#ue4-general

1 messages Β· Page 427 of 1

sullen wraith
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it adds rocks which i cant select int he world editor?

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and i cant figure out how to remove them

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as they seem to belong to the landscape

plush yew
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is it one bluprint actor in the world?

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or is it the material of the landscape

meager hemlock
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Can you move blender files to ue4?
Better yet can you move sfm files to ue4?

abstract relic
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Probably just an instanced mesh. Click on that leafy stem icon next to the landscape tool and you’ll see the rock

sullen wraith
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its the material of the landscape @plush yew

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nah its definitely material of landscape

abstract relic
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Nifty

sullen wraith
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no idea how to remove them :\

dawn vessel
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@sullen wraith it’s the Grass Type.

meager hemlock
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Does anyone know how to do it?

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Or if it's possible

weary basalt
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@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.

plush yew
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Open the material @sullen wraith You'll figure the rest out I think πŸ˜ƒ

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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

dawn vessel
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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.

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πŸ€”

plush yew
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but open the material still I say for sake of learninghow the material is built @sullen wraith

past pilot
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that awkward moment when you upgrade to 4.22 and building light crashes the editor lol

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seemingly permanenetly

past pilot
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nothing recompiling the engine and game project cant solve...

regal mulch
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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.

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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.

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The Quaternion of the Pawn can also be relatively different on Roll in given scanarios, so I need to filter this.

cloud cobalt
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Transform the source quat using the center quat, convert to rotator, null the relevant axis, convert and transform back ?

regal mulch
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The Rotator approach only works if you are working in World XYZ

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Pitch here is not the world relative pitch

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The Pawn can sit on a wall and Pitch would suddenly be Yaw

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I know that Quaternions can return the Angle between themselves and another Quat

cloud cobalt
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Well, do it with the relative rotator.

regal mulch
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    // 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));
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Amazingly enough, this seems to work on Floor, 4 Walls and Ceiling.
Now to find the point where it suddenly returns utter non-sense

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ControlQuat is basiclaly ControlRotation but as a Quaternion, cause well, GimbalLock etc.

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So I get the Rotation of both, Pawn and ControlQuat, around the RightVector of the ControlQuat.
And compare the angle between them

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I would have guessed this fails on some walls, cause ToSwingTwist returned wrong stuff yesterday

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Then again, yesterday I feeded it the wall normal

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On walls that had + or -Y normals, it was returning wrong

mint yacht
cloud cobalt
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There are ways sure

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Not easy to do though

mint yacht
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Any tutorials or links or settings i should know about?

cloud cobalt
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Google line of sight, fog of war

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Quite a few different methods

mint yacht
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Thank you, that's what i really needed was a proper term to search

visual plinth
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What is a good photo realistic nature pack?

mint yacht
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Quixel MegaScans

wary wave
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the MAWI packs on the marketplace are good

plush yew
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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?

wary wave
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I never even look at Youtube tutorials when they're new tbh

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but this is a common problem with video tutorials - you can't exactly update them for new versions

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it's part of the reason I avoid them

plush yew
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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.

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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+

wary wave
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yeah, some of them are probably pretty good

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some of them may not even be out of date at all despite being 3+ years old, it depends on the video tbh

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I still prefer good old fashioned text with pictures though :p

plush yew
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How long have you been using the engine?

wary wave
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a long time, haha

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I've been using UE4 since before 4.0

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and Unreal Engine since the UE2 days

languid shard
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you're old yo

wary wave
languid shard
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πŸ˜‚

plush yew
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oddly a diabetic friend i know used that for the last time they had a chocolate easter egg without thinking about it first.

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things i do in unreal i can't do in other engines

wary wave
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whut

regal mulch
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Choo Choo!

wary wave
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all aboard the bugtrain

plush yew
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I test every feature of my game 30 times over if i make changes to it

restive fern
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i heard i need macos to compile macos version

languid shard
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what the

restive fern
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can i just run it on virtual machine and package my game there for macos users?

languid shard
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genius

plush yew
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question is... what gamer uses a mac?

cloud cobalt
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You do need a Mac to compile Mac releases

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And according to the MacOS license you can't run it on a VM

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So you should buy a Mac to release your game on Mac - you'll need to QA on a Mac anyway

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You can also not ship on platforms that make it harder than consoles with 5% of the market

plush yew
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When in doubt, go linux instead, at least their gaming has improved a tonne

cloud cobalt
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Both aren't mutually exclusive but yes, Linux at least doesn't cost anything.

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(And is compiled from Windows)

restive fern
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meh

plush yew
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at least linux can run on a mac / chromebook / xbox and anything else

restive fern
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disaster OS

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xd

plush yew
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which one?

restive fern
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MAC

plush yew
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there's like 20 linux's

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ohhh

cloud cobalt
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The elephant in the room is that Apple doesn't care about PC gaming at all, which makes me skeptical of supporting MacOS

plush yew
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Mac isn't a disaster, just their entire corporate structure and user friendly service is

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apple doesn't care about it's users... at all

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else they'd make it easier to repair their stuff

cloud cobalt
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Making stuff easy to repair is a compromise with design, which Apple has always put very high in priorities

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Doesn't mean they don't care

plush yew
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if an apple certified repair centre even tries to get spare parts in excess they're denied

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they need to send back a part to even get a new part, they can't stock anything

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Between louis rossman, linus tech tips and my own questioning of repair centres, the info can't be denied.

cloud cobalt
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And no one cares

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Especially on this channel

plush yew
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indeed

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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

leaden dust
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is live++ working fine in 4.22?

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That and the build times are the reason I am updating

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And also, a question, how do I go about implementing a Blueprint Implementable Event in an interface?

