manually added?
@upper quartz From what I understood that's what you need, can't explain it any better
That's like 0.00000000% chance you will find it
No one is going to retweet unless you have cute cat pictures on it
Sorry that's the truth 
add all the hashtags
#ScrewedStudent?
I would just test it but right now my project isn't building and I can't figure out why so I'm waiting to get into contact with a friend. Its super depressing.
sooo I'm doing sound design to kill time.
@dim dragon why not ask here
@sharp crest I dunno, it feels like inconveniencing you because its a problem I've struggled with for like two days now and I can't seem to fix it.
@plush yew Na I wouldn't even try lol. If you lost it somewhere try to go back there or call someone that works there
@sharp crest this pictrue, in "Play" Mode, have any way to disable the red box showing
@dim dragon Experience π Try your luck with us!
You guys are super nice and I don't want to take advantage of you. I have really really tried to figure this out but its driving me crazy.
@upper quartz I told you above
by console cmd or change setting
to the linetrace settings
I'll be on some time later tonight but right now I can't be working for too long because I'm waiting for a delivery and when it comes in I have to go run some errands and I don't wanna leave you guys hanging.
My project for today is doing Steam Microtransactions, so far I'v done a lot of progress!!!
@plush yew try #ue4 #gamedev #indiedev #ggj and some others
I find the fact theres two of those redundant, because surely if its not shipping , its dev. No?
Tbj, you need to take a picture of the picture every time you gotta repeat yourself
@abstract relic Yes it's fun
@frosty copper Yes lmao funny to me too
I mean it's helpfull if you don't know about the node
So if you search for what you need you will find it 
well actually there are keywords
I guess no point

Gotta know when to tap out π
I'm curious now.. BRB
lol about what
Whether the functionality is there without needing plugins
ah you are checking if it's possible
Who cares you would still need plugins for many other things
It's doable in cpp. π€

Some of us dont like relying on 20000 plugins :>
What have you all been working on today? I'm bored let's talk
Lol
Ofc but you always need em 
Debatable π€
:> things worth while will always take time.

what is this sorting
WOW, ue4's soundcue system is incredibly powerful and its really well documented compared to a lot of parts of the engine. I'm really impressed.
do I smell sarcasm
Nobody.
you are
Nah, not even he is, since he's on here asking about it instead
@sharp crest TBH, contracting the pipeline users will use to pay you sounds like a stupid idea
You can't verify that the developer won't keep your private key, or leave holes
Well I mean I can read and understand code I just don't have much experience doing C++ with Steam stuff, I don't see how someone can scam me for that, I can always change private keys and stuff
trust no one
besides me and @vale silo when we tell you that you can tell us your game ideas
Lol
@sharp crest Seriously, either don't do microtransactions (never heard of indies doing it on PC anyway), or do it well, yourself, by understanding every part of it
I know I'm never going to do it personally - F2P doesn't work at indie scale, and micotrotransactions in paid games are a big fat nope
https://norpongame.com I know I'm never going to do it personally - F2P doesn't work at indie scale, and micotrotransactions in paid games are a big fat nope is the game I'm working on, I'm open for feedback on that.
And I run another business (smaller than a full 3d game) that uses microtransactions and is free to play and it works great.
@cloud cobalt ^
And I'll try doing it later when I have time I didn't say I won't 
Your trailer has 19 likes, so I question if your F2P microtransactions will make more than Steam's fee
No offense...
@cloud cobalt have you watched Sword Art Online ?
I've heard way too much of it from the 246545 last indie MMO projects to even want watching it
lol
The trailer was released yesterday and we'll be working on marketing before launch soon, our focus is finishing the game now

Isn't it better to advertise a bit before launch so people can actually play the game instead of maybe signing up to email news?
It's better to advertise all the time in full force, as soon as the game is showable
Anyway I don't want to sound patronizing and all, just voicing my concern here.
