#ue4-general
1 messages · Page 438 of 1
nope, still same
it does look like all the small windows except for "Toolbar" are closed, but they are shown as visible:
Anyone had the pleasure of 4.22 crashing every time y ou use "Update / Sync Workspace" ?
oh, it did fix the "Graph" view for widget blueprints, just the "designer" is broken
I suppose that's more pertinent to the source-control chat
@paper kernel - or just use the remove in the drop down on any of those entries?
this is how it looks like now: https://i.gyazo.com/a149ccec1b13c7934a10a826f28c5219.gif
in all widget blueprints
I really have no idea what could cause this..
restart editor
I did that many times already
I also did a full engine rebuild and deleted DerivedDataCache
I already try to fix this since a few hours
having major issue, instead of it adding each individual item once
it continues to add the same item forever
hey guys, can steam IAP be used if the game is not on the steam store? (the game would be on my own store)
doubt it
even games like Warframe that have their own launcher etc, if they have IAPs on Steam, the game is on Steam
question: Is there a way to turn off ALL distance fields on all current project static meshes, EXCEPT 1 or two static meshes?
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
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
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
No one is answering me on umg, sooooo
especially taking into consideration that distance fields aren't particulary ligthweight
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?
(sorry for interrupting)
Does anyone know any good tutorials for how to make a terrain modifyier for the player to use?
"terrain modifier"?
UE4 does not support this
Well, not out of the box as a simple tool
you could write an entirely new system
but given you're currently struggling with basic BPs, I think it's well outside the scope of your ability right now
Yup
First game with UE4 and getting really advanced plugins that tie deep into the engine ? Nah
^
Yes. UE4 does not support this
By coding them
Not possible through blueprints?
lmao no
Most likely not
not at all
Nah you'd quit
It's such a common feature tho
the kind of feature your describing requires an experienced engineer
and it's not a common feature
It's not common at all ¯_(ツ)_/¯
It's BP though
not at runtime
I haven't come across a tycoon or city builder game that doesn't let you modify the terrain
it's mostly a small number of high-end strategy games that have that kind of feature
@modern sinew Who says they are using an out of the box solution?
and those builder games use dedicated engines, built from scratch to suit their needs
I'm just saying since it's so common, you would think UE4 would have thought to put a way to make it
And just because a game ever did something, why does that suggest BP would have a built-in way of doing it
It's maybe common to a genre of games.
That doesn't mean it's common to gamedev
Most games don't have terrain modifier
And if they have, it's coded
No
It does something different which is 3D deformable terrain
It's less controllable, more advanced than what you want
It definitely doesn't do it out of the box
Well how would one of you more experienced people go about making such a system
By spending a year on it
But it'd be easier to start from that than to even approach making this in BP
https://www.youtube.com/watch?v=gtVTGUK5pRA What I'm talking about is something like this
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Most likely be createing something that can modify a plane runtime
We know what you mean
SimCity never used UE4. They use an inhouse engine where someone created the terrain modifier for that game
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
No one said it's impossible
It's just not supported out of the box
And takes a lot of time even for skilled people to implement properly
Because one of my ideas for a game is a Ski Resort Tycoon
and I want players to be able to make their own mountains
Is it harder than multiplayer?
Break your problem way down and do nibbles
Online Multiplayer I mean
'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
What would you gain from knowing what I find harder?
I can pull off almost everything if I have the time.
So no, they aren't comparable
And I also don't think they are both hard.
But Cedric is also an expert
These 5 years of UE4... ¯_(ツ)_/¯
So what he doesn't see as hard, you might
Ok, well does anyone know any tutorials for a click and drag pathway/roadway building system?
You missed my point and my advice
That's easier at least I would think
Do you have tutorials for building a liquid-fueled rocket engine ?
Welp I'm out. Have fun explaining the "There is no tutorials for all of the stuff you want."
