#ue4-general

1 messages · Page 438 of 1

fiery harbor
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I'll do an editor layout reset

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nope, still same

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it does look like all the small windows except for "Toolbar" are closed, but they are shown as visible:

faint cedar
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Anyone had the pleasure of 4.22 crashing every time y ou use "Update / Sync Workspace" ?

fiery harbor
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oh, it did fix the "Graph" view for widget blueprints, just the "designer" is broken

faint cedar
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I suppose that's more pertinent to the source-control chat

wary wave
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@paper kernel - or just use the remove in the drop down on any of those entries?

paper kernel
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doesn't work

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pressing all the buttons does nothing

fiery harbor
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in all widget blueprints

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I really have no idea what could cause this..

sudden agate
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restart editor

fiery harbor
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I did that many times already

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I also did a full engine rebuild and deleted DerivedDataCache

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I already try to fix this since a few hours

sullen wraith
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having major issue, instead of it adding each individual item once

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it continues to add the same item forever

gloomy acorn
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hey guys, can steam IAP be used if the game is not on the steam store? (the game would be on my own store)

wary wave
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doubt it

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even games like Warframe that have their own launcher etc, if they have IAPs on Steam, the game is on Steam

prime tulip
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question: Is there a way to turn off ALL distance fields on all current project static meshes, EXCEPT 1 or two static meshes?

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because right now distance fields are on by default, putting a mesh's distance fields to 0 resolution disables it which is fine, but it's just crazy to go through potentially thousands of meshes to turn them off everywhere

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seems like this would be a very handy feature (if it doesn't exist yet) to choose between an inclussive or exclussive system regarding distance fields

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The thing is I don't need distance fields except for a a few meshes, but all of the unusued generated distance fields seem like an incredible waste

dawn gull
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No one is answering me on umg, sooooo

prime tulip
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especially taking into consideration that distance fields aren't particulary ligthweight

dawn gull
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Hello, i'm trying to make a main menu, and pause menu, but i put an image in the button, and i cannot get rid of the gray box(left) the button on the right is almost the same size, and no image in the button, but i set it in the button settings, but i cant get it small. help?

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(sorry for interrupting)

sullen wraith
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how do I add to the array only if the value is true?

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nevermind

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fixed it

modern sinew
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Does anyone know any good tutorials for how to make a terrain modifyier for the player to use?

wary wave
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"terrain modifier"?

modern sinew
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So the player can create mountains and stuff. For a tycoon game

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@wary wave

wary wave
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UE4 does not support this

cloud cobalt
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Well, not out of the box as a simple tool

wary wave
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you could write an entirely new system

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but given you're currently struggling with basic BPs, I think it's well outside the scope of your ability right now

cloud cobalt
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Yup

worn granite
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Just buy/get voxelplugin =D

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I say get cause IIRC he's got a free version

cloud cobalt
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First game with UE4 and getting really advanced plugins that tie deep into the engine ? Nah

wary wave
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^

modern sinew
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You know how like SimCity 4 or Planet Coaster have terrain editors?

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how

wary wave
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Yes. UE4 does not support this

regal mulch
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By coding them

modern sinew
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Not possible through blueprints?

cloud cobalt
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lmao no

regal mulch
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Most likely not

wary wave
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not at all

worn granite
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Nah you'd quit

modern sinew
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It's such a common feature tho

wary wave
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the kind of feature your describing requires an experienced engineer

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and it's not a common feature

regal mulch
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It's not common at all ¯_(ツ)_/¯

worn granite
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It's BP though

wooden wraith
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not at runtime

regal mulch
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You can modify that stuff pre runtime

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Via LandScapes, but not runtime

modern sinew
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I haven't come across a tycoon or city builder game that doesn't let you modify the terrain

wary wave
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it's mostly a small number of high-end strategy games that have that kind of feature

regal mulch
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@modern sinew Who says they are using an out of the box solution?

wary wave
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and those builder games use dedicated engines, built from scratch to suit their needs

modern sinew
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I'm just saying since it's so common, you would think UE4 would have thought to put a way to make it

cloud cobalt
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Not that common, again

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UE4 doesn't do high-level gameplay

worn granite
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And just because a game ever did something, why does that suggest BP would have a built-in way of doing it

regal mulch
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It's maybe common to a genre of games.

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That doesn't mean it's common to gamedev

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Most games don't have terrain modifier

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And if they have, it's coded

modern sinew
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¯_(ツ)_/¯

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So does the VoxelPlugin do that?

cloud cobalt
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No

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It does something different which is 3D deformable terrain

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It's less controllable, more advanced than what you want

worn granite
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It definitely doesn't do it out of the box

modern sinew
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Well how would one of you more experienced people go about making such a system

cloud cobalt
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By spending a year on it

worn granite
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But it'd be easier to start from that than to even approach making this in BP

modern sinew
regal mulch
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Most likely be createing something that can modify a plane runtime

worn granite
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We know what you mean

regal mulch
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SimCity never used UE4. They use an inhouse engine where someone created the terrain modifier for that game

wooden wraith
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I'd suggest looking into the procedural mesh stuff the engine has and read up on height map generation, it should cover most of your needs

modern sinew
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ye IK

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but that doesn't mean it's impossible in UE4

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by that alone

regal mulch
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No one said it's impossible

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It's just not supported out of the box

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And takes a lot of time even for skilled people to implement properly

modern sinew
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Because one of my ideas for a game is a Ski Resort Tycoon

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and I want players to be able to make their own mountains

worn granite
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that's why you aren't finding a tutorial

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You're searching too high level

modern sinew
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Is it harder than multiplayer?

worn granite
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Break your problem way down and do nibbles

modern sinew
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Online Multiplayer I mean

regal mulch
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2 different topics

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That's like asking if cooking is harder than playing violine

modern sinew
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It's not

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but

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anyway

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which would you say is harder?

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or are they comparable?

worn granite
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'ok so I need to know how to take world coordinates and convert them into my system so I can manipulate data'

is something you could potentially find some media on

regal mulch
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What would you gain from knowing what I find harder?

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I can pull off almost everything if I have the time.

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So no, they aren't comparable

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And I also don't think they are both hard.

worn granite
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But Cedric is also an expert

regal mulch
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These 5 years of UE4... ¯_(ツ)_/¯

worn granite
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So what he doesn't see as hard, you might

modern sinew
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Ok, well does anyone know any tutorials for a click and drag pathway/roadway building system?

worn granite
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You missed my point and my advice

modern sinew
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That's easier at least I would think

cloud cobalt
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Do you have tutorials for building a liquid-fueled rocket engine ?

regal mulch
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Welp I'm out. Have fun explaining the "There is no tutorials for all of the stuff you want."

worn granite
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Find tiny little roadblocks and Google about them

regal mulch
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By the way, drop me a tutorial on how to send a rocket to mars. KTHXBYE

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(It's for a hobby project)

worn granite
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That involves you actually trying stuff so you have roadblocks

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That's how I Google, should I ever need to

cloud cobalt
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Tutorials cover the basics of the engine, @modern sinew , sometimes they cover simple systems built on top, but they do not cover stuff that usually take dozens of engineers over years.

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There is absolutely nothing simple about a drag-and-drop roadway system

modern sinew
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I mean, there's tutorials for stuff like wallrunning and grappeling hooks

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Wouldn't call those basics

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not hard

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but

worn granite
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Also, just putting it out there.