F2P with microtransactions is hardly a common thing in indie games
Well we have 500 members in the Discord 
It's all good ty for sharing your opinion
I was thinking if it will be F2P it will be easier to market

free to play games cost a lot of money to run effectively
for what? servers?
amongst other things
analytics aren't free
microtransactions need to be implemented, so they intrinsically have a cost
also not hard to mplement
nothing is a one time thing in a free to play game
analytics are expensive, because you need to be able to collect, store and analyse a lot of data
not something that gives me a good enough reason to move away from f2p
F2P = more players, easier to market
F2P has a critical mass below which it makes zero money
No one buys skins in a game that has 50 players
People buy cosmetics to differentiate themselves in the crowd
That is only a thing if there is a crowd
Just name one successful free-to-play indie - I suspect you won't find much, because this is pretty well established
well, thechnically Warframe is an indie game.
Heeeelllllpppp!!!!! I am getting an error on compiling and I have no idea why
UnrealBuildTool : error : Couldn't find target rules file for target 'UE4Server' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
1> Location: F:\Epic Games\UE_4.21\Engine\Intermediate\Build\BuildRules\UE4Rules.dll
1> Target rules found:
More of a Technical interest question why does enableing Planar ref. give a ~15% performance hit even if not used some background calculations just in case?
my configuration is set for Development Server
i was following @ebon saffron 's tutorial
but his tutorial only goes up to UE 4.18 and I am on 4.21
I used that for 4.21 and it worked for me, what does your Server.Target.cs file look like?
have anyway can let particle's target to lcation?
could you try to rephrase that?
using UnrealBuildTool;
using System.Collections.Generic;
public class OpenGhostServerTarget : TargetRules
{
public OpenGhostServerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Server;
ExtraModuleNames.Add("OpenGhost");
}
}
same error if the [SupportedPlatforms(UnrealPlatformClass.Server)] is also added
The Game.Target.cs doesnt have any of them
Evening everyone ππ
Any way to edit the properties of multiple assets like we used to with the matrix, beside rama's plugin?
the game target should not have that
you need the [supportedplatforms part
the rest seems fine but if you cloned the Editor file you should have ExtraModuleNames.AddRange( new string[] { "OpenGhost" } ); for the last part now
using UnrealBuildTool;
using System.Collections.Generic;
[SupportedPlatforms(UnrealPlatformClass.Server)]
public class MultiFarmServerTarget : TargetRules
{
public MultiFarmServerTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Server;
ExtraModuleNames.AddRange( new string[] { "MultiFarm" } );
}
}``` is an example of what I use
and its file name is "MultiFarmServer.Target.cs" for example
and i use that setup right now in 4.21 with source build and it builds development server without issue
looking at your error tho it seems like you are trying to build it using the binary build target form the launcher and not the source unless you named your source directory UE_4.21
??
I am in VS2017 and selected Development Server
It doesnt tell me what project to make the default in the page
2>Project not selected to build for this solution configuration
so what do i set the Startup project to
ah! found it
doh!
hmm still not working
i right clicked on Engine UE4 and selected set as startup project
still reporting >Project not selected to build for this solution configuration
did you change the .uproject to the source build version?
??
did you right click on your uproject file and change engine version and point it at your source version?
I am not changing my engine version
I am using the same engine as I had.
but how can i then put it into the repo?
isnt there an issue with putting the engine source into the game repo?
also, why do we have to rebuild from source?
ok hold on a sec
are you trying to make a dedicated server from a launcher build? or a source build?
??? its a C++ project
that's irrelevant
i don't know how it was originally made
did you get the engine from the launcher, or did you build it from source on github
downloaded the project from the repo, and i had the 4.21 installed on my launcher
so your engine is from the launcher? if so this will not work. You have to use a source build to make a dedicated server
how can i tell if the source from the repo was source or launcher build?
your confusing the engine with the project
the engine that you are using is either from a source build, you used Visual Studio to make the engine itself, or from the launcher where someone else compiled it and you used the launcher to download it
the dedicated server will only work on an engine build that comes from source
the launcher build of the engine will not work
so i have to download the source for the engine
but does that also mean that everyone on the project will have to do the same?
