#ue4-general

1 messages ยท Page 478 of 1

dusty prism
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Every1 started from the buttom

rotund scroll
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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

tall pendant
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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.

hidden aurora
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I recomed always start small

rotund scroll
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I agree

hidden aurora
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I say it because of personal experience

dusty prism
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When i started on roblox i told myself its complicated and i wont be able to be a good builder at rovlox

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But i told myself how did others became good? And then i started

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Ofc i need to start small

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And then go bigger

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Like i should train

rotund scroll
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if you can fill that building on the inside with gameplay that is fun

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that is the size you need to aim for

dusty prism
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Yes

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Its in progress anyway

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But thank you soooo much

visual belfry
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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

I'd say that's true for experienced one or two man teams

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and well balanced

dusty prism
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I may hire too

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I want to learn anyway

hidden aurora
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Big boi

dusty prism
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Im motivated

rotund scroll
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@visual belfry no amount of experience is going to cut down production time

shell compass
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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?

dusty prism
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Thank u guys for ur help :D

shell compass
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Like why would firing the same console command through a node yield different results? I don't get it

dusty prism
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Im out of questions now

visual belfry
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@rotund scroll maybe on the scale story-wise of GTA 1 and with the graphics of GTA 3 ๐Ÿ˜›

rotund scroll
visual belfry
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๐Ÿ˜ฎ

timber birch
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Hmm, does anyone know why slope height based in bleeding through when the normal map intensity is changed? ๐Ÿค”

stray smelt
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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?

lapis bronze
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one of them is inheriting a physics asset override

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i forget which one does it

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if you wanted them both to be the same, make sure the default physics asset in your skeletal mesh is setup

stray smelt
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Thanks. Setting physicsasset + Force Re Init fixed it

mellow turret
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do you know any free icon pack for an rpg?

rotund scroll
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might be some free on the marketplace

mellow turret
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i searched the word "icon" with free price and there are none : D

night stirrup
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Is it impossible to change texture group settings on project config files??
I'm wasting so much time trying to do that

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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

rotund scroll
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maybe try searching for action rpg

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epic has a free one out

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you could steal those icons

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can't use them commercially but ya know

mellow turret
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i guess ill just use placeholders

frank iron
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I hate how there aren't many free assets. Fortnite made billions give us some free stuff please epic ๐Ÿ˜‚

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Can you use the default assets in UE4 commercially?

chilly gale
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@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

visual belfry
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aren't many? literally 5+ packs a month for a while now ๐Ÿ˜ฎ

amber tangle
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Yeah, there's loads of free assets to prototype stuff with

lone ferry
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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.

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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?

visual belfry
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0 is a valid index, if you remove index 0 then they will shift

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be careful with get random, if you have two wires leading out from it each will be a different random number

lone ferry
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Ah, I'll bet that is a big part of my problem

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If I rout the wire correctly, will it prevent that? IE split it after the initial point?

visual belfry
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let me reword: everything Get Random Int is connected to will receive a different random number

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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

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1 wire, no splits

lone ferry
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So that split on the right is probably causing an issue

visual belfry
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probably*

lone ferry
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So, if you were sending an actor to one of any random points in an array, how would you select one randomly.

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Like, maybe my whole method is just silly

visual belfry
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set a variable from that Get

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then use that variable from then onward

lone ferry
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I guess I've just been a bit paranoid about creating too many variables. I use this a lot to randomize things

visual belfry
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why is random a pure function ๐Ÿ˜ฆ such devious behavior

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better to create more variables than to be wrong ๐Ÿ˜„

lone ferry
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Ah, because A: I'm a silly noob and it hasn't bitten me in the ass (yet)

visual belfry
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the gist is anything the white (exec) wire passes through is safe to use again without its node being called again

lone ferry
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Ok. And last index, how is that different from length? Wouldn't it just be off by one because of 0?

visual belfry
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yep

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last index = length -1

lone ferry
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Gotcha. This helps a lot. Even just getting confirmation about the length as items are removed.

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Thanks!

plush yew
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why did you guys choose ue4 over unity?

lone ferry
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Oh buddy. How much time do you have?

plush yew
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i've been debating switching to ue4 from unity for awhile now, but i'm not sure if it'd be worth it

lone ferry
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Are you an artist or programmer?

plush yew
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i do a little bit of everything

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i've only coded in c# so far

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c++ intimidates me

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that's one of the reasons i've been avoiding ue4

dim plover
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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.

plush yew
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i know about blueprints, but i'd like to know how to script as well, if i were to switch

lone ferry
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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.

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But Unity's retargeting tool is a dream in comparison if you are doing anything with biped animation.

plush yew
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i like c#, but i'm tempted to learn c++, so maybe i should switch

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starting over would be a pain, though

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you see, i'm interested in console hacking as well, so c++ might suit me better

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then again, i'm already doing all of the art and programming for my project, so maybe i should stick with the "easier" language

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it's a tough call

amber tangle
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I do a bit of both, a lot more of Unreal

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I prefer C# to C++, after 20+ years of C++ lol

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However, Unreal is so much more stable

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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

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I spent ages in Unity doing simple stuff like coding lerps

rotund scroll
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has anyone experienced that the new functionality in blueprint for right click -> add event on a variable, that the event doesn't function?

amber tangle
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The cinema mode and camera rigs alone save me so much time

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I'm not even sure what the Unity equiv to the sequencer is, since I haven't used it in a little bit

plush yew
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there's an official addon called cinemachine

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it might be that

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what don't you like about c++ @amber tangle

amber tangle
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LOL we don't have that kind of time ๐Ÿ˜„

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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

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UE4 with C++? I think you could probably make it do just about anything you could imagine, which isn't always a good thing

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Unity with C# you're mostly just passing some class some values

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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

plush yew
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i like c#. it's simple. c++ looks like it would stress me out.