99% of tutorials that seem to be about entire games, they're bad and are more vlogs than education.

cloud cobalt
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@modern sinew What you're trying is much more involved than wall running

worn granite
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Also grappling is an 'easy' mechanic

modern sinew
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I know, which is why I'm doing my FPS game idea first

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maybe I can take some money from that and just pay someone to write the code for this harder stuff

cloud cobalt
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Right because FPS are much easier 🙄

worn granite
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The engine is giving grappling WAY more than it gives custom terrain (that being none)

modern sinew
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They are. And have more tutorials

cloud cobalt
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They're not really

modern sinew
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more common, rather

worn granite
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Aight I'm done

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Stranger good luck

modern sinew
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Stranger, my point being there is a start-to-finish FPS tutorial series, and not many other genres have such a series

cloud cobalt
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That does not mean they are easier

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It just means the code is simpler

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Code is 10% of a shooter

modern sinew
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It means there are more resources for learning them

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even the simpler parts of a tycoon game (object placing, etc), I cannot find tutorials for

cloud cobalt
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Because less people do tycoon games

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(Because they sell less)

modern sinew
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Simcity games sold well, as did RTC 3 and Planet coaster. Now, that's picking the most popular for the sake of a point, but still. They don't neccesarily sell badly

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My idea is basically PlanCo meets Steep

pallid compass
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Hey does anyone have a tutorial is writing your own engine? pref DOD style? because i have been struggling

modern sinew
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writing your own engine???

pallid compass
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ye

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My current one is choppy

worn granite
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Handmade Hero

pallid compass
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not c++

modern sinew
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(and I thought I was the one asking about the crazy stuff)

pallid compass
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dont take me out my comfort one

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zone*

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i did finish writing my shader system and manager though, need to finish the file system

worn granite
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Beggars can't be choosers.... That's the only engine tut I know of

wooden wraith
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You would fit in well at the misc-dev channel in GDL :p

worn granite
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All the others are just walls of text

pallid compass
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dam

modern sinew
cloud cobalt
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@modern sinew Look, I've been doing games with Unreal for around a decade - here's my advice.

  • Games are really fucking hard. If you can see the credits menu and it has more than 5 names, that game can't be done alone.
  • Code is 10% of most games, so you're gonna need art too, lots of it, including unique art that you didn't pay for.
  • The average game on Steam today sells 100 copies at like $5 each so don't plan on making money with games.
pallid compass
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10% wat

cloud cobalt
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Unique, high-level gameplay code, not counting engine

modern sinew
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@cloud cobalt I have a friend who makes 3D models, I'll ask if they can make them for my game in exchange for like 35% of the profit

pallid compass
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I aint counting the engine code either, its way more than 10% :p

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exchange for like 35% of the profit

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you poor soul

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u dont even know

modern sinew
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Profit percentage is 1; All I have, and 2; a good incentive to do your work well

cloud cobalt
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50% chance that you're paying the artist more than $100, I hope he's motivated

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For an average game development company

pallid compass
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You will be lucky if u even finish the game

modern sinew
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Would it be a better idea to start a Kickstarter when I have the gameplay done?

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to get the money for the models, music, etc?

cloud cobalt
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Seriously, forget about money alltogether - games are only a source of revenue if they're a massive hit

worn granite
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Not really

pallid compass
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no one will give u money for a kick starter when you dont have anything under ur belt

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not even a portfolio

modern sinew
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I'd have the demop

pallid compass
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You know what your trying to do right now?

worn granite
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But all I got for you is bad news

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So I'll go away again

pallid compass
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"hey i want to make a plain, how do i do wings?"

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plane

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fuck my phone fam

modern sinew
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No, Rei, this is "I have a plane, can I have money for paint and gas?"

cloud cobalt
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Seriously though, forget about money, it won't happen

pallid compass
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not even

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CLOSE

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paint and gas lmfao

frosty bloom
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Another day, another poor souls dreams being crushed by being unrealistic

pallid compass
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paint and gas is RPG maker

modern sinew
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And if it does, @cloud cobalt ?

pallid compass
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ERIK U LIVE

cloud cobalt
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It won't, sorry

frosty bloom
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Heey : ]

pallid compass
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Btw red Pandaz your like the 10000th person to say all this

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non of them are still in the discord

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and they ones that might be, have a disaster of a project or have given up

modern sinew
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It takes more than an idea, it takes motivation to keep working on it

pallid compass
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I can link about 3 people off the top of my head who will tell you there 4 year project has gone to poop

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It takes skills, man power and team work.

modern sinew
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If they give up they don't have that second bit

cloud cobalt
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@modern sinew Like I said, the average Steam game sells 100 copies - are you better than the average game development company on the PC market, or lower than average ?

spare steeple
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this is fun to read

worn granite
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Guys, you have to let the kids scrape knees

cloud cobalt
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Average means 50% of developers sell less

modern sinew
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@cloud cobalt A lot of those are just stuff like asset flips tho

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Not somethign with care put in

frosty bloom
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You have no idea how much gets buried do ya? 😉

pallid compass
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You can give up because your out of scope, its called not going potato

spare steeple
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@modern sinew the best option you have right now is to build some joke game thats a funny joke on purpose that you have no plans to sell so you can learn the process of making a game and how to use the engine

cloud cobalt
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Well my game wasn't an asset flip, it took 5 cares of care as a team of three, guess how much we sold ? And we've been quite lucky tbh

modern sinew
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What’s your game like tho

pallid compass
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3 units!

cloud cobalt
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Making money on Steam is now a combination of very uniquely appealing game, extremely good and clever marketing, raw talent, and sheer dumb luck

misty creek
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I would suggest doing a game jam, that way you can try and build a complete simple game and see the amount of work it takes

pallid compass
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Game jam is a good idea to knock someones perspective in too place

modern sinew
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UE gives a better deal on the Epic Games launcher tbhh

pallid compass
spare steeple
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epic games launcher doesnt give a better deal on features or customer count

cloud cobalt
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@pallid compass Careful, mentiong DK can get you warned here...

pallid compass
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Dude no offense but by the sounds of it u wouldnt get on the epic games launcher

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wait wtf u can get a warning for DK effect?

modern sinew
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I’ll try at least

pallid compass
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I have posted it quite abit, no warning yet?

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Its not meant to be offensive, just to help people understand scope really.

modern sinew
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And Rei, I’m well aware that I’m inexperienced, which is why I’m going with by far my easiest idea first

cloud cobalt
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Look @modern sinew , all we're saying is, try something realistic and don't hope for money, and you'll be very happy with your project.

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I do want you to be happy with your project and finish it

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You can discard that advice if you want but we've all been there

spare steeple
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your best option for a first project isnt your "first idea" but rather something you dont intend to sell at all

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because it wouldnt sell

worn granite
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Did you just imply somebody here is a washout flipper pandaz?

pallid compass
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no such thing as an easy idea

modern sinew
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No

pallid compass
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Let me quote u from a friend today, im sure he wont mind

worn granite
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🍿

modern sinew
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And easiest, Rei, not easy

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Important distinction

pallid compass
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I h ope he does not mind

frosty bloom
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Did you just assume my games scope?

pallid compass
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But even the simplest shit tends to spiral out of control.