they will need a binary build
and do i then have to put the engine code in the repo of my project
no
why is this so difficult
its so confusing what we have to do though, I mean i have the engine / editor crashing completely when i have an error in my code
there is nothing stopping you from making a source build of the engine to match your binary build from the launcher, using that source build to create your development dedicated server, and then everyone else can still use the binary launcher build for the project.
you only need the source version of the engine to make a dedicated server in this case, once the server is made it can be shared
the project runs on an engine, it doesn't really care if that engine is the source or launcher build it just wants one it can use thats correct and works.
shouldn't use the binary version when other people are using a compiled version
they're technically different versions and cooked content might not like it
ok so checking oput the engine from github
so once i have it built what files do i need to make available and how can i instruct others how to use them?
or will that be installed in the uproject
you need to supply the entire new set of binaries
i.e the engine build
not the source
I'm pretty sure there must be a guide for this somewhere?
hey guys! I made a custom material function which basically blends a couple textures over and makes water puddles. The question is whenever I connect all the pins in my master material my unreal just crashes
and it only happens with the material function
when I was reading the crash log nothing appeared apart from that there were no textures which is not true since I had put placeholder fill colors in the tex samples lol
so I have no idea what to do
like im probably gonna redo the function but if there are any other solutions im down
Free PBR introduction Hi. My name is Brian, the creator of this site and the author of all of these free PBR textures. FreePBR.com is a site dedicated to the video game development and 3D community who are looking for quality texture maps using a PBR workflow.Β I love the id...
Is TArray supported by reflection, replication etc due to something the UHT does? I'm wondering because I'd like to create a templated container type and have it supported as UPROPERTY etc but looking at the source for TArray, there is nothing indicating it in there
support for it is integrated all over the place... in uht, array properties, etc
so if I wanted a templated queue that is supported by UPROPERTY etc, I'd have to do it at the engine level yeah?
is there any way to stop this? Or do i just have to lower the landscape or something
Tweak the landscape lod bias
@honest rune You'd have to make changes throughout much of the engine.
Not to mention UX work
so basically I should just add simple GC support if I wanna go this route and avoid reflection system then
π€
figured may have to but thought I'd check
What's it gonna be for?
had wanted to have supported in BP but its not a deal breaker as long as I have proper GC for it
for a game you're making?
si
Ah okay. Yeah
queue and circular buffer'
struct/function lib wrapper + GC support.
If you were going to do this for other reasons it might've been worth it anyway.
I'm stubborn. I'll probably mess with it for a few days and see how painful it feels lol
Its not really so bad, but I say that knowing where quite a few of those changes are.
Start with UHT - if that doesn't scare you off, stay with it.
heh, k and thank you
Hi there,
Is there any information if Epic is working on the possibility to import Solidworks Edrawing files in the near future?
That would really simplify my workflow, since the company I work for only generates those files automatically. Now I have to download each solidWorks file one for one from the Server. (long proces)
any information would be much appreciated!
@remote juniper Solidworks should be supported with Datasmith, not sure which specific file formats
<_< when you forget to rename about 40 variables in a big shader, and renaming them will result in resetting all the values in instances
https://docs.unrealengine.com/en-us/Studio/Datasmith/SupportedSoftwareAndFileTypes for supported types by Datasmith and https://forums.unrealengine.com/unreal-engine/unreal-studio if you want to suggest another file type
Discuss the Unreal Studio tools and services for architecture, product design, manufacturing, and other enterprise applications
well, forget isnt the right word, the stupid _1 you get when duplicating a variable in 4.16
Is thrre a way to have something move across a wodget screen, like a rectangle
Thanks @grim ore , I will suggest the other filetype!
@cloud cobalt yes, SolidWork Filetypes are supported. But i was asking about the Edrawings filetype. But thanks anyway:)
You can animate widgets with the animator or in code if that is what you are asking
I need a rectangle to go across the widget, and when you press enter the trctangle stops moving

welp you can use an image for the rectangle then animate it using the position on the canvas panel (assuming you have a canvas panel as a parent). if you aren't using a canvas panel you can't really move anything in UMG.
well the animation would be driven by an animator, so yes you can stop/pause it, or by code so you just interrupt the code from continuing.
