#ue4-general
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we're in an eldritch dimension where multiplayer gta style games with AAA production values can be created by one or two man teams, by using blueprint only
You can waste your time on dreams buts it's pathetic to do so and won't get you on route for actual game dev.
I recomed always start small
I agree
I say it because of personal experience
Im a good builder on roblox
When i started on roblox i told myself its complicated and i wont be able to be a good builder at rovlox
But i told myself how did others became good? And then i started
Ofc i need to start small
And then go bigger
Like i should train
if you can fill that building on the inside with gameplay that is fun
that is the size you need to aim for
we're in an eldritch dimension where multiplayer gta style games with AAA production values can be created by one or two man teams, by using blueprint only
I'd say that's true for experienced one or two man teams
and well balanced
Big boi
Im motivated
@visual belfry no amount of experience is going to cut down production time
Heya, anyone able to understand why manually typing "demoplay asdf" plays my asdf recording properly, but if I use the BP node Execute Console Command to fire that same exact "demoplay asdf", it goes all weird on me and (I assume) doesn't create a replay player controller?
Thank u guys for ur help :D
Like why would firing the same console command through a node yield different results? I don't get it
Im out of questions now
@rotund scroll maybe on the scale story-wise of GTA 1 and with the graphics of GTA 3 ๐
if you replace gta with this, then yes: https://www.youtube.com/watch?v=4aGDCE6Nrz0
The future of video gaming comes now. ---------------------- Press Continue with "Tales of the Polyverse"... http://vimeo.com/10394887 Then learn a little so...
๐ฎ
Hmm, does anyone know why slope height based in bleeding through when the normal map intensity is changed? ๐ค
why does a skeletal mesh placed in the level behave differently than one spawned with blueprint? it's the exact same skeletal mesh, physicsasset yet the one spawned by level flails around. Any way which it gets different settings?
this is how i'm spawning it:
one of them is inheriting a physics asset override
i forget which one does it
if you wanted them both to be the same, make sure the default physics asset in your skeletal mesh is setup
Thanks. Setting physicsasset + Force Re Init fixed it
do you know any free icon pack for an rpg?
might be some free on the marketplace
i searched the word "icon" with free price and there are none : D
Is it impossible to change texture group settings on project config files??
I'm wasting so much time trying to do that
For static mesh lods is so freaking easy, I don't understand why its that hard to change texture group settings. I found out only how to change the name
maybe try searching for action rpg
epic has a free one out
you could steal those icons
can't use them commercially but ya know
i guess ill just use placeholders
I hate how there aren't many free assets. Fortnite made billions give us some free stuff please epic ๐
Can you use the default assets in UE4 commercially?
@sand nacelle Can a BSP be use as a volume, the idea is to be able to make volumes that are not squares or rectangles, I trying to make a cave inside a landscape, the idea it's a large cavern within a mountain so the volume needs to tapper upward inside and under the terrain/landscape mountain. I'd like to be able to use BSP's to make custom volumes for fog, Postprocessing lighting and light blocking
aren't many? literally 5+ packs a month for a while now ๐ฎ
Yeah, there's loads of free assets to prototype stuff with
Can I ask a general question here? I think I'm fundamentally misunderstanding arrays and how they work. Often times I'd like to pick our a 'random' thing form an array, and then do something with it. I would think that 'length' should return the total number of objects in the array, and that 'last index' would give me the highest index number that is valid. But if I use either of those along with a -get random int in range- (with the length or last index set to the highest random int possible) I will often end up with an invalid index.
Is zero an index? If I use 'remove' or something is destroyed that would have been in that index, do all other members 'shift' to fill that index?
0 is a valid index, if you remove index 0 then they will shift
be careful with get random, if you have two wires leading out from it each will be a different random number
Ah, I'll bet that is a big part of my problem
If I rout the wire correctly, will it prevent that? IE split it after the initial point?
let me reword: everything Get Random Int is connected to will receive a different random number
you either want to set a variable to the random number and use that variable from then on, or set a variable to whatever random item you pulled out of the array and use that from then on
1 wire, no splits
Not sure if the server allows images:
So that split on the right is probably causing an issue
probably*
So, if you were sending an actor to one of any random points in an array, how would you select one randomly.
Like, maybe my whole method is just silly
I guess I've just been a bit paranoid about creating too many variables. I use this a lot to randomize things
why is random a pure function ๐ฆ such devious behavior
better to create more variables than to be wrong ๐
Ah, because A: I'm a silly noob and it hasn't bitten me in the ass (yet)
the gist is anything the white (exec) wire passes through is safe to use again without its node being called again
Ok. And last index, how is that different from length? Wouldn't it just be off by one because of 0?
Gotcha. This helps a lot. Even just getting confirmation about the length as items are removed.
Thanks!
why did you guys choose ue4 over unity?
Oh buddy. How much time do you have?
i've been debating switching to ue4 from unity for awhile now, but i'm not sure if it'd be worth it
Are you an artist or programmer?
i do a little bit of everything
i've only coded in c# so far
c++ intimidates me
that's one of the reasons i've been avoiding ue4
UE4 has better graphics and the source is more available. The networking (multiplayer) seems to be easier out of the box.
Which are my reasons.
i know about blueprints, but i'd like to know how to script as well, if i were to switch
I'm a non-programmer, but from an art perspective it is night and day. It's so much easier for me to get content up and running, build my own shaders/materials and some logic where needed.
But Unity's retargeting tool is a dream in comparison if you are doing anything with biped animation.
i like c#, but i'm tempted to learn c++, so maybe i should switch
starting over would be a pain, though
you see, i'm interested in console hacking as well, so c++ might suit me better
then again, i'm already doing all of the art and programming for my project, so maybe i should stick with the "easier" language
it's a tough call
I do a bit of both, a lot more of Unreal
I prefer C# to C++, after 20+ years of C++ lol
However, Unreal is so much more stable
We have a joke around the office - the first 40% of a project is faster in Unity than Unreal. The last 60% isn't even possible
I spent ages in Unity doing simple stuff like coding lerps
has anyone experienced that the new functionality in blueprint for right click -> add event on a variable, that the event doesn't function?