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Achilleon has been trying to make a strong robust 2d fighting template, and hes been at it for 4 years.

modern sinew
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Well, haven’t had any problems that hold me up for more than a few hours yet

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I’ll tell you if that ever happens

cloud cobalt
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You're struggling with line traces

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No offense...

pallid compass
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You aint going deep enough then :p

modern sinew
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Not with the traces

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Just wth getting them pointing the right way

worn granite
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But does your game use line traces Stranger? Have you even SEEN raycasts

cloud cobalt
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lmao

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You know I've always wondered how many traces we do per frame

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Got to be thousands

spare steeple
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just build the game and dont think about money, do it because you like it and after a while you might be working on a project that people are willing to pay for

modern sinew
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I’m not

pallid compass
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CMC does tons of line traces under the hood afaik

modern sinew
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I’m just hoping

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Nothing wrong with that

spare steeple
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thats the right mindset then

misty creek
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Have you ever made a complete game before?

pallid compass
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I think id rather make a shit engine than a full game tbh

modern sinew
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In GMS 1.4. All my 2D games look bad tho because I’m not an artist, but the gameplay is there

worn granite
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And they're trying to keep you from crashing when your dreams don't happen

pallid compass
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Visuals is the first thing people look at

modern sinew
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And for 3D I have a friend who knows how to make 3D models

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Not so lucky for 2D

misty creek
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3D games are a lot harder to make than 2d games

pallid compass
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I hope u got $$ to pay him

cloud cobalt
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The first 5 seconds of your trailer is the only thing 90% of people look at

pallid compass
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Shit takes tons of time

zinc rivet
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expecting people to give you free work is a great way to ruin a friendship @modern sinew

worn granite
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Better make it a logo drop right @cloud cobalt

pallid compass
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The idea of modelling a full game on my own actually makes me feel sick af

modern sinew
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Not asking for free work

cloud cobalt
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It's not free, it's exposure

zinc rivet
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and it will be free

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because you won't sell shit

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is what people are saying

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so unless you can pay out of pocket, I wouldn't try

worn granite
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Have done multiple royalty projects. Guess how many I saw a dime for

zinc rivet
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or just make it clear that it's for futzing around and no profits are expected

worn granite
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Guess how many were even worth it for my resume

modern sinew
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Hmmm, just you watch tbh. You are so pessimistic you’d make people think no game in the history of ever has made a profitable game

cloud cobalt
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5% of games today are profitable

zinc rivet
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hell, that's not exactly unique to games even @worn granite so many shitty app / startup ideas out there

modern sinew
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And if I do make a profit?

pallid compass
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WAIT @worn granite u got a shirt once 😉

cloud cobalt
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Then you'll be teaching us

zinc rivet
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then you're lucky. but don't count on it

modern sinew
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What’ll you say then?

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😛

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Anyway

pallid compass
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Il eat my own words

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like i told everyone else

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Im yet to eat my own words

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in past 4 years of being in here

modern sinew
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Sticking to basic mechanics for this one. Simple gameplay, simple AI

spare steeple
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nobody is telling you that you wont have a successful game, theyre just telling you to keep your expectations low

pallid compass
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What even is basically really

modern sinew
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It’s only a hope, as I apparently have to keep saying

pallid compass
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I am hoping for you

zinc rivet
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@spare steeple and that you probably shouldn't ruin friendships or try to build a business on a moon shot

modern sinew
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Because nobody seems to register it the first dozen times :/

pallid compass
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Did anyone tell him how many games are released on steam a day

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and all that info

cloud cobalt
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I did

modern sinew
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The only thing that I think I might have to cut due to it being way more complicated than the other stuff is the ability to see a translucent “ghost” of your character from your fastest run. I have no clue how to do it, and it’s not super necessary, so if it has to go it has to go

cloud cobalt
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I guess no one mentioned the award winning, prized indies doing 1000 sales

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We're all hoping you succeed, really. Game development is a family, everyone here will be truly happy if you make money from your game @modern sinew . I will, anyway. I'm trying to maximize your chances of that happening, but you're the biggest obstacle on that path right now. That's all I'm trying to say.

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Good luck I guess

pallid compass
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train for 6 years as generalist

spare steeple
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@modern sinew just keep working on your project and eventually youll realize you know how to do it

pallid compass
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then try it

worn granite
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We register your hope as much as you seem to register what we say

modern sinew
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IMO it’s better to try and fail than to look at something, go “too hard”, and resolve to never do it

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You just have to know your abilities

cloud cobalt
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No one's suggesting you don't try, the opposite really

modern sinew
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That’s not the opinion I’m getting from the chat

cloud cobalt
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We're suggesting you try 10 games this year

worn granite
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Which is why I'm not gonna reiterate

cloud cobalt
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10 small games

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Not one big

misty creek
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That is why I suggested you do a game jam. That way you could see the scope of what you are trying to do

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But best of luck to you

zinc rivet
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You just have to know your abilities
That's what we're saying. Start small scope, learn what your abilities are before you try to guess that you'll be able to do a larger one

modern sinew
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I’ve already made small games. If I wanted, I could take just the mechanics I currently have and make a platformed

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*platformer

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Just wouldn’t have assets tho

worn granite
#

Ever seen somebody sink $30k into a Kickstarter failure?

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That one was a wild ride

modern sinew
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Well I’m planning on sinking exactly $0 for the demo, not counting time

zinc rivet
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@worn granite backer or the person behind it?

cloud cobalt
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Did you already finish small games, assets included ? Code is a small part of a game

worn granite
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And if I had 3 years of savings I'd take that project solo

cloud cobalt
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Sales included, customer support included

worn granite
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So yeah I'd do it again

modern sinew
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I’ve not spent any money yet, and all I need to add now is the combat mechanics and I’m good to go

worn granite
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@zinc rivet the person behind it

cloud cobalt
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Anyway, have to get back to work, or serious discussions. I do hope we see you back in some years as a beytter listener

pallid compass
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Lmfaoi that story immut

cloud cobalt
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Good luck

pallid compass
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My fav

zinc rivet
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ah. that probably isn't actually all that rare, even for non-game related projects 🤔

worn granite
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And youre wrong Rei, the shirt was from a paid project

pallid compass
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oh

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rip

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when we gonna make MMORPG future flying planes game already

worn granite
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Tbf I know of some poor bastard that dumped multiple thousands into a Kickstarter game that flopped hardcore

pallid compass
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lmfao jfc

worn granite
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As a backee

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Backer

pallid compass
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wow

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lets do kickstarter fam, we in the wrong buisness

wary wave
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dumping a lot of money into KS is a foolish thing to do, heh

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but fools and their money....

pallid compass
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Actually i dont mind

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this is how it goes

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Fool puts money in to kickstarter, some guy pays me to fix his mess of a project, money ends up going to me to buy socks

cloud cobalt
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The correct business of games is doing the platforms and tools

pallid compass
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YES

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"sell the spades to gold diggers"

zinc rivet
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socks are nice

cloud cobalt
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Game developers are the biggest fools 😛

pallid compass
#

Programming socks ofc

zinc rivet
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@cloud cobalt clearly why valve no longer makes games

worn granite
#

You can also do freelance gameplay mechanics

dim plover
#

Honestly, hentai games + Kickstarter/Patreon seems to be the actual best.

zinc rivet
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"Average game session: 2 minutes"

pallid compass
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sweats nervously

worn granite
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Rei stop drawing toddy

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GG phone

abstract relic
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This was a fun read

pallid compass
#

i have not drawn toddy in awhile

cloud cobalt
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@zinc rivet Also why Epic is happy doing UE4 & the EGS

modern sinew
#

What do you guys think of the concept of a FPS game where you get a point bonus based on how fast you complete the level? With mechanics all aimed at making it fun to go fast?

cloud cobalt
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Though Fortnite is making them happier

spare steeple
#

you should explore and develop the concept yourself honestly

regal mulch
#

So basically a FPS racing, like that truck game.

cloud cobalt
#

Spend a month on a prototype, show us the result

spare steeple
#

build a prototype that isnt just words on paper and have your friends play it

cloud cobalt
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^

regal mulch
#

Clustertruck it was

zinc rivet
#

@modern sinew hard to say, with a concept like that, the execution matters more than the basic idea

fierce tulip
#

titan fall 2 practice levels had that too i think

#

and a story about my uncle

modern sinew
#

I will. Planning on having the demo, which will be the tutorial but with free assets, done within a month of summer break

cloud cobalt
#

Also Mirror's Edge is a great ref

modern sinew
#

Apparently Mirrors edge wasn’t all that great

cloud cobalt
#

ME has the best running movement of any game I've played

zinc rivet
#

^

#

and that would be really important for a game like that

pallid compass
#

ME was F**** amazing

zinc rivet
#

the story kinda sucked

#

but the gameplay was good

cloud cobalt
#

Whether the game as a whole was great is another discussion, but the movement ? Aim for that incredible movement

worn granite
#

Yeah ME movement is a good target

cloud cobalt
zinc rivet
#

oh god @cloud cobalt that would probably make me puke

modern sinew
#

Then again, the only review I’ve seen of it was by Zero Punctuation, who isn’t known for stellar reviews

cloud cobalt
#

As far as speedrunning first person games go, ME is the gold standard in the mind of every player

#

So aim for that

#

Make it better if you can

worn granite
#

Zero Punctuation is great but you have to understand what he does

modern sinew
#

How much is ME? Is it worth picking up a copy to look it over?

zinc rivet
#

I use zero punctuation when I'm on the edge of buying a game, I'm not sure, and my wallet's holding me back. mostly cus I'll end up not buying it

spare steeple
#

if you wanna make a game where speed is the goal then you need to make it satisfying for players to spend hours finding the best mathematical route to beat the level

#

thats what speedrunners do

#

the theorizing is more fun than actually playing

cloud cobalt
#

Is it worth picking up a copy of the game people will compare you to ?

