#ue4-general
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it adds rocks which i cant select int he world editor?
and i cant figure out how to remove them
as they seem to belong to the landscape
Can you move blender files to ue4?
Better yet can you move sfm files to ue4?
Probably just an instanced mesh. Click on that leafy stem icon next to the landscape tool and youβll see the rock
its the material of the landscape @plush yew
nah its definitely material of landscape
Nifty
no idea how to remove them :\
@sullen wraith itβs the Grass Type.
@meager hemlock If your not sure just try it. You can always attempt a drag and drop operation into the Content Browser from your Desktop or something.
Open the material @sullen wraith You'll figure the rest out I think π
Or click on the landscape in teh viewer and check the settings on the right side of the editor and you should have some exposed variables to edit just under material
So looking at 4.22, they redid the mesh drawing. I wonder how big of a perf optimisation hit this will do for our games.
π€
but open the material still I say for sake of learninghow the material is built @sullen wraith
that awkward moment when you upgrade to 4.22 and building light crashes the editor lol
seemingly permanenetly
nothing recompiling the engine and game project cant solve...
Anyone here ever limited a Quaternion on a given Axis relative to a given "center" Quaternion?
E.g. Limiting Camera Pitch based on the Pawn forward Vector.
And this needs to work in all forms of orientation, even if the Pawn is randomly rotated.
I thought about getting both Quaternions and getting the Twist of both around the given Axis.
But I fear that this will break in some rotations. Gravity is not always -z.
The Quaternion of the Pawn can also be relatively different on Roll in given scanarios, so I need to filter this.
Transform the source quat using the center quat, convert to rotator, null the relevant axis, convert and transform back ?
The Rotator approach only works if you are working in World XYZ
Pitch here is not the world relative pitch
The Pawn can sit on a wall and Pitch would suddenly be Yaw
I know that Quaternions can return the Angle between themselves and another Quat
Well, do it with the relative rotator.
// The Axis we are rotating around
const FVector ControlRight = ControlQuat.GetRightVector();
// Quaternion Rotation of the pawn. This is what the camera should be relatively limited to.
const FQuat CurrPawnQuat = GetPawn() ? GetPawn()->GetActorQuat() : FQuat::Identity;
FQuat PawnSwing, PawnTwist;
CurrPawnQuat.ToSwingTwist(ControlRight, PawnSwing, PawnTwist);
// Temporary new Rotation
FQuat TempQuat = AddedRotation * ControlQuat;
FQuat ControlSwing, ControlTwist;
TempQuat.ToSwingTwist(ControlRight, ControlSwing, ControlTwist);
const float AngleControlToPawn = ControlTwist.AngularDistance(PawnTwist);
UE_LOG(LogTemp, Warning, TEXT("AngleControlToPawn: %f"), FMath::RadiansToDegrees(AngleControlToPawn));
Amazingly enough, this seems to work on Floor, 4 Walls and Ceiling.
Now to find the point where it suddenly returns utter non-sense
ControlQuat is basiclaly ControlRotation but as a Quaternion, cause well, GimbalLock etc.
So I get the Rotation of both, Pawn and ControlQuat, around the RightVector of the ControlQuat.
And compare the angle between them
I would have guessed this fails on some walls, cause ToSwingTwist returned wrong stuff yesterday
Then again, yesterday I feeded it the wall normal
On walls that had + or -Y normals, it was returning wrong
https://www.youtube.com/watch?time_continue=8&v=n9KR_V7JUQI is there anyway to achieve this shadowing effect in 3D with unreal?
Any tutorials or links or settings i should know about?
This is the place to show, share, and link to your stuff!
Google line of sight, fog of war
Quite a few different methods
Thank you, that's what i really needed was a proper term to search
What is a good photo realistic nature pack?
Quixel MegaScans
the MAWI packs on the marketplace are good
Does anyone ever go through old youtube tutorial vids and fix the bugs in the script people have that they don't cover over and so you post the fix on the vid?
I never even look at Youtube tutorials when they're new tbh
but this is a common problem with video tutorials - you can't exactly update them for new versions
it's part of the reason I avoid them
i'm using some that are 3 years old but entirely worthy of being used due to the content being pretty good in them, i should start making some vids to update methods and also to help with education into never using tick...
unless you want to be fallout 76 where looking at the ground makes you run faster.
no one wants to be fallout 76, even a garbage dump XD
-buries fallout 76 in the same place they buried the ET game in the 80's to be dug up 20 years later+
yeah, some of them are probably pretty good
some of them may not even be out of date at all despite being 3+ years old, it depends on the video tbh
I still prefer good old fashioned text with pictures though :p
How long have you been using the engine?
a long time, haha
I've been using UE4 since before 4.0
and Unreal Engine since the UE2 days
you're old yo
π
oddly a diabetic friend i know used that for the last time they had a chocolate easter egg without thinking about it first.
things i do in unreal i can't do in other engines
whut
Choo Choo!
all aboard the bugtrain
I test every feature of my game 30 times over if i make changes to it
i heard i need macos to compile macos version
what the
can i just run it on virtual machine and package my game there for macos users?
genius
question is... what gamer uses a mac?
You do need a Mac to compile Mac releases
And according to the MacOS license you can't run it on a VM
So you should buy a Mac to release your game on Mac - you'll need to QA on a Mac anyway
You can also not ship on platforms that make it harder than consoles with 5% of the market
When in doubt, go linux instead, at least their gaming has improved a tonne
Both aren't mutually exclusive but yes, Linux at least doesn't cost anything.
(And is compiled from Windows)
meh
at least linux can run on a mac / chromebook / xbox and anything else
which one?
MAC
The elephant in the room is that Apple doesn't care about PC gaming at all, which makes me skeptical of supporting MacOS
Mac isn't a disaster, just their entire corporate structure and user friendly service is
apple doesn't care about it's users... at all
else they'd make it easier to repair their stuff
Making stuff easy to repair is a compromise with design, which Apple has always put very high in priorities
Doesn't mean they don't care
if an apple certified repair centre even tries to get spare parts in excess they're denied
they need to send back a part to even get a new part, they can't stock anything
Between louis rossman, linus tech tips and my own questioning of repair centres, the info can't be denied.
indeed
VR is the way to explore more so atm, SAO beta being what it is, i can expect a massive upturn in VR sales soon
Also nostos which is awesome
is live++ working fine in 4.22?