The cinema mode and camera rigs alone save me so much time
I'm not even sure what the Unity equiv to the sequencer is, since I haven't used it in a little bit
there's an official addon called cinemachine
it might be that
what don't you like about c++ @amber tangle
LOL we don't have that kind of time ๐
But specfiically compared to C# (in the context of Unity) I find there's a lot more gotchas in Unreal in C++, those have been mostly rounded off in Unity. Sorta welded on training wheels
UE4 with C++? I think you could probably make it do just about anything you could imagine, which isn't always a good thing
Unity with C# you're mostly just passing some class some values
Obviously, to get a game to 100%, it's a heck of a lot easier with UE4, blueprint, and C++ because you're not having to fight the training wheels
I like C# too, it'd be nice if UE4 supported it
that'd be interesting
but I'll take blueprint for the quick stuff I'd use C# for
I saw there was a wrapper plugin to use C# instead of c++
having source available is what sealed the deal for me
Yeah, that's a biggie
can't imagine what the overhead is though
even if I don't care to fix an issue, I can figure out why it's happening and how to avoid it
and amazing docs
"amazing" >_>
Overhead for blueprint? I haven't noticed compiled blueprint being too big
Dude, compared to Unity's docs ๐
no as in
Not compared to ideal docs
a wrapper that lets you code in c# and then wraps it into C++
You mean a compiler LOL
C++ is already a wrapper on C
it's a massive trunk full of libs and mods to make C OOO
only back in the cfront days
Hi whats the right way to zip up a game project
Right Click -> Add to Zip file?
bingo
like file->package->zip vs zip the dir?
but yeah - I'd certainly use c# if they chose to support it
I think it's a little tidier when you're doing all object calls anyhow
but it's really 6 vs 1/2 dozen
the engine is the reason to use UE vs Unity
if you can learn C#, you can learn C++
really?
i have bjarne stroustrup's book
yeah but there is that nuance where you have to zip it inside itself or some B*shit i always forget
me too, loads of them
I don't mind C++, I just find it annoying to have to essentially define everything twice
declare then define
I honestly don't get why that hasn't been upgraded
If I have to do a lot of structs for some reason, I'd prefer to use C++
what's wrong with c# structs
if I'm just building child objects, it's a wash
Nothing wrong with them, it's just less tunable
I'm out of the loop, haven't used c# in most any capacity for the past 5 years
you can go nutty with pointer math really easily in structs if you want to
break out parallel processor stuff
go nuts
Why? You don't really need to
but C# doesn't really encourage that
C# is the straight and narrow
yeah, it's very tidy and with Unity, it's really training wheels
but that's up and down, IMO
you can do whatever you want really with both, if you have the skills
I'm sure someone could make unity sing
that person is not me
how does ue4 handle viewmodels? in unity, you just parent the model straight to the camera object, and i thought that was really weird
idk, can you really substitute the garbage collector in c#?
speaking of asking for a world of hurt LOL
You just use a camera object
You can switch between them dynamically, reposition them, etc
set ortho, whatever
I think that'd be the closest equiv
anyone? Am I wrong there?
If you mean first person versions of weapons (Viewmodel in the Source Engine sense) you do kinda just attach it to your camera or actor. You can skip depth check to force it to render on top of anything, and also set it to self-shadow only to prevent weird ground shadows.
Yup, for like old-school FPS mode
anyone know if it's possible to auto bind dispatchers in BP?
I think the way I generally do it is I attach the camera to the character, then use UMG for the HUD
so the character handles all the movement logic
and then you can easily do pans and stuff to get that first/third viewpoint
since with auto possess it really couldn't be easier there
Try checking out the demo content in the different modes to get an idea how they compare.
hey there, any clues to why my particle effect is turning off with the camera zoomed out?
cascade has bounding box outside which you don't see gpu particles, maybe it's that or if niagara maybe that has something equivalent.
thanks, it is still there and doesnt get culled in the wireframe.
I also tried changing the bounding box settings, but it still happened
not sure if this info helps, but the particle effect is using mesh data to tile the effect over the mesh
I have also made a different particle effect that is similar but for the smaller sized ripples. I just noticed that this isnt culling with the camera. So i might just duplicate this one and see if I can just makle a new one from there
@shy spire thanks, I'll have a look into these settings too
alright, I worked out why now, it was to do with he waterplane that was underneath it. If I hide this then the particle doesnt get culled. but now I dont know why it happens with that water ๐ค
To question your intellect?
?
was a joke
Hey guys, there's some way to make a sound shorter inside unreal? (without touching the pitch multiplier option)
How can I line trace, or generate overlap events with, or otherwise interact with foliage, at run time?
Nothing shows up with a line trace, or box collision. It's like the trees aren't there.
how can I check which version of DirectX the editor is using?
how can I set a mode for my game where I can take pictures easily, I don't want to see the UI but is there something in the editor I can do rather than manually hide it on begin play
You can look into adding the Ansel plugin
@dim arch mouse over the project name in the top right of the editor
I've been trying to bind in-game console command to certain keys, the command looks like:
SetBind BindName[FName] Command[FString]
Can somebody give me an example of how I would format it? Specifically I'm looking to change my FoV
@tiny pier I just tested and had no issues here. Collision for foliage using the Foliage Tool came back as an Instanced Foliage Actor. I had to turn on the Collision for the object as by default they had none
@unique finch where do you see that command, it does not come up for me in the console command listing
Oh it comes up in the in-game console in Mordhau
Sorry I don't have much experience with this stuff
that might be something they added in then
I tried:
SetBind q m.FOV 80
and
SetBind BindName[q] Command[m.FOV 80]
but neither of them worked
I feel like I'm just formatting it wrong
Is that how it's supposed to look? Like do I put the key & command in the brackets? Or leave a space in between them and the other stuff?
