#ue4-general
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at Gamepad input?
im in a ball project so i cant ss atm sorry
sorry i just started messing with BP like a minute ago
yep that list of components is all the parts of the blueprint, the CMC is one part of the Character that allows you to give it input and it magically moves it
uses fancy math and systems and fake physics and networking magic and poof something moves
and it has a metric ton of tweakable options
thats why i wanna learn how to make this system work
you can, open up the CharacterMovementComponent in C++ and read thru it
It's common for larger games that needs to adjust things to modify it and create their own version if needed
yep yep
but... you said you wanted to learn how it works π
especially since i have no desire to learn mp for now
i meant more along the lines of just like
the physics and math behind it
well look at the nodes that take input and move the player, find those specific nodes and go to the C++ code for it, go from there to the code that actually moves the player and there ya go
but its still gonna be alot of other stuff like networking and collision detection and such that might not be exactly what you want right now
yeah probably
which is why i just wanna see about if i can implement my own style of movement hahaha
and just try to recreate it without all the networking and stuff, just the basic idea
this is one of those cases where doing something for the sake of doing it is just doing it for the sake of doing it, nothing really to gain in the end
using the cmc you can easily add things like double or triple jump. or change the speed of the player etc
basic movement is easy enough you can find tutorials on that for any engine and just adapt it
ah ok
dont even need to use nodes, just change the default settings
like for Unity you would add a physics body to it and then add force and poof it moves
you can recreate that in UE4 if you want on a basic actor and poof it moves
super basic is an actor, add your input events to take input, then add relative location based on the input event and it moves
maybe what i had in mind was creating my own seprate physics sytem then haha which might be a little more than i should worry about for now
Epic pays super smart people and companies to do all the hard work for us, we just have to use the tools to make our projects π
@plush yew btw this is @grim ore youtube channel https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ
he has a bunch of great tutorials. an some advanced stuff for when you get there
and I think my chair just broke wtf
CMC does kinda ignore the physics system for movement (except for collision detection)
yeah thats true, whatever physics engine i come up with would definitely be crap in comparison hahaha
especially since im not great with math
yep UE4 uses physx and its the standard for game dev
ok thats good to know
idk sometimes i just feel guilty or like im missing out on using premade stuff hahaha
i feel like one day i'll come across a problem i cant solve because i relied too heavily on premade stuff like this
that feeling is normal
but again I assume you know how to fix your hot water heater when it breaks?
same thing here, you use UDK lol
thats fair
i guess when i buy a car im not trying to reinvent the wheel so i can use my own lol
Keep your goals in mind
man my brain broke I don't think it's called UDK but I can't remember the paid Unreal Engine support stuff anymore
Do you want to be the guy making alternative movement systems for the marketplace? Or do you want to make a game?
you mean my triple A survival action MMO zombie colony management RPG RTS with FPS and roguelike elements?
and yes that was a joke
Ideally you'd be making a game regardless even in the marketplace case, so you'd have a good idea of the requirements and nuances of movement :p
yeah you would think marketplace authors would actually use the engine to dogfood their product... you would think
speaking of which, do assets on the unreal marketplace also include like user created nodes?
like no coding just complicated and well thought out node combos? is that an asset people sell
ah ok
pretty much every asset you will find on the MP will be aimed at the blueprint side of the engine if it's adding functionality
i guess im still trying to convince myself that BP is a viable, real and substantial game making tool
there are quite a few that simply take existing engine features and flesh them out from C++ only to BP
i've spent too long thinking i need to be a master programmer to make game
I don't think any game made in UE4 could get away without using some Blueprints
I've seen that one big ubisoft shooter game
Blueprints are programming though.
forget the name
if epic can still use it (noted not on everything) for fortnite i think you csn use it tp
In the same way code can be confusing and complex so can blueprints
quite a few engines out there use some sort of visual language for scripting in the engine, especially for events
designers are not programmers, they really really want pictures lol
hahaha
if your resume included "released 3 games to market using UE4" then yes it would be viable for a resume
https://www.youtube.com/watch?v=C1MHMZXoEUA this was a game i done for a game jam with 2 artists. completely bp @plush yew
This year in college I done my first ever game jam. The theme for the jam was no time and fear. The goal of the game is to find 3 power levers and activate t...
I have my videos on my resume and they are not C++ and it's worked out quite well π
Supposedly A Way Out was made with a significant portion in BP
man A Way Out was such an enjoyable 2 player couch co op game
sat on the bed with the wife for a weekend on the PS4 and we just dove thru it
wasn't 'The Division' also made with a significant amount in BP as well?
i remember seeing a post on BP nightmares that was from that game lol
well the division is snowdrop engine and its got its on Visual scripting setup
oooooh
http://www.hourences.com/thesolusproject/ if you want a real world project for multiple platforms released years ago in UE4
damn, so i guess getting into game dev industry visual coding knowledge is probably an advantage then
Sjoerd is a great guy and he breaks down over multiple videos how they used BP and C++ and blah blah
Eh Oh! My project is almost up to 4.21
source build is finishing
aw yeah, editor is opening
and if you watch the UnrealFest videos on the YT channel you will see the large studios using Blueprints. Sea of Thieves, Kingdom Hearts 3, etc.
oh thats right!!!! i forgot sea of thieves was on UE4, easily one of my fav games
damn bros thanks for clearing up my doubts, this was a good conversation
compiling shaders, I might as well get some beer
im excited to make game
all of this comes down to learning the concepts of programming and applying them using the tools you are given.