#

🤔

worn granite
#

No

spare steeple
#

people will compare you to ME if you try to copy ME

worn granite
#

Better to buy other genres

spare steeple
#

make the game you have in mind based on what you like

modern sinew
#

Ok

cloud cobalt
#

... the answer is yes

spare steeple
#

if youre trying to make a game based on some random idea you had it will inevitably be worse than if you made a game that is the kind of thing you would enjoy playing yourself

modern sinew
#

So it’s better to ignore it, to keep my vision for the game pure then?

zinc rivet
#

no, ignoring what's out there is a great way to not learn from mistakes

modern sinew
#

Well now I’m getting conflicting answers

spare steeple
cloud cobalt
#

It was a joke lmao

#

Of course you should play ME

modern sinew
#

Ok

cloud cobalt
#

If you're doing a parkour game

worn granite
#

You're getting conflicting answers because it's a nuanced art full of room for subjectivity

modern sinew
#

Well the parkour only goes as far as a grappling hook, wall-running, and sliding, but IG IG

zinc rivet
#

sounds like titanfall's movement system

modern sinew
#

Haven’t played it, so it’s not copying

zinc rivet
#

nothing wrong with learning from what's out there

#

I'm just adding another datapoint that you should learn from

pallid compass
#

Haven’t played it, so it’s not copying wahh?

zinc rivet
#

and understand that these games were all made by teams of passionate, competent people

#

polish takes a lot of time

frosty bloom
#

holy smoke ME had some intense Chromatic Aberration going one

worn granite
#

Even if you aren't trying to copy a game, ppl will say you did

modern sinew
#

Anyway, the story RN is that you’re a prototype stealth/strike robot that failed to complete testing to the governments standards, so you are discarded, and can choose to either prove yourself back to them or join the rebel group

pallid compass
#

nou

modern sinew
#

Thoughts?

pallid compass
#

forget about story

zinc rivet
#

^

pallid compass
#

get something that works

cloud cobalt
#

No one cares about the story

pallid compass
#

what u even doing fam

modern sinew
#

The story is just there to connect levels anyway

pallid compass
#

go buy

modern sinew
#

But there should be some cohesion

pallid compass
#

The art of game design book

#

and read it

#

by Jesse schell

#

its only 600 pages

still moth
#

so calculating the actual speed of a falling object its the time of fall in seconds multiplied by 9.8 meters.. so for every time a script runs, shouldnt i just have to multiple the time that the script starts by 980 unreal units to get the amount of distance traveled in a specific elapsed time?

pallid compass
#

Buy it, read it, come back will help alot

modern sinew
#

Any chance it would be in my local library? I mean, they have a book on conlanging in there, and that’s even more obscure

cloud cobalt
#

Buy a PDF today somewhere ? 🤷

pallid compass
#

I highly doubt it

fierce tulip
#

Xd I purchased that book a few days ago. still waiting for it

zinc rivet
#

@still moth it's 9.8 meters per second squared. Velocity increases over time

still moth
#

thats what i mean.. so i can use the game time to calculate how long the object has been "falling" in a given time interval by multiplying that time interval from the start of fall by 980

zinc rivet
#

Uh no

#

You forgot the square

spark sonnet
#

I finally found out how to make my drone go up! 😄

still moth
#

so if a clock starts when the script begins, and is cycled by a timer every .1 second, first time it runs itll be 980 x .1, second time would be 980 x .2, then 980 x .3 getting progressively faster as it goes

worn granite
#

So the first second you travel 980. The second second, you've added 980 to your velocity.

zinc rivet
#

^

worn granite
#

So you can't just scale acceleration by time.

still moth
#

yeah, but the distance isnt measured on a per second basis, its measured every 10th of a second, so 980 x .1 for the first 10th of a second, then 980 x .2 for the second tenth of a second

worn granite
#

No.

zinc rivet
#

Per tick, you're adding gravity constant * time interval ^2 to velocity

worn granite
#

That's a flat rate again

#

At least if you're doing Origin + 980 * dT

still moth
#

it wouldnt be delta time, it'd be the time elapsed since the actor was created

worn granite
#

K

zinc rivet
#

The equation he's describing is 980*(1/10)*n where n is the number of intervals it's been falling. Still wrong

#

When it should be v = 980 * (1/10)^2 + current velocity

#

@still moth why do you want to calculate the time it's been falling from location? Just record the fall start time and subtract it from the current time or something lol

still moth
#

so set a variable for Z velocity, every .1 second that the script runs itself, 980 multiplied by 0.10, square that, and add that to the existing Z velocity and set the new variable

zinc rivet
#

No, square 0.1, so it's 980*0.01 + current velocity = new velocity.

#

@still moth what are you actually trying to calculate? Forget the tick rate etc, what are you trying to get out of the calculation in the end?

#

because it sounds to me like you're doing more than you have to

#

or.. I might have misread your earlier comments.

#

do you actually just want to update the velocity at each tick?

still moth
#

so basically im just adding an additional 9.8 units to Z velocity every 0.1 second

#

lucien, im creating an arcing line trace that'll follow the path of a bullet without rendering a physical projectile

zinc rivet
#

ah. yea that's what you're doing as far as the math goes

#

that won't give you a smooth curve, since I assume you're going to calculate displacement linearly for the time segment, but it's a good approximation

still moth
#

it wont be perfect, but close enough

zinc rivet
#

for something like a bullet, the distance covered horizontally is high enough per time segment that it probably won't be very visible

#

depending on speed and visible distance, you could end up with just 1 or 2 line segments

still moth
#

the way its going to work is there will be a few shorter line segments out to about 100m, after that, then the bullet drop kicks in

#

since guns are zeroed out to a certain distance

zinc rivet
#

realistically, that's not how bullets work yaknow, but for game mechanics it's probably good enough ™

still moth
#

well yeah

#

you could apply drop from the start, angle the forward vector upwards by a small amount, and have the falling bullet intersect the crosshair at a given distance

zinc rivet
#

yea. Players would probably find it frustrating when they keep overshooting targets at 50m though

still moth
#

hey, thats how it really goes though, i zero my AKs the same way the russians did, a 300m zero.. aim at the "belt" of any target and your point of impact will be anywhere between the neck and the crotch out to the effective range of the rifle, with no need to pay attention to holdovers

zinc rivet
#

anyways, if you wanted to smooth out the bullet path you could probably construct a spline for each segment instead of a straight line

#

but that math is more complicated

still moth
#

yeah

#

this is close enough, closer than most games will ever be

#

im building this script to get a best case scenario for as close as i can get it with a stacking line trace method and then comparing that solution to actually spawning a physical, but unrendered projectile with CCD and letting the in-game physics handle it

#

see what gives me the best result, the best performance

zinc rivet
#

normal ingame physics might not handle high velocity objects very well

#

ever hit an object and have it warp through something?

still moth
#

yeah, thats tunnelling

#

thats what CCD corrects as it checks between where an object is in one frame, and where it is in the next for collisions in between

