#ue4-general

1 messages ยท Page 457 of 1

sly lily
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Lol

fading tendon
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Wishful thinking...

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lol

sly lily
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Like I said, worse case you could build it.

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I think it's their github

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You'll need visual as well in either case

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Do have that installed already?

fading tendon
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Sorry, I thought you were talking to that other guy, I kinda ignored it. I'm probably not well versed enough to do that. I'm literally starting at square 1 with Virtus tutorials.

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Yeah i got visual

sly lily
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I did virtus as well

fading tendon
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i just finished the 11 C++ fundamental videos

sly lily
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I never touched the c++

fading tendon
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I thought it was pretty necessary for UE?

sly lily
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My game is alright with out, I'm still learning unreal.

fading tendon
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Oh ok. I'd rather not have to learn code lol

sly lily
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It helps deffinetly.

fading tendon
#

Yeah, Id like to have the capabilities

sly lily
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I'm going to learn it at somepoint, but I'm going to learn unreal engine first

fading tendon
#

Yeah, im pretty annoyed by this installation debacle.

sly lily
#

But anyways, back to topic.

fading tendon
#

I'll try to find the link to the help page i was using

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This was one of them

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Maybe you can verify if I turned my firewall off sufficiently?

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There's another.

sly lily
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Hmmm, your dedicated video card barely passes. So imo you should be fine there.

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How old is is the laptop?

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Is it a fresh install?

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Or have you had it for a while?

fading tendon
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I bought the laptop refurbished from Newegg like a monthago

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I just installed the Epic Launcher today

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Everything is from today

scarlet birch
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@fading tendon Just leave it. It's compiling shaders and first run stuff. If you have a marginal system it could take a very long time. Just wait.

fading tendon
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Alright, Thats what I was thinking. This thing was like $450 haha

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Thanks fellas

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I'll let it go over night

sly lily
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Sleep on it ;)

scarlet birch
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It's almost always at 45% you see that long pause.

fading tendon
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Alright cool

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I'm sure ill be back with a million questions

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Thanks guys

plush yew
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can you explain monster ai architecture on mmorpg server?

raw elk
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Does anyone know why my landscape is invisible in raytraced reflections & translucency?

dark depot
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@raw elk its not supported

raw elk
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oh, dang. That's a bummer :\

surreal tundra
paper kernel
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Scaled up sand probably looks similar enough ๐Ÿค”

honest vale
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why do people do weird feature requests on forums?

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some dude asked for an auto rigging tool that rigs stuff to Epic skeleton

surreal tundra
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Oki thx!

paper kernel
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but...ART tool exists

glad stone
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hello

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does UE4 standards to Y- or Y+

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from what everyone says online, Y+ is for Direct X and Y- is OpenGL and UE4 uses Direct X yet it seems UE4 default is Y-

paper kernel
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ยฏ_(ใƒ„)_/ยฏ

regal mulch
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You mean axis coordinate wise?

paper kernel
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glTF export seems to work on Y+

regal mulch
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I should really read into that stuff one day hehe

paper kernel
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it's all relative anyway

regal mulch
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Ah, normal map stuff, then it's most likely Y-

glad stone
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lol

regal mulch
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Wouldn't you technically notice once you use the wrong one?

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So you can simply test?

honest vale
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@paper kernel isn't it a maya only tool?

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is maya free?

paper kernel
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iirc there is a blender version too

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also, is there a particular reason why macros are not inherited?

honest vale
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macros are just text substitutions done by UHT

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what sort of inheritance do you mean?

paper kernel
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ability to use the macro from parent

honest vale
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the compiler doesn't work that way

cloud cobalt
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Macros are completely orthogonal to the entire language

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They're just glorified search and replace, and they're as old as pre-standard C

honest vale
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to add to that: macros are expanded before compilation

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so they don't effectively exist at compile time

iron merlin
wary wave
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because the file it is looking for doesn't exist

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i.e. probably hasn't been compiled

cloud cobalt
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Right click project, set as startup

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That's your issue

iron merlin
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I did it

cloud cobalt
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So your project name is in bold, not the UE4 project in the solution ?

iron merlin
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Oh okay thanks!

surreal tundra
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i need to setup a material with these maps, anyone have any leads? have tried a bunch of different tutorials but don't get it to work

cloud cobalt
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You need color, roughness, AO andnormal

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Plug them into the material inputs called albedo, roughness, AO and normal

surreal tundra
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that gives me this

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wheras the material can look like this

serene birch
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well you'll want the depth + tesselation on top of that I guess

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but a big part of the look you get is due to the environment too

surreal tundra
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even with depth and tesselation the bricks etc arent that smooth and good

honest vale
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use meshes for the bricks

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landscape grass system is there for just that

cloud cobalt
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It's never going to look literally like that with a flat plane or terrain

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Substance artists love their displacement

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But displacement doesn't really work for games

surreal tundra
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best i can get is this

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how do i get that kind of displacement

honest vale
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use meshes

grave nebula
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From that point it is pretty self explanatory. Just plug in the maps. You don't need tutorials hand holding you for this.

cloud cobalt
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You add separate meshes with the vegetation system

honest vale
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make actual 3D bricks and debris

surreal tundra
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whats the point of making a 8k pbr material with debris if i have to add it myself anyway?

cloud cobalt
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None

honest vale
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yeah ๐Ÿ˜„

surreal tundra
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lol but the pic above looks dope

serene birch
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well I think you should be able to get it to look right un UE4

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but at what cost?

cloud cobalt
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You won't

honest vale
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good luck trying to do that in real time in UE 4

serene birch
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a 8k map with corresponding tesselation won't be cheap ๐Ÿ˜„

cloud cobalt
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UE4 simply can't do tessellation like that

surreal tundra
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no i know haha but its for video so its okay

cloud cobalt
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And tessellation has many, many drawbacks

surreal tundra
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its the same with the megascans tesselation

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it looks horrible in ue4

serene birch
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reminder that your game won't be composed of a single texture and plane (usually)

surreal tundra
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but in their tutorials it looks amazing

cloud cobalt
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Because they render it in Substance

plush yew
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NOT Unreal Dedicated Server ์–ธ๋ฆฌ์–ผ ์ „์šฉ ๋ฐ๋””์ผ€์ดํŠธ ์„œ๋ฒ„ ์•„๋‹™๋‹ˆ๋‹ค Boost C++ Server A-Z develop ๋ถ€์ŠคํŠธ๋กœ ์ฒ˜์Œ๋ถ€ํ„ฐ ๋๊นŒ์ง€ ํ˜ผ์ž ์ž์ฒด ์„œ๋ฒ„ ๋งŒ๋“ค์—ˆ์Šต๋‹ˆ๋‹ค character eyesight(์‹œ์•ผ), move(์›€์ง์ž„ ๋™๊ธฐํ™”) test

โ–ถ Play video
serene birch
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find a new ground mesh with more triangles

cloud cobalt
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Not game tech

serene birch
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heck

plush yew
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Self Server Development
Can you explain the monster ai server architecture?

serene birch
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your texture is big enough you could use it as a landscape ๐Ÿ˜„

surreal tundra
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haha okay yes but it still looks as bad

cloud cobalt
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Find or create a new material that doesn't have debris, find or create debris as meshes, put the debris on the landscape

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You're not getting that material to look right in UE4

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Anytime you see displacement in a material, it's stupid

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Well, it's not going to work in game tech, anyway

surreal tundra
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its for video and it seems like such a quick way to get amazing debris floor

cloud cobalt
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Sure, just not with UE4

surreal tundra
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instead of looking for meshes for hours

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but this material is for ue4?

cloud cobalt
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It's not

surreal tundra
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its sold on the marketplace lol

cloud cobalt
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So how does it look like in the marketplace demo map ?

honest vale
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sure you can do that if you have ridiculously high poly plane and tessellate and displace that

surreal tundra
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same with megascans?

honest vale
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is it a good way of doing it?