That and the build times are the reason I am updating
And also, a question, how do I go about implementing a Blueprint Implementable Event in an interface?
Blueprint Native Events are working fine
Its not detecting the overrided function from the base class (interface) on my actor
Do I also need to put _Implementation for Implementable Events?
totally unrelated
Is it normal for me to be able to take away ups from comments on the marketplace?
one downvote > one up gone
dont make too many up-votes go, could be their last one up > game over > restart
looks good, ship it
camera shouldnt be directly attached to vehicle though.
if that thing falls over, so does camera
haha lock axis
π
i need to play some vehicle games
i havent played one in like 8 yrs
burnout 3?
better to have it attach to a thing thats always level, that moves with vehicle
last car game i played
I usually don't attach cameras at all
do the math manually, you get way better results
Can someone tell me what this error means? "Mesh (geometry have no name) in the fbx is not referenced by any hierarchy node"
@wary wave you dont use springarms?
nope
on anything
because you can get the exact behaviour you want
do you line trace it
trace usually, yeah
that's interesting
manually doing cameras is pretty easy, and since cameras are important it pays off
i dont know why my camera is jittering though, like it's so odd
you're not really far from the origin maybe?
origin 0,0,0?
aye
as in, your actor is not far away from the origin
world
just tested it at origin
i disabled camera changing yaw etc
you can see the vehicle moving left to right
okay, so it probably isn't float precision errors relating to position at least
haha guess that's ruled out
your movement code is just shit I guess :D
these are apart of the landscape materials
i cnat figure out how to remove the rocks
its not apart of foliage.
I seem to recall someone already said it was part of a grass type
yup
had a look through it amber, read what they said, no options. and no more responses in the past 6 hours so thought would ask again
this is LAM right?
how to bring outputlog ?
@leaden dust live++ buggy af
Its nice when it works, but after you hot reload once, which you have to do when you add new classes or such, it doesnt work anymore until "you restart your editor" which it tells you to do, but restarting the editor doesnt do shite
yea you can disable the rocks, ive done it before. yeeeaaars ago though
restarting your pc, etc nothing works
You don't have to hot reload when you add a new class.
no idea how to luos?
Ive run into an issue recently where when I create a new class, it tells me it wont show up unless I build it from visual studio
And no matter, doesnt change the fact that restarting the editor doesnt do anything
You gotta close the Editor and then build from VS, then you can open your editor again.
Yeah okay thats fair, but whats done is done
@sullen wraith think in the foliage panel
I dont have a LAM project atm so cant check
cant use live++
Are you saying your project is corrupted?
No no
Hot Reload is just for changes in the .cpp.
I suspect if you change headers you will need to restart?
But restarting the editor doesnt do anything
this message never leaves
so I cant use live++
Im not the only one running into this issue
we talked about it a bit here yesterday
@thorny cipher that sort of jagged movement is what happens when code is looping, i had the same issue today and it's a stutter effect of the code updating repeatedly in fast succession i've found
the nubers after r.HighResScreenshotDelay , what are they representing?
its not seconds and not frames i think
what is it?
@plush yew could explain why it only happens sometimes
have you found any correlations with specific functions or anything? @plush yew
i wonder if changing the tick group would help
hi i wanna know how can i make aoe ability with gameplay ability
can I get everyones opinion on camera position
This week have been working on inventory, item highlighting, HUD, and new fighting animations and controls.
video was for other reasons
but im trying to figure out best position for the camera
Is there any good tutorial for blender -> Unreal workflow?
I can find a lot about unity but none for unreal
The export process is pretty simple - export to FBX from Blender, import FBX in UE4, import your textures in UE4, create material.
I heard there is tons of mesh issues, is that that simple as u said?
Well the specific of Blender + UE4 are that simple, it works out of the box with no plugin on either side. Designing 3D meshes for games does come with plenty of knowledge but that's not UE4 or Blender specific
Basically don't abuse the triangle count, unwrap your meshes.
Thank you
Hey guys can someone link me to a good tutorial for rigging 3d models?
Which 3d software ur using
does anyone know how to do a kind of ragdoll crushing thing, I can make gibbing events fine but I don't have a way for them to gib from being crushed
for example moving walls
how would it do that
Well actually never mind , I thought I finally found the 3d model that is suitable for my niche but it's not available for download...
as in I'm not trying to ask how to make the moving walls just how to make them effective
So I got two Quaternions. Both only share that their ForwardVector is in the same Plane.
Means if you dot-product etc. the forward vectors, you get a nice angle between them.
Now one of them is sort of fixed (Pawn). The other one is rotating in a way that the angle changes (Camera).
In a Rotator (Up = 0,0,1) scenario, you could see this as a camera pitch.
Now the problem: I want to limit the Camera Quaternion based on the angle between the two Quaternation ForwardVectors.
I can easily get the angle, but I have no idea how to sorta limit the quaternion when adding to it.
E.g. I add rotation around the right vector and check if the new resulting quaternion violates the "pitch" (it's not pitch) max/min.
If not, I just add the rotation change, if yes I need to somehow set it to the limit.
Similar to "if(Pitch > 45) Pitch = 45"
However I struggle to see how I can apply something like this to a quaternion that could be representing a rotation of a pawn sitting on a wall (then Pitch isn't a thing anymore).
Hey everyone, I am new to UE4, I downloaded the 4.22 version, I can seem to find tutorials that aren't from 4-5 years ago. I would like my first project to be a kart racing game, I've been searching high and low for days about the physics, suspension, acceleration, breaks, etc. I can't seem to find anything helpful and its making me depressed lol.
Your Character Mesh accepts decals
Go to the component and deactivate it
@analog umbra Tutorials are more or less still valid. Not 4-5 years ago ones (regarding the editor) but 1-2 years ago ones should be fine
A Tutorial just for a cart racer might be niche enough to not exist
There are some resource that could get you started though
Like the racing game that Epic provides
@sullen wraith you gotta turn off receives decals
I wish they'd made an option in the decals themselves to disable certain types to affect
cheers guys aha π
i was like wtf is happening
question
is 2d sidescrollers, whats the best way to manage time? if time changes
in the player? in the level?
at certain time different events fire
What does Time have to do with a 2D Sidescroller?