#

theres a bit of a performance hit with CCD enabled

zinc rivet
#

ah right

plush yew
#

is there way to create massive ring world

still moth
#

you mean gravity pushing away from a central point?

zinc rivet
#

there's a lot that you could do to optimize it, but it probably isn't worth doing the extra computations for CCD unless it's a pretty large projectile (cannon shell maybe?)

still moth
#

CCD is only necessary for very fast projectiles

#

the other option is to just draw a string of line traces

zinc rivet
#

that's probably what I'd do for simplicity 🤷

#

the difference in actual simulation accuracy is small enough that players wouldn't notice

still moth
#

and thats why im working out the rate of gravity to do a semi-accurate group of line traces instead, and when this is working properly with blueprints i may rewrite the script in C++ for even better performance, because once its working, tweak a variable here and there and the "projectile" can be customized

zinc rivet
#

yea could code it in C++ and edit parameters in the data-only blueprint for things like forward velocity etc

grim ore
#

don't forget you can just use a math expression node in BP if it's just maths

zinc rivet
#

also true. it's not exactly a heavy calculation - you're talking a single ray per tick per projectile, projectiles probably don't exist for more than a couple ticks unless they're very long range

still moth
#

lmfao.. oops

#

forgot to do a check to see if velocity was above zero.. got bullets working like boomerangs now

#

looking at these arcs, they do look a lot like the actual trajectory of a 5.56 round, since those are the figures i used from a ballistics chart to get the decrease in velocity over time, and starting velocities from

spark sonnet
#

Is there a float that changes between A and B for example each second?

still moth
#

asking me?

spark sonnet
#

No just asking. I am making an actor that needs a variable that changes between 1 and -1

still moth
#

i set the "lifespan" of the actor which spawns these projectiles to about 2 seconds.. this variable can be adjusted to adjust the "range" on certain weapons.. after 2 seconds, the actor kills itself if nothings hit

#

you need it to change from 1 to -1 over time? use a timeline

#

could maybe lerp it as well

spark sonnet
#

I have a lerp I just cant figure out what I need to change the alpha in the lerp

#

I tried set float in event tick but it didnt work as I wanted

rapid ridge
#

Hey guys, simple question: I want to make a Button that outputs a random number from 1 to 7. The catch is, that some of the numbers are not available to output so it needs to try make another random number until it outputs a number that is available. Is there a way to achieve this without the error that I can't make an infinite loop?

spark sonnet
#

Maybe you could use a less or greater than float?

#

Why are some of the numbers not available @rapid ridge ?

rapid ridge
#

Because those are Characters that are chosen already

modern sinew
#

How do you change a speed? not the max speed, but the current speed?

spark sonnet
#

Ah

rapid ridge
#

and it should put a random one from the available ones

spark sonnet
#

I see

zinc rivet
#

@spark sonnet what do you mean "changes between -1 and 1"? that could be interpreted several ways:

  • is 1 for a second, then -1 for a second,
  • linearly bounces between -1 and 1 over the course of a second
  • moves between -1 and 1 with easing (something like a sine function)
modern sinew
#

Most likely

#

a

spark sonnet
#

option 1 and 2 will work @zinc rivet

#

@rapid ridge You could make 7 variables and have them set to true if the integer is that value but Im sure there are easier ways : )

rapid ridge
#

yes thats but thats whats already happening

zinc rivet
#

@spark sonnet could use Get Game Time In Seconds, modulo it with 3, subtract 1. set it to a variable

rapid ridge
#

well I think I'll just need to make another node to get around the error of infinite loop, even though its not very elegant. thanks anyways @spark sonnet

zinc rivet
#

er, after rounding the game time to an int

#

i assume

#

er wait nvm, that's wrong

#

lol

still moth
#

whelp.. this ballistic script is finally done

spark sonnet
#

lol @zinc rivet

#

But I could maybe use gametime as you said

zinc rivet
#

yea

spark sonnet
#

then if its odd set to -1 ?

zinc rivet
#

that'd work

still moth
#

now, on to a CPP script

zinc rivet
#

I overthought it

spark sonnet
#

but how does it know if its odd?

#

nvm found it out

zinc rivet
#

modulo it with 2, check if 0

#

for even

spark sonnet
#

it works! Thank you

still moth
#

hmm

#

off to youtube for some C++ tutorials i guess

#

im not even building this mechanic in a game project, just the default FPS project, i'll plug it into a project later.. im building mechanics piece by piece

twilit hill
#

anyone knows a video about advanced destructible meshes? i need to find a way to always break a mesh at a specific point, which should be do-able with the ability to "support" the areas around, but i would like to dig a bit deeper before i attempt something

#
  • the training video from epic is not advanced (its just a showcase with "basic" stuff)
twilit hill
#

nevermind, guess physixlab is the way to go 😄

wary wave
#

experimental mesh / blockout editing tools thingy? anyone remember what it is called and how to enable it?

#

can't find it anywhere

#

found the Unreal Studio version, but it's not what I'm after

#

I'm looking for the one that operates in the main viewport

oblique sorrel
#

Oh how I love this kind of tutorial...
"How to create a procedurally-generated forest in Unreal Engine 4"
Then, within first 5 minutes: "First, we're gonna need this $599 'procedural forests' pack from the marketplace..."

versed spear
#

could you not use placeholders?

oblique sorrel
#

It's just an example

spark sonnet
#

If I am going to make lets say a helicopter. Should I make one static mesh and one skeletal mesh only consisting of the moving part?

versed spear
#

oh i get you

oblique sorrel
#

Might be "How to create a flying AI", "first we need this $299 volumetric pathfinding plugin"

latent moth
rare axle
#

Which textures are the most important to keep high res? I heard that your diffuse/albedo maps matter less than having high resolution roughness / normal maps. Is this true?

wary wave
#

@dim plover - cheers

still moth
#

wow, just finished my first C++ script and it actually works

#

granted its just a simple line trace but i had to create both float and vector variables, set them, and set up the line trace.. but hey, getting a single, working line trace in C++ is a step towards getting many line traces to work together in C++

frank escarp
#

C++ line traces and BP line traces cost about the same cpu cost

still moth
#

perhaps, for a single line trace

frank escarp
#

for a bunch of traces, is still about the same cost

still moth
#

now try having 6,400 of them per second with decreasing velocity and applied gravity

frank escarp
#

it gets cheaper if you tryhard and use async traces (can only be used from C++)

#

@still moth make sure to have 1 "manager" type actor for that

#

Tick overhead is a thing

still moth
#

its not going to run on event tick

frank escarp
#

if you gonna have a lot of actors moving around doing traces

still moth
#

what happens when you fire a gun is you spawn an actor and that actor runs a script to draw one line trace on the end of another over a period of time and applies decreasing velocity and accelerating gravity to the trace, so the trace arcs over time through the air.. i have it working flawlessly in blueprints right now, now im recreating it in C++ both as a learning experience and out of curiosity

#

too many people using UE4 lately seem afraid to get into C++ and i want blueprints to be something that can help me, not a crutch i become dependent on, if that makes sense

frank escarp
#

becouse C++ is an absolute clusterfuck

#

and i say that as a high level programmer

still moth
#

perhaps, but still necessary in a lot of circumstances

#

ive often wondered if engines using other scripting languages like C# and lua have more capabilities and things they can do vs blueprints or if theyre all really about the same.. because i keep hearing people speak of things BPs cant do, and i wonder if text scripting languages can

sullen wraith
#

do you need to do anything special to port game to linux?

still moth
#

well you wont be using directx

grim ore
#

you need to package it for Linux 😛

still moth
#

wasnt there a new API that came out recently thats supposed to be better than vulkan?

autumn furnace
#

Hello, I don't really know where to ask, so I'm asking here.. I'm doing some networking experiments/proof of concepts for a multiplayer game and I would like to use UE4 as the client (I am a beginner with UE4, I know the basics, but I'm a beginner with that Engine). I know UE4 has many networking capabilities but it just doesn't fit my needs. So here are my questions:

  1. What do you think about getting rid of UE4 networking capabilities? Will there be any "wrong behaviors" in the future because of it?
  2. My client is now connecting to my dedicated server. I would like to run multiple clients from within the "Play" button, but without activating the "Listen server" thingy that UE provides by default, nor the internal dedicated server. Should I edit the Engine source code to do that, or is there anything easier?
    Thanks!
grim ore
#

i guess the answer to both would be if you aren't using the built in networking then you can remove it if you think that will help. I don't think it would be much of a problem leaving it in if you don't use it in the end.