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no

glad gulch
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Hey there. Is there a way, to breake down "Landscape Layer Info Objects" and import grayscale maps to define my materials on my landscape? Like.. Alphamapping?

surreal tundra
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it looks like in the image above

bright root
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it will never look like that picture

honest vale
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it will not run well

surreal tundra
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the dope one lol

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: (

honest vale
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you get better looks and performance with 3D debris done via landscape grass or foliage

surreal tundra
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hmm okay

cloud cobalt
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Enable tessellation on the material and tweak the scale in the project settings

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But again, it's going to create all kinds of nasty issues

serene birch
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it's fine to show off the ground alone mostly and will be impractical in a real "game", but if you aren't making a game that wants it's 60fps on normal consumer hardware it might be ok for you

surreal tundra
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oki

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ill just keep struggling on youtube then

serene birch
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basically you do want a high detail mesh to have the displacement map not "wasted"

cloud cobalt
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You cna also simply import the material in the demo map to your project

serene birch
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yeah, just use the demo map assets directly ๐Ÿ˜ฎ

surreal tundra
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hmm yea maybe thats the best option

cloud cobalt
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You will also need to tweak your project settings to push tessellation density

surreal tundra
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okay, there is an option to change tesselation in project settings?

cloud cobalt
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Yes, there is

surreal tundra
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okat yhx

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thx

hidden aurora
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Whats texture tesselstion

cloud cobalt
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That's not a thing

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Tessellation is something that materials do to geometry

hidden aurora
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Iโ€™ve heard of it but never knew what was tin

cloud cobalt
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Tessellation is basically subdivision of geometry

hidden aurora
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O think it adds detail to te textures to simulate depths

cloud cobalt
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Tessellation just adds more triangles to geometry

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Displacement is a feature of materials that moves vertices

hidden aurora
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Lol that must consume lot of gpu

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You really have a lot of knowledge

cloud cobalt
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Not that much, it's just difficult to control, doesn't exist on the CPU, doesn't exist during static ligthing

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So it's useful for cloth, water planes, and that's basically it

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Displacement maps require tessellations, too, but almost no one uses that in games

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It's cheaper, simpler, looks better and more reliably to just add actual geometry

serene birch
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I wonder if the VT will be smart enough to pick the right lod of the displacement map to fit with the amount of tesselation is done ๐Ÿ˜›

cloud cobalt
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I hope no one's seriously trying to make tessellation a thing

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If we're going with raytracing and in-engine triangulation from NURBS, let's do that

grave nebula
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@serene birch VT will give you ability to sample specific mip in domain shader, but it is impractical to sample anything but LOD0 for detail displacement on terrain.

rustic imp
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if your build crashes with a fatal error, is there a way to see the callstack or something similar?

cloud cobalt
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Yeah.

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%LocalAppData%/YourGame/Saved/Crashes

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You'll have a minidump that can be loaded in VS, and the .pdb for that release gives you the stack

rustic imp
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ah ok, that's nice, I'll try that thanks

cloud cobalt
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Try a Development package first though

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Works just like a regular editor build with a nice log file

rustic imp
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I made a DebugGame package

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but when I open the log txt file it just shows something about dlls

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on another machine than I'm developing on though

cloud cobalt
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Did you run the prereq installer first ?

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Should be somewhere in the engine folder of your game

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You also need to install the Visual Studio redistributables for your current VS version.

rustic imp
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The target pc already has visual studio on it, which is why I was surprised that the log file did not have that much info

cloud cobalt
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Jus the prereq installer then.

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If it's the same major VS release

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2015 v 2017 v 2019

rustic imp
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is there also a good way to send crashreports to a server let's say after the game is shipped?

cloud cobalt
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Not really

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Steam does it but only for X86 builds, which makes it useless

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UE4 does it but i'm not sure what's the status of the crash reporter backend, like if it's public or not yet

serene birch
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Steam crash report tool was basically abandoned by Valve YEARS ago, a shame

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I've been looking into alternatives and didn't find much good really, the Steam client was a neat point to collect the crash dumps

cloud cobalt
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We've inserted a stack collection tool ourselves

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We ship with PDB and upload the stack on failed assertions

serene birch
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no need to ship with PDB

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well you need to upload a minidump then ๐Ÿ˜ƒ

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anyway, this is a lot of behind the scene work :/

plush yew
fringe sphinx
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hass anyone got any helpful documents or videos for the procedural mesh component ?

paper kernel
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it's pretty straight-forward, add vertices and fill triangles

fringe sphinx
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i get that part but im trying to add some Perlin noise to it but not having anyluck

paper kernel
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as a material or as a shape offset?

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honestly, minor deformation is easier to do in material

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unless your scale for the mesh is massive

fringe sphinx
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tried both managed to get the material to work for detail basically im trying to build a procedural terrain but no luck

regal mulch
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Might have some knowledge for you

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It's not very in-depth in terms of code though, as that's internal code of us

paper kernel
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Just map the vertex location to UV space of the noise image, read the image value in that pixel, apply it to vertex on z axis with scalar

regal mulch
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But should still be worth a read + the resources

fringe sphinx
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awsome cheers

sudden agate
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How does a DataTable behave in regards of memory?
I want to store a large amount of data, which also contains UObject-assets (StaticMesh,SkeletalMesh etc).
Does the DataTable load things on demand or is everything loaded on startup?

regal mulch
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If you just reference the actual asset it will most likely load it

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I never had to load stuff on DataTables

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But you could use the AssetID and load them by hand

sudden agate
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Ah. the docs say to use TSoftObjectPtr in the very last sentence :)

azure shore
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hi, could anyone give me some pointers to set up an anime blend thing? basically I just want to animate the arms of my character whilst the rest is using it's main anim bp

azure shore
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ah thanks

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wait, isn't that just about transitions? rather than having different bones play different animations?

rustic imp
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is there a way to hook into asset validation on import to check names and stuff?

regal mulch
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I guess with the Factories that handle the import?

rustic imp
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can you tell me a class name that I could use as starting point for research?

kindred viper
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its more a concept than a specific class. Each actor that can be dropped into the world has a factory so things go smooth. Theres loads of info in different places. This was an interesting read for me when I looked into it though. https://orfeasel.com/creating-custom-editor-assets/

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that might be a little out-dated now. its been a while

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or not

plush yew
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?

latent moth
cloud cobalt
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It's doing nothing here

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Your game thread is at 2.5ms, it's a complete non issue

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Your render thread might be busier

latent moth
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ah ok

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so I don't get why 16% of my CPU is working

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displaying a widget, that is

cloud cobalt
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Other threads.

latent moth
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ok

cloud cobalt
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And in packaged obviously, not editor

sullen wraith
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quick question, how do I change the .exe name

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for the project

sudden agate
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How difficult would it be to do the following:
My Battle system is turn based.
Every major battle should have an easy-to-customize flow with certain conditions which are checked on every turn.
Now what I want:
The "Events"(Speeches, Party Member vanishes during battle, enemy calls for aid etc.) of the battle should be contained within the battle model itself and be done in a separate blueprint utility.
Each Event should consist of a set of conditions (Party HP <= 50%, The current turn number is X, GameInstance has X set etc.)