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but i like that.

rotund scroll
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I like C# as well

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but I think unity is garbage

amber tangle
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I like C# too, it'd be nice if UE4 supported it

plush yew
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that'd be interesting

amber tangle
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but I'll take blueprint for the quick stuff I'd use C# for

rotund scroll
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I saw there was a wrapper plugin to use C# instead of c++

visual belfry
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having source available is what sealed the deal for me

amber tangle
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Yeah, that's a biggie

rotund scroll
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can't imagine what the overhead is though

visual belfry
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even if I don't care to fix an issue, I can figure out why it's happening and how to avoid it

amber tangle
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and amazing docs

visual belfry
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"amazing" >_>

amber tangle
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Overhead for blueprint? I haven't noticed compiled blueprint being too big

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Dude, compared to Unity's docs ๐Ÿ˜„

rotund scroll
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no as in

amber tangle
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Not compared to ideal docs

rotund scroll
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a wrapper that lets you code in c# and then wraps it into C++

amber tangle
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You mean a compiler LOL

rotund scroll
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no

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a wrapper

amber tangle
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C++ is already a wrapper on C

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it's a massive trunk full of libs and mods to make C OOO

visual belfry
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only back in the cfront days

plush yew
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Hi whats the right way to zip up a game project

visual belfry
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Right Click -> Add to Zip file?

rotund scroll
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bingo

amber tangle
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like file->package->zip vs zip the dir?

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but yeah - I'd certainly use c# if they chose to support it

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I think it's a little tidier when you're doing all object calls anyhow

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but it's really 6 vs 1/2 dozen

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the engine is the reason to use UE vs Unity

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if you can learn C#, you can learn C++

plush yew
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really?

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i have bjarne stroustrup's book

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yeah but there is that nuance where you have to zip it inside itself or some B*shit i always forget

amber tangle
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me too, loads of them

rotund scroll
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I don't mind C++, I just find it annoying to have to essentially define everything twice

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declare then define

amber tangle
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YES

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lol

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and the nearly identical syntax that really isn't

rotund scroll
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I honestly don't get why that hasn't been upgraded

amber tangle
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If I have to do a lot of structs for some reason, I'd prefer to use C++

rotund scroll
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what's wrong with c# structs

amber tangle
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if I'm just building child objects, it's a wash

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Nothing wrong with them, it's just less tunable

rotund scroll
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I'm out of the loop, haven't used c# in most any capacity for the past 5 years

amber tangle
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you can go nutty with pointer math really easily in structs if you want to

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break out parallel processor stuff

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go nuts

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Why? You don't really need to

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but C# doesn't really encourage that

rotund scroll
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C# is the straight and narrow

amber tangle
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yeah, it's very tidy and with Unity, it's really training wheels

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but that's up and down, IMO

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you can do whatever you want really with both, if you have the skills

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I'm sure someone could make unity sing

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that person is not me

plush yew
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how does ue4 handle viewmodels? in unity, you just parent the model straight to the camera object, and i thought that was really weird

rotund scroll
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idk, can you really substitute the garbage collector in c#?

amber tangle
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speaking of asking for a world of hurt LOL

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You just use a camera object

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You can switch between them dynamically, reposition them, etc

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set ortho, whatever

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I think that'd be the closest equiv

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anyone? Am I wrong there?

lone ferry
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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.

amber tangle
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Yup, for like old-school FPS mode

rotund scroll
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anyone know if it's possible to auto bind dispatchers in BP?

amber tangle
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I think the way I generally do it is I attach the camera to the character, then use UMG for the HUD

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so the character handles all the movement logic

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and then you can easily do pans and stuff to get that first/third viewpoint

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since with auto possess it really couldn't be easier there

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Try checking out the demo content in the different modes to get an idea how they compare.

fast gale
rotund scroll
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it gets culled for being too distant?

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check wireframe view if it's still present

plush yew
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cascade has bounding box outside which you don't see gpu particles, maybe it's that or if niagara maybe that has something equivalent.

fast gale
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thanks, it is still there and doesnt get culled in the wireframe.
I also tried changing the bounding box settings, but it still happened

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not sure if this info helps, but the particle effect is using mesh data to tile the effect over the mesh

shy spire
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LOD issue?

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look in settings or change to Epic settings?

fast gale
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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

fast gale
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@shy spire thanks, I'll have a look into these settings too

fast gale
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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 ๐Ÿค”

shy spire
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To question your intellect?

fast gale
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?

shy spire
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was a joke

low trail
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Hey guys, there's some way to make a sound shorter inside unreal? (without touching the pitch multiplier option)

tiny pier
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How can I line trace, or generate overlap events with, or otherwise interact with foliage, at run time?

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Nothing shows up with a line trace, or box collision. It's like the trees aren't there.

dim arch
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how can I check which version of DirectX the editor is using?

plush yew
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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

grim ore
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You can look into adding the Ansel plugin

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@dim arch mouse over the project name in the top right of the editor

unique finch
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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

grim ore
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@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

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@unique finch where do you see that command, it does not come up for me in the console command listing

unique finch
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Oh it comes up in the in-game console in Mordhau

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Sorry I don't have much experience with this stuff

grim ore
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that might be something they added in then

unique finch
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I tried:
SetBind q m.FOV 80
and
SetBind BindName[q] Command[m.FOV 80]
but neither of them worked

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I feel like I'm just formatting it wrong

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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?

dim arch
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@grim ore it doesnt show the DX version, just engine and project configuration

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version/branch/build/date

grim ore
dim arch
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not getting that

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on 4.21

grim ore
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maybe you are not running it on windows?

