#ue4-general
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@safe rose like box component in the level itself or on the player
camera frustum is a pyramid ๐ค
@visual belfry I want to check if the actor touches the cameras bottom bound, then its game over (platformer like doodle jump)
Just make the shape
is camera at a constant height? could set the kill plane to be (much) higher
Left and right doesn't have killZ
no the camera is changing the height every frame
But yeah, if only the bottom, you could just simply have one collision at the bottom of camera
One simple box collision. Or. Just one simple math check
@safe rose but where would that be placed considering different screen sized/resolutions?
Get the current position of player relative to "bottom" of camera
If player is below. Kill
That's exactly what I want to do but I don't know how to get the bottom of the camera
https://api.unrealengine.com/INT/BlueprintAPI/CineCamera/GetVerticalFieldOfView/index.html will get you a rough angle to align your collision boxplanething
Get Vertical Field Of View
oof is that cine camera only, I hope not
yeh just checked, it is
Build powerful visual scripts without code.
thanks that looks like it might work
personally I'd update the kill Z with the camera rather than attaching a collision shape but it's mostly preference at that point ๐
never heard about kill z before this, ill check it out, thanks a lot for the help ๐
it's in world settings, set to something like -1Muu by default
(and of course it doesn't look like you can set it from blueprints so nvm ๐คฃ )
Could use killZ volume
ill just use a regular trigger volume so i can display a lose screen and stuff
hi, how do i make that a actor (cube) ignores the player? Im making an actor that i can throw, but everytime, im boosting foward that actor blocks me
im boosting and i throw that actor at the same time*
Hey quick question if i may, are there any repercussions if you scale down your Terrain after creating it?
It tends to get buggy if you do that
how to check if your camera is looking at something
how to check if the player camera is looking at an entity in bluepritns
and not off into space
which linetrace?
if you want to know exactly, line trace is a good option, if you need by angle, you can use Normalize(B - A) to get direction, and Dot(CameraVector, Direction) which will give you ~1 if looking at it, or -1 to 0 if not
I used the tags so that it only shows if the component has a tag. You dont need that
ohh
the vector*float is the range of the line trace
So you just want to check if you are looking at an actor or not?
yeah..
im creating a "wall jump" and i want my character to only "wall jump" when the camera is looking at a wall
ah ok
and the character is in the air
i was watching a video on how to get wall jump and it showed
Why @wary wave ?
string comparison is a very expensive operation
and it's really silly to do it for something like this, when you can just use math or data (or both)
Need help loading streaming textures into memory so that the user does not see blury textures.
You are probably right, but for just checking if you are looking at an actor or not this wouldnt be too bad of an idea right?
I would never use it for gameplay
math or data (or both), like I said before
I wouldn't use 'names' at all
why do I want names?
I am showing names in my UI when looking at something like a button
that's not really what BlackNoble is talking about
if you want names though, I would still not use tags
I would use an FText variable, so that it can be localised properly
Wouldnt that be more expensive than strings?
no, because in this case you're never doing a comparison, just displaying something
and also you can't translate into other languages etc. otherwise
FText is for user-facing strings, it's what it's for
So no linetrace at all for that?
I would still do a line trace, yes
Where do I find ftext variables?
err, you create one, it's a variable type
In blueprints?
yes, it's just called 'Text' in blueprint
no, but it's not really what they're for
So I should try to avoid using tags?
for the purpose you're using them for yeah
Alright
FName is lightweight, so it's good for data you want to send over a network as an example
but for anything user facing, FText is what you want, but it's also the heaviest
for determining what you're looking at, don't use any of these
What would I use then?
depends what you're trying to do exactly
this has some good info on the specific string types, actually:
https://answers.unrealengine.com/questions/90638/text-string-or-name.html
I am just displaying the purpose of the component im looking at
So when I look at car door it will show up a text saying enter or exit
if you want to detect something in the world, use a component
create a trace/collision channel so you can specifically trace for it
that component can hold all of the information you want to display
which can be passed to a widget or whatever
So I would just make the hit component a variable and then get the display name of that to the widget?
well, the actor in question would have one of these components for each location you would want to be able to detect and that would contain said variables you need
That is going to be alot more variables and components. How would that be better than just a tag?
for one it can be localised
for two you can control the actual detection space exactly
three, you're only tracing against what you need to
you can also add all kinds of additional data as you require
button prompts as an example, but just about anything
Ok thanks. Should I ever use tags for anything then?
I would normally use them for editor-side data, if I needed to do anything funky with something like editor scripts or utilities
Alright. Thanks for the clarification ๐
no worries!
UE4 is killing my cpu
I mean, it's a 2.5GHz mobile set, what do you expect ๐ ?
i have 8gb ram and geforce nvidia 940m
GTA V works fine on my laptop but UE4 takes my completty cpu
surprise: the unreal editor is not a game
get a better cpu
UE4 will use whatever it needs, if it can get it
lol I'm sure theywould get a better cpu if he could. What type of cpu you have? Mine is a I-5 and it does good.