#

pulling it out might be more of a problem than it would help

autumn furnace
#

Yeah I thought about removing it, but I was hoping to find a #define that would ease that process. Why would it be more of a problem than keeping it and using it?

grim ore
#

the engine has networking built into it, removing a chunk of the core engine would require quite a bit of engineering for possibly no gain.

#

if you are using it now with your networking stack and not using the built in one are there any issues?

autumn furnace
#

Ah sure I see what you mean.

#

No I don't think there are any issue.

crisp hawk
#

is it possible to have sub game modes per level stream?

#

like, the one master game mode for the persistent level ,then sub game modes for each level stream?

grim ore
#

I would assume not but it should be easy to test

crisp hawk
#

i think i might just create blueprint classes and stick them in the master game mode, then use the correct blueprint class based on the sub level the player is in

grim ore
#

yep from what I can test the persistent level game mode is what is running when you are using sub levels

crisp hawk
#

ok, thanks!

grim ore
#

all the sub levels do is add their data to the existing world so it makes sense

crisp hawk
#

just wasn't sure if htere was a certain pattern that people do for this

dry moon
#

Anyone know why this wouldn't detect default collision

#

Worked fine in 4.21

#

the wall collision

#

It just seems to completely ignore walls

plush yew
fluid stag
#

@plush yew opengl or direct x normals? you can open the normal map and check flip green channel see if that helps

plush yew
#

The normal is fine, it's just that either the color, or the roughness, or both look wrong

#

Like it's too reflective

#

Whereas in Substance Designer the roughness is perfect

fluid stag
#

ahh

sudden agate
#

your texture is probably set to srgb

dry wraith
#

Anyone know how to make an actor move in a cutscene?

sudden agate
#

you need to turn off srgb for the roughness

fluid stag
#

^^ make sure all masks files are set to be mask type

dry wraith
#

I want to make it look like a plane is flying away in a cutscene

plush yew
#

Just checked, it's not set to srgb :S

sudden agate
#

is it the correct sampler type? it should be linear color

dry wraith
#

Can someone help me make it look like a plane is flying in a cutscene?

plush yew
#

It's "Linear grayscale"

dry wraith
#

I have a camera scene set up but I don't know how to make the actor move

plush yew
#

If I set it to linear color I get an error

sudden agate
#

Linear Grayscale is fine.
Try turning sRGB on and change the Sampler Type to Grayscale

grim ore
#

ue4 has a default specular value, do you have any specular set in your substance? if not set your specular to 0 in UE4

dark depot
#

@plush yew make sure your also exporting as an 8 bit texture and unreal is set to masked as said above

#

Also remember your lighting is different

plush yew
#

What do you mean with set to masked? Apologies for the dumb questions but I'm absolutely new to UE4

#

Also I've set it to grayscale but it looks the same

dark depot
#

Ue4 is a bright scene there compared to the foggy sd one your using

sudden agate
#

you dont need to set the texture to mask compression that makes no sense

plush yew
#

I've tried changing environment in SD, I tried many, it always looks correct

#

whereas in UE it looks too glossy

sudden agate
#

can you change the Camera to face the bright side? Would like to see the result from there

plush yew
#

Sure, one sec

sudden agate
#

Can you give me your Roughness Texture?

plush yew
#

Sure, I'll DM it

sudden agate
#

👌🏻

grim ore
#

You did adjust the specular in UE4 right?

sudden agate
#

Spec has nothing to do with it :)

#

Spec of 0 would mean zero reflectivity

grim ore
#

he has a spec of 0.5

abstract relic
#

Spec is almost useless 😜

plush yew
#

If I hook a 0 constant to specular I get no reflections at all, like the material's completely rough

grim ore
#

correct, specular is like a reflection for non metallic which you have set your object up as

#

and it defaults to 0.5 so kinda reflective

plush yew
#

Tried lowering it to 0.05 and it still looks wrong, like the little reflections present are still too reflective, whereas anything below 0.05 turns to completely rough:

https://puu.sh/DfBkP/77a77288c5.png

heavy ether
#

curious if anyone here has ever used any of the programming language plugins for unreal, c#, javascript, angelscript?, others?

#

i'm leaning towards playing around with the javascript one, since it doesn't apparently require a fork of the engine, but the examples also don't look like very good javascript, and the docs are not very good

frank escarp
#

they are all garbage

#

for different reasons depending on them

heavy ether
#

i'd like to hear what your experience is? and opinions why

frank escarp
#

using ue4 since before it was public, multiple games released, working on AAA right now

heavy ether
#

i meant with the language plugins, not challenging your work 😄

sudden agate
#

@plush yew First, turn off Screen Space Reflections. They are either super crisp or not there, unlike baked reflections

frank escarp
#

ah

#

it depends on the lenguage

#

there is not a single one that works properly

#

in general, they tend to be very buggy, or extremelly hacky, or they just dont work in a distributed game (only work in editor)

#

as far as i know the C# version only worked in editor, for example

#

same with the js version

plush yew
#

Uhhh how do I do that?

frank escarp
#

whats the point of using a lenguage that isnt supported by unreal devs, and that you cant even use to make your game

sudden agate
#

@plush yew Put a post Process Volume into your map and set it to unbound. Then turn the Screen Space Reflection Intensity to 0

heavy ether
#

it's something i'd like to look at, because once my porting (unity to unreal) project is in a better shape, we'll be moving a bunch of devs that are far more versed in javascript and c# systems than in C++, none of whom have used Unreal before

sudden agate
#

why switch to unreal if no one can use it lol

heavy ether
#

@sudden agate source code availability is mandatory

zinc rivet
#

mandatory to who?

#

are there specific things you're trying to do in unity that you can't because you don't have the source?

heavy ether
#

mandatory to the project, we have to be able to build for custom hardware

frank escarp
#

you aint gonna have unreal running on custom hardware mate

#

out of the jokes, godot is probably a better choice here

grim ore
#

if you need source code then use godot, it supports C# so why not

cloud cobalt
#

No source code should be a huge nope no matter what imho

frank escarp
#

its small size might allow you to customize it a ton

#

weaknes #1 of unity @cloud cobalt

#

its such a huge issue when developing on unity

cloud cobalt
#

Agreed

heavy ether
#

so, anyway, even if we end up with an Intel target, we still want to have source code for as much as possible. and that's why i was told to port our demonstration to Unreal.

zinc rivet
#

@cloud cobalt i mean yea, but if I had a team of JS engineers who needed to produce something on a reasonable deadline, I wouldn't say "Ok everyone learn a completely new language and framework" if I expected to get stuff done in a reasonable amount of time

frank escarp
#

@heavy ether you should still know C++ is a beast

#

unity devs will have issues with it

grave nebula
#

Customizing UE4 too much is an unliftable task. Adopting for custom hardware might defy the purpose of using it at first place.

heavy ether
#

yeah, we have some C++ devs, although i've got the porting task, despite having not used C++ in 20+ years, because I used Unreal extensively in the old days. lol

#

anyway it was just something i was wondering about, if it might make anyone's lives easier, or would just make mine worse. 😄