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or it's an older version

dim arch
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it's running in windows

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this is the output log when I boot the project, it seems like it uses LogD3D11

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I can't find any flag for DX12 in the output log

grim ore
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seems like it, weird that your tooltip doesnt show it

dim arch
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yeah, thats kinda strange

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is there some project conf which can show/hide it?

grim ore
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this is a clean install so nothing was changed

dim arch
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launching the editor with -dx12 flag

grim ore
dim arch
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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

grim ore
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thats the same output I get but I have DirectX 12 in the tooltip

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and yes an editor launch flag is normal for it

dim arch
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I am using a dense polygon mesh in the scene, apparently dx12 has better perf

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well, I just tried with DX12 the performance is comparable, guess it is isnt that significant

grim ore
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ah yeah it's not shown in 4.21, I guess they added it to .22

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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

dim arch
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just checked, its in my 4.22 build so yea

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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

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Ill test it with the 2x2080 rig

grim ore
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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

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then compare it with DX12.

dim arch
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ok Ill try that later

grim ore
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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

dim arch
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so dx12 can offload work to the CPU when it comes to drawing a mesh or?

grim ore
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thats the thing I can't remember ๐Ÿ˜ฆ

dim arch
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I guess Ill read into it more, dont worry

grim ore
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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

dim arch
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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

grim ore
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really good question ๐Ÿ˜ƒ smart programmers I would assume lol

unique finch
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@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

grim ore
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I would assume it's just SetBind m.FOV 80

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the [FName] is just specifying that the BindName is of type FName, same with the Command[FString]

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but again I have no idea how they are handling it, it's not a default UE4 command

unique finch
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Ah ok

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Where would the key go though?

grim ore
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then maybe it's SetBind O "m.FOV 80"

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no clue tho

fierce rampart
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I wonder when 4.23's coming out.

unique finch
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Oh well, I had to message a dev, thanks for trying to help Matthew

grim ore
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2 months!

rancid jay
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Should be next month. Looking at how it is always 90-110days+ per update. (Not hotfix)

grim ore
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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.

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It's sad, there has been no updates to master for 4 days ๐Ÿ˜ฆ

worn granite
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Imagine it'll stay at that last commit for until they get back

shell compass
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I'm curious as to how Insurgency Sandstorm managed to do level loading progress % indicators.

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That's something I've been struggling to achieve

regal mulch
#

Can we actually modify the wiki by now again?

brittle gulch
lone zinc
#

Hello ! It's me again how are you ?

regal mulch
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@brittle gulch I found tons of documentation and information by just entering the node name + ue4 into google

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Try that first please

brittle gulch
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@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

regal mulch
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My bad! I'd assume it works similar though. A first step would be trying to understand what the parameters are representing

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Effector and JointTarget seem to be the same as on the anim grap node

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So Root, Joint and End Pos are open

brittle gulch
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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... ๐Ÿค”

regal mulch
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Most likely the current location

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It's what ComponentPose gives you

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And I guess no one uses it cause most people use the anim graph

brittle gulch
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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.

hearty cosmos
#

is it possible to use a colored texture like an IES lighting?

shell compass
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@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.

hearty cosmos
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๐Ÿค”

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interesting, I think I got it to work, thank you

honest vale
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@grave nebula I like how the guy replying didn't even read what you wrote

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or didn't understand it

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๐Ÿ˜„

honest vale
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why not just have an RGB param?

grave nebula
#

@honest vale ยฏ_(ใƒ„)_/ยฏ

serene birch
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just write a shader for it then

cloud cobalt
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Just have a material parameter

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And create a dyn instance

wary wave
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material parameters for this kind of thing are trivial

serene birch
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there's literally no way for you to do what you want without a material parameter

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unless you somehow manage to pass it as a vertex parameter but it's a worse option no matter what I think ๐Ÿ˜„

cloud cobalt
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Yep, doesn't work that way here

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We're not in the days of the fixed pipeline anymore

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It's usually better tbh

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Materials in UE4 allow for some crazy stuff, you can have complex animation in there

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Or do the animation directly with a time node and whatever logic, if it's simple enough

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But yeah

wary wave
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I'd have just used one mesh

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and done the effect in the material

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much like Stranger is suggesting

cobalt swan
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Hey guys, i'm pretty new to the UE4 community, and am a former ROBLOX developer of 6 years ( ๐Ÿ˜† 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

wary wave
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UE4's content samples project is usually a good thing to look through

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gives you an overview of what systems exist and how they can be employed

cobalt swan
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Sweet, thank you ๐Ÿ˜ƒ

dawn holly
#

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

stoic cobalt
#

is there any way i can see a default value for a variable/console command?

loud spindle
#

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.

gloomy acorn
#

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

calm widget
#

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.

wary wave
#

most likely a file not saved

calm widget
#

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

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But it has always worked in the editor before

wary wave
#

in which case it seems to be a visibility flag somewhere

calm widget
#

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

lilac ember
#

what needs to be done if the client in switch authority returns authority ?

cloud cobalt
#

Whatever needs to be done on server, basically

#

Maybe nothing, maybe all of your game logic

lilac ember
#

well in let's ask the question better when does client return authority

#

in what cases

cloud cobalt
#

If it's a locally spawned actor

#

That's not replicated at all

lilac ember
#

but I changed all clases in replicated

#

what do I need to change the variables too idk man

cloud cobalt
#

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

dim merlin
#

Hi, anyone know its possible to remove grass at runtime?