@versed spear i7
I have an i7-7700 and its not going over 50% while using unreal engine, firefox and discord
is your hard drive maxing out too?
Hello! I'm trying to animate my character that i got from Mixamo but i think that State machines are obsolete, and the tutorial i am using uses them. Does anyone know the new way? I just have a blank animation blueprint.
i7-6500u is the kind of thing you put in a netbook, it's a little two core jobby for running windows and web browsers, basically
state machines are not obsolete ๐
Where I can make max settings
@obsidian nimbus when i search it up i can't find it
State machines work fine
is that in animation blueprint?
yeah
you need to go to anim graph
are you in your animgraph?
Can you see it in the graphs tab on the left like in my picture?`
Np ๐
๐
So I figure out a hacky way to load my streaming sprites. They need to add some way to specify what sprites you want loaded into memory per level without having to check never stream on your textures. Never streaming is a horrible option in my case.
@hidden aurora hey friend I answered your question on my discord
If you want to loop an anim 3 times, use an anim montage to execute a notify to increase an integer in your AnimBP
When it's above 3 you can change your state ๐
@unborn matrix can you send me dm
In one day my CPU explode because UE4
Make a great game. Earn some money. Buy a new computer ๐
So you can make even better games
I know
I had a big issue that I fixed a few days ago. I reduced my page filing to the amount of ram I have and I plugged a usb stick and dedicated it to ready boost. My UE4 has not ran this good in months.
What kind of game?
See my game open world game like gta guys #work-in-progress
@spark sonnet - I'm being facetious, I've made a lot of games in my time ๐
I am about done with my first. I'm excited. Took me a whole year.
they made other people a lot of money at least ๐
How?
I'm an employee
the execs, and moreover the publishing party usually absorbs a lot of the money
Ah I see
In the tutorial I'm watching, this node is blue and the tutorial creator can just hook it up to the other nodes, but for me it shows up as green. Does anyone know why?
^This is it in the tutorial
help appreciated ๐
It will do the same @latent fable
Uncheck pure function?
@spark sonnet So do i plug it in through target?
plug what?
yes
okay
What are you going to make with that`?
I'm putting a blend space into an animation blueprint
idk how to really say it as im quite the noob
but
ugh
didnt show up
here
Is UE4 good for mobile?
oh
The calculate direction doesnt need a target
This is how I set up mine @latent fable
But in the tutorial he get's a blue calculate direction and i can't figure out how he did it
he gets this
its probably just been changed it does the same
If you are making a blendspace you want a speed and a direction
yes i have that
So you can just copy that to your blueprint
yea and my blueprint sets the value for them
trying to get calculate direction to work?
ignore the cast to character node
I can make it cleaner if you want
In this discord server are Trolls bye i leave
Hi, i don't know where to post this but here i go :). I have a really weird bug in my scene, when i hit play it's like the FirstPersonCharacter hits invisible walls that's sometimes make you fly a bit or stutter. I don't really know how to describe this bug and how it occurred (i was testing a landscape that i also tried to delete to check if it was the problem). Here is a video of what's happening, does anyone know what is happening ? : https://puu.sh/DEIFZ/8e31e79fd6.mp4
Did you get it to work @latent fable ?
@simple pasture when u deleted the landscape was the bug still there?
Yes it was
So i feel like the bug is not related to it but i was only working on that.
it looked as if the objects were causing it
i tried to just create a plane and walk on it. Same issue
@spark sonnet yeah it did, thanks ๐ here is the result so far: https://gyazo.com/c61dfd3423d855ac9448e8529b9e3a07
Looks nice @latent fable ! Did you make the character?
nice halo spartan ๐
@spark sonnet No, it's from Mixamo. (https://Mixamo.com) I want to learn character creation though ๐
Its not too difficult ๐ I am currently learning it
I know the basics of blender and have made some renders but never have done character creation
and next to impossible
I didnt say it wasnt annoying ๐
haha, all game dev stuff is annoying when you are first learning about it
its also extremely difficult
Why ?
because you will set the difficulty level
never being happy with what you made always thinking it looks wierd here or there and just ruining it more and more
learn when to say "its gud nuff"
and you will be good
I think ive learnt that
@spark sonnet do you know how to make your player model invisible to yourself but not to other clients or stuff
actually
wait no if i do it single player first it will be annoying to rewrite
so yeah do you know how to make your player model invisible to yourself but not to other clients?
I dont do multiplayer. FIrst i gotta learn c++ and also its quite alot more work than singleplayer
no
multiplayer is entirely possible with blueprint?
no
I just think its easier and would be more cleaner in the end
now model a gazzillion of trists ๐
it helps with performance alot
derp
Is geforce 940m enough for UE4?