that 45%
true
any firefighters in the building?
instead of spending my whole life trying to learn every aspect of a game engine, it's probably for the best i just resign myself to BP and just like make haem
Lol I submitted that division post to blueprints from hell
haha
I'm pretty sure it was an automatically generated state visualization however
For their AI
I'm gonna code my BP's exclusively in pentograms
I've been using UE4 since 4.0 release to the public on a paid subscription and there are sooooooooooooooooo many parts of the engine I still don't understand and it's quite normal for that to be the case even at Epic
Watch the live streams for specific stuff like AI or Materials and you will find quite a few "well I dont know how we do that but I will ask and get back to you" lol
me and my friends always joked that we werent getting a cs degree, we were getting a degree in reading stack exchange
And mine the forums for "in fortnite we..."
hahaha
the animation stuff from the fortnite devs are great
soooo much stuff I don't understand
ah, speaking of which, i wish rare would show us how they made their water in sea of thieves
easily the best water in any game ive evr seen
which also reminds me i want to make a swashbuckling adventure game
part of the Unreal Fest video for them talking about the tools they talk about the water
there isnt enough pirate fantasy and thats just frankly unacceptable in this current age
Didn't that bar on bar rescue try to be a pirate bar?
idkw hat that is
If only Sea of Thieves had been out while it was around
but i hate most pirate stuff because it's always so campy and lame
These were not the smartest of pirates
too many people try to play pirates off as like margaritaville drunks
pirates could be sooooo much cooler
i always thought that the inherit nature of RPGs, how its all about loot crawling, would be perfect for greedy, treasure hunting pirates
like in skyrim or diablo or whatever
the flavor of playing as a crusader or hero makes me feel weird looting corpses for a few coins haha
but thats a PERFECT fit for a pirate
not to mention pirates style on everyone so hard
kleptomaniac hero π€£
2300 hundred shaders to go
I could go get beer and make it back before it finished
As in I already did, the answer was yes
jesus how big is your game
I think that is just the default shaders for the engine there
I need some help. I was making clothes to add to my character in my game. Each clothing item is a skeletal mesh. I made them all the same. A bunch work perfectly. But I made a small bag that keeps vanishing when the camera is too close
How can you apply different textures to each side of a cube?
for BSP.. I think you can just drag and drop the material.
You can also look into this tool.... https://youtu.be/DxDjMp3-FmM
How would I accomplish this if I did not have modeling software?
@thin tendon Maybe a Clipping Plane issue? https://answers.unrealengine.com/questions/25512/is-it-possible-to-change-the-near-clipping-plane.html
Also, the meshes are created dynamically, so I can't use the method shown in the video.
You're using the Construction Script to make the meshes?
No, I'm trying to make a Minecraft clone as my first project, so the meshes are created during gameplay.
Well...I haven't done any of that...but maybe you can look into creating Material IDs.
You can also use a shader trick to give each face a color based on the normals... assuming it's a cube
@autumn elbow This ended up being what fixed it
@severe lintel if you are working with procedural meshes you could assign each vertex of a face a vertex color. You can grab the vertex color later in a material. This worked quite well for me.
Thank you. I will look into it.
What could cause an Actors Rotation to not return what I see in the details panel?
It's a spawnpoint, with rotation R:-180,P:90,Y:-180. Breakpointing the "GetActorLocation" call from GameModes PlayerRestart stuff shows that as a relative rotation of the root component.
But the cached world location, that is then returned, gives me this https://i.imgur.com/2Rb8L43.png
So both -180 values are returning roughly 0 if I see that correctly?
Can also do that with positive values:
:D The quat is obviously fine
it's possible that when converting to and from quats the actual values get switched around a bit
the rotation is essentially the same, but the values end up completely different
It's not going between quats and rotations afaik
It's just the normal GetActorRotation call
The cached stuff is already wrong and the actor is just placed in the level, not moved runtime
It's basically just a spawnpoint on a wall ;-;
IIRC, actor rotation is already a quat, so the conversion is already there
is the rotation actually wrong?
Is it currently possible to increase the precision of the navmesh? Right now it's building a navmesh that implies that a unit can walk up steps higher than it can walk up
nav mesh has loads of settings, select it in the world outliner and you should see stuff
yeah, i'm looking at a lot of settings and i don't see anything that is labeled precision
@regal mulch - hmm, the relative rotation in debug seems to be correct, but the world rotation is not what I would expect
Yeah exactly my issue
if i set step height to X, the built navmesh is X+ERROR
Try delaying it but doesn't change
I will try overriding the function and just using Quat
(idk why they don't just use quats in c++....)
modifying the step height to be larger than what it currently is would end up creating an entirely new ruleset giving me thousands of more errors down the line
step height should work just fine :/
step height changes the rules
it works just fine
but it does not fix the error
simplification adds error and i set that to zero
but there is still some other error, possibly navmesh resolution
ah, cell size
@regal mulch - I assumed as much
cell size should increase / decrease resolution, but not affect step height?
xD They just null everything but yaw
WHY would you even care to allow spawning on anything else than floors
π
IF the blue is the step height
and the red is the resolution of the navmesh
and the orange is the geometrty
the engine will say that the geometry is navigable at all angles in that red square
even though the geometry is blatantly not navigable at the top right
in your diagram, that's a slope, not a step?