Time can be handled via Timers for example
was just using it as an example, i imagine it could be different for large open worlds and stuff π
@analog umbra https://i.imgur.com/ePGdVtQ.jpg
If you go into the EGS
And go to the Unreal ENgine tab on the left
And then to the learn tab at the top
Then scroll down a lot
You can find the vehicle game
It's open source and might get you started
would best way to make an animated clock to simply divide its full rotation 360, by 60? and every second it rotates by that division?
Hello, guys!
There're a text written in the Landscape tutorial:
But I don't have any 'Engine Content' folder in my Content Browser. What am I doing wrong?
@regal mulch Thank you π
quick one all, is there a way to tick every one second in a blueprint?
change the tick rate on the blueprint or set up a timer for 1 second? it's not going to be 100% accurate but close enough
@regal mulch what would you suggest would be best to work on first? the mechanics of the game or the assets (the terrain etc)
well its the right theory but that won't work lol
hello everyone does anyone know whether you can use iPhone XS with ue4 ARKit?
you would use the set timer by event or function and then hook up the event, a new separate function or event, you want to fire every second. set it to loop if you want it to loop. save the output from the set timer node if you ever want to stop it later.
but if you just want to change the tick itself then change the tick on the blueprint itself from 0 to your second
hello ppl, I have a question regarding collisions: Has anyone ever had the problem that you check "Player collision" in your viewport and all you see is flickering?
For some reason building is really slow for me in 4.22
so that would pretty much work then mathew?
with tick on 1 second?
as a basic clock kinda thing
Timer with a new event
Create a custom event, pass it to set timer, do your stuff on event
whats the need for timer with a new event? if this is executing on tick?
You don't need or want it to be on tick, this is what timers are for !
It's much simpler, cleaner, and faster
FQuat Unrotated = ControlQuat * PawnQuat.Inverse();
Shouldn't this give me the Delta between Control and Pawn Quat?
Cause either it doesn't or I understand it wrong
anyone else has it when they update a project to 4.22? and what's it mean anyway?
@sullen wraith if using a timer, start it in the begin play not the tick or it will keep making it. so change the event tick to event begin play
Hey has anyone tried the Multi User Session thing with 4.22?
Does increasing the amount of LODs keeping the same material increase drawcalls?
LODs are replacing the original mesh. Unless your LOD has more materials : no
Hey guys will this course teach me how to make my rpg multiplayer as in saving the character stats and stuff like loading them as they log in? https://www.udemy.com/unrealengine-cpp/
im trying to change the value of the player hud?
however
i dont know how to "find"
the hud?
if that makes sense
if this is the HUD class that is part of the engine, then you would Get Hud and then cast to your specific version of it. If this is a HUD you created, like a UMG widget, you need to save a reference to that object when you create it and then you can get it later wherever it is at
Someone help me pls when i try to save the game it says
The asset '/Game/VRGunToolkit/Maps/Field_BuiltData' (Field_BuiltData.uasset) failed to save.
Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.
How do i fix this?
check you haven't got two instances running?
i dont know what you mean
how can i do double lots of text?
ie have "cups"
or something
infrtont of the value
cups 1
example
how do I make actors transfer momentum upon one colliding with another instead of coming to a complete halt like they currently are?
Look for the Format Text node @sullen wraith , it might do what you want
hello, I have created a map, I wanted to play mode with 3rd person BP, how can I do that? I have add new feature or content pack, and selected the 3rd person blueprint. It's already in my content browser, but what should I do so that when I hit play mode, it turns to 3rd person BP
as in, I want to make an enemy that knocks my character off the stage, but currently when he leaps on them he just comes to a stop without pushing the pawn away from him
it did work when I managed to get the round, top part of his collision to hit, but obviously that isnt optimal and need it to work horiziontally
@versed siren i would just add an impulse to the actor you want to move. Trying to do very specific things with physics is tricky
Some times it will act differently, or you'll have to do a lot to stop it from doing what you don't want
so you're saying I add a trigger that activates movement when it senses contact with the other pawn?
on the same vein is there a way to create an elipsoid collision instead of the default capsule shape?
What is it for?
ah, found it.
Reason I ask is if it's for the player and npc/ai it will be prone to bugs
Unless the world is free of complicated shapes
me?
Yeah
it's just a very simple platforming demo for class
Ah cool
enemy sees player, enemy launches at player, if it hits player goes flying
Cool sounds good. And yeah add impulse. One tip is add a huge/high number for impulse to make sure it's working
Then dial it back
Like 100000
will the impulse work for both + and - x depending on which direction the player gets hit from?
You will need to get and set direction
alright
heyy, is anyone willing to help a beginner here? i have quite a questions aha
@thorny stream are you asking to ask a question?
basically yes
Don't. Just go ahead and ask your questions. π
If someone is available and willing to help, they will.
when i save my game this Error Message Appears
The asset '/Game/VRGunToolkit/Maps/Field_BuiltData' (Field_BuiltData.uasset) failed to save.
Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.
How do i fix this?
someone suggested you make sure you don't have 2 editors open, do you have 2 editors open?
no
usually that is what causes the issue π¦
since it is just build data you should be ok to skip it and it will rebuilt it later as needed
maybe shut it all down and reopen it and try again
I did that but still not working
maybe restart the PC to make sure an editor not loaded?
did that too
so you open up the project, do nothing to the map and try and save it and get that error?
It saves but when i build the level and then save the Error comes up
try making a copy of the level and opening it up instead and building then saving. If it's still messed up maybe there is a permission error or something where you have the folder.
but if you do this from a fresh restart π¦
@humble crow what's the best way to let it know it's time to activate the impulse?