That really depends on what you are making
If you are planning on making games I would recommend saving up for a computer with better specs
What is better AMD or Intel cpu?
They are both good
I've found out my problem, a 3D asset had a really big issue that i could not see without going in the player collision view. Thanks tho ๐
the new 12 core ryzen is probably the best hybrid gaming/dev cpu on the market in a month
can i call a "Call In Editor" function without placing the actor in the level?
Intel has problems with spectre
And still on 14NM ๐ฅ ๐ฅ ๐ฅ ๐ฅ
New AMD cpus on 7NM โ โ โ โ
I'm using a 12 core AMD cpu, and will upgrade to the new 16 core from AMD. Am very happy with this 2600x but bought it for gaming not unreal, unreal likes my cores.
I can also advice using an M.2 SSD
I've virtually no start time for unreal and my maps, and some people I noticed have to wait minutes sometimes
The new AMD stuff is pretty fantastic. They have a bad rep from the awful Bulldozer stuff years back (although they were good for specific things, intel was just a lot better), but the Ryzen line is great
yee I had those bulldozers was pretty much done with amd and got 2 new intel cpus, but amd is back baby
9590fx or something, the 5.0ghz one
The 9590 was pretty nutty in straight numbers for the time
Intel got too comfortable and greedy
meanwhile I'm on an i7-3770 ๐ just get something with 4 real cores and you'll have a happy time with unreal
Do somebody know a good cpu for a gaming laptop?
Don't take Atomic's advice, 4 core is rapidly becoming "obsolete" as the industry standard
Wait for laptops with the new ryzen processors
Guys, can I run Unreal on my i386?
yee ^
oo bloomfield that is long ago
I had a bloomfield 970 or something or 990 dunno the black edition
i7 990 prolly
I think my first computer had a 486, but i need to check the exact model
My first was a Pentium 1 - 100 mhz
And just 5 years later, Pentium IV 2.4 ghz
That was one hell of an upgrade
Oo my mistake thought we were talking about intel bloomfield line
Can we have those kind of gains again please.
Guys check my open world game in #work-in-progress thanks ^^
My first PC was a 486, then my dad got a desktop with some Pentium in it and Windows XP and let me use it which blew my tiny little child mind, then I went to a Core 2 Duo in a Vista laptop, jumped to the i7 3770 in my next desktop
I looks great @ember notch
shadows seem a bit dark though
I'm currently using the i5 6500, just holding out to upgrade to one of the Ryzen CPUs coming this year
I've had the i5 6600 @plush yew absolute monster for gaming on a budget!
You might want to play with the lighting a tiny bit but otherwise it looks good so far
thanks ^^
I need a dual socket motherboard with these new AMD cpus :3
Yeah, the i5 6500 is a good CPU
Guys can I ask, what gpu's are you using, I'm curious to know what I can except with making my game
Its just naturally fallen behind the times really hard like any 4 core from that time as literally the year or 2 after they became outdated
GTX 1080
I'm using a GTX1080
2x 1080 so far great great!
@forest solstice we're not a good representation of gamers, look for the steam hardware survey or something similar for your target market
^^^
Devs aren't a good representation of what you'll get from gamers
Steam has a ton ofusers but a lot of them are just dota players and not in the market for new games
Ewww
The average resolution on steam is still 1080p, but on origin 1440p
Dota cancer
possibly one of the worst things you could do is targeting enthusiasts, or you will forever be the butt of jokes coughcrysiscough
I would use Steam stats, but 70% of steam users are not my market
Find a minimum and target that
Im surprised its not 640x480 with dialup if its dota players
Also i'm still on 1080p lol
I target 100fps at 4K on a 1080ti
@ember notch Whats the game about?
so far I get 120 fps so have so budget left
I put a lot of money (by my standards) into my actual PC, but i kept my near decade old monitor with the wobbly stans
Stand*
@undone sinew lmfao I know right, like no offense but dota and lol players are stuck in the past and are screwing the steam stats over
@plush yew if it's good for you why not!
Just optimise for DX11 hardware and youre fine
@spark sonnet It is a open world game
I'm not really one to really push for pixels though, i literally play cs on 800x600 and below on my laptop for optimal frames and don't really care about the difference between that and 1080p
find a representative laptop as well, those gpus are full of performance surprises ๐
Most people aren't me
I hate seeing pixels but I mianly use my 1440p panel as it's an ultrawide
@ember notch But what is it about? Like gta, watch dogs?
Anyone that doesnt have a card that can handle DX11 is either a grandma on windows 98, or living in the third world
Also: are there any quick crash courses on particles? I've been using UE for years and rarely ever touched particles, but now i'm doing a game demo project thing highly inspired off the [Prototype] series and particles need to be pretty heavy to obscure the transformations and such
I can get like 15 fps with the UE4 fps template on a 9 year old laptop
@spark sonnet gta
the human eye can only see like 2 fps anyway
RTX as a line was kinda shit ngl
yee I would've gotten a 1080ti but was to late
they only had rtx founders editions on nvidia.com
Cool. Singleplayer or multiplayer?