it can also be described this way
even if it's steps
the navmesh will say okay the bottom left step is okay to navigate
so the top right step is also okay to navigate
even though it's blatantly above the blue line
this makes it so that my character gets stuck trying to walk up steps larger than it can walk up, face first into a wall
this is solvable by increasing the resolution of the navmesh, but the correct resolution will not be the same accross all level geometry
and it also increases navmesh generation time
the last two issues are not problems for me because my computer's friggen awesome and my levels are all simplified
Ah, there's an error in the sdk's "top down character" preset
@wary wave That fixed it
APawn* AHLGameMode::SpawnDefaultPawnFor_Implementation(AController* NewPlayer, AActor* StartSpot)
{
FTransform SpawnTransform = FTransform::Identity;
SpawnTransform.SetLocation(StartSpot->GetActorLocation());
SpawnTransform.SetRotation(StartSpot->GetActorQuat());
return SpawnDefaultPawnAtTransform(NewPlayer, SpawnTransform);
}
Really don't get why they would force you to stick to Z up
it turns out that "step size" is not a propagated variable
is there a way to report this?
there's a bug report form somewhere, yeah
Thanks for reporting a bug with the Unreal Engine 4. Here you will find information on how to submit a report and what you can expect afterwards.
I'd report it
Z is also capsule dir. annoying for dolphins
I just don't get why they force it. They have Quats, they can use them inside C++ without scaring away the little BP users.
I assume it's forced precisely because capsules are Z aligned
Capsule is only for Characters
This applies to all Pawns
Then at least only limit characters
- afaik it's very much possible to have the character run around on every wall you want if you use Quats
So even there the limition is bs
I mean, if I spawn an Actor on a wall I would expect it to work, cause the purpose of the spawning is not to limit me to the floor
Making a sidescroller android game
What should I use buttons or joystick
Mimd the game has no jumpimg and is fast
Press on J for joystick
Press on B for buttons
There are buttons and joysticks on Android devices ?
I'm not your bro
@regal mulch ??
I understood that exi, wise wise
That's pretty straight forward, isn't it
To me, yes
Well only joystick
Well in general, buttons are either pressed or released.
English reading it though
And only button
Sticks can be somewhere between 0 and 1
Keyboard vs Gamepad for example
If your game has no usage of having 0.5 axis value, then buttons
Depends on the game. If I need fine control over speed, then joysticks. If I just walk left and right with the same speed, then buttons.
Just an example
Yes go for buttons if the value is going to beconstant
try
Does your game have binary or analog controls ? That's the entire question and answer here
Just decide that
My game has one compartmemt and from the top six hmers randomly will hit the ground we need to save ourselves from that by running left and right
Not the point
If you run left or right, is it always either run or stand
Or should you be able to run at different speed?
What would you prefer playing such a gamr
xD
No I mean if u were tge player
I'm not :P
Okay
You have to decide this
Then different speeds
Now you know what to base your question about button vs stick on
So descide what you want and then use sticks or buttons
Yeah then use Virtual Sticks
Okay
It's not about what we like better.
It has an impact on your gameplay, so decide what fits best.
Okay
is it possible to disable an Actor object from within Unreal Editor like we can do it in Unity unchecking the 'enabled' checkbox?
Why is my attached actor not replicated? I have set everything to replicate π€
nvm im just stupid π
I just sent a bug report about the Top Down Character preset... 2 hours down the drain
hopefully they read and FIX it
i can't imagine how many hours of work have been wasted because some kid gave up after getting hit with this bug
Or even worse, switched to Unity
Easier might depend on your project, but the learning curve is much nicer. UE4 is still quite hairy, it has literally 20x more tools, lacks documentation, etc
There's a reason people use Unity more than UE4, it's much quicker to get into
Eh unreal is more thought out. Wouldnβt say this makes it harder
Just because an SDK is better than another does not mean the engine is better.
Not to mention the workflow
Unity isn't better, but it's quite easier still
Unity is a waste of time and effort.
Microwave popcorn is something you have to try a few times to know the right time
Game dev is the same. Instructions always tame
if you want to see a game try to make unity seem like Unreal, try out the game Escape from Tarkov
it's complete and utter
well
you see for yourself
We all dislike unity tho 
But saying it's easier is complete bullshit.
I have no idea how we get that kind of discourse tbh. Unity's obviously the most used game engine, it's perfectly fine for millions, and it's quite easy and fast to make a full game with it.
Obviously everyone here prefers using UE4
That doesn't mean we need to behave like the alternative sucks
You stated that Unity is easier, you're trying to send work to Unity
You seem to love unity.
Unity is actually one of the biggest mistakes someone could pick imo
Itβs popular like a disease
I've been using Unreal for a decade, and I'm confident I sent literally thousands of developers to Unreal Engine, not counting the amount of tools and code I've shared
Used it for 8 years
I'm just saying we don't need to act like children where tech is concerned
I'm not promoting it, and if I was, it would be perfectly fine
Because we're professionals here
So long as your blissfully unaware π
We can debate the quality of one tool without feeling the need to attack another one
I'm attacking Unreal for being shitty
but i'd never send someone to unity
that's just evil
Unity is why UE4 is good, though
C++ is why UE4 is good
You'd be surprised by how little Epic cared about third-party developers before Unity
Hell, it took 2014 for Epic to actually make the engine commercially available under serious terms
Competition is good
I remember downloading the unreal engine long before unity ever existed
I don't know what you're talking about.