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Blueprint Native Events are working fine

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Its not detecting the overrided function from the base class (interface) on my actor

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Do I also need to put _Implementation for Implementable Events?

umbral tartan
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totally unrelated

Is it normal for me to be able to take away ups from comments on the marketplace?

fierce tulip
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one downvote > one up gone

umbral tartan
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...

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thank u for pointing out my stupidity lol

fierce tulip
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dont make too many up-votes go, could be their last one up > game over > restart

thorny cipher
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Yo fam

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Any vehicle gurus here

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Getting weird shaking

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it's weird

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lol

fierce tulip
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looks good, ship it

thorny cipher
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πŸ˜‚

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udn has nothing

fierce tulip
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camera shouldnt be directly attached to vehicle though.

thorny cipher
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no?

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why not

fierce tulip
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if that thing falls over, so does camera

thorny cipher
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haha lock axis

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πŸ˜‰

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i need to play some vehicle games

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i havent played one in like 8 yrs

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burnout 3?

fierce tulip
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better to have it attach to a thing thats always level, that moves with vehicle

thorny cipher
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last car game i played

wary wave
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I usually don't attach cameras at all

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do the math manually, you get way better results

tiny karma
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Can someone tell me what this error means? "Mesh (geometry have no name) in the fbx is not referenced by any hierarchy node"

thorny cipher
wary wave
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nope

thorny cipher
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I assume you mean just vehicles ?

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not chars?

wary wave
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on anything

thorny cipher
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why

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what about collision detection

wary wave
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because you can get the exact behaviour you want

thorny cipher
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do you line trace it

wary wave
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trace usually, yeah

thorny cipher
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that's interesting

wary wave
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manually doing cameras is pretty easy, and since cameras are important it pays off

thorny cipher
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i dont know why my camera is jittering though, like it's so odd

wary wave
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you're not really far from the origin maybe?

thorny cipher
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origin 0,0,0?

wary wave
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aye

thorny cipher
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not sure what you mean

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"origin"

wary wave
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as in, your actor is not far away from the origin

thorny cipher
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origin of what

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relative to what

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lol

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the owner?

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or world origin of 0,0,0?

wary wave
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world

thorny cipher
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just tested it at origin

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i disabled camera changing yaw etc

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you can see the vehicle moving left to right

wary wave
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okay, so it probably isn't float precision errors relating to position at least

thorny cipher
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haha guess that's ruled out

sudden agate
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your movement code is just shit I guess :D

sullen wraith
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these are apart of the landscape materials

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i cnat figure out how to remove the rocks

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its not apart of foliage.

wary wave
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I seem to recall someone already said it was part of a grass type

fierce tulip
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yup

sullen wraith
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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

fierce tulip
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this is LAM right?

plush yew
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how to bring outputlog ?

sullen wraith
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yes luos πŸ˜ƒ

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bought it today, couldnt figure out landscapes myself

fast finch
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@leaden dust live++ buggy af

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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

fierce tulip
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yea you can disable the rocks, ive done it before. yeeeaaars ago though

fast finch
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restarting your pc, etc nothing works

dim plover
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You don't have to hot reload when you add a new class.

sullen wraith
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no idea how to luos?

fast finch
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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

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And no matter, doesnt change the fact that restarting the editor doesnt do anything

dim plover
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You gotta close the Editor and then build from VS, then you can open your editor again.

fast finch
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Yeah okay thats fair, but whats done is done

fierce tulip
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@sullen wraith think in the foliage panel
I dont have a LAM project atm so cant check

fast finch
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cant use live++

dim plover
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Are you saying your project is corrupted?

fast finch
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No no

dim plover
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Hot Reload is just for changes in the .cpp.

fast finch
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Yeah, Im saying it says restart your editor

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to use live++

wary wave
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I suspect if you change headers you will need to restart?

fast finch
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But restarting the editor doesnt do anything

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this message never leaves

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so I cant use live++

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Im not the only one running into this issue

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we talked about it a bit here yesterday

plush yew
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@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

sleek spear
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the nubers after r.HighResScreenshotDelay , what are they representing?

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its not seconds and not frames i think

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what is it?

thorny cipher
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@plush yew could explain why it only happens sometimes

cloud cobalt
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It's frames

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According to the code

thorny cipher
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have you found any correlations with specific functions or anything? @plush yew

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i wonder if changing the tick group would help

thorn vector
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hi i wanna know how can i make aoe ability with gameplay ability

sullen wraith
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can I get everyones opinion on camera position

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video was for other reasons

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but im trying to figure out best position for the camera

dire salmon
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Is there any good tutorial for blender -> Unreal workflow?
I can find a lot about unity but none for unreal

cloud cobalt
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The export process is pretty simple - export to FBX from Blender, import FBX in UE4, import your textures in UE4, create material.

dire salmon
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I heard there is tons of mesh issues, is that that simple as u said?

cloud cobalt
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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

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Basically don't abuse the triangle count, unwrap your meshes.

dire salmon
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Thank you

high ore
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Hey guys can someone link me to a good tutorial for rigging 3d models?

dire salmon
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Which 3d software ur using

azure shore
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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

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for example moving walls

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how would it do that

high ore
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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...

azure shore
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as in I'm not trying to ask how to make the moving walls just how to make them effective

regal mulch
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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).

analog umbra
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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.

sullen wraith
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I use a decal, but when my character walks over it

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the decal shows on him?

regal mulch
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Your Character Mesh accepts decals

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Go to the component and deactivate it

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@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

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A Tutorial just for a cart racer might be niche enough to not exist

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There are some resource that could get you started though

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Like the racing game that Epic provides

azure shore
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@sullen wraith you gotta turn off receives decals

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I wish they'd made an option in the decals themselves to disable certain types to affect

sullen wraith
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cheers guys aha πŸ˜ƒ

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i was like wtf is happening

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question

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is 2d sidescrollers, whats the best way to manage time? if time changes

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in the player? in the level?