Find tiny little roadblocks and Google about them
By the way, drop me a tutorial on how to send a rocket to mars. KTHXBYE
(It's for a hobby project)
That involves you actually trying stuff so you have roadblocks
That's how I Google, should I ever need to
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.
There is absolutely nothing simple about a drag-and-drop roadway system
I mean, there's tutorials for stuff like wallrunning and grappeling hooks
Wouldn't call those basics
not hard
but
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.
@modern sinew What you're trying is much more involved than wall running
Also grappling is an 'easy' mechanic
I know, which is why I'm doing my FPS game idea first
maybe I can take some money from that and just pay someone to write the code for this harder stuff
Right because FPS are much easier 🙄
The engine is giving grappling WAY more than it gives custom terrain (that being none)
They are. And have more tutorials
They're not really
more common, rather
Stranger, my point being there is a start-to-finish FPS tutorial series, and not many other genres have such a series
That does not mean they are easier
It just means the code is simpler
Code is 10% of a shooter
It means there are more resources for learning them
even the simpler parts of a tycoon game (object placing, etc), I cannot find tutorials for
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
My idea is basically PlanCo meets Steep
Hey does anyone have a tutorial is writing your own engine? pref DOD style? because i have been struggling
writing your own engine???
Handmade Hero
not c++
(and I thought I was the one asking about the crazy stuff)
dont take me out my comfort one
zone*
i did finish writing my shader system and manager though, need to finish the file system
Beggars can't be choosers.... That's the only engine tut I know of
You would fit in well at the misc-dev channel in GDL :p
All the others are just walls of text
dam
Rei, if you're that good, do you know how to make a system like https://www.youtube.com/watch?v=gtVTGUK5pRA ?
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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.
10% wat
Unique, high-level gameplay code, not counting engine
@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
I aint counting the engine code either, its way more than 10% :p
exchange for like 35% of the profit
you poor soul
u dont even know
Profit percentage is 1; All I have, and 2; a good incentive to do your work well
50% chance that you're paying the artist more than $100, I hope he's motivated
For an average game development company
You will be lucky if u even finish the game
Would it be a better idea to start a Kickstarter when I have the gameplay done?
to get the money for the models, music, etc?
Seriously, forget about money alltogether - games are only a source of revenue if they're a massive hit
Not really
no one will give u money for a kick starter when you dont have anything under ur belt
not even a portfolio
I'd have the demop
You know what your trying to do right now?
No, Rei, this is "I have a plane, can I have money for paint and gas?"
Seriously though, forget about money, it won't happen
Another day, another poor souls dreams being crushed by being unrealistic
paint and gas is RPG maker
And if it does, @cloud cobalt ?
ERIK U LIVE
It won't, sorry
Heey : ]
Btw red Pandaz your like the 10000th person to say all this
non of them are still in the discord
and they ones that might be, have a disaster of a project or have given up
It takes more than an idea, it takes motivation to keep working on it
I can link about 3 people off the top of my head who will tell you there 4 year project has gone to poop
It takes skills, man power and team work.
If they give up they don't have that second bit
@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 ?
this is fun to read
Guys, you have to let the kids scrape knees
Average means 50% of developers sell less
@cloud cobalt A lot of those are just stuff like asset flips tho
Not somethign with care put in
You have no idea how much gets buried do ya? 😉
You can give up because your out of scope, its called not going potato
@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
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
What’s your game like tho
3 units!
Making money on Steam is now a combination of very uniquely appealing game, extremely good and clever marketing, raw talent, and sheer dumb luck
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
Game jam is a good idea to knock someones perspective in too place
UE gives a better deal on the Epic Games launcher tbhh
epic games launcher doesnt give a better deal on features or customer count
@pallid compass Careful, mentiong DK can get you warned here...
Dude no offense but by the sounds of it u wouldnt get on the epic games launcher
wait wtf u can get a warning for DK effect?
I’ll try at least
I have posted it quite abit, no warning yet?
Its not meant to be offensive, just to help people understand scope really.