@sleek spear unreal has RTX which is faster
its also a simpler pathtracing model (you can see the change in lighting, it bounces more on cycles)
rightt, ok so im making a point and click adventure game and theres going to be alot of objects which you can interact with (like life is strange, each object has different descriptions/names/interactions), whats the best way to handle this? creating a blueprint for every object?
blueprint for each object as a parent/base. You can expose variables you need changed like meshes and descriptions etc. You can use a blueprint interface to handle the generic "interact" event on each item that can be interacted with.
you can either make a single BP with settings you change from a list (like a list of meshes) when you put it in the scene or you can just make the one master BP and make children of it for each item you want. the 2nd options is probably cleaner as its 1 object per item you want and they can be re used if they are similar (like a BP_Vase where the vase mesh is used but each one in the world has different description)
Hi guys I have a question. Does the new version of UE4 get rid of the Sprite system?
Paper2D or the Sprite Object? both should be in 4.22
How do you do the one master BP and make children of it? is that like instances?/
yes
HEY BONVUOURERE
you can make a blueprint in your content browser, call it like BP_Item and set it up to have what you want like the static mesh and text.
then you can right click it to make a child from it and this will have all the parents settings but you can change them to be exactly what you want for that specific child.
then you put those children in the scene how you want them and repeat
so now I have a death collision, but how do I make a pawn sense it's touching the collision and should die?
when the collision happens you have an event that will fire, that event can then talk to whatever it hits and tell it to do something
how do I make it talk?
the collision event from the collider should have an actor output node that will be the item colliding, which I assume is your pawn, and you can then just destroy actor if that is all you want to do or if you need to run an event/function on it you can cast to your pawns class and then tell it what to do https://youtu.be/EM_HYqQdToE is a video covering blueprint communication
Evening everyone, quick question π How can I apply a custom HUD created in PS and apply it to my game?
I ofcourse have the standard screen where stuff appears, but what do I have to do in order for my custom HUD to appear there?
@frank escarp yes i know, though you can set bounces and other stuff in unreal pathtracing
split it apart into individual UI elements as needed, png or jpg or targa, and then use the image widget to add them to your canvas panel
UE4 does not support PSD files natively so they need to be in a supported format.
I do have it as a PNG, but I was almost thinking of importing the whole thing (Its just a base skeleton) and then add whatever needed on top of it, boxes and so on
thats fine, use the image widget and set that texture as the image. drag/drop or import the png into the content browser in UE4 to turn it into a texture
Why when i play my game its showing the right eye and the left i just want one view
if the texture is meant to be like an overlay or entire window UI you can center the image and set it to stretch to the viewport edges
It gives me this error for whatever reason when I try to import it
And yes, its meant to fit a 1920x1080 window
what is the name of the file you are importing?
and this is just with a drag/drop from windows into the content browser? or I guess an import, same result heh
I saved the image directly into my project folder
oh, yeah you can't do that
than imported it in
you don't keep source assets in the UE4 project, only imported assets that UE4 processes and converts
Ohhhh Right I see
@grim ore it's working thanks
yeah UE4 converts all of the stuff that imports into it's own format which means no source files in the folder which is a pain for keeping those for source control later or sharing π¦
hmm so this is how i set up my hovering object system, it doesnt detect the object when i change it to a blueprint
h
it's tinted or it's not set as a ui texture on import perhaps?
Was it a box or something before, a basic static mesh, and now its a blueprint actor or something similar? @thorny stream
a basic static mesh, now its a blueprint StaticMesh
my first guess would be is your get hit result even finding the object now with that object type filter
Hmm even stranger is that my PS file is corrupted and I cant reopen it
ooh i got it, I didnt set the staticmesh, I set it inside the bp editor
ah
use whatever works for you and fits your needs. If another engine is working better for you then use it. You can't finish anything if you can't finish it. If you have ran out of ideas for why you are having issues with UE4 on your machine and can't fix it then it is what it is
:P Sorry Mathew. Person left.
evoking nazism in a username is a huge no-no
technically it was backwards which is why I ignored it
yeah but his name was goring
Welp, "GΓΆring" though
Yeah
there was no question he was evoking that
I have no idea what that is, I barely read names its why I rarely @ lol
I gotcha tho, naughty person
ah ha
"Carl Theodor GΓΆring (Goering) was a German professor, philosopher and chess master. " "Franz GΓΆring (born 22 October 1984) is a German cross country skier" Actually it can be this person actual family name...
Hermann Wilhelm GΓΆring (or Goering;[a] German: [ΛΙ‘ΓΈΛΚΙͺΕ] (About this soundlisten); 12 January 1893 β 15 October 1946) was a German political and military leader as well as one of the most powerful figures in the Nazi Party (NSDAP) that ruled Germany from 1933 to 1945.
(: Way more likely
I'm getting real fed up with this engine
LogShaderCompilers: Error: Couldn't launch D:/UE4/UE4/UnrealEngine-4.22/Engine/Binaries/Win64/ShaderCompileWorker.exe! Make sure you build ShaderCompileWorker.
its in THE FUCKING LOCATION RECOMPILED 50 TIMES
but is it really there?
yours shows a UAC icon, is it possible it won't run due to that?
does the UAC prompt pop up on screen if you try and run it right now?
Nope
people get a ban for using a german name?
ahh
darn π¦ and it does run right? maybe its the folder length but I doubt it. i didnt see any spaces or anything
well then deserved ban
and using a nazi figure as the name between the swastikas
Nothing is long, its all under like 25 character
Yeah it runs fine, I can compile shaders just fine in-editor
but cooking for a platform, it refuses to locate it
I need some help
damn I can say I have never had that issue and I've been compiling with 4.22 source all day π¦
Okay i have two chapters loaded but when i go to chapter 2 after the cutscene is done my character wont move
did you disable the players controls at any point?
No i did not it works fine in the in the editor
so it works fine in the editor but packaged it wont move?
When i press play on the other the other level and press chapter 2 when the cutscene is done it does not move for some reason only on the level it on works
Yes in the editor
gotcha and level 1 plays the sequence fine but level 2 it plays then you cant control the player?
Yup
ok is your player in level 2 in the level when the level loads? and if so did you set it to auto possess player 0?
Auto posses?
in the defails panel for your character, assuming your character is in the level when the level starts, under Pawn is Auto Possess Player (Disabled to start).
if you used the default map when you started it has a player in the world already and its set up to auto possess (Player 0) so you might not have had this issue
It says its disabled
yep set it to Player 0
and when the level loads your player controller will possess that character at the start automatically just like I assume your level 1 is set up
this is one of those "issues" that the default templates should really fix lol
Wierd it didn't work
you changed it on the character that was in the level?