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at certain time different events fire

regal mulch
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What does Time have to do with a 2D Sidescroller?

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Time can be handled via Timers for example

sullen wraith
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was just using it as an example, i imagine it could be different for large open worlds and stuff πŸ˜‚

regal mulch
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If you go into the EGS

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And go to the Unreal ENgine tab on the left

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And then to the learn tab at the top

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Then scroll down a lot

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You can find the vehicle game

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It's open source and might get you started

sullen wraith
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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?

proper wharf
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But I don't have any 'Engine Content' folder in my Content Browser. What am I doing wrong?

fierce tulip
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view options

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show engine content

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in content browser, bottom right

analog umbra
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@regal mulch Thank you πŸ˜ƒ

sullen wraith
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quick one all, is there a way to tick every one second in a blueprint?

grim ore
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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

analog umbra
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@regal mulch what would you suggest would be best to work on first? the mechanics of the game or the assets (the terrain etc)

sullen wraith
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is that pretty much it?

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or do i need it on tick?

grim ore
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well its the right theory but that won't work lol

void blade
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hello everyone does anyone know whether you can use iPhone XS with ue4 ARKit?

grim ore
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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.

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but if you just want to change the tick itself then change the tick on the blueprint itself from 0 to your second

lost marlin
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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?

sullen wraith
leaden dust
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For some reason building is really slow for me in 4.22

sullen wraith
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so that would pretty much work then mathew?

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with tick on 1 second?

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as a basic clock kinda thing

cloud cobalt
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Timer with a new event

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Create a custom event, pass it to set timer, do your stuff on event

sullen wraith
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whats the need for timer with a new event? if this is executing on tick?

cloud cobalt
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You don't need or want it to be on tick, this is what timers are for !

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It's much simpler, cleaner, and faster

sullen wraith
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so that?

regal mulch
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FQuat Unrotated = ControlQuat * PawnQuat.Inverse();

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Shouldn't this give me the Delta between Control and Pawn Quat?

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Cause either it doesn't or I understand it wrong

plush yew
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anyone else has it when they update a project to 4.22? and what's it mean anyway?

sullen wraith
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@cloud cobalt its not firing the event at all

grim ore
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@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

cloud plover
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Hey has anyone tried the Multi User Session thing with 4.22?

sullen wraith
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that seemed to of fixed it

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thanks mathew:)

dry moon
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Does increasing the amount of LODs keeping the same material increase drawcalls?

sudden agate
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LODs are replacing the original mesh. Unless your LOD has more materials : no

dry moon
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Yeah that's what I thought, someone kept saying they did

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Thanks!

high ore
sullen wraith
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im trying to change the value of the player hud?

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however

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i dont know how to "find"

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the hud?

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if that makes sense

grim ore
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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

rough hearth
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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?

kindred viper
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check you haven't got two instances running?

rough hearth
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i dont know what you mean

sullen wraith
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how can i do double lots of text?

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ie have "cups"

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or something

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infrtont of the value

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cups 1

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example

versed siren
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how do I make actors transfer momentum upon one colliding with another instead of coming to a complete halt like they currently are?

grim ore
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Look for the Format Text node @sullen wraith , it might do what you want

sullen wraith
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it was, thats mathew! πŸ˜ƒ

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thanks*

honest dagger
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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

versed siren
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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

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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

humble crow
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@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

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Some times it will act differently, or you'll have to do a lot to stop it from doing what you don't want

versed siren
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so you're saying I add a trigger that activates movement when it senses contact with the other pawn?

humble crow
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Yeah

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It will be much more controlled

versed siren
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on the same vein is there a way to create an elipsoid collision instead of the default capsule shape?

humble crow
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What is it for?

honest dagger
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ah, found it.

humble crow
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Reason I ask is if it's for the player and npc/ai it will be prone to bugs

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Unless the world is free of complicated shapes

versed siren
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me?

humble crow
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Yeah

versed siren
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it's just a very simple platforming demo for class

humble crow
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Ah cool

versed siren
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enemy sees player, enemy launches at player, if it hits player goes flying

humble crow
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Cool sounds good. And yeah add impulse. One tip is add a huge/high number for impulse to make sure it's working

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Then dial it back

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Like 100000

versed siren
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will the impulse work for both + and - x depending on which direction the player gets hit from?

humble crow
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You will need to get and set direction

versed siren
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alright

thorny stream
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heyy, is anyone willing to help a beginner here? i have quite a questions aha

humble crow
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@thorny stream are you asking to ask a question?

thorny stream
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basically yes

maiden swift
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Don't. Just go ahead and ask your questions. πŸ™‚

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If someone is available and willing to help, they will.

rough hearth
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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?

grim ore
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someone suggested you make sure you don't have 2 editors open, do you have 2 editors open?

rough hearth
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no

grim ore
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usually that is what causes the issue 😦

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since it is just build data you should be ok to skip it and it will rebuilt it later as needed

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maybe shut it all down and reopen it and try again

rough hearth
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I did that but still not working

grim ore
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maybe restart the PC to make sure an editor not loaded?

rough hearth
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did that too

grim ore
#

so you open up the project, do nothing to the map and try and save it and get that error?

rough hearth
#

It saves but when i build the level and then save the Error comes up

grim ore
#

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 😦

sleek spear
versed siren
#

@humble crow what's the best way to let it know it's time to activate the impulse?

frank escarp
#

@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)

thorny stream
#

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?

grim ore
#

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)

deft surge
#

Hi guys I have a question. Does the new version of UE4 get rid of the Sprite system?

grim ore
#

Paper2D or the Sprite Object? both should be in 4.22

thorny stream
#

How do you do the one master BP and make children of it? is that like instances?/

grim ore
#

yes

restive fern
#

HEY BONVUOURERE

grim ore
#

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

thorny stream
#

ahhh okay, thank you!