And Rei, I’m well aware that I’m inexperienced, which is why I’m going with by far my easiest idea first
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.
I do want you to be happy with your project and finish it
You can discard that advice if you want but we've all been there
your best option for a first project isnt your "first idea" but rather something you dont intend to sell at all
because it wouldnt sell
Did you just imply somebody here is a washout flipper pandaz?
no such thing as an easy idea
No
Let me quote u from a friend today, im sure he wont mind
🍿
Did you just assume my games scope?
But even the simplest shit tends to spiral out of control.
Achilleon has been trying to make a strong robust 2d fighting template, and hes been at it for 4 years.
Well, haven’t had any problems that hold me up for more than a few hours yet
I’ll tell you if that ever happens
You aint going deep enough then :p
But does your game use line traces Stranger? Have you even SEEN raycasts
lmao
You know I've always wondered how many traces we do per frame
Got to be thousands
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
I’m not
CMC does tons of line traces under the hood afaik
thats the right mindset then
Have you ever made a complete game before?
I think id rather make a shit engine than a full game tbh
In GMS 1.4. All my 2D games look bad tho because I’m not an artist, but the gameplay is there
And they're trying to keep you from crashing when your dreams don't happen
Visuals is the first thing people look at
3D games are a lot harder to make than 2d games
I hope u got $$ to pay him
The first 5 seconds of your trailer is the only thing 90% of people look at
Shit takes tons of time
expecting people to give you free work is a great way to ruin a friendship @modern sinew
Better make it a logo drop right @cloud cobalt
The idea of modelling a full game on my own actually makes me feel sick af
Not asking for free work
It's not free, it's exposure
and it will be free
because you won't sell shit
is what people are saying
so unless you can pay out of pocket, I wouldn't try
Have done multiple royalty projects. Guess how many I saw a dime for
or just make it clear that it's for futzing around and no profits are expected
Guess how many were even worth it for my resume
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
5% of games today are profitable
hell, that's not exactly unique to games even @worn granite so many shitty app / startup ideas out there
And if I do make a profit?
WAIT @worn granite u got a shirt once 😉
Then you'll be teaching us
then you're lucky. but don't count on it
Il eat my own words
like i told everyone else
Im yet to eat my own words
in past 4 years of being in here
Sticking to basic mechanics for this one. Simple gameplay, simple AI
nobody is telling you that you wont have a successful game, theyre just telling you to keep your expectations low
What even is basically really
It’s only a hope, as I apparently have to keep saying
I am hoping for you
@spare steeple and that you probably shouldn't ruin friendships or try to build a business on a moon shot
Because nobody seems to register it the first dozen times :/
I did
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
I guess no one mentioned the award winning, prized indies doing 1000 sales
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.
Good luck I guess
train for 6 years as generalist
@modern sinew just keep working on your project and eventually youll realize you know how to do it
then try it
We register your hope as much as you seem to register what we say
IMO it’s better to try and fail than to look at something, go “too hard”, and resolve to never do it
You just have to know your abilities
No one's suggesting you don't try, the opposite really
That’s not the opinion I’m getting from the chat
We're suggesting you try 10 games this year
Which is why I'm not gonna reiterate
That is why I suggested you do a game jam. That way you could see the scope of what you are trying to do
But best of luck to you
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
I’ve already made small games. If I wanted, I could take just the mechanics I currently have and make a platformed
*platformer
Just wouldn’t have assets tho
Well I’m planning on sinking exactly $0 for the demo, not counting time
@worn granite backer or the person behind it?
Did you already finish small games, assets included ? Code is a small part of a game
And if I had 3 years of savings I'd take that project solo
Sales included, customer support included
So yeah I'd do it again
I’ve not spent any money yet, and all I need to add now is the combat mechanics and I’m good to go
@zinc rivet the person behind it
Anyway, have to get back to work, or serious discussions. I do hope we see you back in some years as a beytter listener
Lmfaoi that story immut
Good luck
My fav
ah. that probably isn't actually all that rare, even for non-game related projects 🤔
And youre wrong Rei, the shirt was from a paid project
Tbf I know of some poor bastard that dumped multiple thousands into a Kickstarter game that flopped hardcore
lmfao jfc
dumping a lot of money into KS is a foolish thing to do, heh
but fools and their money....