Yes i changed to in the level and went to my menu map and went to chapter 2 then after the cutscene ended its still standing in place not moving and im in first person
It works fine for chapter 1
π¦
Maybe the sequence cause im using a Camara
do you change your default pawn to the camera at some point?
like possessing it for the sequence
I only have one camera its for the cutscene
see if its the sequencer first, don't play the sequence or disable it and load up level 2
But the cutscene is for the start of level 2 casue i have to were the character is waking up
blueprint or c++ to make an mmorpg?
I gotcha but if you disable the sequence to test you can see if the player can be controlled like you expected. If you can move it then the sequencer is stopping it, if it cannot then you have to figure out the other reason and the sequence is not the issue
How would i disable so i can move around after the cutscene
@grim ore have you been running with Live Coding enabled yet?
Its using the camera actor with transform
@kindred viper I tried it for a bit but nothing big, I really never liked hot reload as a concept lol
@icy mulch but the sequence itself has to play somehow. Is the sequence in your level with auto play turned on?
No its not turned on auto play
well its a bit more than that but yeah I've had my issues with hot reloading. There is a lot more under the hood in this though. Definitely needs a video on the options and setup that makes it super useful. hint hint :p
Another question i have is, if i make the game as an rpg, based on one player, with stats level etc, later on will it be hard to implement the multiplayer feature? or will it be easier to start it out as a multiplayer from the start.
@icy mulch I am trying to figure out how your sequence is playing in your level so you can disable it. you had to have set it up
its the rule of all multiplayer development
Problem is , i can do some game development but i'm clueless when it comes to multiplayer, anyone have any tutorials i can start with or something?
Its already setup its just after the cutscene is done i cant move but when im on level 2 it works but not when go to main menu
check out Cedric's multuplayer compendium for starters. You should be able to figure it out from that alone. but if you need more, try a Udemy course
which one would u recommend?
just remember. Multiplayer coding isn't hard. It's just a concept that you follow as you code. The hardest part is getting to grips with what info you are replicating.
I don't really know which to recommend. I never used them myself
So basically every new feature i add i have to make sure it's available multiplayer? like that sort of thing
if its required yeah
Is there a video version of cedric?
cmon now thats just lazy
I learn visually better, i guess that's why i focus on blueprints more haha
MP isn't going to be a lot of visual and video
What I really want to have is probably not covered in the tutorial.
I get yer... Im more visual too. But the compendium is more of a concept cheatsheet than a tutorial per se. Just a quick browse of the first 10 pages will probably make you understand what you need to do
I would describe multiplayer support as relentless - nothing will ever work on the first attempt, will always take lots of iteration and gritty, dedicated, additional stuff "just" to get MP to work. Like a single feature could take 10 lines of code, and the MP version would take 50 and much more complex.
you want to make that?
yes
you are mad lol. Thats server tech stuff.
that will give me full control
he is selling that, but it's based off his website, so u dont really have full control of it
so like u go on his website, login as developer and manage ur game like that
and something like that is a must i'd say for a mmorpg
oh right. I thought you meant coding the server stuff
Hard to explain something i have no experience in but I want to have a system, like run the server on cmd and have a seperate program to manage accounts and servers stuff like that
yeah you are walking into a world of shit here mate :p
I mean, its not hard, once you know. but the learning process is quite steep
Usual warning that it's easier to build a satellite than a MMO
well but my mmorpg
will be like runescape, top down
top down view point and click
tab-target system
but with better graphics
To give u better example would be Lost Ark, if u ever heard of it
Just saying you'll have an easier time putting something in space
I have done setups for multiplayer projects that takes 2 days tops to get a server, lobby, UI, login system active and running. But running a game with it all, and making sure I have covered all the bases, thats where the trouble starts. The basics though you can learn quick
If you have no networking experience making a networking multiplayer game will be infinitely harder than you can possibly imagine
I was hoping to get the game out first as rpg, and work towards making it multiplayer :/
change of plans i guess, need to start learning networking
look at the development of stardew valley and when it decided to switch over to multiplayer and take a look at how long it took to convert it from a single player game to multiplayer
Also i want the game to be like split into world servers, so like for now maybe like 100-200 players in the game instance per server
or.... just make a simple version and try get funded and employees to help you. Because no man is an island and this is one of those cases that defines the saying
I have friends who have experience in 3d model, animation and vfx so that part is covered .
Easy multiplayer (cooperative, 5-6 players, using Steam) is like 5x more programming work than single player ; competitive MP is 10x harder, MMO stuff is 100x harder
Harder = time spent
At least start with a play-with-friends co-op game with 4 players, single-player mode
Take a minute and write down your process for having 2 people in the game in the same spot and 1 person changes the color of their body.
What about a matchmaking elo-based arena 1v1 type of mmo?
Woof. So many buzzwords
start with the Shootout multiplayer demo in the launcher really. It's as simple as you get and its done the right way
Competitive = need dedicated servers, source build of the engine, anti-cheat on the player's machine
doesnt need anti-cheat as no anti-cheat actually works :p
And a chat system
Subtext being don't do competitive as your first game
not to mention platform interoperability if you want to go that route
Chat is 1h of work, anticheat is 50% of all your development time
Man I visited the jury box so much in ArcheAge
anticheat is like all the security procedures?
I've been judged many times. I have wrinkles on my charge sheet
is there no like external software u can use to secrue ur game?
like those anti cheat guards i see from different games
anti-cheat in Unreal engine is about as useful as a chocolate teapot. Its open source and the kids hacking it today are bleeding androids.
Anti-cheat is the countless amount of time spent chasing the latest cheat software in your game
yeah that too. it costs so much in development terms
best just to scan, log, group ban once a month or week or something
then deal with the false positives :p
btw if i wanted a nice combat system in my game, lets just say a shitter version of league of legends, how long would that take?
not too long. there is a top down example in UE4
Just to be real here, I'm on my third game project, decade of Unreal experience, professional C++ dev, and I'm scared shitless of competitive MP. Anything is easier than that, except MMOs which are straight impossible
UE4 can let you do really great games alone
But pick your battles
Anything that is not multiplayer disinterests me sadly
I dont think I ever played a single player game in my life
if you pay me enough, im not scared of anything except the wrath of God. And I don't buy into his story so....
what part of competitve MP scares u? the anti-cheat?
runescape was made by 2 ppl
runescape was made when coders actually coded stuff
Great, go make runescape.