Lol, RTX
yo 2080tis are sick if you're like me, a dumbass
I'm excited about raytracing just like i was about dynamic lighting in games in general but RTX was a pretty early step that wasn't perfect
Ok
@spark sonnet currently singleplayer but I have very big plans for multiplayer
What I really want from Nvidia, is Waveworks in 4.22
I want whatever XBOX is having from AMD
4x more powerfull than a xbox one x
that's 24 teraflops
Sounds cool!
I'll buy two thanks
Yeah, the new xBox could be great
At least for the first few years, porting to console won't be a bunch of gimping
8k 120fps raytracing it's nutty
Anything to replace lightmapping
More like 1080p 60fps in the real world, with lightmapping and the occasional raytraced shadow
4x the Xbox One X is cool, but it's not that cool
@plush yew the 8k 120fps is a reference to hdmi 2.1
why does my water have a white area on the right side of the image?
anyway toremove it?
Lets make a 2.5D shooter
@bitter iris Lacks SSR there
Pixelated textures, sprite enemies
@grave nebula How would I improve it
Ha
That's a little amusing, the 'game' we're working on is kinda the opposite of that design philosophy, but not really
Only on the surface, we have a very complicated system at the core (a vehicle you drive), but absolutely not outside of that one thing
Everything else is mostly smoke & mirrors just to make it look reasonable
Or if you are a triple A studio, everything is a cinematic sequence
But it's a project based around a super-detailed simulation of a specific vehicle, so that vehicle is implemented in ridiculous detail, most of intricate behaviors will be unknown to 95% of players
it's only complicated where it needs to be
Matrix bullet time rip offs
You can spend months studying these vehicles and not find every last bit of intricate behavior, but it's a simulator fully focused on that one vehicle
I never could get the hang of steam locomotives in train simulator /o\
Not gonna promise any specific time frames
It was intended to be released years ago, but doing a large gamedev project without any money/support is pretty hard ๐
@visual belfry the vehicle(s) in question are actually electric subway trains
The newer ones are pretty easy to figure out since they have computers, but older ones are kinda steam-train-esque in that you have direct control over the power electronics ๐
Less things to keep track of, but more peculiar non-linear behaviors to keep in mind
cool ๐
Okay, so that is kind of a complex thing
The physics engine doesn't care about anything but rail shapes and such, so you can totally multitrack drift from that point of view
๐
But the train itself has pneumatic linesand electric wiring that get torn if you rotate the wheelset too much
And there is a third rail in the way
So you can multitrack drift, but it usually ends up with you getting stuck and stopped very fast ๐
Yeah
Is the cursor set to be visible?
?
are you using any "set input mode to XXX" nodes?
because I think you are using a set input mode node
and I think one of the options on that node is to hide it when you do the mouse look
I also think I think I am talking in the wrong character
my editor floats around ...
how could i stop that ? i don't know, what i switched on ?
i want to work on that door, but it drifts me apart and around
it's looking like a preview mode ^^
Video
do you have a physical controller plugged into the computer?
unplug it next time it drifts
yes !
happens to me all the time, since I set the controllers on the floor when testing and inevitably my chair starts pushing triggers
and sure - i played with it in between
it was weird ...
first i thought: oh, that's quite cool, what is it doing ?
but then it got annoying ^^
Your controllers are high
anyone has any tips for baking scenes?
mines have these weird shadow issues that keep occurring
I'm having a weird issue trying to use the automotive materials, but I don't have the option in the drop down to add it do a project and when I create a new project, it doesn't create the actual project file to then load. Any help would be great. Trying it with version 4.21.2
I'm not sure where to ask this, but it's something that's about to come up for me. If you have a group of devs working on a project that uses purchased plugins, how do we set that up so that each person can get access to those? Is it possible to make a company account that all devs use at work and thus has access to all purchases? or do we have to do it another way?
Can anyone explain Global Force Resident Mip Levels?
@dire fjord plop a Plugins folder in the game directory
Then copy the necessary plugins from the engine Plugins/Marketplace folder
ahha, it doesn't have to be actually registered with the account using it?
@visual belfry
why when i use ctrl+c ctrl+v, the box becomes invisible?
Anyone know how to make a character model's eyes follow you as you move in a VR game? Like the animatronics on the title screen of FNaF VR?
put bones in the eyes and rotate them towards the player
or remove the eyes from the character mesh and parent some meshes which rotate independently
think you can do it using a WPO material too
@stiff fossil that is BSP, you need to build your map before the new brush will appear
thanks for link
@dim arch Discover that it disappears when I make the scale is 0 D:
@dim arch I discovered that it disappears when I make the scale is 0*
yep, that would do it
so for a 2d game i need to use a scale โ 0?
well you should use Paper2D
but if you want to make an isometric sidescroller or something, then use a small Z scale yep
thanks ๐
any way to force a mip level to be used or is it going to start at the lowest one every time it is first loaded.