Alright I'll test it out
@proven oxide if you dont want your other team members to build the engine, you just provide them with the items inside the /binaries folder.
I've made an array in construction script and confused as to why when printing the num of index from the arrays reference it only prints "1" (the first index)
Why are you looping and creating 51 arrays?
The array is composed of 50 components (meshes) and I'm attempting to scale all 50. If the "make array" is creating 51 individual arrays then It's because I'm confused lol
I've tried so many variations but can't figure it out, I know it's something simple -_-
No you're setting the array variable to only have that one index each loop
You're looping, making 51 arrays, and putting the index into each of them
And then overwriting the variable each time
So you just end up with the last array in the variable
value ought to be 50 though
What you want to do is add to the array each loop
ahh that makes sense
I've done looping before but never used add so I didn't think I would need that
Also, if it starts adding more and more each time the construction script is run, then you'll want to clear the array before the loop.
@grim juniper my construction script counts all 50 now
This is my event graph setup, should it also have its own loop?
my thought process being that this foreachloop would pick each index from the array and then apply the scale to each. It's still only effecting 1 though so clearly I'm doing something wrong π
You're not using anything from the array?
You're just setting the scale of "plant comp" repeatedly
this is the main thing I'm struggling with, I think I need to use "get" but thats where I get lost
You have made an array of ... integers I think
So what are the integers going to do for you?
Do you actually have 50 of those plant things at all?
Yeah each of these rock plants things is from the construction script
Did you put them into an array when you created them?
I believe so because the construction script print string counts them all
So, you loop 50 times. Each time, you set the helpfully named "New Var 1" to the index of your loop (but don't appear to use it later).
Then, you add that index value to an array of integers.
Then you print out the index value.
Then, you spawn a new child actor and... can't see what you do with it, it's cut off the edge
Fancy way of printing 50 ints, i must credit you
hmm I'm just going to give up on it I think , spent the last two hours trying to work it out and it's getting messier
I gave up trying to name the variables since I've just be stringing it all together testing different setups
Maybe you should take a step back and describe exactly what it is that you are trying to do
even if only to yourself, to get it straight in your head
I'll try it another time, it's just my inexperience / lack of understanding of how arrays work. None of the tutorials I've found are related it seems
why is the UE roadmap not getting updated?
Because the roadmap hasn't mattered to Epic in years
The roadmap was last updated in November and a new team member joined the board last month. Seems like it still matters.
Indeed. We'll probably see a "Done in 4.22" list soon.
pog
gimi that 4.22
im stuck on 4.19
because anything 4.19+ sucks
for multiplayer games
Yeah the replication graph fucked a lot of things
I'm also waiting for this bug to be fixed
makes me
(β―Β°β‘Β°οΌβ―οΈ΅ β»ββ»
basically if you have bp tools and use instanced static meshes on construct, UE4 nav mesh ignores those meshes
Hey, at least you've got an Unresolved instead of the usual Won't Fix that plagues any bug I care about
ive got a few wont fixes in my time
My editor tells me to "compile lightmass" when trying to build the lighting. How do i even do that? i found 2 threads on that error, and both just vaguely say that it's not possible with the engine downloaded over the launcher.
I am having a problem trying to import a car my friend sends me into unreal from maya. (or blender when I tried my self) the collision for the wheels are never where they should be. I have tried to search for answers my self. but even following a guide from start to finish it still does not set it correctly.
Well, I'm no one important anyway, so I guess I shouldn't expect them to fix bugs I find, but from working in software dev, I've developed a deep hatred for the words "won't fix, working as designed"
And it also bothers me when I waste hours of my time investigating a bug only for them to dismiss it entirely, that's me doing the job of a software tester for them, for free, and they just throw the result away
how do you get your game like that? lmao

just selling well or is it a sponsered thing?