@grim ore it doesnt show the DX version, just engine and project configuration
version/branch/build/date
https://i.imgur.com/FiIjizI.png @dim arch
it's running in windows
this is the output log when I boot the project, it seems like it uses LogD3D11
I can't find any flag for DX12 in the output log
seems like it, weird that your tooltip doesnt show it
this is a clean install so nothing was changed
seems to work, but it's kinda weird that I cant see anywhere which version is enabled, also, an editor launch flag is the only way to enable dx12
thats the same output I get but I have DirectX 12 in the tooltip
and yes an editor launch flag is normal for it
I am using a dense polygon mesh in the scene, apparently dx12 has better perf
well, I just tried with DX12 the performance is comparable, guess it is isnt that significant
ah yeah it's not shown in 4.21, I guess they added it to .22
DX12 tends to offload from the CPU and put more on the GPU or vice versa, I can't remember lol, but i has to be supported properly and your project needs to take advantage of it. with a 1050ti I doubt DX12 would make a difference
just checked, its in my 4.22 build so yea
ok, well I am trying to increase performance for a scene with a very dense mesh, and read that DX12 can help with that. I think now that UE is being used for film projects multi-million poly scenes will become a lot more popular
Ill test it with the 2x2080 rig
chances are it can but with your GPU it's not going to help much. the easiest thing to do is run the project in dx11, open up taska manager, and look at the CPU and GPU usage
then compare it with DX12.
ok Ill try that later
I'm not on my machine so I cant remember which one DX12 helps with more lol. I know it's pretty obvious for me on a larger project between the 2 but in the end the results where similar. It was more of 100% CPU 20% GPU or 80% GPU and 20% CPU type swap
so dx12 can offload work to the CPU when it comes to drawing a mesh or?
thats the thing I can't remember ๐ฆ
I guess Ill read into it more, dont worry
sorry about it lol, all my normal stuff is really light and I am not an artist so I never cared beyond the fact the end result was the same
I am just curious how these applications like zbrush can keep a consistently high frame rate on multi-million poly meshes, but maya/ue etc choke super hard when it comes to polycount
really good question ๐ smart programmers I would assume lol
@grim ore If u were trying to bind the command "m.FOV 80" to the "Q' key in
SetBind BindName[FName] Command[FString]
what would u type? I feel like the answer is easy but I'm just formatting it wrong
I would assume it's just SetBind m.FOV 80
the [FName] is just specifying that the BindName is of type FName, same with the Command[FString]
but again I have no idea how they are handling it, it's not a default UE4 command
I wonder when 4.23's coming out.
Oh well, I had to message a dev, thanks for trying to help Matthew
2 months!
Should be next month. Looking at how it is always 90-110days+ per update. (Not hotfix)
they are off for 2 weeks, then another 2-4 weeks of previews at the minimum. It branched off for 4.23 last week so I would assume the first week back is the first preview week.
It's sad, there has been no updates to master for 4 days ๐ฆ
Imagine it'll stay at that last commit for until they get back
I'm curious as to how Insurgency Sandstorm managed to do level loading progress % indicators.
That's something I've been struggling to achieve
Can we actually modify the wiki by now again?
Is there some documentation / explanation about the two bone IK FUNCTION somewhere?
Hello ! It's me again how are you ?
@brittle gulch I found tons of documentation and information by just entering the node name + ue4 into google
Try that first please
@regal mulch I did it as well, but it's not the same node. It's Two Bone IK FUNCTION that I'm searching for. Not the regular animation graph node
My bad! I'd assume it works similar though. A first step would be trying to understand what the parameters are representing
Effector and JointTarget seem to be the same as on the anim grap node
So Root, Joint and End Pos are open
Yes, I think I'll try different things out to figure out, seems that nobody really tried to use it. Or there's just no demonstration anywhere.
It's Joint and End pos that are confusing.
I think Root Pos is the skeletal mesh root bone location. But Joint and End... ๐ค
Most likely the current location
It's what ComponentPose gives you
And I guess no one uses it cause most people use the anim graph
Ahh! The current location of the start and end bone, right?
And yes, I'm also using the anim graph, but I need to find a way to simulate the IK before it actually updates the animation. And I think this function can help me.
is it possible to use a colored texture like an IES lighting?
@hearty cosmos I don't think IES profiles can be colored, but you can just mix an IES profile together with a colored light texture instead.
Currently, re-capturing skylight during runtime causes a stall due to GPU->CPU copy. It would be nice if it was done using staged readback instead.
@grave nebula I like how the guy replying didn't even read what you wrote
or didn't understand it
๐
why not just have an RGB param?
@honest vale ยฏ_(ใ)_/ยฏ
just write a shader for it then
material parameters for this kind of thing are trivial
there's literally no way for you to do what you want without a material parameter
unless you somehow manage to pass it as a vertex parameter but it's a worse option no matter what I think ๐
Yep, doesn't work that way here
We're not in the days of the fixed pipeline anymore
It's usually better tbh
Materials in UE4 allow for some crazy stuff, you can have complex animation in there
Or do the animation directly with a time node and whatever logic, if it's simple enough
But yeah
I'd have just used one mesh
and done the effect in the material
much like Stranger is suggesting
Hey guys, i'm pretty new to the UE4 community, and am a former ROBLOX developer of 6 years ( ๐ yeah, I know, it's pretty rubbish) and was wondering if anyone had any good suggestions on where to get started and how to enhance my knowledge through some decent tutorials/websites/libraries or anything of the sort. Cheers
UE4's content samples project is usually a good thing to look through
gives you an overview of what systems exist and how they can be employed
Sweet, thank you ๐
Hey Guys, I have an issue I can't seem to find a fix to. I am making an endless runner which is switching between platforms using timelines and setactorlocations. however when you switch between the platforms while you are jumping, i made it wait until the jump is finished and then switch platform. From 1st platform to second the switch animation (timeline+setposition) plays well but from 2nd to first the game skips the animation (happens only on every second try). Does anyone have any experience with this overly specific issue? sorry if its misplaced
is there any way i can see a default value for a variable/console command?
Hi guys,
I have a question regarding clothing/cloth simulation in UE 4.22.
I would like to know if there is a way to set the cloth simulation to have a specific rest state or even a state it conforms back to after simulation.
Example of what I mean would be for hairstyle say...