lilac ember
#

so I need to replicate all the stuff earlier

shell compass
lilac ember
#

is not virus?

wary wave
#

lol no

shell compass
#

It's a pdf

lilac ember
#

oh kappa

#

thank you

sudden agate
#

yeah read that first before you try anything multiplayer related

wary wave
#

read it whilst doing something multiplayer related

lilac ember
#

I will read the hole thingh and then I will try to share my conclusion why it doesn't work

wary wave
#

it's more useful as a reference

lilac ember
#

oh shit I actualy fucking fixed it

#

thank a lot @shell compass

shell compass
#

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...

azure shore
#

hey, is there a thing I can do to simply make the darkness of a basic texture changeable?

shell compass
#

@azure shore During runtime?

azure shore
#

no, I mean like edit them for surfaces on the map

#

like a slider or something

shell compass
#

You probably want material instances in that case

azure shore
#

yeah, I was thinking that

#

Im not great with them though

shell compass
#

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...

azure shore
#

oh, thanks

plush yew
#

Guys i need help

#

How to optimalize gamฤ™?

#

Game

visual belfry
#
  1. profile, see what needs to be optimized
plush yew
#

I mean i build 4 trees and i had 15 FPS, but i have very Good pc

azure shore
#

what parts are you trying to optimise

plush yew
#

Graphic

azure shore
#

did you make the trees yourself?

plush yew
#

Nope

azure shore
#

oh

#

can you import them into blender or something?

plush yew
#

I think yea

#

Yes

azure shore
#

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

plush yew
#

Hm super natural pack in the market

azure shore
#

but it could also be texture

#

wait try taking off the tree textures

visual belfry
#

4 trees shouldn't kill performance that much though... what are your actual computer specs? (cpu and gpu)

plush yew
#

Oh godness thanks

azure shore
#

then see if thats doing it

plush yew
#

Without tree txt game is Good

wary wave
#

yeah, my first question is what are the PC specs

vast fjord
#

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

kindred viper
#

clamp

vast fjord
#

how do i find that?

kindred viper
#

right click the graph, type clamp

earnest cape
#

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

vast fjord
#

is this right?

hoary silo
#

Im looking into learning python, does ue4 use python 1, 2, or 3?

#

Or does it even matter

fringe berry
#

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

hoary silo
#

Ok thanks

visual belfry
#

2.7 as mentioned ^

#

not on 3 because of vfx industry standards I think

kindred viper
#

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

manic pawn
#

why are people still using python 2 in 2019

#

there is no excuse

kindred viper
#

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.

sacred smelt
#

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?
radiant haven
#

someone here for AI?

#

to help

abstract relic
grim ore
#

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

lilac ember
#

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

grim ore
#

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?

lilac ember
#

the branch ask for authoristtion fi you wondering

#

authorisation

#

idk

#

techninaly it should work

grim ore
#

so a print string on the end of the Fire Animation Montage after the Set Duration prints out what?

lilac ember
#

client0 client1 and server

grim ore
#

so that part is firing, your montage is just not. Did you check to see if you are passing in the correct index?

lilac ember
#

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

grim ore
#

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

lilac ember
#

to always go on server?

#

or to always go on multicast without going on server first

grim ore
#

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

lilac ember
#

well it behaves as you expect if the client shoots it goes on server then multicast if the server shoots notingh happens

grim ore
#

but it still prints out the 3 prints?

lilac ember
#

let me check

#

yeah all 3 as it should be

grim ore
#

ok was just trying to make sure the go On Server actually fired off on all 3 ๐Ÿ˜ฆ

lilac ember
#

I am really not sure why it doesn't work bcecause I managed to spawn bullet for all 3 in the same blueprint class

grim ore
#

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

lilac ember
#

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

grim ore
#

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

lilac ember
#

I checked all 3 inputs of montage play and they are the same

grim ore
#

yep I just tried a simple setup and it worked here... something must not be getting passed in properly

lilac ember
#

oh

#

I found somethingh I tried to print out self

#

here

#

and they are diffrent

#

I mean idk they have to be diffrent though

wary wave
#

lol

lilac ember
#

shouldn't be the target the same?

wary wave
#

yes

#

looks like you're spawning three different actors

lilac ember
#

uhm what do I need to give them a self component and use that as target

lilac ember
#

yeah but I am using ability motnage which then calls a

#

motage plau

#

play

grim ore
#

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

lilac ember
#

well yeah the same character

grim ore
#

well that should be the local character right?

lilac ember
grim ore
#

and is the correct montage being set to play?

#

because beyond that ๐Ÿ˜ฆ If it plays on one character your anim bp is correct, past that the montage play just needs the correct info to play lol

plush yew
#

๐Ÿ˜ƒ

lilac ember
plush yew
#

my graphic

grim ore
#

well crap ๐Ÿ˜ฆ

lilac ember
#

it has to do somethingh with this

plush yew
#

idk

#

this is animation?