#

ill try it out

versed siren
#

so now I have a death collision, but how do I make a pawn sense it's touching the collision and should die?

grim ore
#

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

versed siren
#

how do I make it talk?

grim ore
#

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

plush yew
#

Evening everyone, quick question πŸ˜ƒ 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?

sleek spear
#

@frank escarp yes i know, though you can set bounces and other stuff in unreal pathtracing

grim ore
#

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.

plush yew
#

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

grim ore
#

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

rough hearth
#

Why when i play my game its showing the right eye and the left i just want one view

grim ore
#

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

plush yew
#

It gives me this error for whatever reason when I try to import it

#

And yes, its meant to fit a 1920x1080 window

grim ore
#

what is the name of the file you are importing?

plush yew
#

GUI_Interface

#

Nothing else named as such

grim ore
#

and this is just with a drag/drop from windows into the content browser? or I guess an import, same result heh

plush yew
#

I saved the image directly into my project folder

grim ore
#

oh, yeah you can't do that

plush yew
#

than imported it in

grim ore
#

you don't keep source assets in the UE4 project, only imported assets that UE4 processes and converts

plush yew
#

Ohhhh Right I see

versed siren
#

@grim ore it's working thanks

grim ore
#

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 😦

plush yew
#

Hmm now my image has turned green πŸ˜‚

#

Any reason to why that might be?

thorny stream
#

hmm so this is how i set up my hovering object system, it doesnt detect the object when i change it to a blueprint

restive fern
#

h

thorny stream
grim ore
#

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

thorny stream
#

a basic static mesh, now its a blueprint StaticMesh

grim ore
#

my first guess would be is your get hit result even finding the object now with that object type filter

plush yew
#

Hmm even stranger is that my PS file is corrupted and I cant reopen it

thorny stream
#

ooh i got it, I didnt set the staticmesh, I set it inside the bp editor

grim ore
#

ah

grim ore
#

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

regal mulch
#

:P Sorry Mathew. Person left.

snow crown
#

evoking nazism in a username is a huge no-no

cloud cobalt
#

I was kinda bugged looking at that username

#

Like what the fresh hell

grim ore
#

technically it was backwards which is why I ignored it

snow crown
#

yeah but his name was goring

regal mulch
#

Welp, "GΓΆring" though

cloud cobalt
#

Yeah

snow crown
#

there was no question he was evoking that

grim ore
#

I have no idea what that is, I barely read names its why I rarely @ lol

#

I gotcha tho, naughty person

regal mulch
#

He was the commander of the German airforce

#

Or however you translate that

grim ore
#

ah ha

spare jungle
#

"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...

regal mulch
#

Hermann Wilhelm GΓΆring (or Goering;[a] German: [ˈɑøːʁΙͺΕ‹] (About this soundlisten); 12 January 1893 – 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

dry moon
#

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

grim ore
#

but is it really there?

dry moon
#

Yes it is

grim ore
#

yours shows a UAC icon, is it possible it won't run due to that?

dry moon
#

I made it so it runs as admin by default

#

to make sure it avoids any admin issues

grim ore
#

does the UAC prompt pop up on screen if you try and run it right now?

dry moon
#

Nope

tall pendant
#

people get a ban for using a german name?

snow crown
#

no

#

for using swastikas in their name

tall pendant
#

ahh

grim ore
#

darn 😦 and it does run right? maybe its the folder length but I doubt it. i didnt see any spaces or anything

tall pendant
#

well then deserved ban

snow crown
#

and using a nazi figure as the name between the swastikas

dry moon
#

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

icy mulch
#

I need some help

grim ore
#

damn I can say I have never had that issue and I've been compiling with 4.22 source all day 😦

icy mulch
#

Okay i have two chapters loaded but when i go to chapter 2 after the cutscene is done my character wont move

grim ore
#

did you disable the players controls at any point?

icy mulch
#

No i did not it works fine in the in the editor

grim ore
#

so it works fine in the editor but packaged it wont move?

icy mulch
#

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

grim ore
#

this is all in the editor?

#

like hitting play and using play in editor (PIE)

icy mulch
#

Yes in the editor

grim ore
#

gotcha and level 1 plays the sequence fine but level 2 it plays then you cant control the player?

icy mulch
#

Yup

grim ore
#

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?

icy mulch
#

Auto posses?

grim ore
#

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

icy mulch
#

It says its disabled

grim ore
#

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

icy mulch
#

Wierd it didn't work

grim ore
#

you changed it on the character that was in the level?

icy mulch
#

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

grim ore
#

😦

icy mulch
#

Maybe the sequence cause im using a Camara

grim ore
#

do you change your default pawn to the camera at some point?

#

like possessing it for the sequence

icy mulch
#

I only have one camera its for the cutscene

grim ore
#

see if its the sequencer first, don't play the sequence or disable it and load up level 2

icy mulch
#

But the cutscene is for the start of level 2 casue i have to were the character is waking up

high ore
#

blueprint or c++ to make an mmorpg?

grim ore
#

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

icy mulch
#

How would i disable so i can move around after the cutscene

grim ore
#

how is it starting the sequence?