If you have a hair style that combs from front to back over the head with some volume, If I paint cloth weights onto the hair and hit simulate it will move out of the required hairstyle position and lose volume. I understand that the gravity etc will affect the style of the hair straightaway and of course it will move dependent on the painted weights value, but what I'm hoping for is a solution say for the hairstyle to be affected with inertia or wind, whilst retaining the volume and shape, allowing movement, but once the movement of the skeletal mesh is stationary it then conforms back to the initial state/hairstyle.
hey guys, if i have my own steam app id, how can i filter my game in the servers list (in Steam)? i can only find predefined games in the Change Filter
Anyone know why my landscape grass type just stopped working? It worked last night when i closed it but now it stopped working across all levels just out of the blue.
most likely a file not saved
I checked all the relevant files they seem to be in order. Also, i shouldve tried this before but it seems to be working in PIE, just not in the editor
But it has always worked in the editor before
in which case it seems to be a visibility flag somewhere
Strange, i dont even know where to begin look for that. Since it's not placed in the outliner and i've never been tinkering with it outside of the landscape material or the actual landscape grass type
Anyway i created a new material and a new grass type and tried it, still the same problem. I'll dig around a bit
Seems to have been a problem with disabled real time under viewport options, in case anyone ever searches for the same problem here
what needs to be done if the client in switch authority returns authority ?
Whatever needs to be done on server, basically
Maybe nothing, maybe all of your game logic
well in let's ask the question better when does client return authority
in what cases
but I changed all clases in replicated
what do I need to change the variables too idk man
I'm not sure I can help you here. If your actors need to be replicate,d they need to be created on the server (spawned there, or in the level), and marked as replicated
Hi, anyone know its possible to remove grass at runtime?
so I need to replicate all the stuff earlier
@lilac ember http://cedric-neukirchen.net/2017/02/14/multiplayer-network-compendium/ <-- This helped me tremendeously in understanding how the networking works in UE4.
is not virus?
lol no
It's a pdf
yeah read that first before you try anything multiplayer related
read it whilst doing something multiplayer related
I will read the hole thingh and then I will try to share my conclusion why it doesn't work
it's more useful as a reference
How is it possible that something works when I place a breakpoint in a function, but once I remove it, that code doesn't work any more?
Maybe so...
hey, is there a thing I can do to simply make the darkness of a basic texture changeable?
@azure shore During runtime?
You probably want material instances in that case
It's easy. In your main material, hold 3 and click to add a basic color node. Then right-click that and choose "Convert to Parameter", and give it a name
Then right click your main material and choose "Create material instance". And then in that instance you can quickly change that parameter you just made to make something unique
@plush yew sure seems like a race condition I suppose. It doesn't happen when I build in DebugGame mode and launch from VS in debugging mode. Ugh. That tutorial never mentioned that this would happen...
urge to defenestrate computer rising...
oh, thanks
- profile, see what needs to be optimized
I mean i build 4 trees and i had 15 FPS, but i have very Good pc
what parts are you trying to optimise
Graphic
did you make the trees yourself?
Nope
if theyre super detailed or something then that would do it I think
uh so in blender you might be able to add the decimate modifier
to reduce polies a bit
Hm super natural pack in the market
4 trees shouldn't kill performance that much though... what are your actual computer specs? (cpu and gpu)
Oh godness thanks
then see if thats doing it
Without tree txt game is Good
yeah, my first question is what are the PC specs
is there any way to limit the turn radius of the 3d character?
basically I want it to snap to a direction of movement rather than rotate to it
clamp
how do i find that?
right click the graph, type clamp
How do you add collision to the character? Like if I put a sphere in front of him to make that collide with the world
Im looking into learning python, does ue4 use python 1, 2, or 3?
Or does it even matter
A quick google says that theres a plugin for working with pythom that uses python 2.7
But i wouldnt know much more than that
Ok thanks
funny that because I was doing some stuff and people were complaining of the flawed nature of 2.7, for which 3+ was the fix
it makes it a pain in the arse too when you are trying to do things between different supported apps
I've used it maybe 3 times, and even I know that. But I guess often its built into licensed tools that can't really be rebought or changed or something. So backwards compatibility trumps the progressive nature of what a language should be.
Anyone can you look on piece of my destructible object? Destroy works, damage hit prints but dont work ApplyDamage from projectile. Any tips?
{
UE_LOG(LogTemp, Warning, TEXT("damage hit"));
DestructibleComp->ApplyDamage(Damage, HitLocation, ImpulseDir, Impulse);
}```
Or maybe I need function in projectile class?
so first, define 2 players. one game, 2 character objects? 2 separate players using a dedicated server? 2 separate players using a listen server?
dedicated server somewhere or how is that being handled?
well your client knows nothing about the other characters unless you tell it, that is the servers job
how did that other player get on your screen?
and then that tells your client to spawn in the instance of that player on the local machine right?
so then at that point you have a local version of that player, anything you do to it would be local unless you tell the server about it
with normal UE4 networking each client has a copy of each object, and the server does as well (listen or dedicated)
if you were to say destroy a player on client 1, it would only be gone for player 1
to handle it correctly over the network you would tell the server to destroy that player, and then the server would tell all clients to destroy the local copy
i dont know how your networking works, but I assume the same way with server authoritative
also player controllers for this question only matter for the server since clients don't have access to other controllers
if you are the client, and you say "hey client change the player character on this client to purple, it would only change the character on your machine to purple
to play a montage play it needs to run on server and then from there multicast .. well I did all of that and when I print string after the play montage it even says the client and server runs it but it doesn't do the animation what could be the problem
this is assuming that variable is not replicated and you are not having the server change it, any client changes should only affect the client
the material should update locally, your copy of your material on your player
it's actually the biggest issue people run into when doing networking is getting the correct thing to happen lol
people start with the listen server and when they switch to dedicated or test on the client it doesnt work and they start complaining lol
UE4's networking should not be much different than your existing system, its a standard RPC setup
@lilac ember how are you playing the montage?
the branch ask for authoristtion fi you wondering
authorisation
idk
techninaly it should work
so a print string on the end of the Fire Animation Montage after the Set Duration prints out what?