#

i didn't know C# before we built our unity demo, so i'm not adverse to learning, and C++ is a completely different beast than it was in the 90s

frank escarp
#

Godot is still using 90s C++

#

for some reason XD

#

C++11 changed the lenguage a lot

#

and C++20 is going to be another huge jump

#

they are even removing header/cpp split

cloud cobalt
#

90s C++ is best C++

#

Sorry not sorry

frank escarp
#

fuck that i want my lambdas

#

and constexrp

heavy ether
#

i think we crossed Godot off the list very early as completely unsuitable. I don't remember that specific discussion, though

cloud cobalt
#

The code bloat with C++ post-03 is real and absolutely bonkers

#

And full portability of C++11 only became a thing recently

#

(Like, 3DS didn't support it)

frank escarp
#

unreal runs on C++14 just fine

#

even started allowing C++17 on game modules now

cloud cobalt
#

C++14 brings little enough to the table that I'd be fine with 11

frank escarp
#

C++14 is mostly just an "extras" release

#

touches a couple details and little more

#

C++17 mostly adds a few fancy constexrp things and std::parallel for

#

which is amazing

#

tho unnecesary with unreal, we have our own parallel-for there

cloud cobalt
#

Which is exactly why the software I uses to work on is still C++03 only

frank escarp
#

i think C++03 is a horribleidea

#

no lambdas

#

and no auto for loop

#

and no "override"

cloud cobalt
#

If you're writing glorified C with extreme portability and performance in mind, C++03 is clearly better

frank escarp
#

even IF you write glorified C, doing C++11 and more is good

cloud cobalt
#

Nah, because code size is basically double

frank escarp
#

lambdas and template algorithms are damn good

#

only if you start including the stl

cloud cobalt
#

Anyway, C++11 wasn't an option

#

One shipping platform didn't have it

frank escarp
#

RIP

#

since a while already, i like to write almost-C code

#

this is from a tiny minesweeper i created for discord, as a meme XD

#

lambdas are great

cloud cobalt
#

Imagine that with manual allocation everywhere

frank escarp
#

this one doesnt allocate

#

other than std::string stuff

cloud cobalt
#

Other than massive dyn allocs for strings 😛

tacit harbor
#

Hi all

frank escarp
#

btw

#

@cloud cobalt C++03 doesnt have move operators

#

and that IS pretty huge

cloud cobalt
#

It's practical, and can be done without

frank escarp
#

badly

tacit harbor
#

Where I go to report problems

cloud cobalt
#

With the engine ?

#

The bug report form

tacit harbor
#

Yeah

#

Hmm how u get that when I usually only see it when crashes

cloud cobalt
#

Google "UE4 bug report"

#

And fill the form

tacit harbor
#

K

#

But Yeah for some reason my character bp doesn't cast to game instance

#

I tried different characters GPS and different engines version s

#

Bps

cloud cobalt
#

Why would a character cast to a game instance

#

They are completely unrelated

tacit harbor
#

No I mean in construct script in character

#

I try getting game instance in there but cast fails

grim ore
#

casting fails or getting the game instance fails?

tacit harbor
#

Casting fails

#

It is successful cast in level bp

cloud cobalt
#

What are you casting as a game instance ?

plush yew
cloud cobalt
#

Cast is just a type conversion

plush yew
#

here must be something wrong

cloud cobalt
#

It takes an object of class A and returns it as class B, if B inherits from A and the object is actually a B

#

That's all cast is

tacit harbor
#

Casting to my game instance bp

cloud cobalt
#

Casting what

#

What is the input

sudden agate
#

noob question: How do I recompile usf files?
CTRL+Shift+ doesnt work

sullen wraith
#

how do I add my hud widget to my hud?

grim ore
sullen wraith
#

got it cheers, i was missing add to viewport

stoic cobalt
#

yo

#

can anyone help me out with multiuser editing

#

i was trying it with my friend today and some assets werent syncing

#

like textures and materials

spark sonnet
#

Why is one of my cameras going through the wall while the other isnt? They are both on a springarm with the exact same settings

grim ore
#

different collision settings on the arm? the channel it is checking against

spark sonnet
#

they are the same. could it be the wall?

grim ore
#

well it could be but I assumed you tested the same wall with both camera setups

spark sonnet
#

Yep shouldnt be the wall

#

Do collison test is activated so it should work

grim ore
#

It does a basic line trace using the selected channel against collision along the arm

#

maybe it's working but your camera is not on the arm correctly or something else is pushing it thru?

#

but you said same setup so weird

spark sonnet
#

ok I fixed it. The camera was a bit behind the spring arm. Thank you for your help @grim ore

frail river
#

Hey, anyone know a way to run a blueprint from a level sequence? Or at least how do I do something similar, I want to spawn an actor when I get to a certain frame

grim ore
#

ah so the arm was fine the camera was just not at the end

spark sonnet
#

yes. I didnt know it had to touch the spring arm line, but it does make sense

grim ore
#

well it doesnt have to, it's just going to offset the camera that amount from the end. It still might be usefull for some effects, like if you want it offset from the trace still like over a shoulder or something

spark sonnet
#

Ah ok. In this case I wanted it to not go through anything so this was the right solution for this actor

plush yew
grim ore
#

what does the material look like now?

thorny stream
#

how does construction scripts work? I use it on my Character BP but it doesn't seem to always run?

plush yew
thorny stream
#

for some reason i have to recompile the construction script once I save all or it doesnt work, and when i launch/package my project it doesn't run

spark sonnet
#

whats inside the construction script @thorny stream ?

grim ore
#

no I meant, what does your material graph look like. the one with the texture setup.

spark sonnet
#

what do I input to possess my thirdpersoncharacter? nothing works

grim ore
#

you need a pawn to possess

spark sonnet
grim ore
#

you are not possessing anything so you have no player pawn to get

#

you need to keep a reference somewhere of your blueprint pawn/character that you want to possess so you can get back to it later

spark sonnet
#

oh

thorny stream
spark sonnet
#

why would you need that?

thorny stream
#

I used it so that my camera won't follow my character

spark sonnet
#

ah ok

thorny stream
#

yeah it stops working when i save the Level BP

still island
#

Which GPU would be better for game dev in general, texturing, 3d designing, substance etc. Two choices: GTX 1070 or RTX 2060. I am not looking for game-benchmarks, but gamedev related calculations.

cloud cobalt
#

None of these are very GPU intensive anyway

#

Get a RTX for the DXR support

still island
#

I am aware that none of these are that intensive, but looking for better choice. RTX will get come extra baking support, but it has less vram

cloud cobalt
#

It's like 6GB lol

still island
#

Yeah, GTX has 8GB

cloud cobalt
#

Both are huge

still island
#

for gaming itself yeah, but If you deal with substance, photoshop and that kind of stuff, it's really not that much

cloud cobalt
#

I'm not familiar with Substance, but I never found Photoshop to use a lot of VRAM

#

Heaps of RAM and scratch disk that's for sure

still island
#

photoshop + substance 😛

cloud cobalt
#

So yeah if you know for a fact Substance uses multiple gigabytes of VRAM, maybe take a 1070

#

If you plan on trying raytracing some day, take a 2060

still island
#

That's why I asked for advise, because there are pros and cons for both of them, and I thought there'd be someone who has experience with both

cloud cobalt
#

You're looking at two GPUs with close specs anyway

#

The 1070 is cheaper, isn't it ?