I was gonna
Hey guys, has anyone got a bit of time spare to try and help me out with Saving + leaderboards?
look at path of exile. written from scratch. probably the most complicated game ever made in terms of development and user interactivity lol
i wouldnt group runescape to the generic mmorpg's so it might be easier to make than u think
essentially its all about scaling. You can make a multiplayer game with 2 people, that just lets them chat. Its still the same concepts as a large scale game, but without the issues that come with scale.
I just wanna get a list of tutorials i need to get through before I can finally work towards my main goal competitive MP or mmorpg
well you gotta have goals as I like to say. If you want it badly enough, you will do it !
true but with my idea in mind, the scaling will just be 100 tops for now, as server limit 100 and i'll have multiple servers?
Can I have a teacher please? Lol
you know 100 people on a server doing nothing has its issues. But its more than possible
multiple servers comes from your hosting really. AWS has a decent setup for dynamic server spawning and such. But thats a science in itself.
The only problem i have now is that i need to start my rpg as MP and not the other way around. Fuck, I guess i really need to learn networking..
@high ore At least try doing a multiplayer clone of Pong and have it played with a friend over the Internet. Should take you a week
not even that
lol with the course on udemy i'd get a MP stealth game going, according to the course content
I can't stress how much some stuff is literally impossible in MP
The hardest part to me about making a multiplayer game is replicating everything to the server lol
Like actually not doable
Not doable by one person u mean?
But game doesnt have to be perfect , gradual improvement over time, ppl wud still play if it's full of bugs as long at there's content to amuse them
Even with out the cutscene my character is not moving
No, I do mean undoable no matter the team
hah spoken like a true Corporate Game Dev
"they will still play it with bugs"
im gonna get a tshirt printed out with that on it
Stuff like "competitive game with physics" is "doable" if buying a million-dollar Havok license with a corporate deal counts
Physics D:
hopefully the new physics engine will make life easier in that regard
do we have any idea when that might land yet?
Fuck physics
4.23
Idk why it would be so hard to get a competitive game working. If you understand how replication works, you should be able to pretty much make anything you want in multiplayer
@wary wave 4.23 for destruction
the plugins are already in for Chaos tho
My game is fantasy theme so i can bend those physics a bit
cheers
for just destruction it's something I guess, but I'm more interested in a more 'complete' solution, hehe
@steel briar Making it work and making it work in competitive are not the same thing
@steel briar yeah that makes sense. until you realise milliseconds matter
Competitive = massive cheating resistance needed, massive performance needed, massive community needed
Just all the things indies struggle with
What exactly do u mean by compettitve? esports or just fight between players?
Competitive = PVP
a small team and 5 million dollars
I really started to hate this engine, unity3d has a lot better magic attack vfx
yeah a small team of people who worked like slaves to get the product out :p
and blueprints is not a transferable skill
Yeah, but it is possible lol
Spellbreak doesn't have much in the way of physics, does it?
Yeah, but you don't really need physics for most games
seemed to me like a straight up deathmatch style game (albeit novel)
@steel briar Here's the team for that game : https://static1.squarespace.com/static/5a4a8093d7bdce7948030b31/t/5a68f390e4966b342c2a0376/1516827746051/proletariat-team-2017.jpg - sure it's "small"
@high ore dont worry about blueprints. To do what you need, you are gonna be learning a lot of C++ :p
π€·
Hey guys! Does anyone know if the UE4 forum have some pre-moderation? I've started a topic and it's available by a direct link, but not visible on the forum itself...
Those ppl sure look like they can code
yeah, that's like 30 people - you're into the millions of dollars territory there
likely tens of millions, rather than 5
Hey does anyone know why my character wont move when i click on the next chapter
depending on dev timeline anyway
I have a budget of -Β£100 today as I missed filing my tax return :p
I purchased some templates to help
definitely easier
Well, mmorpgs exist on phones, then no way in hell can they not be doable on pc
But I don't know fuckall about mobile π
its like pc development but with someone throwing turds at you at every corner
Hello
@high ore My usual argument for "MMOs can't work on PC as an indie" is how the average indie on Steam has 100 lifetime sales, averaging out to 1 online player
@cloud cobalt i need help
i know i'm calling it mmorpg as in massive multiplayer, but i dont expect it to have over 200 players online at a time, unless it really gets out of hand etc.
Friends combined equal more than that haha
your friends wont like you if you make them play it
Friends spent 2 years making their game as a company and got 50 lifetime sales on their life project
Half of it review keys
Multiplayer is complicated, end of story π
Making sales is easiest with those hypercasual mobile games..
Mobile is the hardest market to go into actually
saturation is king
Well most of them are free anways, but taking about ad-revenue and in game purchase sales
Hello
yeah true it's oversaturated now
@icy mulch Ask your question in much more detail including what doesn't work, what you want to do, etc
I knew a mobile developer who worked on an app for two years, then quit because of lack of sales. I felt bad for her. Its just a risk you take
I think a better option for me would be to join a company that makes mmorpgs
guess i'm flying to china haha
When i go to main menu level and click on chapter 2 my character does not move but does on chapter 1 @cloud cobalt
@high ore just learn everything about it. Master it even. Make it become part of you. Then maybe one of these companies will hire you.
@high ore Better option is - make a game that works in single-player, but is meant to be played with friends.
co-op?
If it's friends, PVP is fine
If you cheat people will just stop playing with you
@icy mulch Sounds like your second level isn't well set up
Being honest i could do something like this: make a rpg like skyrim, get sales/cash, then make a mmorpg version of it by reusing assets?