"Why would it be any better. It's using the same crap engine (UE4). Go look at all the multiplayer UE4 games. There is a very small number of multiplayer games. And if the games do, they are very small number of players per game. For good reason. The netcode is extremely terrible and developers have to put in A LOT of work into it to get it half decent." π€
Disgruntled players say some interesting things
That sort of discourse belongs on gaming forums
Downloading the engine isn't the same thing as making commercial games with it
Before 2014, selling an UE game was almost only something you could do with a million dollar license, unless you hated money
And that didn't happen by accident
Except Source had horrendous tooling
better than literally everything else i encountered
Come on π Hammer didn't get a lighting preview in editor until what, 2016 ?
lighting preview?
in a source engine game?
we just memorized what worked
and copy pasted
Anyway, I've used Source for 5 years and UE for 10, I'm aware of what both can do
That's a pretty decent amount of time
May be a lounge convo?
Probably, but the original point here was simple - no one wants to read childish Unity talk here
Hate it, that's fine, just ignore it
Then don't bring it up
π€
Do understand trying to prevent someone from tripping a bear trap
My point was that we should be working on our games and the unreal engine at the same time
I fixed a bug with the engine in my first 5 hours of using it
and submitted a report on it
Great, make sure to send a pull request
i meant the sdk
as far as I saw they do not even look at the github
i saw several pull requests over 2 years old
Obviously Epic doesn't give a fuck about what you think the engine should be
You don't speak for Epic
No, that's why I'm telling it how it is
Epic builds UE for their games and make sure not to break too much of what exists
Almost every large development in UE is specifically for one of their titles
the error i fixed was a navmesh error
how can that not propagate itself into a new title?
If Fortnite works without your fix, is your fix required ?
Seriously though, do send a PR
I'm just saying there is a lot of stuff in UE4 that developers have been pushing for years, but Epic won't address because they don't care
For examples, see dynamic lighting shadows sucking terribly, lack of AA choices, and horribly broken static lighting that is actually worse than UE3, all things considered.
And they still haven't fixed dynamic shadows or offered new AA or fixed static lighting, though at least that part is supposedly underway
Don't be a fanboy
Don't be blind to actual issues just because you like Epic π
Epic Games supports Blender Foundation with $1.2 million Epic MegaGrant - July 15, 2019
they see potential in independent development
what requires fixing about static lighting?
Ubisoft is supporting blender too
That a serious question @honest vale ? I mean, GPU lightmass exists so "nothing" ?
But GPU Lightmass needs to be in the engine
Okay
Well Lightmass has seams on every single mesh
So you simply can't do modular design
agreed, it's the only issue I have with it
UE3 didn't have that bug
I'm pretty sure it did
it may be getting fixed in the future, saw some sneak peeks on #graphics a week or two ago
Lightmass's performance is catastrophically bad - GPULM is literally orders of magnitude faster
well, yeah π
And GPULM looks much better on top in terms of pure quality and accuracy
that's to be expected when you compare general processing units to monster embarrassingly parallel vector crunching machines
The general idea is that static lighting in UE has stagnated or regressed since 2010, as far as I'm concerned
GPULM is amazing, and I hope a variant of it can get into the engine soon
I doubt it
That or path tracing lightmaps
it's nvidia only
Yeah AMD support would be nice
i think you're looking at an issue that is more complicated than any epic games employee is equipped to handle
maybe DXR baking makes it
That's demonstrably false @plush yew
Since they hired the GPULM guy
He's been working for them for a year π
What ?
have you never played fallout new vegas?
there's a character in that game that gets a job because he looks the part and claims he has a theoretical degree in physics
we aren't talking about vegas
rather than a degree in theoretical physics
What the hell
they hired the guy who claims he knows what GPULM is
They hired the developer
they hired the guy who made GPULM
He's here reading you, too.
are we sure he didn't hire someone to make GPULM?
luoshuangfw posted this on #graphics a while ago https://cdn.discordapp.com/attachments/221799195806400512/596827740024471557/unknown.png
lmao
afaik left one is original and second from left is the "fixed" one
seam fixing in lightmass that is
This convo is too good
@honest vale Yeah it's one possible fix, though it also makes light builds exponentially slower
level scales makes regular LM better
Isn't that what your pic shows ?
no, it's vanilla lightmass at 0.5 scale, then improved lightmass baking at same scale
then improved lightmass at lower scales
I literally can't figure out if it would be worth my time to make a pull request.
I'm going to go back to working on my level editor.
6th of july on #graphics channel
if you want to read
(why the fuck doesn't discord allow people to post links to posts, disgraceful)
@plush yew Doesn't cost you a lot to do it, though yeah, pretty likely to be ignored
Unless it's small enough and doesn't change any behavior at Epic
It would be extremely behavior changing, although it would be deterministically better than what is current.
Also it would cost me many, many hours of work.
because I don't know what their style is
Epic's bar for PRs is quite high, they need to agree on the change and agree to maintain it in the long term ; they've denied PRs that were quite involved because they simply didn't want the feature
I'd consider it if they had someone keeping the PR list clean
isn't worth it to make an ignore request no
they leave one line bug fixes sitting for months
it's a lottery of whether the person who made the feature you are changing accidentally sees your pull request while having free time
That Epic doesn't use Github (or Git) internally doesn't help
It's just there for releases, and the occasional PR
supposedly they don't have any issues getting the diff and applying it to perforce
They should get someone to transfer the PRs to whatever they're using
that way the PR list would be clean and the people who make the features see the PRs
perforce doesn't have the concept of a pr like this
PR is a github only thing
it's not even a git thing
in the end it's only a merge from another remote branch to some local branch
See, this stuff is why Unity's stance of not doing games, but focusing on developers instead has a lot of people convinced. Epic's stance is to make whatever they like, and give us the latest version of their current game's branch of the engine with a big QA pass on it every month. There's a philosophical difference and a business difference
I'd rather take Epic's way
At least the thing has shipped
But that comes at a cost in Epic not really wanting to hear about your issues
That's the thing though, it's not even a business difference because all work time that is saved on outside projects is work towards Epic receiving money
it's just dumb
oh are we talking about multi editing software and how every one kinda sucks
Epic might have fixed your bug, or rewritten the code, twice already
So it's not that simple either
I see
The way Epic works is a branch of the engine per game
From time to time, branches are merged into master
Then merged into release
it's not from time to time
the robomerge thing is immediately copying all commits from the fortnite branch to master
All of them ?