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I could put everything into separate UDataAssets, but GameInstance-access would mean I need a separate UDataAsset for every Condition that accessess a separate variable

cloud cobalt
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@sullen wraith Rename the full project basically

sullen wraith
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ahh dam, thats inconvenient

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but all good

dim plover
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Does anyone know where the Custom Launch Profiles from the Project Launcher are stored?

plush yew
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I'm trying to do movement along the forward vector, so I'm changing the rotation in order to change direction however the mesh rotates but the forward vector is still in the same position??

severe solar
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Hi everyone :). I'm hoping someone can help me learn how to get cloth in UE 4.22 to collide with a character wearing the cloth, and environment? I've read the cloth docs, googled and followed this video: https://tinyurl.com/yxfg7gjx. A lot of stuff is for older versions of UE4, so I'm assuming somethings changed. I've also looked at the ContentExamples project where it works perfectly and I can't work out how they're getting the cloth to collide haha. Maybe someone can point me to a step-by-step tutorial? Thanks ๐Ÿ˜ƒ

granite socket
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hey guys i have an input ignored problem

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if someone can help me ?

cloud cobalt
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What's the problem exactly ?

granite socket
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ok

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i watch this video how to set a car

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and i dont know why all the input Axis get ignored

vale silo
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Is 4.23p1 coming soon ?

granite socket
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i copy pest that video 1 by 1

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past

cloud cobalt
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You should print something on the input event to ensure it's bound.

granite socket
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i just did what the guy in the video said

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im kinda noob so

cloud cobalt
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I can't watch the video now, but I'm sure you added an input axis binding to project settings, and then used that in your BP.

granite socket
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yep

cloud cobalt
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Have you tried printing the value of each axis on the Blueprint event ?

granite socket
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no

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i dont think i know what it is mean

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but let me google it

cloud cobalt
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There's a print node, and you might be able to drag your axis value onto the print input.

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That way it will continously print the axis input

granite socket
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you mean that thing ?

cloud cobalt
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Just the axis value each event gives you.

granite socket
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not working

cloud cobalt
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Are you playing, possessing an instance of MyCar, and using WASD keys ?

granite socket
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yes

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the scene is empty

sullen wraith
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i've got a static mesh the big blue thing with all it's collisions disabled

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i'm having issues as its not letting me right click anything

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inside of it

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is this normal?

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is there a way for me to make the cursor "ignore" it?

cloud cobalt
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@granite socket So are you actually piloting the car ?

granite socket
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no

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its not moving

cloud cobalt
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That's not what I am asking

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Are you in control of an instance of MyCar - what UE4 calls possessing ?

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If you created a car I figure you should see that car in the game when you're playing

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You just showed the editor so I don't know

granite socket
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well

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yes the car is there

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if i press play

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sorry for being such a noob

plush yew
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You should be

granite socket
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well thx ?

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i guess

cloud cobalt
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So what does your updated graph look like ?

granite socket
#

you mean event graph

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?

plush yew
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@plush yew savage

cloud cobalt
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Yes daniel

granite socket
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i send it before

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t

cloud cobalt
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After printing the events.

granite socket
#

?

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im sorry

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its still the same

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๐Ÿ˜…

cloud cobalt
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Show us the graph for the input, where you used the print node, to display the input state

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Like I suggested you do

granite socket
cloud cobalt
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So, print the axis value on one of your events.

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If you don't undersand what I'm saying here, I suggest you try an entry tutorial to the engine

granite socket
#

you right

plush yew
#

how do i rotate an actor's forward vector, setactorrotation just rotates the mesh.. why tf cant i find anything about this online

spark sonnet
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the forward vector would always be the forward vector. If you want to change it you could just break the vector then from the axis you want to rotate type + float and set the rotation, then make vector again @plush yew

plush yew
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Err probs better off directly rotating the vector

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!

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@spark sonnet but say an actor is facing east, and i rotate it to face west, shouldn't the forward vector be facing west then? that's how it works in unity anyways..

spark sonnet
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yeah if you rotate and actor the forward vector will also rotate

plush yew
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Depends on the order you do your logic

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I can't remember the exact node I think it's rotate vector around axis or something

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@spark sonnet but it doesnt, i'm moving my actor forward in the forward vector but if i rotate the actor he just starts walking backwards in the same direction..

spark sonnet
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can you show me what exactly you are trying to do?

plush yew
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Ah well if you want to rotate a pawn you need to use set control rotation

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Your rotation gets overridden otherwise

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vector right instead of forward vector but same principle

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Even if your maths is correct, that won't work because you need to use set control rotation.

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@plush yew set use controller rotation yaw?

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Maybe but

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Set control rotation

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That exact name

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Calculate the rotation you want and plug it in

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what's the point of SetWorldRotation (Mesh) if SetActorRotation does the exact same thing?

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@plush yew I cant find "Set control rotation"

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Turn off context sensitive

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ah

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hmm weird, shouldnt it be in this context?

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Yes but context sensitive us bad

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Is*

regal mulch
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Are you pulling off of a controller?

plush yew
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@regal mulch what do you mean?

regal mulch
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Well what's the context you are searching in?

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SetControlRotation is a Controller function

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So you gotta either do it inside a controller or from a controller ref

plush yew
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I'm inside a character blueprint

regal mulch
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Yeah then it's not the context sensitive search that's bad, but you are simply in the wrong class

plush yew
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so what class do i need to be in order to rotate my character properly..

regal mulch
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If your Character uses ControlRotation, then you need to do "GetController"

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And use the return of that to set the ControlRotation

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Cause as stated, control rotation is part of the controller

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not the character

abstract relic
#

Would love to see the helicoptering youโ€™ll get from that bp logic you have there though ๐Ÿ˜œ

regal mulch
#

EventTick without DeltaSeconds

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hehe

plush yew
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oh yeah, gotta fix that :d

abstract relic
#

Whoosh whoosh whoosh

plush yew
#

what exactly does controller mean here?

regal mulch
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AController is a Class

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APlayerController is a Child and what your Player is basically represented by

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The APlayerController possess the Character

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Like a Puppet

plush yew
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Think of it as an invisible facehugger manipulating your pawn

regal mulch
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If you set "UseControlRotationYaw" to true for example, teh Character will not use its own rotation yaw but override it with the ControlRotation that is defined in the AController/APlayerController

plush yew
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kind of a creepy way to think about it haha

regal mulch
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That's why you have to change it on the Controller

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Which from a possessed Pawn/Character you can access via GetController

plush yew
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@regal mulch but so according to you what's the proper method for rotating a character that's moving in the forward vector?

regal mulch
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ForwardVector is relative to the Character

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No idea what that has to do with rotating it

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But since you might use ControlYaw, you can just call "AddControlRotationYaw"

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Basically what the default FirstPerson Template does

plush yew
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because if i use setactorrotation then he doesnt change direction but keeps moving in the same direction but whilst facing backwards

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so then it doesnt seem relative at all?

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maybe my unreal is not working as intended then?

abstract relic
#

Just rotate the mesh not the actor ๐Ÿ˜œ

plush yew
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@abstract relic but that's the problem.. and setworldrotation(mesh) and setactorrotation do exactly the same thing for me...

abstract relic
#

Of course it would be, you are setting world space instead of local

sullen wraith
#

In my editor collision settings I've made an ignore channel, I've set this "blue shield" static mesh to that ignore collision, yet when I right click the planet, its being blocked by the object that should be ignored

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any idea on how to fix?

hidden aurora
#

Whats new on the new unreal version?

sullen wraith
abstract relic
#

Regardless, go into the bpโ€™s component and rotate it. You donโ€™t need to hard code it

sullen wraith
plush yew
#

You need to set the other object to ignore 'ignore' maybe?

#

@abstract relic oh yeah i mean setlocalrotation (mesh), it does exactly the same thing as setactorrotation...

sullen wraith
#

@plush yew which other object?

plush yew
#

Oh I'm sorry I was too lazy to look at your project settings screenshot

sullen wraith
#

lol all good

#

im stumped :3

plush yew
#

Well your spaceship thing doesn't ignore 'ignore' even though it has no collision and that's the project default.... Maybe change it to ignore ignore? Might help

#

omfg, i fixed my issue..

#

the problem wasnt setactorrotation, the problem was that i was moving in vector right instead of get actor right vector... ๐Ÿ˜…

sullen wraith
#

not sure what you mean bomb :\

plush yew
#

I might be wrong but under the drop down on your collision channel you have all left boxes ticked iirc correctly that's 'block' but I might remember wrong

sullen wraith
#

@plush yew left is ignore

hidden aurora
cloud cobalt
#

@hidden aurora Do your own theme, done

#

No need to involve Epic

hidden aurora
#

if you say so

shell jetty
#

hey stream idea for Unreal Engine streams about automated testing

plush yew
#

@hidden aurora I agree, it should become an official theme

hidden aurora
#

Have the flat and normal theme select the one you prefer

#

Its hard cause every time i make a change i have to re open the editor

worthy flame
#

im so proud of the health system i made

#

how can I resize/scale a mesh in BP's?