#

@high ore both. Any larger project will use both.

kindred viper
#

@grim ore have you been running with Live Coding enabled yet?

icy mulch
#

Its using the camera actor with transform

grim ore
#

@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?

icy mulch
#

No its not turned on auto play

kindred viper
#

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

icy mulch
#

Does it need ti be turned on

#

To

high ore
#

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.

kindred viper
#

start with multiplayer

#

always

grim ore
#

@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

kindred viper
#

its the rule of all multiplayer development

high ore
#

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?

icy mulch
#

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

kindred viper
#

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

high ore
#

which one would u recommend?

kindred viper
#

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

high ore
#

So basically every new feature i add i have to make sure it's available multiplayer? like that sort of thing

kindred viper
#

if its required yeah

high ore
#

Is there a video version of cedric?

kindred viper
#

cmon now thats just lazy

high ore
#

I learn visually better, i guess that's why i focus on blueprints more haha

cloud cobalt
#

MP isn't going to be a lot of visual and video

high ore
#

What I really want to have is probably not covered in the tutorial.

kindred viper
#

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

high ore
#

I want to make this

cloud cobalt
#

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.

kindred viper
#

you want to make that?

high ore
#

yes

kindred viper
#

you are mad lol. Thats server tech stuff.

high ore
#

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

kindred viper
#

oh right. I thought you meant coding the server stuff

high ore
#

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

kindred viper
#

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

cloud cobalt
#

Usual warning that it's easier to build a satellite than a MMO

high ore
#

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

cloud cobalt
#

Just saying you'll have an easier time putting something in space

kindred viper
#

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

grim ore
#

If you have no networking experience making a networking multiplayer game will be infinitely harder than you can possibly imagine

high ore
#

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

grim ore
#

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

high ore
#

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

kindred viper
#

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

high ore
#

I have friends who have experience in 3d model, animation and vfx so that part is covered .

cloud cobalt
#

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

grim ore
#

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.

high ore
#

What about a matchmaking elo-based arena 1v1 type of mmo?

cloud cobalt
#

competitive MP

#

So 10x harder

grim ore
#

Woof. So many buzzwords

kindred viper
#

start with the Shootout multiplayer demo in the launcher really. It's as simple as you get and its done the right way

cloud cobalt
#

Competitive = need dedicated servers, source build of the engine, anti-cheat on the player's machine

kindred viper
#

doesnt need anti-cheat as no anti-cheat actually works :p

cloud cobalt
#

Yes

#

You also need a report and jury system

#

And a ban system

high ore
#

And a chat system

cloud cobalt
#

Subtext being don't do competitive as your first game

kindred viper
#

not to mention platform interoperability if you want to go that route

cloud cobalt
#

Chat is 1h of work, anticheat is 50% of all your development time

grim ore
#

Man I visited the jury box so much in ArcheAge

high ore
#

anticheat is like all the security procedures?

kindred viper
#

I've been judged many times. I have wrinkles on my charge sheet

high ore
#

is there no like external software u can use to secrue ur game?

#

like those anti cheat guards i see from different games

kindred viper
#

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.

cloud cobalt
#

Anti-cheat is the countless amount of time spent chasing the latest cheat software in your game

kindred viper
#

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

high ore
#

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?

kindred viper
#

not too long. there is a top down example in UE4

cloud cobalt
#

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

high ore
#

Anything that is not multiplayer disinterests me sadly

#

I dont think I ever played a single player game in my life

kindred viper
#

if you pay me enough, im not scared of anything except the wrath of God. And I don't buy into his story so....

high ore
#

what part of competitve MP scares u? the anti-cheat?

cloud cobalt
#

Well anti-cheat is work for a gritty team of 10 bearded engineers

#

So yeah, that

high ore
#

runescape was made by 2 ppl

kindred viper
#

runescape was made when coders actually coded stuff

cloud cobalt
#

Great, go make runescape.

high ore
#

I was gonna

kindred viper
#

these days, you have most of it done for you

#

they are a different breed

high ore
#

yes it was made from scratch that's the scary part

#

using java too

thick knoll
#

Hey guys, has anyone got a bit of time spare to try and help me out with Saving + leaderboards?

kindred viper
#

look at path of exile. written from scratch. probably the most complicated game ever made in terms of development and user interactivity lol

high ore
#

i wouldnt group runescape to the generic mmorpg's so it might be easier to make than u think

kindred viper
#

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.

high ore
#

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

kindred viper
#

well you gotta have goals as I like to say. If you want it badly enough, you will do it !

high ore
#

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?

analog umbra
#

Can I have a teacher please? Lol

kindred viper
#

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.

high ore
#

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..

cloud cobalt
#

@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

kindred viper
#

not even that

high ore
#

lol with the course on udemy i'd get a MP stealth game going, according to the course content

cloud cobalt
#

I can't stress how much some stuff is literally impossible in MP

steel briar
#

The hardest part to me about making a multiplayer game is replicating everything to the server lol

cloud cobalt
#

Like actually not doable

high ore
#

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

icy mulch
#

Even with out the cutscene my character is not moving

cloud cobalt
#

No, I do mean undoable no matter the team

kindred viper
#

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

cloud cobalt
#

Stuff like "competitive game with physics" is "doable" if buying a million-dollar Havok license with a corporate deal counts

wary wave
#

Physics D:

#

hopefully the new physics engine will make life easier in that regard

#

do we have any idea when that might land yet?

high ore
#

Fuck physics

kindred viper
#

4.23

steel briar
#

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

cloud cobalt
#

@wary wave 4.23 for destruction

kindred viper
#

the plugins are already in for Chaos tho

high ore
#

My game is fantasy theme so i can bend those physics a bit

wary wave
#

cheers

#

for just destruction it's something I guess, but I'm more interested in a more 'complete' solution, hehe

cloud cobalt
#

@steel briar Making it work and making it work in competitive are not the same thing

kindred viper
#

@steel briar yeah that makes sense. until you realise milliseconds matter

cloud cobalt
#

Competitive = massive cheating resistance needed, massive performance needed, massive community needed

#

Just all the things indies struggle with

high ore
#

What exactly do u mean by compettitve? esports or just fight between players?