client0 client1 and server
so that part is firing, your montage is just not. Did you check to see if you are passing in the correct index?
and it onnly play the animation for itself
yeah all correct
I was thinking maybe it has to do somethingh with the checkbox replicate movement
not sure though I check it everywhere
are you sure the go on server is firing, since you are calling it from the true on the check as well
unhook the true and see what happens
you mean like this
to always go on server?
or to always go on multicast without going on server first
no I mean just unook the execute wire after true so the local play fire animation montage never fires
so its true -> nothing, false -> Go On Server
to make sure you are actually seeing the Go On Server fire your prints and not the other one
well it behaves as you expect if the client shoots it goes on server then multicast if the server shoots notingh happens
but it still prints out the 3 prints?
ok was just trying to make sure the go On Server actually fired off on all 3 ๐ฆ
I am really not sure why it doesn't work bcecause I managed to spawn bullet for all 3 in the same blueprint class
well if the print string works then it has to be the play animation montage node not firing correctly, so not really a networking issue being called
but I checked even inside
maybe
the owner is wrong
if I go where it gets played I end up here but the inputs are all correct and server client client is here too
maybe target is wrong but I don't think so
play rate maybe
welp time to start debugging lol, print out the montage it's supposed to play there and see what each client says
the replicated call is just not getting the correct data sent, or those clients just dont have the correct data to play it back correctly and I would have to guess it's the montage to play that is the issue
I checked all 3 inputs of montage play and they are the same
yep I just tried a simple setup and it worked here... something must not be getting passed in properly
oh
I found somethingh I tried to print out self
here
and they are diffrent
I mean idk they have to be diffrent though
lol
shouldn't be the target the same?
uhm what do I need to give them a self component and use that as target
at a basic level https://i.imgur.com/oo3gSc6.png and https://i.gyazo.com/2070719cf5ca630bad5acb724401dfbf.gif
ability montage is just a custom event
it calls montage play later on
on your montage play you should see if the correct character is being passed in and the correct montage
well yeah the same character
well that should be the local character right?
and is the correct montage being set to play?
because beyond that ๐ฆ If it plays on one character your anim bp is correct, past that the montage play just needs the correct info to play lol
my graphic
well crap ๐ฆ
it has to do somethingh with this
in the example I sent you I have replicate movement on, it's the default and it's how you can see them moving without any extra code in networking
@grim ore is there a rule or somethingh that a animation can not be played in a function with multicast maybe
oh wait I found it maybe
could be this the cause
yeah its not the function part, I just tested that
na that is not the problem either
I would say disconnect the inputs on your montage play, force in something you know works so a connection to the character anim instance, a montage that you can see work (doesnt matter what it is), the correct play rate and start time
that would atleast let you know if forcing a montage play even works
and maybe disconnect the execute after that just so it comes in, plays the montage, and plays the montage only lol
but the fact all of this code plays locally but not replicated makes it feel like the other clients are not getting the call (you verified they are), or are not getting the correct data (which it seems like they are...)
Is there a way to customize this section of the view?
@karmic basalt edit the source code, or turn on minimal view (removes words and makes small icons)
hmm Ok i try that
@grim ore All I'm trying to do is to add the ProjectLauncher in there.
It's under the launch menu, besides that it's not customizable
should be able to
are you trying to change the color?
I wouldnt assume what you are trying would work adding more color to a brown color
there is also a set vector parameter value node that allows you to plug in a V4 or linear color
so you might just not be using the right node
you are targetting a mesh component
so that is the wrong node
no it won't play even a simple montage only on itiself
which would be weird since you are playing it locally
so it only plays on itself
yeah but the animation play itself for himself but not for others
the server is just telling everyone to run that event locally, which plays the animation locally
its a weird problem since by default it works fine, something is off with the system you are using
I got it
so I tried this instead lol
ahahahah well it doesn't explain why it works
I changed the montage to this and now it plays the animation
but why
maybe
that is weird
what is the diffrent between a animation montage and a play animation
it shouldn't be that diffrent that one works and one not
well a montage is pretty much just a group of animations
but montages have to be set up correctly in the animbp, which it should have been since it was working
so I have to change somethingh in animbp class?
missed the question tho lol, i am guessing you are still playing the same montage?
which means my answer was not useful. Uhm this node just plays the animation while the play montage plays it the same but has some extra parameters for controlling it
well I think that could be the problem because I started replicating all maybe I didn't replicate a varibale like is in combat
ah ok
that is a thought as well but it's your code so no Idea what controls your animations and such ๐ฆ
so it the play animation montage does noto interfer with the animation class?
It's just weird it would work on one client and not the others
I need to be more get more info about that
I mean that is literally just a replication or RPC issue but it seemed like it was replicating fine and calling events fine
but maybe for some reason something somewhere was settings your variables incorrectly, like something was saying "hey all clients, your character reference is this one character and not your local one" or something like that
yeah that would do it if not replicating that variable
hopefully we both learned a few things from this adventure lol ๐
well the blend pose is the key for making a montage work, which you have and it was working so I assumed you just used the normal blend lol
I must say unreal is really unforgiving we spent what 2 hours for one click lol
well it's like anything, if you do something without 100% understanding how it works you will get bitten in the ass later
forget to plug in the CPU power plug on a new computer build, an hour later when it doesnt start...... noooooo
well yeah that's true
or hell lol, this one is super common. forget to peel off the plastic from a CPU for the thermalpaste and wonder why it keeps shutting off weeks later
lol
yeah well if you look it a other way we found the on click in the millions clicks
๐
you should feel the anticipation of finding out what is. Its superb
hi everyone
hola @hexed kraken
#multiplayer might be better at networking, but general stuff might be answered here
@plush yew is the hair a skeletal mesh or a static mesh? or is it part of the player with it's own material
thanks @grim ore I tried there my question it seams a little dead at this moment
at some point you need to create a new dynamic material instance then for that mesh and save it to a variable so you can access it later
how is that a problem?
why not?
if you have the mesh, you can create an instance for it
ok so if you want to change the same thing in multiple materials, look into a material parameter collection then
then you just set up each material with that parameter, from the collection, and you can change that one parameter once and it changes on any materials using it
without any need to access the meshes using it
so you want to change the hair color but only for that one hair style that is being shown?
but if they change to another hair style it goes back to the default color?
sounds like the material parameter collection would be fine if you just want to generically have a parameter like tint or hair color in multiple materials
no reason once you go back to default or the next one you can't set it back to default
functions or events should run fine on a server
yeah but like there is this function set in combat which gets called like 7 times
a parameter should work like any other node in the material and propogate down
@grim ore if there is a function that set a variable and does other stuff
and I need it to run on server
can you do it in the function itself or in the events is the only way?