#

i am looking online but cant find much

plush yew
#

@worthy flame set scale 3D (mesh) ?

worthy flame
#

yeah ive done taht

#

is there a way to set the vector to have a min and max value

dark depot
#

make it a variable and it has a slider min max

#

oh wait you said vector im not sure

#

but you can just convert a Float/Int if its a uniform scale

hidden aurora
#

clamp each x,y,z float and then use the node make vector

worthy flame
#

can i print string the scale somehow?

#

nvm

heavy ether
#

... ok, seeking general help here. I've been having a hell of a time getting lighting to look anything but absolutely awful. For some help, I referred to a sample level that I picked up somewhere, and I straight up copy-pasted it's PostProcessVolume, Skylight, Directional Light. This drastically improved my lighting. But, now, I'm getting a major color / brightness difference between In Editor and In Game views.
In editor, I have Real Time set, I have Exposure->Game Settings set (the postprocess volume sets exposure min/max to 1) yet i still see a pretty significant difference in color/brightness.

#

help?

opaque salmon
#

anyone know why my swarm agent can't find the engine?

#

7:09:13 PM: Failed to determine engine directory: Defaulting to ../../../Engine/
7:09:13 PM: Failed to load 'aqProf.dll' (GetLastError=126)
7:09:13 PM: File 'aqProf.dll' does not exist
7:09:13 PM: Failed to load 'VtuneApi.dll' (GetLastError=126)
7:09:13 PM: File 'VtuneApi.dll' does not exist
7:09:13 PM: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
7:09:13 PM: File 'VtuneApi32e.dll' does not exist

heavy ether
#

... i'm pretty sure that some sort of post process effect is being applied once in editor, and twice in game.. but i can't seem to figure out how. i could also be totally wrong about that idea

dark depot
#

@heavy ether have you built lighting or reflection captures

heavy ether
#

yes. have been trying to figure this out for most of two days now. ๐Ÿ˜’

dark depot
#

well most the time i have seen that the issue is not rebuilding reflections that is why i asked can you upload an image to show what it looks like in engine vs game

#

and by ingame views do you mean a packaged game PIE or gamview

heavy ether
#

PIE

#

i can't actually show off much of anything, but here's the wall, ceiling, door, that i've been staring at for 2 days.

#

... it may be possible that i'm getting an effect applied double in the editor but only once in game.. considering if i turn off postprocess with set showpostprocess it gets really bright

next badger
#

@sullen wraith ...that UI...

rotund scroll
#

@heavy ether double check to see you don't have two post processing volumes in a single level, or one in a level stream and one in a persistent level

#

alternatively I know there's a post processing component, so you could check if there's another one on the camera

#

beyond that it's anyone's guess given that there's no details about your project

heavy ether
#

there's really not much detail. it's mostly 4 walls a floor and a ceiling lol

#

there are def not two in the same level.. there are streaming levels, but they are never loaded together.. and i'm just playing with the sublevel right now.. so that's not it either... cameras have no post process settings set on them.. i'm just at a total loss for any ideas. i think i'm going to put on my UE4 t-shirt and go drink some beer for a while and hopefully the answer will pop into my head

#

i'm not positive that it's even postprocess that is doing it, but it seems most likely, considering it's affecting everything.

bold wyvern
#

@cloud cobalt I apologize for getting back to you this late, but what do you mean by source control and preventing corruption?

zenith flower
#

I'm overriding "Can Server Travel" to be true while in PIE, then i will submit bug reports for the next three years, if everyone joins in, we can have it fixed in a few months xD

#

// NOTE - This is a temp check while we work on a long term fix
// There are a few issues with seamless travel using single process PIE, so we're disabling that for now while working on a fix

#

Temp/long term fix/for now <-All lies

#

xD

#

what the ACTUAL FUCK

#

ITS WORKING JUST FINE?!?!

#

This is so cool!

#

(Havn't tested multiplayer, but hell, beats testing server travel in standalone)

bold wyvern
#

How can I use source control in order to prevent corruption of a project on a drive that I intend to work on in two different computers? Is there any other way to prevent corruption of data?

viscid forge
#

Hello, I'm unreal engine newbie
i want to learn about unreal engine function

#

but how to learn unreal engine everyone?

#

what is ur method u learn unreal?

plush yew
#

Lots of beginner tutorials

abstract relic
#

youtube, unreal's doc, and good old tinkering

plush yew
#

I've got an item that relies on the hit event. It works fine when players walk into it but if it moves into a player on its own the hit event doesn't register. I don't know what I'm doing wrong, I seemingly have this exact setup in my main project and it works totally fine there

plush yew
#

Okay scratch that I guess? I swear I checked "generate hit events" multiple times but I guess I didn't. I had a video uploaded and everything I was going to start hitting the forums.

dim plover
#

Found the location of the Custom Launch Profiles:
/Engine/Programs/UnrealFrontend/Profiles

viscid forge
#

oh thank u for ur help~
During developing any games, if i cant understand the function, searching about that.
Is this method a good way?

vital jackal
#

any ETA for 4.23?

grave nebula
#

4.23 will be released in just N weeks.

vital jackal
#

can't wait kappa

maiden swift
#

My personal speculation is sometime in August, right before the next #ue4jam.

#

Previews will probably start in July.

#

But again, that's just my speculation. ๐Ÿ˜„

kindred viper
#

Does know a good HLSL tutorial on drawing lines between points? Im a complete noob with materials and I dont think I can do what I want with mat blueprints

stray smelt
plush yew
#

Is there a way for me to make an object semi-transparent after an input event? Like, what node in BP am I looking for?

#

Like stealth in WoW, where you hit a button and your character becomes transparent. Do I need to set a new material variable on my main BP to change those settings?

cloud cobalt
#

@bold wyvern Getting back to you : source control is the fastest and safest way to synchronize two work machines. It's way faster than copying the full project, it guarantees everything is copied like it should, it gives you an automatic backup if it's set up on a server, and it's also immensely helpful to get the history of your project

#

And it's also free for solo devs and small teams, so there's no reason to work on anything before it's set up really

fierce tulip
#

@stray smelt there is screenpos material node that does both left/right and up/down, even follows cam when you rotate.

woeful snow
#

How do you assign a surface type to an physical object (in this case, a player model)?

river apex
#

Hi guys, I'm having a difficult time with IOS post process.
I've created a custom noise post process material and added it to the post process volume.
On PC it works, On android it works, on IOS you ask?
No post process AT ALL.
anyone know what am I doing wrong?

wary wave
#

I didn't think mobile platforms supported post process blendables

river apex
#

same here

#

but than android did its magic

#

why cant apple do the sameeee

wary wave
river apex
#

yeah i'm actually reading this right now

#

if it says that blendables were added, does it mean it was added for both IOS and android?

dawn holly
#

Hey everyone, I have a small question. Is there any documentation regarding some variable transfer across levels? (e.g. if player chooses color scheme in my main menu level it makes changes in the gameplay level) Thanks

river apex
#

@dawn holly read about game instance

wary wave
worthy flame
#

good tutorials to set up ai movement and animations with behavior trree?

violet goblet
#

Unreal Cloth paiont + physics:
what is the problem when
a physics+capsule (leg) does not interact with clothing (at leg area)
but
when i grab for example the physics+capsule (arm) and drag it to the same area it does interact well....

i am super clueless right now :/

plush yew
#

know unreal well can I join blizzard?

river apex
#

@plush yew yes.

plush yew
#

ok

violet goblet
#

uhm.....ok ^^

river apex
#

ok

dull cliff
#

Hello, everyone. I'm currently working on a asymmetrical horror video game for PC and consoles. I am here in regards to getting advice or help on how to create a specific feature I want in my game.In the horror game Until Dawn, you play as different characters and control their skills, abilities, and (most importantly) choices. Does anyone know a good way of replicating this in Unreal Engine 4? I'm using 4.20. Any help on this would be very much obliged. Please and thank you!

river apex
#

What the heck, I'm doing everything I can to make this video play on ios but nothing works!