it seems like it
I'm not sure it's particularly immediate
it usually takes months for Fortnite features to make it into main
^
you often see commits with [unrelated fortnite change description] that modifies one random engine file
look for commits that have #ROBOMERGE-BOT: (v371
So are they moving the changes manually?
Isn't the robomerge just getting Perforce changes to Git ?
no, robomerge is copying things between their branches in p4
what is the proper way of creating an asset class in cpp with some localized texts? π€ I want to define the (same) namespace of the text (for all instance) in c++, auto generate the key based on asset name and set the actual text in the child BPs π€
it's a data asset like asset so I create the instances in the content browser
It is very unfortunate for epic games that they have decided to work backwards on their engine.
Every time saving modification to the public release of the SDK is work effort put towards creating content that will make Epic Games money in the future.
Yes, but it's not how they work
Right, which is unfortunate for them.
Not for me tho, so its all good.
no wait, it's also unfortunate for me because I like playing games
π¦
So far things seem to work pretty well if you are covered within Epic's scope of game mechanics and workflow.
Actually, now that I think about it, it's strange that Unity doesn't make games themselves.
because unity doesnt want to use unity 
i nearly said the same thing
Who could blame them π
It's not that strange, because then you can have conflicts - like Epic using PUBG money to build Fortnite
not if they simply label their games as "tests"
aka not making games
Making real commercial games and selling the game engine does open up to trouble
how could they possibly call it an sdk for making games if they cannot make a game with it?
That is a good point, conflicts, but that seems minor compared to how much making games could make them. i.e. the money outweights any potential (especially moral) conflicts.
@cloud cobalt why is it a conflict when epic develops fortnite while some random dudes make pubg?
The lawsuit was laughable
But I'm sure they've already thought it about it and decided against it, for whatever reason.
The conflict in interest is quite obvious Raildex
If you're funded by a client to compete with him directly, that's not something future clients will want
I've seen a clown juggle chainsaws before but I think it would be a far greater evil to label chainsaws as juggling instruments.
Unity doesn't really qualify as a good way to make games.
@cloud cobalt is pubg an actual client of epic or just a comapny that uses UE?
I would assume they have a custom license
If they worked more on making games with Unity I'm sure they could get it up to par with UE4
Well they did a game with it
But one like ShooterGame
Also Unity isn't directly "not" on par with UE4. It's actually hard to find any UE4 dev on GameDev meetups
In schools they also mostly use Unity
I'll believe it when I see it
Cause that's what has been there for ages and they usually don't change a running system
@sudden agate That's the same thing
No one argues about that
It's just not the same thing
I wouldn't label one better than the other in general.
The EFT devs are extremely involved in the creation of their game and yet I have not seen the kind of results that they should be getting with an sdk on par with UE4
PUBG didn't have a custom license
Unity is widely used, may it be for School, PC, Console or especially mobile games.
And if you are good at what you are doing it doesn't matter if you use UE4 or Unity.
I had a lot of situations where I would have chosen Unity over UE4.
they were legit paying the 5% royalty for the longest time π
they weren't expecting it to blow up practically overnight, which is fair tbh
What does a custom licence even get you?
Im guessing depends on how good you are at negotiating?
Or is it just an offer by Epic
well, you get to negotiate licensing terms
Pay a lot first, don't pay royalties
often the case, but the deal is custom, as the name implies, hehe
Maybe you'll get hit with a good deal by their acquisitions department
Ah, it is quite satisfying to see UE4 work correctly after I fixed this bug.
Here on forth I'm just going to assume that all incompetence presented by the SDK is intended incompetence though, it was too draining to send a bug report.
I got the beautiful task to get the PlayFab Crossplatform SDK into a plugin today
Things start with their documentation, covering a fresh console c++ app, already being incomplete, not working and having mistakes.
Gotta love it.
Step 1: Download and Install our SDK from GitHub.
Step 2: Completely ignore what you just downloaded and add it via Package Manager to your Project.
Step 3: Have compile errors.
Step 4: Find out via Forums that the Package Manager Version is bugged.