Actually i dont mind
this is how it goes
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
The correct business of games is doing the platforms and tools
socks are nice
Game developers are the biggest fools 😛
Programming socks ofc
@cloud cobalt clearly why valve no longer makes games
You can also do freelance gameplay mechanics
Honestly, hentai games + Kickstarter/Patreon seems to be the actual best.
"Average game session: 2 minutes"
sweats nervously
This was a fun read
i have not drawn toddy in awhile
@zinc rivet Also why Epic is happy doing UE4 & the EGS
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?
Though Fortnite is making them happier
you should explore and develop the concept yourself honestly
So basically a FPS racing, like that truck game.
Spend a month on a prototype, show us the result
build a prototype that isnt just words on paper and have your friends play it
^
Clustertruck it was
@modern sinew hard to say, with a concept like that, the execution matters more than the basic idea
I will. Planning on having the demo, which will be the tutorial but with free assets, done within a month of summer break
Also Mirror's Edge is a great ref
Apparently Mirrors edge wasn’t all that great
ME has the best running movement of any game I've played
ME was F**** amazing
Whether the game as a whole was great is another discussion, but the movement ? Aim for that incredible movement
Yeah ME movement is a good target
Mirror's Edge is one of my favorite games. I can't wait how long it does take to release new Mirror's Edge 2. I played game on my stereoscopic 3D-TV and reco...
oh god @cloud cobalt that would probably make me puke
Then again, the only review I’ve seen of it was by Zero Punctuation, who isn’t known for stellar reviews
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
Zero Punctuation is great but you have to understand what he does
How much is ME? Is it worth picking up a copy to look it over?
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
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
No
people will compare you to ME if you try to copy ME
Better to buy other genres
make the game you have in mind based on what you like
Ok
... the answer is yes
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
So it’s better to ignore it, to keep my vision for the game pure then?
no, ignoring what's out there is a great way to not learn from mistakes
Well now I’m getting conflicting answers
btw this >>>> mirrors edge https://www.youtube.com/watch?v=VpiNDxssUL0&t=14s
Complete speedrun through the legendary game Quake. All runs were recorded separately. The runs were improved again and again throughout the ages since 1996,...
Ok
If you're doing a parkour game
You're getting conflicting answers because it's a nuanced art full of room for subjectivity
Well the parkour only goes as far as a grappling hook, wall-running, and sliding, but IG IG
sounds like titanfall's movement system
Haven’t played it, so it’s not copying
nothing wrong with learning from what's out there
I'm just adding another datapoint that you should learn from
Haven’t played it, so it’s not copying wahh?
and understand that these games were all made by teams of passionate, competent people
polish takes a lot of time
holy smoke ME had some intense Chromatic Aberration going one
Even if you aren't trying to copy a game, ppl will say you did
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
nou
Thoughts?
forget about story
^
get something that works
No one cares about the story
what u even doing fam
The story is just there to connect levels anyway
go buy
But there should be some cohesion
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?
Buy it, read it, come back will help alot
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
Buy a PDF today somewhere ? 🤷
I highly doubt it
Xd I purchased that book a few days ago. still waiting for it
@still moth it's 9.8 meters per second squared. Velocity increases over time
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
I finally found out how to make my drone go up! 😄
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
So the first second you travel 980. The second second, you've added 980 to your velocity.
^
So you can't just scale acceleration by time.
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
No.
Per tick, you're adding gravity constant * time interval ^2 to velocity
it wouldnt be delta time, it'd be the time elapsed since the actor was created
K
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
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
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?