I've hooked up a branch and 2 prints to the OpenSource mediaPlayer function with a MediaSource according to this thread here:
https://answers.unrealengine.com/questions/308362/play-a-video-in-ios-49.html
And Still it wont play

This is crucial, Does anyone know what the problem might be or when can I can more information?

wary wave
#

@dull cliff - I don't see what part of this would be a problem?

#

it's a very broad question, you need to be specific

dull cliff
#

@wary wave How can i Make a game with chocies that has effect in the game

broken shadow
#

I imagine the core functionalities for such a game would be possess and un-possess, if the multi-character team is important

wary wave
#

"how do I make choices" is kind of a weird question too

#

have you made a game before?

broken shadow
#

and as far as talent and skill trees and such go, a relationship being setup between a UI and a series of variables that inform the character what they can/cannot do

wary wave
#

Until Dawn characters don't really have talent and skill trees

broken shadow
#

o

wary wave
#

the whole game is a series of binary choices, more or less

broken shadow
#

OHhhhhhhhhhhh

wary wave
#

some cases trinary

broken shadow
#

Ok that's a lot different than what I was assuming, my first guess was something RPG-ish

wary wave
#

no, it's a narrative 'choose your own adventure' type deal

broken shadow
#

Oh that's the game with the stupid zombie-looking wendigos and a fetish for decapitation kills

wary wave
#

yup

broken shadow
#

lol

wary wave
#

Until Dawn (and it's successor Man of Medan) actually has it's own custom scripting languages and tools to handle the gameplay stuff

#

but at the end of the day, the cusp of it is that it's just a load of stored flags

#

set flag / variable X, make checks against it later when you hit branching paths

#

after that it's custom stuff in sequencer to bind the correct characters at run time and ensure they have the right dialogue lines etc

broken shadow
#

Considering what I was on about before I was reminded of what Until Dawn is, it sounds like RPG-esque talents and that kind of choose your own adventure story are not too different from each other structurally

#

Different use cases, but some similar concepts being thrown about

#

"A load of stored flags"

wary wave
#

not hugely similar, but some definite similarities

#

big pile of stored flags being one of them

paper cobalt
#

my ue4 crashes completely when I want to open up certain animation blueprint

#

does the program make backups for blueprints by any chance?

cloud cobalt
#

Look in the backup folder in Saved

#

And use source control

paper cobalt
#

source control?

#

what do you mean

cloud cobalt
#

Use source control software in the future, like perforce, Git or SVN, so that you don't need backups

paper cobalt
#

huh I've never heard of it

#

thanks though, I'll check it out

cloud cobalt
#

It's pretty much software development 101, but unfortunately not everyone knows about it still

rustic imp
#

I'm surprised by people losing work all the time, stuff like git is like the best shit ever, and it's free

flat idol
#

i'm not sure. uploading epic marketplace content to public site (git for free) could be a legal issue. you may better off going private with git

cloud cobalt
#

Git for free != public

#

Git is just software, you can use it on your own computer with no server, on a paid private server, a paid public server, a free private server

#

You can have a member of your team act as server with his working copy

#

It's decentralized for a reason

flat idol
#

GitHub Free now includes unlimited private repositories. good to hear

rustic imp
#

jup

cloud cobalt
#

Git is not Github

rustic imp
#

bitbucket also has free private repos

cloud cobalt
#

Gitlab has offered free private repos for half a decade

rustic imp
#

so many options

iron merlin
#

Private repos but maximum 3 collabs..

vale silo
#

Lol, how do game devs not know about source control?! ๐Ÿค” kappa

cloud cobalt
#

@iron merlin Still just Github

#

Gitlab's free offer is private repos with unlimited repos, collaborators, and 10GB max repo size

iron merlin
#

Yeah 10gb only

cloud cobalt
#

GitHub is 1

iron merlin
#

Isnt github 100gb?

cloud cobalt
#

No, it's not

rustic imp
#

but I mean, even if you use git locally without cloud or anything, it's still good for not losing work if you're working alone like the guy with the problem probably was

cloud cobalt
#

Yes, it's always better to use version control locally than not at all

#

You can always have your code, config, scripts etc on a free private Github/bitbucket/gitlab repoo, and the content folder elsewhere

#

Or just locally

vale silo
#

I'd use SVN, especially if one doesn't do too much of C++ work

#

Get yourself NAS and you'll have your server for source control

cloud cobalt
#

The tool doesn't really matter tbh

vale silo
#

Well, it's not cheap to pay monthly for an online service

#

And I haven't found spacious offering that I be ok paying for ๐Ÿ˜’

iron merlin
#

I guess if you know how to setup, then it's good

vale silo
#

There is Google for that ๐Ÿ˜†

#

Or Youtube

#

Or/and

cloud cobalt
#

Github has LFS storage at $5 per month for 50GB, which is quite okay tbh

#

Kind of hate that it's LFS specific but well

vale silo
#

I personally don't like git

#

๐Ÿ˜…

#

I prefer SVN

cloud cobalt
#

SVN's fine too for content, though I'd never use it for code

#

SVN doesn't have any free hosting either

vale silo
#

SVN pretty much isn't offered as paid service :(

cloud cobalt
#

SVN isn't exactly something people use these days

rustic imp
#

We use a local SVN for our pure art assets and all the iterations and stuff, all the rest git for life ๐Ÿ˜›

vale silo
#

How many programmers on the team?

surreal tundra
#

Is there a way to tweak the raytrace denoiser??

#

I'm getting so much noise

#

And would love to have less

#

Lol

vale silo
#

On one project I had one programmer, on another one I had 4 of them and we never had any issues using SVN

cloud cobalt
#

SVN works fine, Git's just incredibly more convenient for programmers

vale silo
#

I see

cloud cobalt
#

Branching is absolutely stellar, history rewriting is something you can't live without after you use it once, and you have a large choice of interfaces

vale silo
#

Also back then it was all cmd line.. I am sure there something like TortoiseSVN but for git

cloud cobalt
#

There's TortoiseGit, it sucks

#

There's also a few pretty great clients

vale silo
#

I mean, some nice GUI client

cloud cobalt
#

Yeah, Gitkraken, Smartgit, git extensions, Sourcetree are all various states of fine

vale silo
#

I'll check those out, although I don't do C++ ๐Ÿ˜…

#

So I am probably still ok with SVN

cloud cobalt
#

SVN is fine for assets

#

Git's problem is that it sucks at content

#

It's absolutely incredibly at branching, but you don't merge content, so it's largest strength is made nil

honest vale
#

plus local history with binary assets can get humongous

#

you can help that with shallow clones

#

but then it's no different from SVN ๐Ÿ˜„

next badger
#

p4 is free up to 5 users still?

cloud cobalt
#

Yup

#

No hosting though

next badger
#

gitlab free tier is 10gb

honest vale
#

microsoft offers unlimited private git repos

cloud cobalt
#

Oh, Devops doesn't have a size limit ?

#

That's cool as fuck

honest vale
#

I've stashed some toy UE 4 projects there

next badger
#

@honest vale unlimited in count, not size...still has a limit of 100gb and "polite" request to reduce it to 1gb if above

#

oh, you're about azure

honest vale
#

oh ๐Ÿค”

#

double oh

next badger
#

github is ms too so

cloud cobalt
#

Github is still 1GB

next badger
#

We recommend repositories be kept under 1GB each. Repositories have a hard limit of 100GB. If you reach 75GB you'll receive a warning from Git in your terminal when you push. This limit is easy to stay within if large files are kept out of the repository. If your repository exceeds 1GB, you might receive a polite email from GitHub Support requesting that you reduce the size of the repository to bring it back down.

honest vale
#

In uncommon circumstances, repositories may be larger than 10GB. For instance, the Windows repository is at least 300GB. For that reason, we do not have a hard block in place. If your repository grows beyond 10GB, consider using Git-LFS, GVFS, or Azure Artifacts to refactor your development artifacts.