@versed spear use dynamic material instance, with parameter that controls LOD bias
afaik texture streaming does that automatically
I am trying so many different things. The sprite sheets have a setting for lod bias and I tried that. Only thing thats seemed to work was setting every one to not stream. I have to do some more testing but it was crashing on splash screen last time I changed them all to never stream.. I added the pool size to my ini file maybe that will stop it from crashing on the splash screen.
but it does not force lowest LOD level
if you have a crash, try reporting it, maybe it's an actual bug
ofc it should be reproducible
noone wants to see pixelated flip books the first time they load on every map.
hmm..try to use no mips?
yea that was same effect as non streaming but that was before I changed the pool size in the ini so now I need to test that.
well, GL with it
thank you
*nap time
Anyone know where I can find some free good mech rigged .fbx
I know its kind of a meme question, but how hard is it to use C++ for ue4?
Assuming you already know cpp? Not hard. As big of a learning curve as anything else
Im just starting out
are you a programmer or not?
Donโt learn cpp and ue4 api at the same time
Ive used blueprints for about 2 years now, I consider myself okay for what Ive done in the past 2 years
But the stuff im trying to do isnt possible with blueprints
Which is why I want to move to C++
well it's like programming with any other imperative language
So basically, a really really bad time starting off then?
We donโt have the technology to injection knowledge directly to your brain yet ๐
https://www.youtube.com/watch?v=RXujVJdLEtc&list=PLL0cLF8gjBpqRPlDcAqc9F939mwr76CG0&index=1 Im taking this course, do you think this would serve well for learning C++?
Want to be a video game programmer, but not too sure where to start? Throughout this series you'll learn the fundamentals and principles of C++ programming a...
If I recall. Virtus tends to get scoffed at for their messy programming practices
Which course would you recommend?
I really can't say, never have had any online courses
I kinda like the udemy c++ one
Don't matter
Bullshit
Well yeah I know he has attention
but you seriously recommend people learn from him?
Even if it's just getting folks...interested in a topic
Sadly, what other resources are out there?
Let's be honest
I did learn blueprints from him
And I was able to do some really cool shit with it
He's the fucking pewdiepie of gamedev tuts
Yeah he has follow through
He's really commited
to delivering shit practices to the masses

I mean, how many active community members that do full on tutorials?
Matthew, Virtus
only ones I know off the top of my head
Galvin basically gave up and got that money in
but those aren't "full on"
with gamedev.tv
Well, tutorial that at least go into some depth ๐
virtus is like
@worn granite find me a better free course then
Vlogging.
"Hey famalams. Here's how I did some mechanic.
Copy me and don't pay attention"
Okay if youre just going to complain without either providing reasoning or an alternative solution then its best if you just shut up
But, no one is ๐
Then your whole argument is pointless
You didn't even give me a chance to respond, so why the fuck would I bother directing you
You can google or you can wallow in shit
His argument isn't pointless btw @plush yew
btw just fyi
The thing is. You get what you pay for.
I understand
But why state an opinion if you have no reasoning or logic behind it?
eat the slop and fuck me for bothering to have standards
Virtus isn't that uhhh, "UE4 Smart" as well plenty of other devs
imo matthews tuts are far too micro
But that's not really the point
they're more like documentation vids
I understand but this is all I really have unless if someone here has a better free alternative
virtus is fucking retardeed
like
Inventory implemented as non-array integers on the game mode
retarded
And you wanna tell me to shut the fuck up when like.
I dunno
new boston is better
The new boston isn't UE4 but the new boston is better
like wtf
New Boston doesn't do UE4 ๐
Have you bothered googling "C++ tutorials" or "oop programming"
we strictly talking UE4 here
^
virtus is just fucking repeating docs but making it more shit
and if they're here and reading this, ๐
Shoot, I would do it...but I make quite a bit more money doing what I am currently doing (making shit in UE4 for other people) than I probably ever would YTing
How is he making it "more shit"
I'd have been glad to direct you to better learning content, but I can apparently eat a dick
And yeah I'm a petty fuck
as far as FREE ue4 tuts go, I liked the official ones from unrealacad
Thank you Red
Unreal Academy has some issues
but they aren't as abundant in terms of content as for example the paid udemy ones
A lot of their catalogue is super old
Also aren't you that guy making the apeiron wannabe?
Like 2-3 years out of date
How's that going for ya?