#

or somethink

lilac ember
grim ore
#

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

lilac ember
#

@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

grim ore
#

yeah its not the function part, I just tested that

lilac ember
#

na that is not the problem either

grim ore
#

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...)

karmic basalt
grim ore
#

@karmic basalt edit the source code, or turn on minimal view (removes words and makes small icons)

lilac ember
#

hmm Ok i try that

karmic basalt
#

@grim ore All I'm trying to do is to add the ProjectLauncher in there.

grim ore
#

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

lilac ember
#

no it won't play even a simple montage only on itiself

grim ore
#

you should be able to get the material from the mesh as well

lilac ember
#

techninaly it could be that it doesn't have the autority to play

#

the montage

grim ore
#

which would be weird since you are playing it locally

lilac ember
#

so it only plays on itself

#

yeah but the animation play itself for himself but not for others

grim ore
#

the server is just telling everyone to run that event locally, which plays the animation locally

lilac ember
#

yeah

#

xd

#

I think I will be stuck with this problem for the next days

grim ore
#

its a weird problem since by default it works fine, something is off with the system you are using

lilac ember
#

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

grim ore
#

that is weird

lilac ember
#

what is the diffrent between a animation montage and a play animation

#

it shouldn't be that diffrent that one works and one not

grim ore
#

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

lilac ember
#

so I have to change somethingh in animbp class?

grim ore
#

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

lilac ember
#

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

grim ore
#

that is a thought as well but it's your code so no Idea what controls your animations and such ๐Ÿ˜ฆ

lilac ember
#

so it the play animation montage does noto interfer with the animation class?

grim ore
#

It's just weird it would work on one client and not the others

lilac ember
#

I need to be more get more info about that

grim ore
#

I mean that is literally just a replication or RPC issue but it seemed like it was replicating fine and calling events fine

lilac ember
#

YEP

#

watch

grim ore
#

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

lilac ember
#

it works with montage with this

grim ore
#

yeah that would do it if not replicating that variable

lilac ember
#

yeah

#

THX a lot mathew

grim ore
#

hopefully we both learned a few things from this adventure lol ๐Ÿ˜ƒ

lilac ember
#

well that motages interfer with the animation class was new to me

#

yeah :DD

grim ore
#

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

lilac ember
#

I must say unreal is really unforgiving we spent what 2 hours for one click lol

grim ore
#

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

lilac ember
#

well yeah that's true

grim ore
#

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

lilac ember
#

lol

#

yeah well if you look it a other way we found the on click in the millions clicks

grim ore
#

๐Ÿ˜ƒ

kindred viper
#

you should feel the anticipation of finding out what is. Its superb

hexed kraken
#

hi everyone

grim ore
#

hola @hexed kraken

hexed kraken
#

hey @grim ore what's up

#

guys I am new here, anyone good with networking stuff ?

grim ore
#

#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

hexed kraken
#

thanks @grim ore I tried there my question it seams a little dead at this moment

grim ore
#

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

lilac ember
#

hm can you like run somethingh on server in a function?

#

is there a way?

grim ore
#

functions or events should run fine on a server

lilac ember
#

yeah but like there is this function set in combat which gets called like 7 times

grim ore
#

a parameter should work like any other node in the material and propogate down

lilac ember
#

@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?

grim ore
#

I don't see why it would not work in the function

lilac ember
#

how you do it in the function

#

is there a metodh you need to call ?

grim ore
#

the same was as the event I would assume, I think I am missing something here

lilac ember
#

well you can't do custom events in function

regal mulch
#

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.

grim ore
#

correct, events are in the event graph. Functions are part of the event graph

lilac ember
#

so I need to do it in the event graph?

regal mulch
#

RPCs, yes

#

Or you use C++ :P then everything is a function

lilac ember
#

ah

#

so I need to run it on server all 7 times it gets called the function

regal mulch
#

Well that's something only you know

#

None of us knows your code

grim ore
#

use a component mask if you want to convert the 4 -> 3

bright aspen
#

is there a way to edit a scene while the game is running to test scenarios?

grim ore
#

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 ๐Ÿ˜ฆ

regal mulch
#

new Editor Menu system Sorry, what?

grim ore
#

but the module doesnt seem to be loaded and I can't see any of the functions in the palette that are listed

bleak steppe
#

Hey guys does emissive color means the color that glows???

grim ore
#

It gives the appearance of glowing when using higher values yes.

bleak steppe
#

Oh alright.. And how do I control it more effectively? Via normal maps or textures??

plush yew
#

Guys

grim ore
#

what is effectively? probably a texture I would assume

plush yew
#

Now, Who are making the game?

#

Mรณw

#

Now

bleak steppe
#

Like if I want more control, to put the emitting over a particular area of the mesh?

#

Thank you for the link :D

grim ore
#

then yeah a simple black and white mask texture that you multiply would work

plush yew
#

Wtf

#

Why

bleak steppe
#

U want to talk?

plush yew
#

Yes

regal mulch
#

Stop spamming the channel, go to #lounge

plush yew
#

Eh

bleak steppe
#

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

plush yew
#

whos talk?

abstract relic
#

Will tell you of a trick. Use a small amount of fresnel for hair

plush yew
#

what is fresnel bro?