cloud cobalt
#

Competitive = PVP

steel briar
#

What about spellbreak? They can do it

#

I'm pretty sure they have a small team

digital anchor
#

a small team and 5 million dollars

high ore
#

I really started to hate this engine, unity3d has a lot better magic attack vfx

kindred viper
#

yeah a small team of people who worked like slaves to get the product out :p

high ore
#

and blueprints is not a transferable skill

steel briar
#

Yeah, but it is possible lol

wary wave
#

Spellbreak doesn't have much in the way of physics, does it?

steel briar
#

Yeah, but you don't really need physics for most games

wary wave
#

seemed to me like a straight up deathmatch style game (albeit novel)

cloud cobalt
steel briar
#

Oh, damn

#

Bigger than I thought lol

kindred viper
#

@high ore dont worry about blueprints. To do what you need, you are gonna be learning a lot of C++ :p

cloud cobalt
#

🀷

inner mountain
#

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...

high ore
#

Those ppl sure look like they can code

wary wave
#

yeah, that's like 30 people - you're into the millions of dollars territory there

#

likely tens of millions, rather than 5

icy mulch
#

Hey does anyone know why my character wont move when i click on the next chapter

wary wave
#

depending on dev timeline anyway

kindred viper
#

I have a budget of -Β£100 today as I missed filing my tax return :p

high ore
#

This might be a stupid question but

#

MP on android more doable than MP on pc?

steel briar
#

I purchased some templates to help

wary wave
#

PC is probably easier

#

but ultimately it's the same type of code

kindred viper
#

definitely easier

cloud cobalt
#

I would say mobile easier

#

Because less cheating

high ore
#

Well, mmorpgs exist on phones, then no way in hell can they not be doable on pc

cloud cobalt
#

But I don't know fuckall about mobile πŸ˜ƒ

kindred viper
#

its like pc development but with someone throwing turds at you at every corner

icy mulch
#

Hello

cloud cobalt
#

@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

icy mulch
#

@cloud cobalt i need help

high ore
#

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.

cloud cobalt
#

What if you have an all-time high of 2 ?

#

Real scenario here

high ore
#

Friends combined equal more than that haha

kindred viper
#

your friends wont like you if you make them play it

cloud cobalt
#

Friends spent 2 years making their game as a company and got 50 lifetime sales on their life project

#

Half of it review keys

upper heart
#

Multiplayer is complicated, end of story πŸ˜ƒ

high ore
#

Making sales is easiest with those hypercasual mobile games..

cloud cobalt
#

Mobile is the hardest market to go into actually

kindred viper
#

saturation is king

high ore
#

Well most of them are free anways, but taking about ad-revenue and in game purchase sales

cloud cobalt
#

Average sales is like 0,000

#

0.0001

icy mulch
#

Hello

high ore
#

yeah true it's oversaturated now

cloud cobalt
#

@icy mulch Ask your question in much more detail including what doesn't work, what you want to do, etc

kindred viper
#

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

high ore
#

I think a better option for me would be to join a company that makes mmorpgs

#

guess i'm flying to china haha

icy mulch
#

When i go to main menu level and click on chapter 2 my character does not move but does on chapter 1 @cloud cobalt

kindred viper
#

@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.

cloud cobalt
#

@high ore Better option is - make a game that works in single-player, but is meant to be played with friends.

high ore
#

co-op?

cloud cobalt
#

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

high ore
#

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?

icy mulch
#

@cloud cobalt how do i fix it

high ore
#

like elder scrolls online

#

was made based on skyrim

cloud cobalt
#

@high ore You can't do anything like Skyrim or ESO at all

high ore
#

im giving an example

#

overall quality of the game and the scope will be lower

cloud cobalt
#

I'm not spending the day here but - seriously do a multiplayer pong first πŸ˜ƒ

inner mountain
#

@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)

kindred viper
#

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

inner mountain
#

@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.

high ore
#

What i mean is redo the game as a mmorpg version but reuse the assets

wary wave
#

you're never going to make an MMORPG, I'm going to throw that out there

#

never

grim ore
#

You cant say never look at project Gorgon

high ore
#

That motivates me

inner mountain
#

@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 ^

cloud cobalt
#

Do a multiplayer pong first.

#

Seriously

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

high ore
#

I'll do an rpg first while working on learning the concepts behind multiplayer at the side

#

I'm still young I have time

inner mountain
#

@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

icy mulch
#

Here @cloud cobalt so how do i fix it

spare sun
#

first you get rich then you make mmo

cloud cobalt
#

@high ore Please just spend a week doing MP pong - without following some Youtube video to the letter, seriously

kindred viper
#

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

high ore
#

I've hosted a runescape private server before, and the cost of running it was simply the vps cost.

cloud cobalt
#

@icy mulch How could I know ? I'm not building the game and know next to nothing about any of this.

kindred viper
#

runescape private server that costs nothing to run tho.

snow crown
#

uh

kindred viper
#

try adding some tech that needs licensing

inner mountain
#

@high ore look at the @cloud cobalt advice – it's completely make sense.

snow crown
#

hey folks, no specific warnings but don't attack people

icy mulch
#

It works fine in the editor

snow crown
#

even if they want to make a mmo

kindred viper
#

are we attacking him?

icy mulch
#

On the map

snow crown
#

some of y'all are getting close to the line

cloud cobalt
#

What the hell ?

high ore
#

Haha

#

I turn the negativity into posititvity, i'll be sure to link my project to them someday.

inner mountain
#

I'm going to make an MMO as well btw. But after my current single-player project

snow crown
#

also, mmos are very hard

cloud cobalt
#

Alright, look, I'm done here, this isn't doing anything good.

inner mountain
#

@high ore btw do you have a blog or something to subscribe?

high ore
#

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?