Guys I did it
I found a way to get a custom sun texture
replace the original sun nodes with that
sexy
aesthetic
s i m p s o n s w a v e
still working on it
helll yeah
I am spending way too much time on the sky
but the sky is an important part
I want my game to induce nostalgia like vaporwave
I am getting little tingles just working on it as I look at this
I might make the sun massive and make it fade off into the horizon
this engine is amazing
that is just a couple days of mindlessly wandering around it
Can someone help me something small? I'm new to unreal and I'm not sure how to word my question
I loaded up grass in kitedemo and the material textures were balls and not the actual model themself, so when i painted grass on my landscape it wouldnt have the texture etc.
New monitor came innnnn π₯°
@sweet elm the material gets applied to a sphere in the preview view. I believe in the detail pane you can set a preview static mesh
But that shouldnβt affect you actually using the material to paint with
Itβs normal for the preview of the material to be on a sphere
Ah, alright - I'll see if I can get it to work thank you
@thorny cipher , I'm also stuck on 4.19.2 (I use multiplayer). I was planning to upgrade to 4.21 once 4.22 is announced, but now I'm not so sure...
wait for 4.22 it should be a stability build
Replication graph will be 3 versions old by then, so kinks would be worked out
May I ask, is 4.21 really that bad? I've been looking at this list:
https://issues.unrealengine.com/issue/search?q=affects%3A4.21%2C4.21.0&resolution=unresolved&type=&component=&sort=votes&page=0
Alright, thanks. This is certainly more telling.
maybe invoke a copy constructor?
I have a question I hope someone can help me with. I am not sure exactly how to say this but I have a custom event that takes 4-10 seconds to finish. During that time the function can be started again. I believe I have all different vars when it starts but it seems to reset the inputs of the first run when the second starts. I am wondering if I should just copy the entire function for each way it can be called so it never starts while running. Its in blueprint.
if the vars are inside the function, they'll reset on each call
as in declared inside
Ok so I am right that it is the issue
I don't know the specifics of blueprint variable scoping since I mainly use C++ but this is my best guess
is there a way to do this without just coping
not sure
in c++ you could hoist the variables to be class variables
then they wouldn't reset on a subsequent call
would something similar be possible in blueprint?
I am not sure I will look into it thanks
This is my first large project in unreal so I am using blueprints to get use to how unreal works. I am not sure how class variables work exactly. I thought that class variables would be for things not yet spawned.
I just need subsequent calls to use unique vars
If it helps I have several buttons that use the same event. I need to be able to press one while the event for the first one is still going
Thanks for confirming how it handles recalling an event I have got a plan to fix it by creating a new class for all the buttons. Its annoying but it will work.
hyello
i want to ask something, unreal engine its just for programing? im trying to learn basics and i was thinking about this
i have to make ALL my models, from chairs to characters to leaves in a program like blender
and then program then all to give them a function in unreal engine?
generally yes that's how you do it
Unreal is meant for the game part β setting up game things and programming
i see, but there is something that confuses me
i've seen stuff like materials in unreal
why you need materials if you apply them in blender
Because material systems are always program specific
Every 3D tool has their own shaders that are unique to them
i see
@robust shadow cool what type of monitor is it and what the specs of your pc?
OS: Windows 10
Motherboard: MSI Z97 GAMING 5
CPU: Intel Core i7-4790K
GPU: EVGA GeForce GTX 1080 Ti FTW3 Gaming
PSU: Cooler Master V850 - 850w
RAM: 16GB DDR3 1600 MHz Corsair Vengeance
Display: ASUS ROG Swift PG348Q 34" Curved Ultra-Wide
oh nice, im build ing a new gaming pc
the one i built that i am using as of now is this https://i.imgur.com/Yi4SCRp.png
psu is the seasonic 520w 80 plus bronze @robust shadow
nice dude thats awesome
hold up is my eyes seeing clear? you paid that much for a monitor? how long it takes you to save that much money and to drop it on that?
im in the progress of upgrading as well, i've had this 8086k sittin on my desk for months but haven't got a new mobo and ram yet
dat tax return
lolol
oh right lol
that a first time seeing a pc monitor like that and that price. i thought it was a tv, im using a 4k 55inch tv with my pc, sadly my room is small to put a desk in it
thats a house rent right there lol, well im saving up for a macbook pro im getting in the summer
honestly i cant spend that much oney on it cause im not invested into pc gaming full time, im a console gamer at heart but learning how to make my own game
and still learning how to use pc controls lol
I am hoping to have a 3d or even just plane countdown timer sitting in world space... but I can't seem to find where should even start for something like this.