#

Probably the most significant difference too

still island
#

roughly the same price

cloud cobalt
#

Ah, well

#

Well, if you need the 8GB, get the 1070, the 2060 would be my choice if not

still island
#

Their specs are not that close if you think about it. RTX as I said, has less vram which is important in game dev, but on the other hand, it will get a lot of other benefits, like faster baking etc. So the decision is not that straightforward

frank escarp
#

just get the RTX

#

now that raytracing has been confirmed to be on PS5

#

and ue4 gets support

cloud cobalt
#

VRAM is not nearly that important unless you've got a very specific application

#

I have 4GB here and I'm pretty sure I need a third of it

#

UE4 in games default to a limit on VRAM usage that's fairly low

#

Now if Substance requires 4x more than most games do, fine

still island
#

My friend, who's looking for this GPU currently has 4GB, and it's absolutely eaten by substance and company 😛

plush yew
grim ore
#

cool, thanks

idle garden
#

"The resource you are looking for has been removed, had its name changed, or is temporarily unavailable."

tropic marsh
#

<@&213101288538374145> hey can i get banned please

ashen brook
#

um, sure

#

but why?

tropic marsh
#

i'm getting myself banned from every server because fuck it i dunno

snow crown
#

you can leave the server

fierce tulip
#

lol

snow crown
#

ok, this reeks of account compromise

#

so imma just mute and see what happens in a day or two

wary wave
#

yup

modern sinew
#

Hey how hard is making a racing game btw?

ashen brook
#

as incredibly hard as making any other kind of game

weary basalt
#

Make one and let us know?

#

Difficulty can be subjective

modern sinew
#

IG the hardest parts would be the AI, or if I included OMP matches, that

#

Would I be correct in those two?

frank escarp
#

nope, not at all

#

AI in a racing game is the easiest p;art

#

the hard part in a racing game is the race mechanics

#

the race physics of the vehicles

#

making an AI is just a very simple pathfind style AI. You can even just make them follow a given path automatically, its very, very easy

#

if the player is leaving them behind, then cheat and boost their speed. If its the reverse, nerf the bots a bit. Its what all racing games do

modern sinew
#

Ohhh, ok

cedar snow
#

booo @ rubberbanding ai

modern sinew
#

There’s some term for that I’ve heard, but I forgot

#

That

frank escarp
#

if you feel extremelly fancy, its quite easy to make a neural network that drives

#

its literally one of the classic "noob excersises"

modern sinew
#

Anyone have any cool race location ideas? I’m thinking: Hawaii, Rockies, Arizona, Sarajevo, one or two of the other old cities in Europe, maybe one in Japan

polar hawk
#

the lower intestine

modern sinew
#

IG San Francisco too? That’s a classic for racing games

cedar snow
#

idk those locations have been used over and over and over again

modern sinew
#

Allar, you’re not being helpful

#

1,2, and 4 haven’t IIRC

#

@cedar snow

placid locust
#

Does anyone have experince with handling weapons / arms clipping with objects? I tried everything

cedar snow
#

pretty sure hawaii has been used in a racing game

#

but my point is that i'd do something different

#

like cloud racing in jupiter's deadly atmosphere

#

my 5 cents 😄

modern sinew
#

How hard is creating online matches with like 8 players?

digital anchor
#

same as 3 same as 10, 5x harder than 1

modern sinew
#

Very hard or not very hard tho

digital anchor
#

if takes a day to make your game, you will take five days to make it multiplayer

#

if takes a year, make it five years

#

hard is relative

buoyant meadow
#

If I have an animation with root motion enabled, how do I go about using JUST the root rotation and not the root movement?

#

Do I have to edit the character movement component c++ or is there a tickbox I'm missing

restive fern
#

Idk fam

hard zinc
#

hey guys, noob cpp question

#

do I have to use VS explicitly to build anything or can I just use UE4 compile and build?

zinc rivet
#

@placid locust what exactly have you tried?

placid locust
#

Adding a collision to the weapon mesh

#

Adding a collision to the hand

modern sinew
#

@cedar snow Hows this for a way to make my racing game different? Just make an area with all the streets of that area, and let players make their own races by picking a spot, and adding checkpoints?

#

Then have a way for players to rate how they liked each race

#

and have it automatically put the best ones on top

zinc rivet
#

@placid locust I'd probably do something like have a collision box on the weapon, and if it intersects something, animate it such that it moves the weapon back / to the side / etc until it no longer intersects. could get pretty complicated though depending on the desired fidelity.

mighty bronze
#

OK guys this sounds like a stupid question but I'll ask anyways, I am a noob at Unreal but know C++ basics

#

where do I start to get a crash course?

#

*actually scratch that, I meant to say deep dive.

dim plover
#

Probably Udemy.

restive fern
#

use bps

mighty bronze
#

BPS?

#

what is that?

zinc rivet
#

blueprints

dark depot
#

why would he do that

spare steeple
#

what files can i delete in the folder for a launcher engine without removing it from the launcher and still allowing me to install plugins for it that i can then copy to my source built engine

#

wanna save space

#

or rather what files should i keep

dark depot
#

he asked for resources to code @mighty bronze you might be good asking in #cpp but yeah udemy/docs/etc

placid locust
#

@zinc rivet So isn't there any way to prevent the skeletal mesh from clipping into objects like the character does?

mighty bronze
#

ok cool @dark depot

#

I just pinged my question in the #cpp channel

grim ore
#

The skeletal mesh does not prevent itself from clipping, its the capsule around it that stops it

zinc rivet
#

^

long dawn
#

Is there anyway to make the move tool 90 degrees when your object is at an angle?

grim ore
#

change the coordinate system to world instead of local?

#

at the top of the viewport the globe icon

#

otherwise you are asking for something else and you can make a widget utility for that lol

placid locust
#

@grim ore I tried to add a capsule to the weapon mesh but it dosn't work

#

Still clipping

grim ore
#

well you never said what this was for, we just pointed out the character is stopped from clipping by the capsule and collision. how is this weapon set up, how is it moving, does it have collision on it?

placid locust
#

The weapon is attached to the character hand

grim ore
#

then you are going to have to handle clipping yourself. the capsule of the character when you move it is checked for collision. Any other colliders are not going to check for collision.

placid locust
#

😟

grim ore
#

you would have to do stuff like collision checks using traces to see if it collides with anything and if so move it out of the way. I guess another alternative would be to make the players capsule bigger as needed but that might lead to other problems

modern sinew
#

Anyone know why any other mesh that I put for the Advanced Vehicle Blueprint just disintegrates when I try and play?

placid locust
#

@grim ore ty very much

halcyon summit
grim ore
#

@modern sinew perhaps the collision on the vehicle is conflicting and its causing it to freak out

long dawn
#

;p didn't even know that existed ty @grim ore

grim ore
#

@halcyon summit that would be the adaptive eye exposure. you can disable it in the project settings completely or use a post process volume

halcyon summit
#

oo ok ill look into that, thank you very much

placid locust
#

@grim ore is it possible to resize the character capsule on runtime?

modern sinew
grim ore
#

@modern sinew is your mesh a skeletal mesh? perhaps it has animation trying to play

modern sinew
#

I imported it as skeletal, but it's just a raw FPB

#

*FBX

#

@grim ore

grim ore
#

@placid locust it looks like you can using the Set Capsule Half Height node

#

it's my only thought, if it's a static mesh it shouldnt change at all but if its skeletal the bones could twist it

modern sinew
#

Ok that worked

#

But I thought of something even easier because I basically have all I need from another project, combined with a tutorial I’m watching

#

First-person rhythm-based platformer

maiden swift
#

@zenith flower This is not the place for you to rant. If you have a problem, ask for help. If you have a problem with Unreal, tell Epic. There are many ways to reach out to them.

plush yew
#

hey guys

#

im trying to make a map for my RPG

#

what tool would you suggest?

#

do you think something like Cartographer 3 or Inkarnate would do the job?

zenith flower
#

RPG Maker, by TheMoshPit, google it

#

If the results, are meaningless. Welcome to my world. Bye

plush yew
#

nah... not pixalated

modern sinew
#

Can someone give me some ideas for simple games? All of my ideas rn are either too hard or require a lot of assets

dark depot
#

pong

modern sinew
#

That’s hard

zinc rivet
#

lol

modern sinew
#

AI, calculating the ball bounce angle, etc

#

A racing or rhythmgame would be easier

dark depot
#

doesnt need AI

#

hahahahaha