@cloud cobalt how do i fix it
@high ore You can't do anything like Skyrim or ESO at all
I'm not spending the day here but - seriously do a multiplayer pong first π
@high ore theoretically you can do it if you can work on the project for fulltime for several years, spend money to hire contractors and make some decent technical quality stuff (code and art, mostly)
you could conceptualise a game that takes small parts of the bigger picture and lets you learn those as you go. Like you said a runescape game, maybe make a single player level that is like that first
@high ore also you can't just convert a single player game to a multiplayer, especially to an mmorpg. It'll be a whole different and larger scope.
What i mean is redo the game as a mmorpg version but reuse the assets
You cant say never look at project Gorgon
That motivates me
@high ore I personally know a guy who's currently working on his own MMORPG and it's mostly ready in terms of the main mechanics.
@wary wave ^
is it mostly ready in terms of the MMO?
because that's the part that's the problem
just getting the MMO part of the equation running costs money, right out of the gate
I'll do an rpg first while working on learning the concepts behind multiplayer at the side
I'm still young I have time
@wary wave in terms of the MMO mechanics, yes, what I mean is he does not yet have a lot of content/maps/levels, but the multiplayer part is ready and can serve at least several hundreds of players on a home-level PC as a server
Here @cloud cobalt so how do i fix it
first you get rich then you make mmo
@high ore Please just spend a week doing MP pong - without following some Youtube video to the letter, seriously
making an MMO is getting easier tbh. You can buy ready made code to make simple frameworks, but the thing is, until you get those servers filled, and active, you have no idea what is going to happen. It could crash, might not be able to login, servers might not be feeding data back in time, or at all due to lost packets. Could be that the whole thing just shits a brick and falls over. Could be that 10 people notice you in the sea of free MMO games and your servers are fine tho :p
I've hosted a runescape private server before, and the cost of running it was simply the vps cost.
@icy mulch How could I know ? I'm not building the game and know next to nothing about any of this.
runescape private server that costs nothing to run tho.
uh
try adding some tech that needs licensing
@high ore look at the @cloud cobalt advice β it's completely make sense.
hey folks, no specific warnings but don't attack people
It works fine in the editor
even if they want to make a mmo
are we attacking him?
On the map
some of y'all are getting close to the line
What the hell ?
Haha
I turn the negativity into posititvity, i'll be sure to link my project to them someday.
I'm going to make an MMO as well btw. But after my current single-player project
also, mmos are very hard
Alright, look, I'm done here, this isn't doing anything good.
@high ore btw do you have a blog or something to subscribe?
Unfortunately nah
I read that unreal engine's inbuilt multiplayer system isn't that great, maybe that's why u are all complaining that MP is hard?
no its that you asked about turning a single player game into a multiplayer game and we instantly knew you didn't know enough yet. we advised you correctly. the MP is actually really cool. You will enjoy it
basically, imagine writing a fast and responsive game when it takes 100+ms for a button press to register
I have basically been making multiplayer games my entire life... it's really hard
@high ore if talking seriously, there is no ready solution for an MMO-like game.
Not ue4, not any other engines. You can use them to make the client part, yes. But server and client-server communications you'll have to implement by your own from the scratch if you're serious
SpatialOS is cool tech, but it's still really hard to make a game on it
(they are working on that though)
I was tempted to look into that for a while but priorities left me in single player mode
that link i sent, not sure but I thought that was the server and client communcation
Hero engine but....
its on my list tho
@snow crown I've heard SpatialOS is not really working good in fact though didn't had any personal experience with it
it has it's issues
I haven't experimented with it in ~2 years now
so my experience is very out of date
but it's classic "it works, but..."
spatial OS mostly takes care of replicating actors/properties across servers
is python useful for MP?
stuff like multicasts, server logic, etc is still HAAARD
python is useful for editor mods. But its still experimental (or just recently out of that status)
@high ore you can use python for a game server. Though probably it will not be fast enough to make a decent MMO.
Oh my God language why would you call python a tool he's a cool guy
including their servers
python backend yikes
Eve Online have a great and large team and it's a kind of exception in the world of MMOs in many points π (in a good sense)
they just have a really powerful hardware cluster to get around the bigger drawbacks of python
aren't they using stackless python?
and, yeah
^
wanna rename a function? too bad lol
i wouldn't call it insane
typeless vars?
it is
the debug tools of CCP are amazing
the thing I noticed first when started learning it after c++
cause you need to have a certain level of insanity to make a mmo in the first place lol
Forget i asked about python.
mostly becouse python and other dynamic typing lenguages suck extremelly hard in any big project
but like
Any multiplayer stuff I've ever worked on I did it in node because why the hell not. Works great with ue4 using sockets or rest
@high ore have you ever made a game?
if you dont have a compile step, there are entire class of bugs that will happen at runtime instead
In unity3d
@wraith bridge thats cheating man....
so you better peper the entire thing with super strict test based development
and a few unfinished ones in ue4
python will crash at runtime if there is a "compiler error"
like a function having the wrong parameters or name
my advice @high ore, and this comes from someone who does want to eventually make a mmo, is to make (and ship) a smaller scale multiplayer game first
Out of the box unreal engine 4 is way better than unity for networking support so you have that at least
if you dont have your entire codebase under extremelly strict testing, you WILL crash at runtime
or hell, do something ambitious
actionscript 2.0 had typeless vars. There is a certain power that comes with that, and in turn, a certain responsibility
but foucs on classic networking first
@high ore ah that's the point... An "unfinished" game is usually not more than a prototype if not worse. The point is to make a complete game to the end. It's the hardest part π
I did a 100 player game
I love how we're getting warned over personal attacks but mods will now use the word "insanity". Since that's the second time today I'm warned by mods here, can we have some guidance over what's considered personal attacks ?
stranger i wasn't talking about you
Would u call this a smaller scale? Lobby based arena 1v1 competitive MP based on elo system? And for simplicity just say it's a sword fighting game with no fantasy skills etc
hope it wasnt me. I wasn't attacking him. I thought I was being quite nice π¦
you were getting close π
Also idk if this is true but ppl say make game prototypes in blueprints and redo in c++π€
I really wasn't. But if its your opinion that I was, I can live with that because this aint my house.