Man, if only their UE4 Plugin was Crossplatform ready to begin with
hehe
ive read countless forums and still cant find an answer! Why can my player push a cube that weighs 500 times its weight!!! "Mass in Kg" only seems to have effect when apply an impulse to self of impulses between two different actors but not player. And the player physics interactions in the coc seems to have no fucking effect when changing the settings.
players have effectively infinite mass
there is a setting somewhere to alleviate this kind of problem, IIRC
i changed the players weight and nothing
Hey, so ya know how there is the SetName command in the dev console?
is there a GetName command?
or a variable?
dumpconsolecommands @dawn gull
wut
type that in the console
so in BPs? GetFName, actors have GetName, getObjectName, there are a few ^^
i usualy tend to use GetFName for some reason i do not know tho :P
ok
so what i'm trying to do is set a text render as the Player Display Name. How do i do that and make it constantly do that? (i do know to put it in event tick to loop it)
how can i add collision to a fbx animated sequence ? help me plox
make a text in your UI, check the function for text and return the name of the player? (get player character > getfname)
so in the player character i have this to set the text render as a variable(string)
and then i have this in the main menu widget
no, the character movement is done by the original blueprint that comes with third person settings
but it does not set the text render as the name thing
in get full name what do i plug into the In Asset Data port
hu, i'd do it on the function for content/text on the text renderer itself in the UI widget, unless you need it to be done this way ^^
try get owner
ok
just a try tho ;)
nope it dont work π¦
i can do all the code and stuff, i just need to get the SetName command data
so, let me recap that, you got a text on the UI widget for a player, right? that text should display the player name?
why use that variable?
bc
any tips on how to properly spawn a bunch of AIs in my world, on a surface?
atm what I'm doing is spawning them in mid air
SetName is not even needed.
ChangeName in the GameMode is for that
And the Name you are changing tis the PlayerName in teh PlayerState
Which has a GetPlayerName function
VM have the person who makes the map set down "AI spawners"
@copper flicker Trace to the floor first, then spawn on the hit location
I am trying to do that..
- Half Capsule Height maybe
and they sometimes end up at 0 0 0
I tried all methods
they seem to do the same thing
so, my AIs spawn fine if I let them fall
if I rat trace and plonk them on the ground... it's not very reliable
ray trace *
Make sure you offset them upwards by the capsule height
Cause the actor location is the middle of the actor, not the bottom
I do that too
it drives a bit nuts this decision to go with the mid capsule, instead of the bottom
it's always a pain to handle
are there any games that don't use AI spawn points?
If I have game locked at 60 FPS and I set these two commands:
r.OneFrameThreadLag=0
r.FinishCurrentFrame=1
Will I have 2 frames less lag?
Defaults are r.OneFrameThreadLag=1 and r.FinishCurrentFrame=0 as I understand
anyway, my OTHER problem.. is that I spawn things in trees sometimes.. they could end up spawning on the roof
if they just fall from the sky π
I want them on the navmesh.. but sometimes my navmesh is faulty too
it might cover illegal areas
it's fine as long as they don't spawn ther
they can't reach those areas
so I can't spawn them at valid points on navmesh
oh, and btw, another weird thing is this
the green dots are where they spawned
the red dots are my initial random points where I expected them to spawn
not a big deal.... except I caught them spawning outside the area
O o
Feels like you are either doing something wrong or the collision is pushing them out of the tree collision
Trees falling from the sky sounds like a feature
hmm... so.. I dind't get any more errors recently... but I don't think I changed anything, and it's a weird bug
those are not trees.. they're shwampalamps
π
ok, I just made that up
if you raytrace a grid of rays to the ground you will have a grid of data and you can exclude the points where the distance is abnormal
anyway, I need a solid solution for open world kind of spawning
I will make modular segments, each can contain spawners
but they might have complex geometry
I want Ais to spawn only in.. well.. open areas
not inside houses, not on trees....
and I kinda like the idea of spawning them in packs
who decides where they spawn?
do you know what i mean by tracing a grid of rays to the ground?
or even a large number of random points would be sufficient
Would it be legal to create an area 51 game about the raid of the massacre that could take place?
@plush yew umm.. the problem is these rays can hit places where I don't want the AI to spawn
like rooftops
so I just amde a new collision type, SpawnMesh
and will try to only spawn on this mesh
yes, that is the problem
if you spawn a grid of rays to the ground and measure which ones are abnormal you can exclude the abnormal points
and only use the valid points
I will have to shoot some rays.. and detect if anything is between init location and spawn mesh..
well, defining Abnormal is the trick here
like... shoot a ray, does it directly fall on spawnmesh?
hope this works
π
Well, the first description you have of an abnormal point is a ray that never hits the ground
what does that return? Infinity?
if that point returns infinity then you exclude it
it's important that this is the first type of point that you exclude
because you'll want to generate an average number and subtract that number from each point's ray distance
you don't want invalid numbers messing up your next calculation
the highest of the valid points will have a larger* distance than the average
if there's invalid points on a rooftop or a tree
my rays will usually hit the ground, that is not the issue
oh wait, how does a ray return infinity?
intelligent placement of your spawn zone guarantees that the average point will be valid
i don't know what the rays return in this engine
oh, the return value bool
Alternatively, the FHitResult structure has you covered
ok so I used a custom trace channel
now they only spawn when they hit my custom mesh
yay
gj
now the next problem XD
I spawn them. and then I ask them about their half cylinder
how to do this safely... without them disappearing
the small AIs seem fine
the giants... haha.. don't like it at all
O o
I tried casting to them after spawn, and setting actor location
or doing the set actor location from inside the actor itself, at begin play
same
Is Epic on holiday again? 4.23 GitHub source code is not updated since last week
weren't Epic sent in a "Fortnite" holiday because of the crunch?
though it might have been only the fortnite team
well, no single branch has been updated in the last week
and the week before only saw commits on like 1-2 days
so basically, there has been near-zero development on github for the last two weeks
ok Epic flat out shut down their offices from June 24 to July 8 it seems
but the dates are a little off
I sent them email on June 26th, no response yet π
though then again, it's summer and the point where most people go in vacations anyway
(bad timing on my part)
the guy that syncs their perforce to git must be himself in extra vacations I guess π
yeah, it only needs to be the ones that do the git sync though π
They already made their 2 week long holiday
2 weeks is not standard holiday where I live at
Github repo was dead between June 24th to August 8th
but they literally closed their offices for 2 weeks
it doesn't mean everyone is back from their holidays immediately after
Now it's dead again for a week 
seems they get a mandatory 2 weeks in summer and 2 in winter, on top of extra vacation time
Epic shuts the studio down for 2 weeks in the summer and two in the winter. We also get vacation on top of it. I donβt say this to brag, but to vocally applaud a company that sincerely cares for its employees.