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
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
it wont be perfect, but close enough
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
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
realistically, that's not how bullets work yaknow, but for game mechanics it's probably good enough ™
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
yea. Players would probably find it frustrating when they keep overshooting targets at 50m though
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
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
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
normal ingame physics might not handle high velocity objects very well
ever hit an object and have it warp through something?
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
ah right
is there way to create massive ring world
you mean gravity pushing away from a central point?
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?)
CCD is only necessary for very fast projectiles
the other option is to just draw a string of line traces
that's probably what I'd do for simplicity 🤷
the difference in actual simulation accuracy is small enough that players wouldn't notice
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
yea could code it in C++ and edit parameters in the data-only blueprint for things like forward velocity etc
don't forget you can just use a math expression node in BP if it's just maths
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
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
Is there a float that changes between A and B for example each second?
asking me?
No just asking. I am making an actor that needs a variable that changes between 1 and -1
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
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
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?
Maybe you could use a less or greater than float?
Why are some of the numbers not available @rapid ridge ?
Because those are Characters that are chosen already
How do you change a speed? not the max speed, but the current speed?
Ah
and it should put a random one from the available ones
I see
@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)
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 : )
yes thats but thats whats already happening
@spark sonnet could use Get Game Time In Seconds, modulo it with 3, subtract 1. set it to a variable
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
er, after rounding the game time to an int
i assume
er wait nvm, that's wrong
lol
whelp.. this ballistic script is finally done
yea
then if its odd set to -1 ?
that'd work
now, on to a CPP script
I overthought it
it works! Thank you
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
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)
nevermind, guess physixlab is the way to go 😄
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
This one? @wary wave
https://www.reddit.com/r/unrealengine/comments/aed4f0/playing_with_the_hidden_mesh_editing_tools/
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..."
could you not use placeholders?
It's just an example
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?
oh i get you
Might be "How to create a flying AI", "first we need this $299 volumetric pathfinding plugin"
does anyone know why a scene capture component 2d render these dark blocks (the other standard block is the terrain, with mountain meshes around it)?
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?
@dim plover - cheers
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++
C++ line traces and BP line traces cost about the same cpu cost
perhaps, for a single line trace
for a bunch of traces, is still about the same cost
now try having 6,400 of them per second with decreasing velocity and applied gravity
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
its not going to run on event tick
if you gonna have a lot of actors moving around doing traces
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
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
do you need to do anything special to port game to linux?
well you wont be using directx
you need to package it for Linux 😛
wasnt there a new API that came out recently thats supposed to be better than vulkan?
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:
- What do you think about getting rid of UE4 networking capabilities? Will there be any "wrong behaviors" in the future because of it?
- 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!
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
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?
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?
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?
I would assume not but it should be easy to test
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
yep from what I can test the persistent level game mode is what is running when you are using sub levels
ok, thanks!
all the sub levels do is add their data to the existing world so it makes sense
just wasn't sure if htere was a certain pattern that people do for this
Anyone know why this wouldn't detect default collision
Worked fine in 4.21
the wall collision
It just seems to completely ignore walls
Hello guys, I have a little issue (I hope this is the right place to ask for help)
I made a material in Substance Designer, this is what it should look like:
https://puu.sh/DfAEL/0c7604329c.png
The problem is that in UE4 it looks very different:
https://puu.sh/DfAGO/c9bfad3c42.png
This is the material setup:
https://puu.sh/DfAHI/89359ac2c3.png
What am I doing wrong? Thanks
@plush yew opengl or direct x normals? you can open the normal map and check flip green channel see if that helps
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
ahh
your texture is probably set to srgb
Anyone know how to make an actor move in a cutscene?
you need to turn off srgb for the roughness
^^ make sure all masks files are set to be mask type
I want to make it look like a plane is flying away in a cutscene
Just checked, it's not set to srgb :S
is it the correct sampler type? it should be linear color
Can someone help me make it look like a plane is flying in a cutscene?
It's "Linear grayscale"
I have a camera scene set up but I don't know how to make the actor move
If I set it to linear color I get an error
Linear Grayscale is fine.