snow crown
#

you wont find better to be honest

#

multiplayer is hard because multiplayer is hard

kindred viper
#

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

snow crown
#

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

inner mountain
#

@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

snow crown
#

SpatialOS is cool tech, but it's still really hard to make a game on it

#

(they are working on that though)

kindred viper
#

I was tempted to look into that for a while but priorities left me in single player mode

high ore
#

that link i sent, not sure but I thought that was the server and client communcation

grim ore
#

Hero engine but....

kindred viper
#

its on my list tho

inner mountain
#

@snow crown I've heard SpatialOS is not really working good in fact though didn't had any personal experience with it

snow crown
#

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..."

frank escarp
#

spatial OS mostly takes care of replicating actors/properties across servers

high ore
#

is python useful for MP?

frank escarp
#

stuff like multicasts, server logic, etc is still HAAARD

snow crown
#

@high ore no offense, but you are asking the wrong questions

#

python is a tool

kindred viper
#

python is useful for editor mods. But its still experimental (or just recently out of that status)

inner mountain
#

@high ore you can use python for a game server. Though probably it will not be fast enough to make a decent MMO.

cedar snow
snow crown
#

that's not true norlin

#

Eve Online is built in python

grim ore
#

Oh my God language why would you call python a tool he's a cool guy

snow crown
#

including their servers

spare sun
#

python backend yikes

inner mountain
#

Eve Online have a great and large team and it's a kind of exception in the world of MMOs in many points πŸ˜ƒ (in a good sense)

snow crown
#

they just have a really powerful hardware cluster to get around the bigger drawbacks of python

cedar snow
#

aren't they using stackless python?

snow crown
#

and, yeah

frank escarp
#

using python is 100% true insanity

#

dem typeless

spare sun
#

^

frank escarp
#

wanna rename a function? too bad lol

snow crown
#

i wouldn't call it insane

kindred viper
#

typeless vars?

frank escarp
#

it is

cedar snow
#

the debug tools of CCP are amazing

spare sun
#

the thing I noticed first when started learning it after c++

snow crown
#

cause you need to have a certain level of insanity to make a mmo in the first place lol

high ore
#

Forget i asked about python.

frank escarp
#

mostly becouse python and other dynamic typing lenguages suck extremelly hard in any big project

snow crown
#

but like

grim ore
#

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

inner mountain
#

@high ore have you ever made a game?

frank escarp
#

if you dont have a compile step, there are entire class of bugs that will happen at runtime instead

high ore
#

In unity3d

kindred viper
#

@wraith bridge thats cheating man....

frank escarp
#

so you better peper the entire thing with super strict test based development

high ore
#

and a few unfinished ones in ue4

frank escarp
#

python will crash at runtime if there is a "compiler error"

#

like a function having the wrong parameters or name

snow crown
#

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

grim ore
#

Out of the box unreal engine 4 is way better than unity for networking support so you have that at least

frank escarp
#

if you dont have your entire codebase under extremelly strict testing, you WILL crash at runtime

snow crown
#

or hell, do something ambitious

kindred viper
#

actionscript 2.0 had typeless vars. There is a certain power that comes with that, and in turn, a certain responsibility

snow crown
#

but foucs on classic networking first

inner mountain
#

@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 πŸ˜ƒ

snow crown
#

I did a 100 player game

cloud cobalt
#

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 ?

snow crown
#

stranger i wasn't talking about you

high ore
#

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

kindred viper
#

hope it wasnt me. I wasn't attacking him. I thought I was being quite nice 😦

snow crown
#

you were getting close πŸ˜›

high ore
#

Also idk if this is true but ppl say make game prototypes in blueprints and redo in c++πŸ€”

kindred viper
#

I really wasn't. But if its your opinion that I was, I can live with that because this aint my house.

snow crown
#

well, i also didn't warn you

kindred viper
#

just so you know tho... im not here to wind people up or cause trouble

inner mountain
#

@high ore depends on what's faster for you. Prototypes should be built fast and dirty to check some specific idea, nothing more

snow crown
#

i noticed the conversation was getting a little heated (in my opinion) and I said that to simmer it down

kindred viper
#

its all good. moderation is required

snow crown
#

@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

wary wave
#

I've always preferred the Battlefield scale than Planetside tbh

high ore
#

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?

snow crown
#

sure

wary wave
#

you'd have to rewrite 90% of the game from scratch though

snow crown
#

but, as I've personally found, writing code for single player then porting it to multiplayer is harder than just starting with MP

frank escarp
#

too bad unreal kiiiinda sucks for that kind of thing

spare sun
#

Im not sure whether exporting the combat system will be easier than just starting over

wary wave
#

retrofitting a game for MP is harder in my opinion

frank escarp
#

Squad had inmense performance issues, and PUBG also does

snow crown
#

you have no idea vblanco

grim ore
#

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

snow crown
#

that is the game I worked on πŸ˜›

inner mountain
#

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...

frank escarp
#

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

high ore
#

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

frank escarp
#

blueprints 100% absolutely banned

snow crown
#

i disagree with both

frank escarp
#

and the C++ code not even using the normal component stuff but your own

cedar snow
#

🍿

snow crown
#

primary cause of server performance issues in mp is relevancy checking

frank escarp
#

@snow crown ah, you worked on Squad?g

#

@snow crown not in pubg

grim ore
#

I think the mmo should be 100% BP because it's more fun than C++ πŸ˜›

frank escarp
#

also, they fixed that with the replication graph

snow crown
#

well, if you don't optimize your character stuff then yeah that's primary

wary wave
#

Relevancy checking as the primary cause of server performance issues 0_o

snow crown
#

and, yeah, repgraph is a good solution

high ore
#

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.

frank escarp
#

in pubg server hit #1 is just the replication code itself, the one that checks for changed variables and such

snow crown
#

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

grim ore
#

yep definitely don't use Blueprints at all in UE4, it's a crutch and you should do it all in C++.