I'm surprised they didn't bother updating everything before launching
TBH, you can learn a lot of stuff about UE4 for Free online
@safe rose sad thing is, I heard at some point virtus was doing academy shit
That's like them hiring Rama to teach C++ in my book
But, I would still recommend spending $10-$40 and doing the "best tutorials" on Udemy
@worn granite Well, I have a full vertical battlefront, 7 playable maps, 25 playable heroes, 30 vehicles, 45 guns programmed, full on 128 player battles, OH and someone from Free Radical noticed my work and hired me to do CGI work for their studio. I think its doing pretty good
Oh wait, you don't fucking hear people bitching when people talk shit about Rama
what victor said
even though Rama give 100x more than virtus ever has
Let me look up this Udemy stuff
Just get the gamedev ones, and the "official" ones
I think I may have a coworker that has the udemy course so I might just borrow it from him
Well that's great. Has it evolved more from when I last saw it?
Cause the last time I saw it, me and an apeiron dev had an excellent laugh
buy everything man
you won't regret
May as well buy it all
linking more
It can't be worse than virtus
whats with the prices tho, werent they expensive af
Nah
Is it a fake sale or something?
udemy courses never go at retai.
Alright Ill just save up money for all of these
Wait. I think I'm done
they're always discounted to $10
But there's another one when you get more advanced
Anyway
Learned a bit more than I thought on that one
now that I'm done venting at the noobs
Okay victor I kind of have some dumb questions
So I guess $10-$50
@safe rose what you workin on these days
I asked you without tagging you recently, may as well tag you directl y
So from these tutorials, what im trying to do is the following:
Networking for AI and players
Starfighter AI that go towards objectives
Ground AI that enter vehicles, take alternative routes based on priority, and advanced combat mechanics
Campaign reworks
Force powers
From these tutorials you linked, would I be able to do all of these after completing all of them?
well imo you're going about this the opposite way.
but I can eat a dick for being an elitist
hm
@worn granite $$$: Working on a contract for OWI (second one with them). Don't think they care if I mention that. Two Projects for my own company (one with a team, one solo). That's keeping me busy actually. Might do another project, need to figure out if I can/want to still.
I didnt see the ability one
Oh, cool
is OWI the team behind contagion?
o.
And publishing
No, Contagion was Monochrome, which I left jeez, already 7 months ago
Time flies
Well I finally left the world of indie freelancing.
I just want to get some of my own stuff out this year
Fail a few times
Learn from those mistakes
Make better stuff ๐
Yeah. I tried to use Midair as a springboard
Working for others is cool and all
turns out, nobody cared about Midair.
But I was able to do something else to get people's attention.
I mean, who doesn't like working for cool people and making good money while having fun right?
But, I need to get to my end goal someday.
As it turns out, that's my exact position right now (working with cool people, making rad stacks)
Can't be doing that under people's shadows.
h
@plush yew Everyone's AI is set up different. Each project has their own requirements right? So, learn the basics. And then yeah, you will be able to do whatever you want. Might take some time. But you'll get there.
Which one would you recommend I get first?
Well if you're a total newb
"learn the basics" lmfao like he'll be able to build from virtus
which i am
The Blueprint one
Well I know blueprints
No
he's gotta burn that shit to the ground
You don't know BP, trust me
I agree
Unless you have more than a year or two
you really don't know BP
You probably don't know shit about BP
Keep stroking your ego there chief
kk broham
You think you do, lots of people think they do. But there's so much there, it'll take you some time.
I think I worded that kind of badly
But once you do, then do the C++ courses
you brought this onto yourself, I wouldn't normally be so crass
Im familiar with BP
but I actually know way more about BP than you ever could
And I don't even need to prove it
Still, take the courses, learn the holes/gaps
Is this guy always this much of an asshole?
I don't give a single solitary fuck whether you believe me
Alright, let me go buy this real quickly
Reminds me
I need to buy the Linux one
Cause, I am tired of playing around with Linux only for Perforce and it taking me forever to set up ( a few hours)
Actually dynamic audio sounds kinda cool
and particle effects is something I need to learn
Here comes the spending spree ๐
Go learn it, so you can tell me to fuck off from a position of knowledge
Yeah, @abstract relic everytime they all go on sale for $10, I usually grab random stuff and binge on weekend
I'd much rather be told to fuck off from a position of knowledge than a position of ignorance.
@safe rose Aren't they always on sale?
LIke.
Each and every course
๐ค
Well ask for it again?
The guy is offline
Leave him a DM...
his links were
So, based on what you nuked. As soon as he said I should fuck off for not providing a better source than virtus, I should have pinged mods?