#

which type of game you was making?

abstract relic
#

Ah thatโ€™s easy: mask * colour parameter

plush yew
#

hm thanks

snow crown
#

๐Ÿ‘๐Ÿพ

proper crane
#

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?

digital anchor
#

shouldnt it be [0..1]

abstract relic
#

Well youโ€™re masking out the rbg of your color parm, might want to address that first ๐Ÿ˜œ

regal mulch
#

@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?

plush yew
#

anyone else can go to the voice chat/

#

?

proper crane
#

@regal mulch It seems like it would work as a ragdoll, but some bones may not collide properly

regal mulch
#

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)

proper crane
#

I've done that, it just doesn't completely work in any instance I've tried

regal mulch
#

Now the question is: Where is it going wrong for you

proper crane
#

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

digital anchor
#

whats the problem?

plush yew
#

guys anyone else how to optimize game?

abstract relic
#

(Multiply)

digital anchor
#

the mask is backwards

#

you should mask RGB

frank iron
#

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?

plush yew
#

i dont know

digital anchor
#

ye it was right

abstract relic
#

General rule is: using a texture mask >>> multiple with desired value

#

Hot red ๐Ÿ‘Œ

dusty prism
#

Is it possible to make a triple A game using only blueprints

#

Im a complet beginner ok

#

Dont say im trolling

abstract relic
#

Don't about making a AAA game. It's literally impossible for a single individual.

kindred viper
#

Give me $50m and I will make you a game in blueprints only

grim ore
#

It is possible yes, but more than likely if you were making a AAA game you would not use pure BP.

dusty prism
#

Oh thanks

#

:D

regal mulch
#

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?

tall pendant
#

or what makes an AAA in general...

#

hint: it's not just code and graphics

dusty prism
#

Waht else

#

Ofc animations etc ...

#

Like every game ๐Ÿค”

#

Or an AAA game is just a very good game?

tall pendant
#

let me rephrase: it's not only the content.

dusty prism
#

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"

sinful kayak
#

hello

#

can some one help me ona touch and drag BP

glad brook
#

Anyone experienced with unity ?

#

Which is more efficient ?

kindred viper
#

depends what you need

glad brook
#

Looking for a learn to code c++ with unreal tutorial but I found none

#

I only find c# unity .. and lots of them

kindred viper
#

perhaps you are looking incorrectly as there are hundreds

glad brook
#

Even the paid ones in Udemy

kindred viper
grim ore
#

do... not.. learn.... C++ with Unreal.

#

learn C++ outside of unreal

glad brook
#

I'm getting familiar with it from c# background ..

#

Pointers just make sense yesterday

rotund scroll
#

I thought you could hack time

glad brook
#

But what does this do ->

rotund scroll
#

what do you need c++ for?!

grim ore
#

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++

loud spindle
#

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.

kindred viper
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-> is a member so if an object had a var or function it would be accessed like MyObject->MyFunc();

rotund scroll
#

like a . in c#

kindred viper
#

well there is a . syntax also

grim ore
#

-> is if something is a pointer, . if it's not a pointer

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and burn C++ to the ground

rotund scroll
#

admittedly c++ syntax is tedious

glad brook
#

MyObject::myfunc() or MyObject->myFunc()

grim ore
#

both are different

glad brook
#

Need a real world use case tutorials

grim ore
#

then look thru the code for the engine and pick it apart, it's as real world as you are going to get

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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.

kindred viper
#

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

glad brook
#

What I need is like unity tutorials
Learning codes as we make simple games.

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Some tutors explains in detail what a code does

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Unreal tutorials are : I expect u to know c++ let's get on with it. Copy past my code

grim ore
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then look at the link or trawl thru YouTube there are a few C++ courses on there for UE4

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and correct, an intelligent teacher will assume you know normal C++ before trying to show you how C++ works in UE4.

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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

glad brook
#

I think this is why unity has more mass adoption ?

safe rose
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No it's not.

rotund scroll
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unity was out first

safe rose
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But there are more resources out

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Umm, not sure if it was truly "out" before

kindred viper
#

Unity was competing with UE3 at the time

safe rose
#

I mean, before 4.0 sure

rotund scroll
#

it definitely was

safe rose
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No..

rotund scroll
#

before ue4? yes it was

safe rose
#

You are talking different things imho

kindred viper
#

Unreal engine is 20 years old but its about versions :p

safe rose
#

UE4 is just the latest version of Unreal

rotund scroll
#

that's not really true

safe rose
#

Just like Udemy 2019 or whatever it's called

visual belfry
#

that's not a useful comparison then victor

safe rose
#

That's like 100% true

rotund scroll
#

it's not one engine

abstract relic
#

Itโ€™s more so unity is designed to prey on inexperienced developers and feeds on their insecurities

rotund scroll
#

it's had parts replaced to become a new engine

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new renderer etc.

kindred viper
#

its got an RHI

safe rose
#

The only difference is that UE4 redid a lot of stuff to make it more user friendly

kindred viper
#

it can use many renderers

rotund scroll
#

no that's not the only difference

grim ore
#

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

rotund scroll
#

under the hood it's completely different

safe rose
#

But at its core... UE4 is just a suped-up version of UDK/UE3.5

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whatever you want to call it

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Redesigned for the masses

glad brook
#

Sometimes it's convenience people prefer. Like Pubg more popular than battlefield 5

rotund scroll
#

anyway

safe rose
#

Under the hood...UE4 is definitely not that far off from UDK

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You can literally see plenty of code still referencing the old unrealscript ways

rotund scroll
#

unity became mainstream around what, 2007? and a lot of indies started using it

kindred viper
#

Kismet2 - Electric Boogaloo

safe rose
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Unity was free

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And that's what gave it an appeal for indies

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Other than it being more user friendly than UDK

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and other engines

visual belfry
#

UDK was free ๐Ÿคท

safe rose
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UDK was

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But I am just oversimplifying this

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UE3/3.5 was not

grim ore
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Let's all ignore the fact that Blueprint is called Kismet under the hood ๐Ÿ˜‰

kindred viper
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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

safe rose
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And so not to confuse people

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I'm just saying UDK

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Right

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Unity was just free first that's all