well, i also didn't warn you
just so you know tho... im not here to wind people up or cause trouble
@high ore depends on what's faster for you. Prototypes should be built fast and dirty to check some specific idea, nothing more
i noticed the conversation was getting a little heated (in my opinion) and I said that to simmer it down
its all good. moderation is required
@high ore a 1v1 is a good start
personally, I want to do something that is planetside like
so one project i worked on was similar to battlefield
I've always preferred the Battlefield scale than Planetside tbh
So could i try this? make and finish an rpg, export its combat system into a different project and attempt at making a 1v1 MP?
sure
you'd have to rewrite 90% of the game from scratch though
but, as I've personally found, writing code for single player then porting it to multiplayer is harder than just starting with MP
too bad unreal kiiiinda sucks for that kind of thing
Im not sure whether exporting the combat system will be easier than just starting over
retrofitting a game for MP is harder in my opinion
Squad had inmense performance issues, and PUBG also does
you have no idea vblanco
do what people here suggested. look at the multiplayer shootout game and when you understand how it works then you can decide what to do for your mmo/sp game
that is the game I worked on π
about "game scale": I was started a small single-player game with simple visuals and simple gameplay... as I thought... It was about 2 years ago, and the last year I working on the game for fulltime. And it's still faaar from completion...
if you want to have something with more than 20 players or so, you better start coding the player character from scratch + have insane architectural stuff
like
What i mean is, the mp part is just for learning purposes not a shippable project, just take the combat out of the rpg and make changes so that it can be applied to MP 1v1 game
blueprints 100% absolutely banned
i disagree with both
and the C++ code not even using the normal component stuff but your own
πΏ
primary cause of server performance issues in mp is relevancy checking
I think the mmo should be 100% BP because it's more fun than C++ π
also, they fixed that with the replication graph
well, if you don't optimize your character stuff then yeah that's primary
Relevancy checking as the primary cause of server performance issues 0_o
and, yeah, repgraph is a good solution
I'm thinking of dropping blueprints all together and use it when necessary. This way i'll have c++ as a transferrable skill for other stuff.
in pubg server hit #1 is just the replication code itself, the one that checks for changed variables and such
and I haven't worked on squad for like 2 years, so stuff I talk about is my experience from a while ago
yeah, that's what I mean
yep definitely don't use Blueprints at all in UE4, it's a crutch and you should do it all in C++.
we have tons of components and tons of characters, so just iterating through all checking variables is spot 1 most expensive
yes
we should compare notes sometime
last thing i did is straight up nuke Overlaps
i saw similar stuff
and replace it with my own collusion system
comparing vars and checking if things should be replicated
I actually think SpatialOS is a good fix there to be honest
i benched that unreal engine was updating the locations of every character hitbox
3 times
per frame
per character
because they do that stuff, just not on the dedicated server box
Time to relearn everything from scratch using c++ I guess
you literally push all updates, regardless of whether or not they should be pushed or not
btw, this is a hit you can see in shootergame pretty quick
to Spatial
and then Spatial figures out if the client should recieve them
hmm
also, I disagree with no blueprint
I generally do about 80% C++ 20% blueprint
blueprint should be responses to events and stuff
blueprint tick should be 100% banned tho
yes
blueprints for widgets maybe?
fuck blueprint tick
i benched it @snow crown
widgets are a middle ground
btw, this is EMPTY ticks
and saw something similar
doing literally nothing
this coversation about the networking issues is something that should be posted somewhere as a "So you want to make an MMO in UE4, do this stuff" post π
but like, if you respond to events or do something like the ability system
blueprint is fine
the trick to blueprint is to use it as rarely as you can
and only for "content"
or should've been in the multiplayer channel
the problem with BP in a big project is source control
what you guys think about Go?
stuff that doesn't make sense in C++
you cant merge BPs
yeah
no.. noo.. blueprints are evil. everyone says that it must be true. UMG must be done in C++ it's the only way, same with animation setup.
in big projects its quite bad
there is a bp merge tool
but it's pretty bad
and you have to launch the editor to use it
but blueprints are a big time saver.
I kinda wish you could launch a really lightweight standalone blueprint graph as a merge tool
and hook that up to source control
It's way bigger of a timesaver to do a lot of core logic in C++
yeah, what blackfox said
it speeds up C++ workflow by about 3-4 times
i skip previews
Btw how compatible are blueprints and c++ scripts, like i mean is it easy to merge or even combine them both for a single feature. If u know what I mean
I use blueprints to configure C++ code and such
maybe 20 times if your project is big enough Hotreload is broken
and it breaks once you hotreload forever
and i've been busy with client work today and yesterday so I haven't updated my personal project
In our game character, C++ drives all the logic, but blueprints connect specific logic bits and simple sequences between event handling and C++ code for example
@snow crown ive been using it daily, we integrated Live++ on pubg
do you guys keep updated on engine versions?
or just pull relevant changes?
I generally do
we have a bastard of an engine where we cherrypick commits around
I generally merge in promoted versions every once in a while
haha
so for example we merge the fortnite improvements
Re: Blueprint ticking - I highly recommend disabling tick on Blueprint actors that don't absolutely need it.
squad was getting there when I left
Trying to maintain our engine patches always up to date and minimally intrusive
And on the ones that do need it, you can set a lower tick frequency.
my current project, I have a fairly strict "No Engine Changes" policy
It's very rare you need a Blueprint to tick every frame.
@snow crown one of the devs im working with worked at squad
tooner?
I liked him when I worked with him
he is one of the leads of the gunplay team
he is the one making most of the vehicle related code in pubg
is there much difference in difficulty between top-down rpg and 3rd person rpg?
Does anyone know if the UE4 forum have some pre-moderation? I've started a topic and it's available by a direct link, but not visible on the forum itself...
did you work with Ernest ( ifire)?
yeah
complexity of the code?
there are different problems to solve
he was paid a spectacular amount of money to make a godot FBX importer. Using assimp
whether or not they are objectively more difficult is up to the programmer and their experience
i dunno who paid him that cash
i worked with him looong ago in Heavy Gear Assault
Ok let me rephrase it, time-wise, which style takes longer to make? If the content would be the same.
oh, so you know brune too probably
yes
i work with him still π
HGA was a rofl
@high ore the content is not the same.
@high ore No one can answer that question. How long your game takes to make depends on many things that have nothing to do with the genre.