I don't see why it would not work in the function
the same was as the event I would assume, I think I am missing something here
well you can't do custom events in function
If you need to move from Client to Server (on a client-owned actor of course), then this is only possible via a CustomEvent.
Functions can't be RPCs.
correct, events are in the event graph. Functions are part of the event graph
so I need to do it in the event graph?
use a component mask if you want to convert the 4 -> 3
is there a way to edit a scene while the game is running to test scenarios?
man I have been trying to figure out the new Editor Menu system in the dev-editor branch for like 2 weeks and I just can't find it lol ๐ฆ
new Editor Menu system Sorry, what?
https://github.com/EpicGames/UnrealEngine/commit/0f668849f6f5f0106e659e600a2df4fbd48433e9 and another more recent update
but the module doesnt seem to be loaded and I can't see any of the functions in the palette that are listed
Hey guys does emissive color means the color that glows???
It gives the appearance of glowing when using higher values yes.
Oh alright.. And how do I control it more effectively? Via normal maps or textures??
Guys
what is effectively? probably a texture I would assume
Like if I want more control, to put the emitting over a particular area of the mesh?
Thank you for the link :D
then yeah a simple black and white mask texture that you multiply would work
U want to talk?
Yes
Eh
Um no offence but I face a little bit of problem understanding the foreign accent so.. XD
Oh sorry man.. @regal mulch
Hey man this really looks cool.. Do u use blender to create ur characters? @plush yew
Oh.. I am trying to make some characters in blender.. Wish me luck :D
whos talk?
Will tell you of a trick. Use a small amount of fresnel for hair
Ah thatโs easy: mask * colour parameter
hm thanks
๐๐พ
My ants Physics Asset is still wonky as fuck and ignoring collision in some instances, but I'm moving into importing and setting up animation blueprint anyway. Could this work out fine?
shouldnt it be [0..1]
Well youโre masking out the rbg of your color parm, might want to address that first ๐
@proper crane Not that I often work with such stuff, but I'm half sure that a Physics Asset should work properly to begin with.
You are also not likely to use the Physics asset unless you let the ant do ragdoll or?
@regal mulch It seems like it would work as a ragdoll, but some bones may not collide properly
Well as far as I used it, it's all about adding a collision primitive to a bone
And linking it to the next one
while making sure the angles are limited
(e.g. an arm shouldn't rotate backwards.. ouch)
I've done that, it just doesn't completely work in any instance I've tried
Now the question is: Where is it going wrong for you
Well, here's a question, can weight put on a collision force it into other meshes?
Cause it seems like some parts of limbs on my ant phase into the flooring in the Physics Asset editor
whats the problem?
guys anyone else how to optimize game?
(Multiply)
hi guys, i noticed timers pause too when you pause the game. I wanted to implement a countdown timer when the user unpauses the game but the time wont tick since the game is paused. is there a workaround?
i dont know
ye it was right
General rule is: using a texture mask >>> multiple with desired value
Hot red ๐
Is it possible to make a triple A game using only blueprints
Im a complet beginner ok
Dont say im trolling
Don't about making a AAA game. It's literally impossible for a single individual.
Give me $50m and I will make you a game in blueprints only
It is possible yes, but more than likely if you were making a AAA game you would not use pure BP.
If we are only talking about the programming side of things, than yeah, that's possible, but then you have to ask, what makes a game AAA in terms of programming?
Waht else
Ofc animations etc ...
Like every game ๐ค
Or an AAA game is just a very good game?
let me rephrase: it's not only the content.
Ok an AAA game is just a game that is made by a very big company/team
Only that?
The opposite of it is "indie game"
depends what you need
Looking for a learn to code c++ with unreal tutorial but I found none
I only find c# unity .. and lots of them
perhaps you are looking incorrectly as there are hundreds
Even the paid ones in Udemy
Step-by-step instructional guides for hands-on learning of programming in Unreal Engine.
I'm getting familiar with it from c# background ..
Pointers just make sense yesterday
I thought you could hack time
But what does this do ->
what do you need c++ for?!
cool. cool. If you don't know C++ then don't use UE4 to learn it, learn it normally outside of UE4 then apply that to Unreal once you know C++
Hi guys,
I have a question regarding clothing/cloth simulation in UE 4.22.
I would like to know if there is a way to set the cloth simulation to have a specific rest state or even a state it conforms back to after simulation.
Example of what I mean would be for hairstyle say...
If you have a hair style that combs from front to back over the head with some volume, If I paint cloth weights onto the hair and hit simulate it will move out of the required hairstyle position and lose volume. I understand that the gravity etc will affect the style of the hair straightaway and of course it will move dependent on the painted weights value, but what I'm hoping for is a solution say for the hairstyle to be affected with inertia or wind, whilst retaining the volume and shape, allowing movement, but once the movement of the skeletal mesh is stationary it then conforms back to the initial state/hairstyle.
-> is a member so if an object had a var or function it would be accessed like MyObject->MyFunc();
like a . in c#
well there is a . syntax also
admittedly c++ syntax is tedious
MyObject::myfunc() or MyObject->myFunc()
both are different
#cpp if you really need C++ questions answered, if not https://www.learncpp.com/
Need a real world use case tutorials
then look thru the code for the engine and pick it apart, it's as real world as you are going to get
but the fact you are asking the difference between scope (::) and calling a function (->) indicates there are still some fundamental C++ knowledge you need to understand first.