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And was more user friendly as well

kindred viper
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was it even free really when you had to pay the $99 to get rid of the watermark? ๐Ÿ˜„

safe rose
#

UE4 wasn't free at first remember

rotund scroll
#

it wasn't free

safe rose
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We had a sub

grim ore
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Unity is never free, only barbarians don't pay for the dark skin

rotund scroll
#

the low fi version was free, and it was pretty bad

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it did have simpler pipelines

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that most likely contributed

kindred viper
#

Technically we had a sub, but in reality, they paid us all our money back when it went free. Because Epic.

safe rose
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๐Ÿ˜ƒ Well, I mean, we can go back and forth about the particulars if needed

rotund scroll
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e.g. drop an image into the engine -> it's now a texture

safe rose
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But that's just bottlenecking the current discussion

rotund scroll
#

as far back as I remember udk didn't have that

safe rose
#

Unity had a good start because it was free and more user-friendly

kindred viper
#

UDK had factories

safe rose
#

Before UE4 came along and became free as well

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Also

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C# vs C++

lapis bronze
#

Saying unity is for inexperienced developers is silly when most of the successful indie games are made with it.

rotund scroll
#

unity essentially had some 5 years of a headstart

safe rose
#

C# is fundamentally a lot easier to pick up than C++

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But, Blueprints...

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I think trumps both

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Just my humble opinion

kindred viper
#

code is code to me. Unless its Assembler. Then its some bs someone else can do

safe rose
#

I think Unity is officially supporting a Visual Code thingie now as well?

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Or in the future?

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I know they just started Material Nodes

lapis bronze
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they keep pushing it back lol

round falcon
#

Blueprints translate so much easier for me. They've helped me visualize and memorize some of the basics of C++

rotund scroll
#

they're playing catch up now

safe rose
#

Yeah, so it's a big deal. Visual Code is fundamentally just easier to pick up

rotund scroll
#

still, they have a following because they started out mac first, and I think those same people aren't prone to change

safe rose
#

Going from BP to C++ is the perfect way to start in UE4 imho

kindred viper
#

@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

safe rose
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You'll be using both, so might as well learn both

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In Unity, you have uhh

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C#, Boo, JavaScript

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?

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Or did they kill off Boo

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Or whatever it was called

lapis bronze
#

everyone has a different "best way" do just do what you feel is best for you.

safe rose
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I haven't used Unity in a good while, so forgive my ignorance on current Unity

lapis bronze
#

You dont have javascript in unity as of 2017

kindred viper
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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

safe rose
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No... there's only one real way to learn UE4 if you want to learn UE4 C++ tbh

round falcon
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@kindred viper I really want to do that for sure. It'd really open up some fun possibilities with making my own

safe rose
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You'll be struggling unnecessarily with UE4 C++ if you just try to deepdive into it without some background.

lapis bronze
#

You can mess with UE4 without touching C++ too so?

kindred viper
#

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.

safe rose
#

And now...

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We're going to have Python... for gameplay scripting

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๐Ÿ”œ

lapis bronze
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Thats not confirmed, python is for editor

glad brook
#

Blueprints good for learning game logics

safe rose
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So, that should take care of all the "non-visual scripter wannabe crybabies"

abstract relic
#

Brutal mate ๐Ÿ˜œ

safe rose
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tbh, it's going to suck for a little while though

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That's 3 language that every "wannabe proficient UE4 programmer" will need to know

lapis bronze
#

What's a "non-visual scripter wannabe crybaby"

safe rose
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It was just 2...so easy

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Not that Python is hard

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But, still, 2 is better than 3

kindred viper
#

its brutal but true. The dependency on factoring in non-programmers slows down progress for those who are :p

glad brook
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So anyone decided to finally make a beginner friendly unreal c++ tutorial on YouTube ?

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I will surely press the like button twice

kindred viper
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I just linked you a bunch dude

lapis bronze
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lol

kindred viper
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nobody here is gonna do it for you

rotund scroll
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@kindred viper how do you mean?

frank escarp
#

nope, python is not for gameplay

safe rose
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@lapis bronze wrong...

frank escarp
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python is for editor tools

abstract relic
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Start there ๐Ÿ˜œ https://m.youtube.com

safe rose
#

python for gameplay is 100% coming

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look at roadmap

frank escarp
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i hope not

lapis bronze
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oh its confirmed now? cool

glad brook
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The Udemy link

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Is outdated

safe rose
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And Tim's been saying it off-handedly for awhile anyway, that some "non-visual scripting language" would come up

glad brook
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I only follow cows vs bulls 3 lesson

safe rose
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it just so happens that someone put it up on the roadmap as well ๐Ÿ˜ƒ

kindred viper
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@rotund scroll how much time goes into supporting Mono or other scripting languages into the engine detracts from development time on other areas.

frank escarp
#

sure, but they hired the skokum guys

glad brook
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They dint update yet

frank escarp
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i expect a new language more

lapis bronze
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yes that part i knew. it just wasnt confirmed it was python.

frank escarp
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and i hope its a custom lang

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with a custom lang you can do some pretty damn nice stuff

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skokum had some awesome ideas on it

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just kinda weird syntax and weird licensing

rotund scroll
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@kindred viper ah like that, I thought you meant during projects

safe rose
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@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

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Or some other scripting language

frank escarp
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main thing of skokum is that everything is a coroutine, so you can do "async" scripts

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that can do stuff like

safe rose
#

LUA would have been cool

frank escarp
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while(true)
{
shoot()
wait(1s)
}

safe rose
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Dude

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Coroutines...