#

how the fuck do you quote something on discord

next badger
#

triple `

honest vale
#

oh that was monospaced, I thought it was some special quote block that doesn't monospace the font

next badger
#

Discord uses Markdown...

honest vale
#

you can't remember everything ๐Ÿ˜›

serene birch
#

Discord is only discount Markdown :/

plush yew
#

Is this a channel for slightly nooby questions?=

cloud cobalt
#

Sure !

plush yew
#

So I've been messing around with the camera system and made the camera an independent actor from the player

#

I'd like to have spring arm-like collision on it but I dont really know where to start

#

Any pointers about how i should handle this?

glacial shore
#

Is there any way to visualize the pivot point for hud images? If not then my mind is blown by lack of such a simple feature

#

Please let me just be missing an option somewhere

honest vale
#

@plush yew add a component to your camera actor to which you attach the spring arm and then attach the camera to that?

#

then you'd control the invisible "anchor" component instead of the camera directly

plush yew
#

Gotcha, guess I'll have to mess around with the parent c++ class

crude vessel
#

With the unreal terrain system, what is the vertex color commonly used for?

heavy ether
#

good morning all.. still haven't come up with any good (or for that matter bad) ideas why my game is a different color in PIE than in Editor.. sigh. back to it today ๐Ÿ˜ƒ

#

well, i did have a bad idea about it last night, i thought perhaps my HUD was drawing something that caused everything to wash out, but then i disabled my HUD so that did not turn out to be it

cloud cobalt
#

Tried with a new level ?

atomic meadow
#

hello, could anyone help me because I have a problem with importing materials for ue4 4.16 + hammuer plugins, I also tried on other versions of the ue4 engine and is the same, i.e. during the import at different times, it comes crash, I have 16gb ram, i5 9600k, rtx 2070

fierce tulip
#

look at the crash report, share with hammuer maker.

tardy sapphire
#

Can't delete empty folders in World Outliner... so irritating!!

atomic meadow
wary wave
#

empty folders might not be empty

rustic imp
#

@atomic meadow install debuggin symbols for your engine

cloud cobalt
#

@atomic meadow Might be a hammuer issue

atomic meadow
#

@rustic imp i try this nathing help

fierce tulip
#

that is not the crash report.

regal mulch
#

Welp, you will need the Debuggin Symboles for that Engine Version you have.

#

If it's an Engine-code crash it will show you properly, otherwise it will most likely refere to external code which then would be the plugin

cloud cobalt
#

Since the symbols are installed it's probably the plugin

plush yew
#

How do I make the pivot the pivot of the mesh rather than the center of the capsule?

regal mulch
#

The Pivot of what?

plush yew
#

the pivot of my character

regal mulch
#

Technically not possible

plush yew
#

the pivot of my mesh is on the ground, yet it takes the center of the capsule as pivot for the character

regal mulch
#

The Character's RootComponent needs to be a Capsule.

#

And that has the Pivot in the Middle.

plush yew
#

you cant change the pivot?

regal mulch
#

You can move the child components of the root component relative to it

tardy sapphire
#

@wary wave They are empty folders in the world outliner

regal mulch
#

But the Capsule itself stays like that

tardy sapphire
#

On a certain level

#

That keep coming back

#

Not talking about the Content Browser

plush yew
#

@regal mulch my problem is that as i scale down my character at-runtime, it floats in mid-air because it scales from the center

regal mulch
#

Well you need to place the Mesh relative to the Capsule

#

And then scale the whole character

#

not just the mesh

plush yew
#

that's what i'm doing, scaling the whole character

#

if it were to scale from the mesh's pivot i would have no issue

regal mulch
#

Something like squeezing the goomba should happen via animations of the mesh

plush yew
#

i need it for my mario character too when he shrinks down and then the capsule gotta shrink along with the mesh

#

in unity the pivot can be at the ground instead of the middle, idk why this is impossible in unreal?

regal mulch
#

It's not impossible but you are using a predefined class

plush yew
#

well yeah, there's no convential approach to this..

#

there really should be an out-of-the-box way for changing the capsule pivot

#

is there a way to call the isgrounded function in blueprint? that might solve my issue

#

like currently in unreal you cant scale down a character at-realtime without it floating in mid-air without messing under the hood of unreal.. that's ridiculous...

wary wave
#

like currently in unreal you cant scale down a character at-realtime without it floating in mid-air without messing under the hood of unreal

#

I mean, you can, and people do it all the time

plush yew
#

how?

wary wave
#

with the base character class, unmodified

#

you can scale the whole character, you can scale the capsule and the mesh simultaneously

#

you can do all sorts

#

it's kinda trivial

plush yew
#

i wanna scale the whole character

wary wave
#

then just scale the whole character?

plush yew
#

but if i do that it floats in mid-air because the pivot is in the center rather than the ground...

wary wave
#

no?

plush yew
#

yes..

wary wave
#

that sounds like you're scaling the mesh

manic pawn
#

just setting the actor scale on our character works completely fine..

plush yew
#

nope the mesh's pivot is at the ground

#

i'm scaling the whole character whose pivot is in the center

regal mulch
#

You need to scale the Actor

#

Can you show us that you are doing that?

regal mulch
#

Cause otherwise we can only think that you are scaling the wrong thing

wary wave
#

aye, something isn't right

#

scaling the actor should work perfectly fine

plush yew
#

I'm using set actor scale 3D

heavy ether
#

@cloud cobalt as soon as i add anything that isn't part of the default New Level, along with a postprocessvolume it starts appearing. seems that it's amplifying in game or muting the postprocess effects in editor somehow.

plush yew
regal mulch
#

That setup is wrong in terms of the Lerp

#

The Lerp has to move between two non-changing values

#

You are using the ActorScale which is actively changed

#

Save it to a variable before calling Play

#

And then use the variable

plush yew
#

i know it's wrong but since i want accelerated growth/shrinkage i'm just using a linear timeline rather than an exponential one so it comes down to the same result

#

changing the way i do this lerp wont fix my scaling issue

heavy ether
#

... and for some reason today, shader updates are taking forever ๐Ÿ˜’

plush yew
#

like it's logical, it scales from the center because the pivot is in the center hence it floats in mid-air @wary wave

wary wave
#

I literally just did it myself and it works fine

#

it's something you are doing

plush yew
#

is your pivot not in the center?

wary wave
#

it's a character, so yes it is

plush yew
#

then why does your character stay on the ground? that doesnt make sense

#

you're scaling down and not up, right?

regal mulch
#

I mean, since it's just death stuff, scale the mesh then?

#

As said this should be an animation to begin with

plush yew
#

@regal mulch i already said, i need it to shrink mario as well

wary wave
#

I can scale anyway I like, it works fine

plush yew
#

like when he goes from big mario to small mario

wary wave
fierce tulip
#

hmm popcorn

wary wave
#

I think scaling is not your problem, rather something else you are doing

plush yew
#

@wary wave hmmm... so ig in your case gravity keeps pushing down right? but for me it still thinks its grounded after scaling down and it's no longer touching the ground, very weird...

regal mulch
#

The way the CMC works it would put you into falling mode

wary wave
#

yes

regal mulch
#

So it can't really sit in the air

#

Try visualizing the collision capsule when doing it

#

And check if that properly changes

wary wave
#

yeah, for my video I unticked 'hidden in game' so you can see the capsule scaling properly

plush yew
#

@wary wave where is "hidden in game"?