Try turning sRGB on and change the Sampler Type to Grayscale
ue4 has a default specular value, do you have any specular set in your substance? if not set your specular to 0 in UE4
@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
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
Ue4 is a bright scene there compared to the foggy sd one your using
you dont need to set the texture to mask compression that makes no sense
I've tried changing environment in SD, I tried many, it always looks correct
whereas in UE it looks too glossy
can you change the Camera to face the bright side? Would like to see the result from there
Sure, one sec
This should be the bright side:
https://puu.sh/DfB2Q/b4e70360c4.png
Slightly tilted:
https://puu.sh/DfB4p/282afc063c.png
Can you give me your Roughness Texture?
Sure, I'll DM it
👌🏻
You did adjust the specular in UE4 right?
he has a spec of 0.5
Spec is almost useless 😜
If I hook a 0 constant to specular I get no reflections at all, like the material's completely rough
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
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:
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
i'd like to hear what your experience is? and opinions why
using ue4 since before it was public, multiple games released, working on AAA right now
i meant with the language plugins, not challenging your work 😄
@plush yew First, turn off Screen Space Reflections. They are either super crisp or not there, unlike baked reflections
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
Uhhh how do I do that?
whats the point of using a lenguage that isnt supported by unreal devs, and that you cant even use to make your game
@plush yew Put a post Process Volume into your map and set it to unbound. Then turn the Screen Space Reflection Intensity to 0
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 source code availability is mandatory
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?
mandatory to the project, we have to be able to build for custom hardware
you aint gonna have unreal running on custom hardware mate
out of the jokes, godot is probably a better choice here
if you need source code then use godot, it supports C# so why not
No source code should be a huge nope no matter what imho
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
Agreed
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.
@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
@heavy ether you should still know C++ is a beast
unity devs will have issues with it
Customizing UE4 too much is an unliftable task. Adopting for custom hardware might defy the purpose of using it at first place.
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
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
i think we crossed Godot off the list very early as completely unsuitable. I don't remember that specific discussion, though
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)
C++14 brings little enough to the table that I'd be fine with 11
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
Which is exactly why the software I uses to work on is still C++03 only
i think C++03 is a horribleidea
no lambdas
and no auto for loop
and no "override"
If you're writing glorified C with extreme portability and performance in mind, C++03 is clearly better
even IF you write glorified C, doing C++11 and more is good
Nah, because code size is basically double
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
Imagine that with manual allocation everywhere
Other than massive dyn allocs for strings 😛
Hi all
It's practical, and can be done without
badly
Where I go to report problems
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
No I mean in construct script in character
I try getting game instance in there but cast fails
casting fails or getting the game instance fails?
What are you casting as a game instance ?
https://www.youtube.com/watch?v=0UBNXneL1oo&t=210s I use ue4 4.21.2 and used that tutorial to make celshaded graphics first time and its not working. I did all right and it worked before that video (i used ue4 live stream version)
The best way to make a toon shader like in Borderlands or Jet Set Radio. Using two post-process materials with some easily configurable parameters, a high qu...
Cast is just a type conversion
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
Casting to my game instance bp
noob question: How do I recompile usf files?
CTRL+Shift+ doesnt work
https://docs.unrealengine.com/en-US/Engine/UMG/UserGuide/CreatingWidgets , you would create the widget in your hud event graph then add it to your viewport.
got it cheers, i was missing add to viewport
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
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
different collision settings on the arm? the channel it is checking against
they are the same. could it be the wall?
well it could be but I assumed you tested the same wall with both camera setups
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
ok I fixed it. The camera was a bit behind the spring arm. Thank you for your help @grim ore
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
ah so the arm was fine the camera was just not at the end
yes. I didnt know it had to touch the spring arm line, but it does make sense
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
Ah ok. In this case I wanted it to not go through anything so this was the right solution for this actor
Turns out I had to plug a parameter and the roughness texture into a lerp and that did the trick:
https://puu.sh/DfDrN/d890101af6.jpg
Thanks for the help regardless 😄
what does the material look like now?
how does construction scripts work? I use it on my Character BP but it doesn't seem to always run?