822
is that like.. not a common thing in US?
I don't think so
here we have laws that force us to get at least that amount
or I dunno if it's in the laws but with union contracts, but it's forced none the less
In 2015, American worker took an average of just 16 days off.
I think they don't even have guaranteed paid vacation days
so any vacations they take is unpaid
here we get 2.5 days vacation from each working month, so 30 days / year
I think there's like 2 days /mo if you've only worked on less than a year in that place
I recently discovered that a lot of workers in the US don't get paid vacation days at all
but otherwise it's that 2.5
52 percent of Americans didnβt even use all of their vacation days in 2017
even when they have them, they don't use them π
this is why it should be mandatory to use your vacation days
I haven't always used mine either
if it's not mandatory, it can turn into a way to pressure employees to not take them
I got like one month of extra salaries when I quit from my last place because of the unused vacations π
same
at PUBG we get a number of days
and are free to use them however we want
what people tends to do is to accumulate those days with national holidays
and this way they get full week holiday several times a year
that's pretty classic π
yea, it's pretty common to chain holidays with PTO and weekends to get a longer stretch of time off
its useful
in spain, the normal thing is that the entire company goes closed for 1 month in summer
and 2 weeks in christmas
harsh XD
Iran has the most amount of total paid leave π
53 days per year
Ugh guys how can i increase the brightness of this background? I cant see shit lol
is it possible you simply are not looking at your mesh?
like at the backside of it possible where there is no lighting
well ive tried to find it and other meshes
also one of them is glass
so its literally impossible to see it
oh yeah that's gonna be rough
i just dont understand why i cant light the viewport ffs
or why it has some light
but not enough lol
Im guessing they never exposed the new scene preview settings since it is a plugin
because most people do not need it
then i read its been removed
most things you think are part of the engine are plugins
reducing the overhead of the engine by moving stuff to plugins
so that you can remove stuff you don't need π
I also think theres a bug because i dont think the meshes are picking up the material for when the actual item breaks
I want to say that is correct based on what I read
really!?
π
were trying to knock out a prototype game where you can fight in a pub
basically a giant bar fight
and we want to be able to like bust bar stools over the players etc
and its a night mare lol
It's working here for me for the mesh breaking but I think there was an issue at one point where the innner material was not working right
are epic shutdowns paid?
2 week vacations? if so yes
at my last job, company wide shutdowns were unpaid and you were expected to use vacation time or take the hit
π that seems closer to a good situation, I guess I'll have to get hired and see what specifically an employment contract specifies π
I wish you luck on that, I've been trying and so far no direct hire. I've still got like 40 years left on this planet so there is still hope in me lol
I just want to be able to run into a problem, walk down the hall and ask the dude in charge of the problem how to fix it heh
applying for an Independent Prototypist position π
in fact, they can save us both a bit of money just by mailing checks to my current residence and I'll work from home π€·
that would be contract work and they have spots for that π
but it's not as much fun as in house imo
π¬
email -> wait... -> email -> wait... -> email.... .... .... -> wait.... lol
yessss... there certainly has been no negative coverage about contract staff, none at all whistles
hah
man negative coverage for like everything seems to be the norm now π¦ There was an article about tetris effect VR needing Steam even tho its an epic exclusive and people whining about it
whining about a SteamVR game needing SteamVR to run....
well, you see a good article and you nod your head and smile a bit
you see a negative article and you share it with your friends and go "oooooooh those naughty companies"
pretty much yep
I'm aware of that process and I still do exactly that
just to a lesser degree π
so far my experience with Epic has been super duper so π
probably because you're not dependent on their documentation, you make your own π
I'll admit to having filled out an application for tech writer more than once before discarding
I say go for it, I've filled out a few and they never ended anywhere but it can't hurt. I have done/do contract work for them in the meantime so you can only fail if you don't try
There is more info this Thursday about changes to the docs system from Wes Bunn on the live stream, might be a good time to ask a question about hiring in people π
nah I'm just not open to relocation π
well I do remote contract work so......
and it's not like doc work needs to be on site π
so, Alex is back at Epic?
yeppers, working on Training Docs from the looks of it
that's nice
hope he'll show up here again then π
altho it's not his job to manage community now so that's not really something I'd expect to happen
yeah I don't expect him to pop up as often unfortunately π¦ seems to be knee deep in docs
I see he's digging through ue4's animation nowadays https://twitter.com/UnrealAlexander/status/1153716330777985024
lol yeah he had one earlier with him showing stuff like spawning vehicles and possessing them
o.o I have found a slight weirdness in my blueprint. If I alter the rotation through rotation graphically on screen, it changes in the preview AND numbers like normal However if I change the numbers manually , the preview stops working all together
Until I restart the editor
the preview in the blueprint editor itself?
that's a weird one for sure tho, I can't seem to replicate it here even with realtime off or simulating π¦
pls help me how can i add collision box to a fbx animated sequence ?