I believe
Yeah he never linked a cover one
Just trying to learn the rules is all
@worn granite Dont continue here please, your offtopic for one.
yea by cover I meant covering topics
Oh
https://www.udemy.com/unrealcourse/ so this one?
indeed
Shit....67 hours
Going to take up all of my break
But I guess its worth it
Ok im going to buy it
Thanks guys
sure, np
where to find texture group settings?
yep
Okay I have some questions
Ive never used C++ before, and since my project is ue4 bp based, is it possible to have a hybrid of C++ and blueprints that still have the benefits of being a more optimized solution than just pure bp, or will it still have the same performance impact from the current blueprints I have right now?
yes, there are benefits to using blueprints. They cover that too (:
it is
And with existing bp I suppose right?
you can literally have a blueprint of a door but make it open in c++
If I were to convert it from bp to C++, is there no automatic method? Do I have to recode everything?
you might be a bit mistaken in what blueprints are
They're visual C++
just start with the course, they cover it all trust me
As what Ive been told
alright
Im just going to add you incase if I have more questions
Hes a busy man
Making 2 games and has a studio to run
I dont know, Im going to start this course now though
Thanks again for the help though, really appreciate it
np
Oh amazing, he sets his text to 18 so I can see wtf hes doing
Thank god this guy is a professional
@plush yew imo the best would be to implement everything in cรทรท an expose functions to bp
Like a node?
Yeah
what do i need to do?
Plug in a topdow controller reference
in targett?
...yes
You need to get the controller from somewhere e.g. GetPlayerController
type get player controller plug that into a cast to top down player controller node
You should do some tutorials, I think, this is very basic stuff
Just muddling through isn't going to get you far
why is there not more projects people can download and see how things are done.
I reverse engineer I don't watch tutorials.
"Blueprint Content Examples" exists for a reason?
It would be better to have a working example ..
this is what it is
They are working examples
But turoialising this kind of thing is important
You could connect "InputAction SetDestination" to "Set JumpLocation" and it would work the same way
otherwise if you hold SetDestination, it would just repeat the code over and over
@plush yew thats like the best pixel art ive seen in a long time
You just won't learn it by looking at it, it'd be overwhelming and you'd miss so much important information that just isn't in the graph itself
Yes, I highly recommend you watch some tutorials
naw just plug stuff in till it works ๐
ve been watch alot of them but what im looking to do for my movement i have found nothing about it
Okay, what are you trying to do? Some sort of teleportation?
jump to mouse click
Okay, well first things first, dont use tick
lmb= move to location
Especially for something like that
lmb+ctrl= jump to location
I would directly hook up "SetDestination" pressed to "SetLocation"
But even then, I still think thats wrong
Is this code in your character blueprint?
not the same one
You're just adding unnecessary stuff
ah
Making it much more complicated than it has to be
rip this code then lol
you allways wunna put a branch on blocking hit so it wont do anything when not hits
You should be doing a line trace from the camera on pressing SetDestination that goes forward, break hit result, then feeding that to a "setworldlocation" (I may be wrong with this one, Im just going off the top of my head)
This is much easier than the current setup you have and you wont be using tick (:
np
why?
Hexagonal grids have a navigability problem
You can't use a D-pad on them
If it's a PC only game, I guess that's fine
you can navigate them with an analog stick though which every controller has
@manic pawn I wouldn't do that, tbh
How do you move quickly 3 elements in one direction ?
With a dpad you just press thrice, with a stick you... keep it press until it navigates there I guess ?
or wiggle it thrice
Which is barely better mechanically speaking
Hi all. When attempting to compile, I get an error "maximum number of concurrent builds reached", but google returns no relevant results. Is anyone able to help?
Incredibuild
it already has the maximum number of builds running
(also that's literally the first result that comes up in Google?)
(for you maybe)
remove "unreal engine 4", put quote marks around "maximum number of concurrent builds reached"
learning how to google is an essential skill, hehe
hey guys, when i pause the game while my character is playing an animation montage, then when i eject (unpossess him) in the editor, the character starts to clicker.
any idea why is this happening? i need to take screenshots but this is preventing me
set visibility not working. this is on my pawn hooked to begin play. any ideas?
@wary wave the link you talked about did not provide an answer
basically said "yup, it's broken"
possibly not, but Incredibuild is the problem
your license will allow a maximum number of concurrent builds
it has nothing to do with Unreal
Hey guys I have the same question as this guy here https://answers.unrealengine.com/questions/768866/constructing-a-3d-widget-as-you-are-making-it-visi.html
if anyone could help
Basically I've got a 3d widget on my vr pawn camera with animated text on construction. I want to schedule its appearance. but if I toggle it's visibility it's not enough obviously. how do I play with its construction?