I mean I guess if you are really adamant on this the Udemy course for learning C++ with UE4 is valid https://www.udemy.com/unrealcourse/ and it's real world use case tutorials
I was adamant enough to trawl through the source code and figure it out manually. I googled a bit, but mostly it makes sense if you know a bit of code anyway
What I need is like unity tutorials
Learning codes as we make simple games.
Some tutors explains in detail what a code does
Unreal tutorials are : I expect u to know c++ let's get on with it. Copy past my code
then look at the link or trawl thru YouTube there are a few C++ courses on there for UE4
and correct, an intelligent teacher will assume you know normal C++ before trying to show you how C++ works in UE4.
an intelligent teacher who is trying to teach you C++ will not have you learn it in UE4, you will learn it outside of UE4 then start applying that knowledge to UE4
I think this is why unity has more mass adoption ?
No it's not.
unity was out first
Unity was competing with UE3 at the time
I mean, before 4.0 sure
it definitely was
No..
before ue4? yes it was
You are talking different things imho
Unreal engine is 20 years old but its about versions :p
UE4 is just the latest version of Unreal
that's not really true
Just like Udemy 2019 or whatever it's called
that's not a useful comparison then victor
That's like 100% true
it's not one engine
Itโs more so unity is designed to prey on inexperienced developers and feeds on their insecurities
its got an RHI
The only difference is that UE4 redid a lot of stuff to make it more user friendly
it can use many renderers
no that's not the only difference
Anywhoo Reuben Ward and Virtus are both doing/have Learn C++ courses that start with the basics if you want to learn C++ and UE4
under the hood it's completely different
But at its core... UE4 is just a suped-up version of UDK/UE3.5
whatever you want to call it
Redesigned for the masses
Sometimes it's convenience people prefer. Like Pubg more popular than battlefield 5
anyway
Under the hood...UE4 is definitely not that far off from UDK
You can literally see plenty of code still referencing the old unrealscript ways
unity became mainstream around what, 2007? and a lot of indies started using it
Kismet2 - Electric Boogaloo
Unity was free
And that's what gave it an appeal for indies
Other than it being more user friendly than UDK
and other engines
UDK was free ๐คท
Let's all ignore the fact that Blueprint is called Kismet under the hood ๐
yeah they had a choice. UDK + licence cost. or what 500k license for full engine source? Unity was ahead in the indie game before UE. But that all changed the day UE4 was released
And so not to confuse people
I'm just saying UDK
Right
Unity was just free first that's all
And was more user friendly as well
was it even free really when you had to pay the $99 to get rid of the watermark? ๐
UE4 wasn't free at first remember
it wasn't free
We had a sub
Unity is never free, only barbarians don't pay for the dark skin
the low fi version was free, and it was pretty bad
it did have simpler pipelines
that most likely contributed
Technically we had a sub, but in reality, they paid us all our money back when it went free. Because Epic.
๐ Well, I mean, we can go back and forth about the particulars if needed
e.g. drop an image into the engine -> it's now a texture
But that's just bottlenecking the current discussion
as far back as I remember udk didn't have that
Unity had a good start because it was free and more user-friendly
UDK had factories
Saying unity is for inexperienced developers is silly when most of the successful indie games are made with it.
unity essentially had some 5 years of a headstart
C# is fundamentally a lot easier to pick up than C++
But, Blueprints...
I think trumps both
Just my humble opinion
code is code to me. Unless its Assembler. Then its some bs someone else can do
I think Unity is officially supporting a Visual Code thingie now as well?
Or in the future?
I know they just started Material Nodes
they keep pushing it back lol
Blueprints translate so much easier for me. They've helped me visualize and memorize some of the basics of C++
they're playing catch up now
Yeah, so it's a big deal. Visual Code is fundamentally just easier to pick up
still, they have a following because they started out mac first, and I think those same people aren't prone to change
Going from BP to C++ is the perfect way to start in UE4 imho
@round falcon the best thing is the reverse, when you learn how they use the C++ to make the nodes, and pins etc. Then it gets interesting
You'll be using both, so might as well learn both
In Unity, you have uhh
C#, Boo, JavaScript
?
Or did they kill off Boo
Or whatever it was called
everyone has a different "best way" do just do what you feel is best for you.
I haven't used Unity in a good while, so forgive my ignorance on current Unity
You dont have javascript in unity as of 2017
I take it on a requirements basis. If I were doing a 2d game, I'd head to Unity over UE4 any day. But if I were doing anything else, Unity can bite me :p
No... there's only one real way to learn UE4 if you want to learn UE4 C++ tbh
@kindred viper I really want to do that for sure. It'd really open up some fun possibilities with making my own
You'll be struggling unnecessarily with UE4 C++ if you just try to deepdive into it without some background.
You can mess with UE4 without touching C++ too so?
As long as you know Class Structure, creation, functions, conditionals, function pointers, difference between ref/ptr and can loop some stuff.... you can go far.
Thats not confirmed, python is for editor
Blueprints good for learning game logics
So, that should take care of all the "non-visual scripter wannabe crybabies"
Brutal mate ๐
tbh, it's going to suck for a little while though
That's 3 language that every "wannabe proficient UE4 programmer" will need to know
What's a "non-visual scripter wannabe crybaby"
its brutal but true. The dependency on factoring in non-programmers slows down progress for those who are :p
So anyone decided to finally make a beginner friendly unreal c++ tutorial on YouTube ?