Any hints?
no cluie, im still learning unreal myself and taking virtus tutorial videos
Yeah, I am just getting started and, I really have no clue
I was hoping that I could just use a black and white countdown video as an alpha
Guys where can I show my modeling (is it spelled like that?) and ask for advices and solutions for models -> UE4 problems which are modeling related? (blender 2.79)
What's the best way to setup a github repo for an Unreal project? I'm pretty confident with git, but with unreal and multiple people, i always have trouble with updating assets, map, the logs (even though I ignore the intermediate and saved folders)
can anybody recommend a seamless way of integrating git into a project?
or perhaps a different version control software?
there's a gitignore
ik
untrack ALL the files?
use the command line for best results
i'm just looking for some setup recommendations, and i use bash
I just git init with the git ignore, checked to make sure it was tracking the right folders, and then I was good to go
pushing / pulling from github works perfectly
#source-control might be a better place to ask though
Can anyone answer my question, please?
alright thanks
Hi, if I have a "library" of items (meshes) that can be spawned into a level, and I want to periodically update and add more items to that library, how would a packaged build be updated? Do I need a new packaged build or could I somehow add meshes to a repository folder and they'd be available in the packaged game?
Depends on how you distribute the game
On Steam, you'd generate a new packaged build, and tell Steam to update
require some help in #gameplay-ai
how come a simple material with only a texture sample on it, metal 0 and roughness 0.5 becomes red in the shader complexity view?
is it something else I'm doing in the same level?
emissive materials are the only ones that's green
https://renderhjs.net/fbxbundle/
Found this. It was a lot more useful than I first thought.
i should be able to use a dualshock 4 controller in ue4 out of the box right?
i'm trying to use a ps4 controller but ue4 isn't recognizing it
https://files.lostcoastgamestudios.com/AnxiousMinds/2019/02/2019-02-12_01-29-11.mp4
windows definitely recognizes it and it works on steam
IIRC you need DS4Windows
But if it works in Windows it should work in UE4 after you've configured controls for your game
Yeah im pretty sure if ue4 doesnt support it in the client you gotta use something like what stranger said
not 100% sure though.
Sometimes you need to test your project with a PS4 controller only to find out that the controller won't send inputs! Let's fix that! Link to download: http:...
i would of thought unreal has plug n play support for ds4 since its in there
So how did you map your actions ?
Keys should be in "gamepad"
The touchpad keys here are the keys that only exist on the PS4 pad
What's the recommended way when a 3p character starts riding a vehicle? Changing gamemode? Change player controller?...
Is this good progress for my second day working with UE4?
@sweet elm thanks that worked perfectly
No problem @robust shadow
why is there a black background on my material? https://i.gyazo.com/4474e39d08f16e70d792a1c5d55d521e.png
missing the opacity mask ?
this is how it looks like and i followed the tutorial correctly
this tutorial: https://www.youtube.com/watch?v=Qmb2FrFunME
A simple rain particle system that uses two emitters for both rainfall and ground splash. If you have any questions, get in touch and I'll try to help best I...
Simplest way to write text in the middle of the screen? Tried to get the HUD and then Dar text but it complains because that should happen in a DrawHUD event and I'm doing it in an actor blueprint
I'd suggest using UMG to draw the text instead of manually using the old-style HUD
It's far better at things like scaling based on resolution
Is there any known way of giving UMG Text a glow effect?
So basically a soft fading outline?
Finding tons of questions about it but no one ever answered it and my material skills are nonexisting
For what stands UMG ? π
Unreal Motion Graphics
Ty π