Move the Animation of the Text into the function that changes the visibility? @lusty carbon
Might also be worth to move the whole visibility stuff into the actor widget
Instead of adjusting the component
It's an event in a whole other class. how can I do that?
actually nvm it looks like setting visibility to true also plays the construct event
so my anim appears to work
whats the best way to make quick sand? to pull the player to the middle
You have the Component
That one has the "UserWidgetObject" or something along that line
That can be casted to the actual widget class you have
And then you can call the function
No need for EventDispatchers
Especially not one that binds to itself
@fair badger your game looks stunning
I am here
Just stunning
Its in #work-in-progress
Thanks guys i am so happy you liked it๐
How to fade out entire sound in the game? like the camera fade function but just for the sound
Thanks for appreciations
Interpolete the sound volume
Finterp
Interpolate the current sound volume float to 0
Or a timeline
not sure how to do it and what node to use
@lusty carbon You mean you have multiple sounds, like music, and SFX, etc, and you want them all to fade?
2 votes and 7 comments so far on Reddit
@plush yew Thanks man. Really appreciate that u guys are liking it. It would really help us if u can spread the word in the community for a wider reach.
We are a small team. We would be glad whatever help we can get.
yes. I have many sounds around the lvl and I have an end screen that fades in what some type of "game over" text. I want the sound to fade off along with it
Assign all your sound classes to a sound mix, you can now reference the sound mix as an entire block of audio.
Im using sound cues not classes
hello
It's like an onion. The sound cues go into classes, like Music, Sound Effects, etc., then the sound classes go into the sound mix. Now you can individually change audio by class or the entire game.
so do i need to create that sound class or what
idk man
im quite a newb so conceptual guidance doesn't do it for me yet. i need practical instructions.
how is it that there's a node for Start Camera Fade that can also fade the sound for you in a matter of tick box, and there's no such thing for JUST the sound
What is the best way to conform the landscape to the mesh? Outside of manual sculpting
Mostly sculpting ?
you can modify it in blueprint
I do this when procedurally generating things in the editor
How @wary wave ?
there's literally blueprint nodes for it
'Editor Apply Spline' is probably the useful one
but if these are static meshes only, you're probably SOL
you'll need to modify the landscape manually
Ok, manual it is :/
And another thing, why cant I rename folders in Content Browser without breaking the project
All the references get lost
An asset developer named his folders really annoyingly and I wanna rename them
renaming in content browser should be fine
^
"Fix redirectors" is likely the cause of the issue
Renaming without deleting redirectors won't have any change
Renaming after deleting redirectors needs you to change references in C++, though BP should be fine if you saved them all after renaming
Ill try, thanks guys
Guys check my open world game update #work-in-progress thanks ^^
Is it possible that my hidden widget component that is placed a couple meters in front of my vr pawn is triggering collisions within the environment??
apparently yes it was lol
disabled generate overlap
Hi guy's im looking for a decent way to render 360 video from our unreal app. i used to use the panoramic movie capture plugin, but this is giving me mixed results and i cant find anything else. Does anyone of you have a good option?
It's also kinda a bummer that spline points cant conform to terrain.. END button doesnt work on them
Landscape spline or blueprint spline?
Hi ho guys, maybe someone here can help me with an issues I have with 3ds Max 2020 student version.
The viewport is buggy (as usual) and not only annoys me, but also hinders me working with max. A video can you watch here: https://www.reddit.com/r/3dsmax/comments/bzpu3x/help_viewport_bug/?utm_medium=android_app&utm_source=share
It happens on both of my computers and I highly doubt that hardware is the problem
desktop:
2x 970
i7 4770k
16gb ram
laptop:
980m with 8gb vram
i7 4790k
32gb ram
On both windows 10 pro 64 bit 1809 runs on a SSD as well as Max, the latest nvidia driver installed and every other driver is as far as I know also up to date.
A reinstallation I only tried on my desktop did not work.I unistalled via the unistaller tool that comes with max, then checked for any leftovers manually and reinstalled it after a clean boot.
@gilded topaz im a maya guy, so not sure if this works on max, but delete your user profile, and prefs, and restart max. otherewise i would downgrade to an older version if possible
Some of my landscape is coming up grey, any idea why this is happening? All my shaders have loaded.
probably too many texture samples in that component
The two areas that are greyed out are the 6's, is the maximum 5? Any way to raise that limit?
Looks like I can change the material sampler source to shared: wrap which should give me the ability to have more than 5 materials in one square, trying it after shaders are done compiling ๐
๐
How did you display the number of layers in a square?
if i make a new project, do i have a level by default?
trying to do a reset level button, but i never clicked on 'new level' so im not sure what my current level is called
What are you doing with the return from the cast?
Well, etiher way, something is wrong. Maybe a timing issue.
Anyone know a fix for when your unreal engine fails to build lightning?
Try removing the cast node and and just connect the OnClick to the RemoveFromParent.
You may want to look into difference between Cast and Cast Class.
It's the frame time
i'd say the framerate is the one that doesn't really, since you're usually trying to measure how long your code takes to run
@wary wave Sorry saw your reply late, landscape spline
I wanna add roads to my landscape but the LS doesnt stick to ground
I don't wanna deform the landscape very badly, I'd like it if my spline just sticks to ground