frank escarp
#

we have tons of components and tons of characters, so just iterating through all checking variables is spot 1 most expensive

snow crown
#

there is a N^2 algorithm there

#

you work on pubg?

frank escarp
#

yes

snow crown
#

we should compare notes sometime

frank escarp
#

last thing i did is straight up nuke Overlaps

snow crown
#

i saw similar stuff

frank escarp
#

and replace it with my own collusion system

snow crown
#

comparing vars and checking if things should be replicated

frank escarp
#

also complete removal of physics asset collision

#

for hitboxes

snow crown
#

I actually think SpatialOS is a good fix there to be honest

frank escarp
#

i benched that unreal engine was updating the locations of every character hitbox

#

3 times

#

per frame

#

per character

snow crown
#

because they do that stuff, just not on the dedicated server box

high ore
#

Time to relearn everything from scratch using c++ I guess

snow crown
#

you literally push all updates, regardless of whether or not they should be pushed or not

frank escarp
#

btw, this is a hit you can see in shootergame pretty quick

snow crown
#

to Spatial

frank escarp
#

spawn a bunch of characters and make them run in circles

#

RIP in pieces CPU perf

snow crown
#

and then Spatial figures out if the client should recieve them

spare sun
#

hmm

snow crown
#

also, I disagree with no blueprint

#

I generally do about 80% C++ 20% blueprint

#

blueprint should be responses to events and stuff

frank escarp
#

blueprint tick should be 100% banned tho

snow crown
#

yes

high ore
#

blueprints for widgets maybe?

snow crown
#

fuck blueprint tick

frank escarp
#

i benched it @snow crown

snow crown
#

widgets are a middle ground

frank escarp
#

400 blueprint ticks = 1 milisecond

#

more or less

snow crown
#

yeah

#

i did too

frank escarp
#

btw, this is EMPTY ticks

snow crown
#

and saw something similar

frank escarp
#

doing literally nothing

grim ore
#

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 πŸ˜ƒ

snow crown
#

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"

high ore
#

or should've been in the multiplayer channel

frank escarp
#

the problem with BP in a big project is source control

digital anchor
#

what you guys think about Go?

south ridge
#

I agree with that @snow crown

#

That's my approach to BP's

snow crown
#

stuff that doesn't make sense in C++

frank escarp
#

you cant merge BPs

snow crown
#

yeah

grim ore
#

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.

frank escarp
#

in big projects its quite bad

snow crown
#

there is a bp merge tool

#

but it's pretty bad

#

and you have to launch the editor to use it

high ore
#

but blueprints are a big time saver.

snow crown
#

I kinda wish you could launch a really lightweight standalone blueprint graph as a merge tool

#

and hook that up to source control

south ridge
#

It's way bigger of a timesaver to do a lot of core logic in C++

snow crown
#

yeah, what blackfox said

frank escarp
#

@snow crown have you tested the new live++ stuff?

#

in 4.22

snow crown
#

core system logic in C++, implementation in bp

#

no but i want to vblanco

frank escarp
#

it speeds up C++ workflow by about 3-4 times

snow crown
#

i skip previews

high ore
#

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

south ridge
#

I use blueprints to configure C++ code and such

frank escarp
#

maybe 20 times if your project is big enough Hotreload is broken

spare sun
#

and it breaks once you hotreload forever

snow crown
#

and i've been busy with client work today and yesterday so I haven't updated my personal project

south ridge
#

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

frank escarp
#

@snow crown ive been using it daily, we integrated Live++ on pubg

snow crown
#

do you guys keep updated on engine versions?

frank escarp
#

it works like a charm

#

nope

snow crown
#

or just pull relevant changes?

south ridge
#

I generally do

frank escarp
#

we have a bastard of an engine where we cherrypick commits around

south ridge
#

I generally merge in promoted versions every once in a while

snow crown
#

haha

frank escarp
#

so for example we merge the fortnite improvements

maiden swift
#

Re: Blueprint ticking - I highly recommend disabling tick on Blueprint actors that don't absolutely need it.

snow crown
#

squad was getting there when I left

south ridge
#

Trying to maintain our engine patches always up to date and minimally intrusive

maiden swift
#

And on the ones that do need it, you can set a lower tick frequency.

snow crown
#

my current project, I have a fairly strict "No Engine Changes" policy

maiden swift
#

It's very rare you need a Blueprint to tick every frame.

frank escarp
#

@snow crown one of the devs im working with worked at squad

snow crown
#

tooner?

frank escarp
#

and in fact you arent the only one i know that worked at squad

#

yes

snow crown
#

I liked him when I worked with him

frank escarp
#

he is one of the leads of the gunplay team

#

he is the one making most of the vehicle related code in pubg

high ore
#

is there much difference in difficulty between top-down rpg and 3rd person rpg?

inner mountain
#

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...

snow crown
#

i did the vehicles in squad

#

@high ore define difficulty

frank escarp
#

did you work with Ernest ( ifire)?

snow crown
#

yeah

high ore
#

complexity of the code?

snow crown
#

there are different problems to solve

frank escarp
#

he was paid a spectacular amount of money to make a godot FBX importer. Using assimp

snow crown
#

whether or not they are objectively more difficult is up to the programmer and their experience

frank escarp
#

i dunno who paid him that cash

snow crown
#

lol

#

that's great

#

i heard he was at gdc after I got back from gdc

frank escarp
#

i worked with him looong ago in Heavy Gear Assault

high ore
#

Ok let me rephrase it, time-wise, which style takes longer to make? If the content would be the same.

snow crown
#

oh, so you know brune too probably

frank escarp
#

yes

snow crown
#

i work with him still πŸ˜›

frank escarp
#

HGA was a rofl

snow crown
#

@high ore the content is not the same.

maiden swift
#

@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.