#

ah found it

#

but cant uncheck it because its inherited..

wary wave
#

you should be able to uncheck it just fine

plush yew
#

oh

#

it was cuz i was in runtime ๐Ÿ˜…

#

same issue with mario btw, not just goomba

wary wave
#

it's something you're doing in your characters

#

we can't tell you what it is at this point

plush yew
#

but you saw my code

wary wave
#

but I can tell you it isn't the scaling

plush yew
#

when it walks of a ledge it falls down, but not when it scales

#

weird asf..

wary wave
#

it's almost certainly your character movement code or something

plush yew
#

when i scale it down, the state is -1 so it doesnt do any movement input..

#

so therefore it cant be my movement code

heavy ether
#

my life the last several years. ๐Ÿ˜„

plush yew
#

@wary wave

wary wave
#

That post is from four years ago,.I wouldn't read much into it

#

I don't know what to tell you, but scaling should work

#

I used the default sidescroller for my example

#

The tick function was the only real change

plush yew
#

wtf, i tried using your scaling code and now i dont have that issue either..

keen stream
#

hey does anyone here know how you'd go about implementing the Steam Inventory service? more specifically using the GetAllItems function. the Steamworks documentation isn't of much help at all.

upper heart
#

I feel so betrayed

plush yew
#

@wary wave can you try scaling down to half-height using a timeline?

#

i reckon you'll experience the same issue as me then

sudden agate
#

@upper heart whats the problem?

upper heart
#

I was just asking about the "Kb" vs "KB"

#

In editor it shows Kb but it seems like it really means KB

#

For texture sizes

crisp hawk
#

If you only have one set of logic for a game, is there any reason to put it in the game mode rather than the map?

#

the persistent level i mean

#

i can imagine the use case where you might have a game mode that applies to multiple maps, but if there's only one map for a game, or each map has totally separate logic, is there a reason to use game modes?

abstract relic
plush yew
#

@regal mulch i think i've found a bug in unreal

#

scaling down keeps you at the ground when scaling down using tick but not when scaling down using timeline

tawdry maple
spark sonnet
#

you can make it so that you cant uncrouch if there is something above you @tawdry maple

tawdry maple
#

@spark sonnet you have any tutorial? or tipp for me

spark sonnet
#

you could have a line trace to check if there is something above you if true then dont do anything when uncrouching if false then uncrouc

#

Do you know how to make that?

tawdry maple
#

the mesh is working it stills stay low, only my character animation stands up if I stop pressing the crouch button

azure shore
#

anyone know how to activate scripts only when a line trace is successful?

#

for example melee hitting a wall, the trace only goes a certain length from the player, and I dont want it spawning a sound unless it hits something

abstract relic
#

Custom event

crisp hawk
#

@abstract relic actually you know what? i think i did kind of misunderstand. I did read that article a bunch of times, but i was thinking like the game mode was for the game logic, but it seems to be more about the state of the game or something

#

i guess i was just thinking all the stuff in game mode can just be kept track of in the persistent level since you can always just make things not replicate or run only on the server

azure shore
#

how would a custom event help me here?

spark sonnet
#

2 sec ill show you @tawdry maple

hidden aurora
#

A Plague Tale: Innocence is made in unreal?

cloud cobalt
#

Nope

#

Custom engine

hidden aurora
#

I really looked like unreal

spark sonnet
#

Wouldnt it be easier with collision on the melee @azure shore ?

cloud cobalt
#

@hidden aurora There really isn't such a thing as "looking like Unreal" tbh

fierce tulip
#

it was like that with prev. iterations of ue though. you often could tell it was unreal just by looking at stuff

azure shore
#

oh possibly sebb

fierce tulip
#

but ue4, not so much

azure shore
#

thinking about this the wrong way I guess

cloud cobalt
#

You could look at it and see people using the same art style tbh

#

Rime, Astroneer, Sea of Thieves are UE4 games and they hardly look like "UE4 games", which is they don't look like a blank scene ๐Ÿ˜›

fierce tulip
#

lol

spark sonnet
#

Try just adding a sphere or capsule collision to the weapon. Then if colliding with a wall it will make a sound

azure shore
#

yeah

spark sonnet
#

But I dont know how your melee mechanic works, maybe line trace could work

cerulean nova
#

yeah in the new Fortnite trailer u could belive that its Sea of Thieves ๐Ÿค”

#

๐Ÿ‘†

azure shore
#

yeah this melee collision wont really work its constantly overlapping the player

cerulean nova
#

in the beginning

azure shore
#

idk if I could sort out collision types though

spark sonnet
#

you can make it only activating when pressed a button

#

but you could try with line trace

#

then from the line trace, get hit result and if blocking then make sound

azure shore
#

thats the thing idk how to do that I was asking about

#

is it the "blocking hit" boolean in hit result?

#

oh yes, seems to work just fine lol thanks

spark sonnet
#

nice

azure shore
#

oh, dunno how to do it for line trace by objects though

spark sonnet
#

you could use sphere trace

azure shore
#

oh this is weird - physics stuff can still move whilst in slomo 0

#

is there a good way to pause a game without pausing music and menu sounds? setting "is paused" stops all sounds

#

so thats why I was trying slomo 0

spark sonnet
true leaf
#

Fortnite: Battle for Snazzaroth ๐Ÿ˜‚

worldly stump
#

anyone know how to create a socket for character?

#

i can't find a guide on youtube

#

they only show me how to attach to socket not creating one

spark sonnet
#

in the skeleton you can just select a bone ,right click and click add socket

worldly stump
#

oh so i need skeleton mesh

spark sonnet
#

not if its a static mesh

#

its almost the same

#

you can add sockets to static meshes too

worldly stump
#

im just gonna make skeleton mesh

#

i need it for animation either way

spark sonnet
#

alright

azure shore
#

@spark sonnet I was saying I already tried that, but physics stuff still moves around

spark sonnet
#

what physics stuff?

azure shore
#

as in any spawned objects with physics can still move in slomo 0

spark sonnet
#

mine wont move when i set it to 0

#

The spheres are simulating physics but not moving when the time is 0

indigo viper
#

Is there a tutorial on plastic deform for ue4

dry shuttle
#

Hello all. I am wondering if anyone knows of a good tutorial for implementing console commands into the game. Not so much as the editor commands but commands for cheats. I want players to be able to set infinite ammo or life if they want to. but also check if they are an admin for a dedicated server.

honest rune
#

I've got such a strange issue with importing some animations. When I first import them, they are bound to the skeleton but look all squiggly and mangled. Then I simply hit re-import on the animation (with no changes to the settings) and bam, perfect. wtf?! lol
I'm assuming something being calculated and exported in maya is incorrect or doesn't match with the skeleton I'm importing them to and re-importing causes whatever it is to be recalculated and fixes it.
Any ideas?

tawdry maple
#

@spark sonnet sebbheute um 19:11 Uhr
@tawdry maple This should atleast put you in the right direction

Wouldnt it be easier with collision on the melee @azure shore ?
__

I tried first with the collisions but didnt worked for the mesh character and destructible mesh.