#animation might have people better suited to help with that or you can give more information in here and we can try
but if you are talking about animation sequence from and FBX I assume you mean an animation and if so then you use the PHAT system https://docs.unrealengine.com/en-US/Engine/Physics/PhysicsAssetEditor/index.html
yeah the blueprint preview
super weird π¦ so just changing rotation from like 0 to 45 causes the number to change but the viewport doesnt? I assume this is on a child or something of the parent like a static mesh
static mesh parented and socketed to another static mesh
lemme see if can make a gif
What is the red line on my icon ?
Source Control indicator
it's also a checkmark, not a line
Indicates a modified file
yeah thats the root object, you shouldnt be able to rotate it
oh yeah weird
it has some options that don't normally appear on a normal static mesh, what type of component is it?
is this the udemy course?
Yeah, TankBarrel which inherits from the static mesh
is there a hotkey for 'hide unselected' objects?
I've been having weird issues with transform gizmos after I reparent components occasionally, but closing and reopening the blueprint usually solves that
Restarted editor twice now, not able to rotate there anymore
@midnight bolt it does not look like it, there is hide selected and invert selection tho
whats the invert selection?
it's not set by default, you have to set it in editor preferences -> general keyboard shortcuts
thanks
Is it possible to expose a material instance's parameters at creation? By default, the parameters are disabled.
Is there a specific parameter you're trying to expose? Custom parameters in your parent material should be editable from any blueprint by default.
Do you mean you're trying to expose something that isn't exposed in the parent?
is it possible to manually change the collision for static mesh? for example, i want to have these windows accessible for my player size, so i would like to make the top non-collision. i have too many windows to split the mesh manually
quick retard question: can you set keyframes to SPLINE like in maya?
@tardy isle It's a custom parameter. To be exact "Static Switch". Im using Python to create the material and the instance material. Works great, but the default Instance is disabled preventing the switch parameter from being executed.
Ah, I have no experience with editing materials in Python. π
No problem, thanks anyway bud!
TIFU by buying 2 motion capture suits and finding out 8 months later that mocap animation looks cringey af compared to hand animated animation
what suit did you get?
xsens
oof
i only have 1 month left of subscription
yeah xsens is a bad move
xsens is great for blocking out for your hand animators
@midnight bolt there is no real easy way to do that. You can edit the collision that is in the mesh in the details panel under collision but i dont know how much that would help with that collision there. using custom collision when importing is about the only other main option
Nothing wrong with mocap if you know what you're doing
yeah is hybrid animation a good idea?
It's used everywhere
capturing mocap and then doing a hand anim pass is usually a decent workflow
I need to do that because my mocap looks so cringey
I had a test film shoot scheduled with 3 craigslist actors, and I had a custom made iphone helmet that i never tested
and I found out that wearing it for more than 10 minutes makes your neck hurt
and I quickly cancelled it at the last minute
π
I mean, we outsource ours and it starts with finding a mocap studio with good quality stuff
Portfolio
They're not common
So it's not something that is easy to do well
how do you know if you like the mocap
does anyone have any good resources on physical/procedural based animation?
I mean do they do retakes if you request it?
@grim ore i know that on export fbx, you can select export collision - that gives second object with collision in blender. can i import modified colision to already existing mesh ?
@hearty cosmos past work
It's worth finding someone who will let you sit in, virtually or otherwise
oh ok that makes sense
It doesn't get particularly cheap though
Renting studio space, setting up, paying actors, adds up
yeah that sounds rly expensive
some green screen studio wanted like $3000 to use their space for a few hours
the xsens is too cheap of a solution that is too expensive for what you get
yeah I agree
I got the awinda version and I cant really do any fast motions like jumping or running
if you get an optitrack or something even without knowing anything you'll get some decent mocap
but yeah to get what you actually pay for, its both time and money
and specialized people
@midnight bolt when you reimport it should look for the collision file , there is a re import option on the mesh in the mesh editor
agreed
you just need to make sure its named correctly with the _UCX
hey buddies, I have a question related to lighting, where should I throw the question? Thanks in advance
@grim ore ill try reimport, i know placing new mesh in the same location were giving me Z decal issues
well the reimport option should just replace the base mesh itself in your editor in the content browser with the updated settings
oh wait, unreal has built in physics based animation???
damn that makes my life so easy
did anyone enter that cinematic summer contest
LOL
To be blunt, the prizes are far less than I could get myself if I just worked, and that's guaranteed
lol thats what I was thinking
if there was money I'd probably find an excuse to do something
but I just swapped out my old ass dxracer chair for a good office chair
I also have a better chair
Yeah
Steelcase Leap here
Can't get better
Good office chair makes a difference
Also seasons are a lame theme
summer is a tough one to come up with an idea for
Especially when you're not in America. It's farking winter
π
LOL
I bet one of the winners is gonna incorporate beach shorts
π€
It's one of the horrors of living too close to Australians
hey for some reason in the physics asset window the constraint origin for rotation and everything is up much higher than the constraint itself. any help?
look
what type of component is that barrel?
It inherits from Static Mesh component, but the error happened still when it was JUST a static mesh component
I can reproduce with any of them, static mesh, camera, or Tank Barrel
sweep does not work with rotation, what the hell?
just trying to figure out why that component has a Setup category
is this a C++ component?
yes, but again, it happens with any component
so the pure static mesh component on there, with just an FBX causes the issue? what is the parent class of this component