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the only thing I miss from Unity

kindred viper
#

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

safe rose
#

well C#

rotund scroll
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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?!

lapis bronze
#

C# for gameplay

glad brook
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When c# comes to unreal . It will go to the moon

kindred viper
#

you can get c# in unreal

rotund scroll
#

yeah

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there's a plugin or something

frank escarp
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unrealcsript was a relic of the past

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today, custom langs have evolved

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a LOT

kindred viper
#

yeah but it worked :p

frank escarp
#

like, a huge amount holy shit

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you have LLVM today

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and LLVM means "your script language is now as fast as C"

kindred viper
#

in a VM?

frank escarp
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nope, but LLVM can also run interpreted

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it even allows JIT

kindred viper
#

cool

frank escarp
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you can do all of those at once

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so you could have it be JIT for editor, and then packaging compiles everything with optimizations fully enabled

kindred viper
#

time to add Actionscript to UE4 then

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thats a joke btw. dont lynch me

glad brook
#

Project Sansar

frank escarp
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man, i need to create my own lang

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its one of those CS things i HAVENT done

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and i need to

kindred viper
#

I would definitely like to see some of Flash's old tools put into UMG design. It needs canvas drawing tools.

rotund scroll
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@frank escarp do you really though

frank escarp
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every CS nerd has to create a programming language at some point

heavy notch
#

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?

frank escarp
#

it gives a fkton of knowledge on a bunch of really hard things

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like advanced text input, and graph algorithms

rotund scroll
#

have you written compilers or interpreters before?

grim ore
#

where does it show that python will be used for gameplay scripting?

glad brook
#

@heavy notch remove while loops

frank escarp
#

i have done sometthing slightly similar ish, but not advnaced

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i wrote a parser-calculator for logical propositions

kindred viper
#

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.

heavy notch
#

@glad brook there are no while loops, I used a timer for spawning. The code isn't the issue

rotund scroll
#

lmao

frank escarp
#

you could give it stuff like ( pA AND ( NOT pB ) )

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made to learn haskell

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because haskell is beyond OP for this kind of thing

visual belfry
#

I assembled gates for a floating point multiplier, can I get the card without making my own PL?

lapis bronze
#

im going to make the rest of my game in BP and you cant stop me

kindred viper
#

I made a slot machine entirely in UMG + materials. I'm probably going to hell.

visual belfry
#

sounds like you were already in hell

rotund scroll
#

lol

glad brook
#

@lapis bronze I think blueprint will take 1 hour pulling wires to make a 1 minute code

kindred viper
#

some of that logic man... it went crazy

rotund scroll
#

I wrote an interpreter in F# for school, it was not a fun time

grim ore
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@kindred viper I did the same, not going to hell just going to purgatory for debugging ๐Ÿ˜›

rotund scroll
#

however I am glad I wasn't on the math side of things, syntax trees looked like hieroglyphs

glad brook
#

So u guys are hardcore coders

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Made any game trainers ?

#

Online game hacks are selling like hot cakes

kindred viper
#

@grim ore my debug panel is so much fun, sometimes I get lost debugging different wins and animation outcomes ๐Ÿ˜„

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@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.

grim ore
#

@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

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I hated making win lines when I did this in Unity

kindred viper
#

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

frank escarp
#

@glad brook i only dabbled with cheat engine on mmos

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pretty fun times getting superspeed

glad brook
#

How to do that godview hack

abstract relic
#

I only steal other peopleโ€™s idea

kindred viper
#

Genius is stealing other people's ideas

glad brook
#

Tried to steal someone else trainer . Loaded in debugger .. stare at the screen for few minutes don't know what to do next

visual belfry
#

all you guys talking about slot machines and here I am watching a talk about slot machines

#

some sort of conspiracy today

grim ore
#

yep I watched that one, it was hilarious but ultimately fruitless since its a normal 1 line machine

kindred viper
#

I only did it for a bit of an exercise, but then I figured why not do it properly

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sometimes gets boring doing prototypes all day and never finishing something

visual belfry
#

I'm waiting for the punchline of how much money they made off of these shit games vs their carefully crafted ones

grim ore
#

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...

visual belfry
#

yeah ๐Ÿ˜„ I interned in vegas and made it a point to hit up every casino on the strip and go find the craziest slot machines

kindred viper
#

Megaways too where its dynamic reel heights

visual belfry
#

best one I played was a star wars one... wonder if those exist anymore

kindred viper
#

I really liked the Walking Dead slot in vegas. Same with the Willy Wonka slots and Ruby Slippers

glad brook
#

Anyone into crypto ?

grim ore
#

sigh yeah I completely forgot about dynamic reels. just getting a normal 3x5 reel machine working smoothly was a pain

glad brook
#

UStaticMeshComponent

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UStaticMeshComponent* mesh

kindred viper
#

BigTimeGaming recently released a new Twin Motion tech which is mindblowing

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its on a slot called Opal Fruits. worth checking out

glad brook
#

Mesh = CreateSubOjectComeponet<UStaticMeshComponent>()

plush yew
#

now, im making skybox

visual belfry
#

call me back when they make slot machines with roguelike mechanics

normal burrow
#

question is?

glad brook
#

What's does it mean

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In English

normal burrow
#

think of the constructor as generating a layout hackerman

kindred viper
#

@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

visual belfry
#

and they're probably cheaper than the arcade ๐Ÿ˜ฎ

normal burrow
#

when you do createdefaultsubobject

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your making a slot with given name on the serialization table

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you assign it to a reference with uproperty on it so it does not garbage collect

glad brook
#

Constructor , serialisation table

little warren
#

Guys I need help, how do I get the cameras borders at a certain depth?

normal burrow
#

Constructor is the only place you should really see createdefaultsubobject hackerman