I did your screenhot, I see now trace above my head and crouch string-print is blinking up if I press crouch button (c)

spark sonnet
#

I tagged wrong person sorry ๐Ÿ˜„

tawdry maple
#

fml >.>

#

so i still can bug me under my DMmesh

honest rune
#

I just can't figure out what Maya would be exporting incorrectly

tawdry maple
dark depot
#

do a trace up to see if the player can uncrouch

tawdry maple
#

yes he can

heavy ether
#

the point we are trying to make, Duck, is that you should check to see if the player should be able to before standing

tawdry maple
steep garnet
#

Hi guys! I'm trying to create a static variable inside header file but compiler is complaining. The error is : "a static data member with an in-class initializer must have non-volatile const integral type or be specified as 'inline'". How can I declare static variable in C++?

hardy flume
#

Where should I ask questions about selling my game

plush yew
#

here

hardy flume
#

Well just a quick question, when you get money back from game sales, how much money should be put aside for both improvement of the game and development of future games

azure shore
#

@spark sonnet it seems to be if things start simulating whilst paused or just before you pause

plush yew
#

i think there is no clear answer for that. It's always all about how much money is needed and for what. @hardy flume

hardy flume
#

fair enough

#

would you recommend a minimum?

plush yew
#

i think best is always to be just prepared some cash for that but be ready to use more. I dont know what would be good minimum because it's all about what are you creating, do you have workers and list goes on.

hardy flume
#

I guess if you're making Crysis 4, you'll need a much bigger budget than making Stardew Valley 2

plush yew
#

If you know how to do things alone it can be free too, but if you have many workers and you use money to plugins, textures, sounds it will cost much yes.

regal mulch
#

I'm pretty sure once you actually have you game out, you know what it cost to create it

#

So you also know what it will cost to extend/bugfix etc. the project

#

You can either be the person who pays out all the $$$

#

Or just keep paying yourself out your standard stuff

#

And keep the rest on the company for future

cloud cobalt
#

You probably should set aside a year's worth of living I guess

hardy flume
#

for myself or for the company

regal mulch
#

Yeah we have someone in our UE4 Meetup Group who made a relatively known Minigolf game

cloud cobalt
#

Depends a lot on whether the game makes $100, $10K, or $1M

maiden swift
#

It really does depend on the needs of your project and your business. The only answer I can give you is: put aside enough to pay your team, keep the lights on for at least a year, maybe more. Give your company a runway to work with.

regal mulch
#

And he put enough away to work for 3 years on something internal without having to actually earn money

#

Which is most likely the better idea. You can also watch the Astroneer documentation for that kinda stuff

hardy flume
#

can you link @regal mulch

regal mulch
#

They also just put everything into the company, bigger office, more people, more content

safe rose
#

Don't do exact amounts

#

Do it by %

hardy flume
#

yeah I am

regal mulch
#

Link to the game? @hardy flume ?

safe rose
#

I would say a decent rule of thumb... For the company: Keep 10% at the very least, if not 25%

rustic imp
#

he probably means the link the documentation

regal mulch
#

And the other 75%? :D New car?

safe rose
#

Well, if it's royalties, they go to whoever ๐Ÿ˜ƒ

hardy flume
#

Steam takes 30 sooo >.>

safe rose
#

But if we're strictly speaking, actual paid employees, no royalties

rustic imp
#

you should probably invest something into the company next to having liquid cash as well

regal mulch
#

Well I'm kinda talking about what remains

rustic imp
#

make bigger teams, better work environment and such

hardy flume
#

@regal mulch I am a perfectionist and never think my game is good enough sigh

safe rose
#

If there are no royalties to distribute (other than steam/platform xyz and Epic 5%)

regal mulch
#

Lots of people are, with their work, their game.

#

It's pretty common actually.

safe rose
#

Then company takes all of it, that's plain and simple

#

After one launch, you'll know how much the next one is going to cost

#

so set that amount, plus some buffer

rustic imp
#

a lot of people never think their game is good enough, but by keeping it to yourself for eternity it's not gonna make money / inspiration / get known

regal mulch
#

Yeah, if you are already living a good life with your current payout, I would most likely just keep everything on the company and expand that

safe rose
#

Pay yourself as a draw if you want, or just keep yourself on salary, maybe increase the pay

regal mulch
#

Makes me hope that I can have that too one day

maiden swift
#

Costs are going to differ depending on what you want to build next. Conversely, what you build next may be affected by sales of your current game.

hardy flume
#

@safe rose is it ever a bad idea to form a company around the success of a game tho?

regal mulch
#

It's kinda the risky step you gotta take?

safe rose
#

@hardy flume Sooo...that's debatable

maiden swift
#

What matters is that you put aside enough of your net revenue to pay the team, keep the lights on, and invest in new ideas.

safe rose
#

I can use a perfect example for me right now

cloud cobalt
#

To clarify the cuts , your company probably makes around 50-55% of the public price, after VAT and Steam. Epic takes 5% of the post-VAT, pre-Steam net price, so you're ending up at a pretty exact 50% of the public price.

safe rose
#

My gamejam team decided we want to go full on production with our game

#

Instead of just forming a random company just for that one game

#

We decided to use an existing company (that one of us had) with all the right connections

regal mulch
#

To answer that, shouldn't you two define what "Success of a game" is first?

safe rose
#

Well, "success" is so subjective lol

regal mulch
#

As in, is it just a Gamejam "success" or actually already selling on steam?

hardy flume
#

Very subjective

safe rose
#

For me, if I can sell 10,000 copies of a game in a few months...that's success in my eyes

maiden swift
#

Of course it's subjective, hence why Cedric said you should define it.

safe rose
#

But for others... they may have some other random goals

regal mulch
#

That's why you can't just say "We had a Gamejam game" if Dasher asks about a game properly selling on Steam and building a company around the income of that

#

Hence the: Define it

safe rose
#

That wasn't about success though

#

That was just because we like what we had and wanted to make something better with it

regal mulch
#

Right

safe rose
#

But sure, that could be viewed as a success in some regards

#

In our minds, we thought we had something "special" enough to pursue

#

But he's talking like there's already some amount of success to some game he's published

regal mulch
#

That's also a good starting point, other games did that too, like the Box game

#

I would say however it's much harder to do

safe rose
#

I mean, Beat Saber is something like what happens when you have TOO MUCH success :)

You rename your company as Beat Saber games... and only focus on that?

regal mulch
#

And building a company based on a selling game (like Astroneer did) is much easier and more straight forward

rustic imp
#

tbh making a new company if you want to pursue it would not be that bad of an idea depending on where you found the company, since the worst thing that could happen is the company going bankrupt that did not exist before, but if you use your friends existing company, you could ruin something that's established, just my 2 cents though

safe rose
#

I don't get the whole reasoning behind naming studios after games. But I assume it's the same reasoning I had when thinking about forming a new company just for one game or not

#

If it's a one-shot, and/or royalties are involved, set ones. Then maybe that's a good way to go about it

rustic imp
#

if it's your first game of course or something completely different, if it's in line with what your friends company did before, makes sense

regal mulch
#

Well forming a company costs a bit depending on where you are

safe rose
#

Exactly

rustic imp
#

yeah that's what I said depends where you live and such

regal mulch
#

While we have the 1โ‚ฌ company in Germany, you still want to start with ~3-5k

#

And work the company up to 25k+

safe rose
#

I mean when I formed mine... over $2k to start and it's a simple little LLC

regal mulch
#

Yeah, that's just what hte company has as a base value. Doens't include costs for actually forming it

#

So it's not that straight forward. I would probably stay a freelancer if possible and only form the company if it gets close to something release worthy

hardy flume
#

So super risky, but it could benefit if everything works

regal mulch
#

That's kinda how gamedev works I think

safe rose
#

Just like anything else in life

regal mulch
#

You gotta invest and either it turns out good or you gotta have to live with it being wasted

safe rose
#

High Risk High Rewards

#

It'll be a learning experience regardless

regal mulch
#

If you can't deal with that, search yourself a steady job, work for someone else, and get a flat, secured salary

hardy flume
#

That's of course why you don't put all your money in that new company

#

Gives you a fallback

safe rose
#

?

regal mulch
#

I currently keep ~50% of my income on the company

#

To grow it to, in the future, hire someone and get an office to work on something internal.

#

That's something we gotta save for 6-12 months

hardy flume
#

@safe rose sorry I explained it wrong

#

Sustain yourself for at least a year+ you and use the rest of the percentage to start that company if you want to, and if the company flops you aren't in w terrible situation

#

A

safe rose
#

it just really depends

#

If you don't have ANY money?

#

Then yeah, save up

#

If you don't have any source of income?

#

Find a source first

regal mulch
#

Yop.

hardy flume
#

Yeah okay makes sense

safe rose
#

I was lucky enough to already have both

regal mulch
#

I'm still in the phase of saving up.