I will surely press the like button twice
I just linked you a bunch dude
lol
nobody here is gonna do it for you
@kindred viper how do you mean?
nope, python is not for gameplay
@lapis bronze wrong...
python is for editor tools
Start there ๐ https://m.youtube.com
i hope not
oh its confirmed now? cool
And Tim's been saying it off-handedly for awhile anyway, that some "non-visual scripting language" would come up
I only follow cows vs bulls 3 lesson
it just so happens that someone put it up on the roadmap as well ๐
@rotund scroll how much time goes into supporting Mono or other scripting languages into the engine detracts from development time on other areas.
sure, but they hired the skokum guys
They dint update yet
i expect a new language more
yes that part i knew. it just wasnt confirmed it was python.
and i hope its a custom lang
with a custom lang you can do some pretty damn nice stuff
skokum had some awesome ideas on it
just kinda weird syntax and weird licensing
@kindred viper ah like that, I thought you meant during projects
@frank escarp I don't mind a "custom language", but at the same time...let's be real. It would be fundamentally faster, cheaper, easier to manage if it was just Python
Or some other scripting language
main thing of skokum is that everything is a coroutine, so you can do "async" scripts
that can do stuff like
LUA would have been cool
while(true)
{
shoot()
wait(1s)
}
we had a custom language. Unrealscript. It was pretty cool. Now we have C++ tailored for UE4. And that is cooler. So let's just use that and forget the rest /walks off into the sunset
well C#
I mean really if they're not going to rewrite the entire engine into jonathan blow's new game language, then what ARE they doing?!
C# for gameplay
When c# comes to unreal . It will go to the moon
you can get c# in unreal
yeah but it worked :p
like, a huge amount holy shit
you have LLVM today
and LLVM means "your script language is now as fast as C"
in a VM?
cool
you can do all of those at once
so you could have it be JIT for editor, and then packaging compiles everything with optimizations fully enabled
Project Sansar
man, i need to create my own lang
its one of those CS things i HAVENT done
and i need to
I would definitely like to see some of Flash's old tools put into UMG design. It needs canvas drawing tools.
@frank escarp do you really though
every CS nerd has to create a programming language at some point
Hello,
I have a question regarding 2D vs 3D performance for android.
I have started making sort of a bullet hell game for mobile and I am currently using spheres as bullet placeholders but when I leave the game running, the phone temperature keeps rising.
The project is basically empty and all that is happening is that bullets are spawned every 0.3 sec (with some velocity) and there are no more than 50 at any given time because they are destroyed when they go out of screen.
There is zero code in EventTick and all of the code is done in pure C++ so CPU isn't the problem.
Now, as I understand, even if I switch to 2D and use sprites, the renderer is still working in 3D and I imagine that heating will be the same.
Of course, sprites are inherently cheaper but will it make a noticable difference?
it gives a fkton of knowledge on a bunch of really hard things
like advanced text input, and graph algorithms
have you written compilers or interpreters before?
where does it show that python will be used for gameplay scripting?
@heavy notch remove while loops
i have done sometthing slightly similar ish, but not advnaced
i wrote a parser-calculator for logical propositions
I created a new language for Fatal Error simulation. It comes with a pre-garbage collection that just dumps your references right before you access them everytime.
@glad brook there are no while loops, I used a timer for spawning. The code isn't the issue
lmao
you could give it stuff like ( pA AND ( NOT pB ) )
made to learn haskell
because haskell is beyond OP for this kind of thing
I assembled gates for a floating point multiplier, can I get the card without making my own PL?
I made a slot machine entirely in UMG + materials. I'm probably going to hell.
sounds like you were already in hell
lol
@lapis bronze I think blueprint will take 1 hour pulling wires to make a 1 minute code
some of that logic man... it went crazy
I wrote an interpreter in F# for school, it was not a fun time
@kindred viper I did the same, not going to hell just going to purgatory for debugging ๐
however I am glad I wasn't on the math side of things, syntax trees looked like hieroglyphs
So u guys are hardcore coders
Made any game trainers ?
Online game hacks are selling like hot cakes
@grim ore my debug panel is so much fun, sometimes I get lost debugging different wins and animation outcomes ๐
@glad brook I code every day, but I wouldn't say hardcore. There are some real geniuses doing work that makes mine look like child's play.
@kindred viper I've spent the last few weeks playing and watching different machines just to find different ways of showing wins and effects to avoid any real work like making lines lol
I hated making win lines when I did this in Unity
hah yeah i do that during my downtime. I was checking out some BetSoft games today as we dont get them in the UK really
@glad brook i only dabbled with cheat engine on mmos
pretty fun times getting superspeed
How to do that godview hack
I only steal other peopleโs idea
Genius is stealing other people's ideas
Tried to steal someone else trainer . Loaded in debugger .. stare at the screen for few minutes don't know what to do next
all you guys talking about slot machines and here I am watching a talk about slot machines
some sort of conspiracy today
In this 2019 GDC talk, game developers Alex Schwartz and Ziba Scott explain how they set out to determine the lowest bar for success on App Stores. Take a fa...
yep I watched that one, it was hilarious but ultimately fruitless since its a normal 1 line machine
I only did it for a bit of an exercise, but then I figured why not do it properly
sometimes gets boring doing prototypes all day and never finishing something
I'm waiting for the punchline of how much money they made off of these shit games vs their carefully crafted ones
the issue now with slot machines is they have evolved past 1/3/5/9/etc line machines into some weird ass monstrosities with 200+ pay lines and back to front and...
yeah ๐ I interned in vegas and made it a point to hit up every casino on the strip and go find the craziest slot machines
Megaways too where its dynamic reel heights
best one I played was a star wars one... wonder if those exist anymore
I really liked the Walking Dead slot in vegas. Same with the Willy Wonka slots and Ruby Slippers
Anyone into crypto ?
sigh yeah I completely forgot about dynamic reels. just getting a normal 3x5 reel machine working smoothly was a pain
BigTimeGaming recently released a new Twin Motion tech which is mindblowing
its on a slot called Opal Fruits. worth checking out
Mesh = CreateSubOjectComeponet<UStaticMeshComponent>()
now, im making skybox
call me back when they make slot machines with roguelike mechanics
question is?
think of the constructor as generating a layout hackerman
@visual belfry they have. In some US casinos they have FPS games that are essentially skill based slot machines. Try survive as long as you can for the win
and they're probably cheaper than the arcade ๐ฎ
when you do createdefaultsubobject
your making a slot with given name on the serialization table
you assign it to a reference with uproperty on it so it does not garbage collect
Constructor , serialisation table
Guys I need help, how do I get the cameras borders at a certain depth?
Constructor is the only place you should really see createdefaultsubobject hackerman