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
whats inside the construction script @thorny stream ?
no I meant, what does your material graph look like. the one with the texture setup.
what do I input to possess my thirdpersoncharacter? nothing works
you need a pawn to possess
but this doesnt work
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
oh
ok it's not the construction script, its just the bp in general
why would you need that?
I used it so that my camera won't follow my character
yeah it stops working when i save the Level BP
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.
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
It's like 6GB lol
Yeah, GTX has 8GB
Both are huge
for gaming itself yeah, but If you deal with substance, photoshop and that kind of stuff, it's really not that much
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
photoshop + substance 😛
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
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
You're looking at two GPUs with close specs anyway
The 1070 is cheaper, isn't it ?
Probably the most significant difference too
roughly the same price
Ah, well
Well, if you need the 8GB, get the 1070, the 2060 would be my choice if not
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
just get the RTX
now that raytracing has been confirmed to be on PS5
and ue4 gets support
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
My friend, who's looking for this GPU currently has 4GB, and it's absolutely eaten by substance and company 😛
@grim ore Oh sorry, it looks like this:
https://puu.sh/DfFd2/be4f8f8317.png
cool, thanks
"The resource you are looking for has been removed, had its name changed, or is temporarily unavailable."
<@&213101288538374145> hey can i get banned please
i'm getting myself banned from every server because fuck it i dunno
you can leave the server
lol
ok, this reeks of account compromise
so imma just mute and see what happens in a day or two
yup
Hey how hard is making a racing game btw?
as incredibly hard as making any other kind of game
IG the hardest parts would be the AI, or if I included OMP matches, that
Would I be correct in those two?
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
Ohhh, ok
booo @ rubberbanding ai
if you feel extremelly fancy, its quite easy to make a neural network that drives
its literally one of the classic "noob excersises"
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
the lower intestine
IG San Francisco too? That’s a classic for racing games
idk those locations have been used over and over and over again
Does anyone have experince with handling weapons / arms clipping with objects? I tried everything
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 😄
How hard is creating online matches with like 8 players?
same as 3 same as 10, 5x harder than 1
Very hard or not very hard tho
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
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
Idk fam
hey guys, noob cpp question
do I have to use VS explicitly to build anything or can I just use UE4 compile and build?
@placid locust what exactly have you tried?
@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
@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.
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.
Probably Udemy.
use bps
blueprints
why would he do that
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
he asked for resources to code @mighty bronze you might be good asking in #cpp but yeah udemy/docs/etc
@zinc rivet So isn't there any way to prevent the skeletal mesh from clipping into objects like the character does?
The skeletal mesh does not prevent itself from clipping, its the capsule around it that stops it
^
Is there anyway to make the move tool 90 degrees when your object is at an angle?
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
@grim ore I tried to add a capsule to the weapon mesh but it dosn't work
Still clipping
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?
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.
😟
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
Anyone know why any other mesh that I put for the Advanced Vehicle Blueprint just disintegrates when I try and play?
@grim ore ty very much
Hey, I have a problem, for some reason when I'm inside a building, my lighting gradually intensifies, I think it has something to do with the sky light but I'm not sure. https://youtu.be/xJFDD0x0cVk
@modern sinew perhaps the collision on the vehicle is conflicting and its causing it to freak out
;p didn't even know that existed ty @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
oo ok ill look into that, thank you very much
@grim ore is it possible to resize the character capsule on runtime?
@grim ore
@modern sinew is your mesh a skeletal mesh? perhaps it has animation trying to play
@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
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
@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.
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?
RPG Maker, by TheMoshPit, google it
If the results, are meaningless. Welcome to my world. Bye
nah... not pixalated
Can someone give me some ideas for simple games? All of my ideas rn are either too hard or require a lot of assets
pong
That’s hard
lol