#ue4-general

1 messages Β· Page 522 of 1

static viper
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google them

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they are what you want if you want fake shadows

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they can draw any texture/material on everything you want

midnight sparrow
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but i can see its planar

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how am i suposed to texture a table with it

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it should be used on walls or other planar geometry right?

static viper
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oh then you have to actually use a uv map on a mesh

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it can be used for 3d objects too

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but i doubt your case is included

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i thought the shadow was on the ground

midnight sparrow
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i will just edit the basecolor

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should be working

static viper
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shadows override light tho

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meaning that your shadows would be better off in emissive

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but you have to try

worldly raptor
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Hello! I have a question. There is a game made on UE. Are there any unpackers so that I can modify the game?

river apex
vast fossil
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@static viper is valid doesnt work either, now its giving me the branch as an error lel

static viper
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show

vast fossil
static viper
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the code

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not the error

vast fossil
static viper
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plug into the get

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not into the component

vast fossil
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oke

static viper
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and i meant the real isvalid node

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the white isvalid node

vast fossil
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ye it works now

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thank you man

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!

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no errors anymore

midnight sparrow
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is there a way to get navmesh volume lower? without moving whole scene.. dont wanne rebuild lighting :]

static viper
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the navmesh volume can be moved when ever you like

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its fully automatic

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it will just rebake itself

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by default

midnight sparrow
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im moving with the volume but the level where it stays is the same

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I dont want to fly in VR

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the floor level is wrong

static viper
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thats a visual interpretation

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the navmesh is not at that height

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and its innaccurate

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you are not flying either

midnight sparrow
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but im walking like 20cm above the ground

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which is similiar to the navmesh

static viper
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thenavmesh is 10 cm above ground by default

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so you re wrong.

midnight sparrow
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alright so the pawn defines it then

static viper
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are you sure your camera has no collision mesh?

midnight sparrow
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but this is the in the pawn details

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should i turn it off?

misty stone
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@nova kernel geez how many looking for talent posts?

honest herald
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Getting these issues while using movable point light Ray traced Distance feild shadow on, any thoughts?

river apex
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Is there a channel here where I can talk to one of the engine devs?
This issue is really getting out of hand and were already working 3 days on finding a solution.
Why cant I remote build from win10 to mac Mojave?

thin yarrow
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hey what kind of a game can a signle developer make in ue4? Is there any chance for a single dev to succeed?

static viper
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it depends highly on your skill level and your endurance ^^

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you can do nearly everything if you have unlimited stamina

thin yarrow
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well I will be focusing more on programming and stuff

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so I will probably need someone in the future i think

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can I make things without making models?

river apex
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you can make a calculator if you want

vernal relic
inner yacht
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Can someone tell me why the third person character mesh is rotated 270 degrees? I made a character with the Mannequin's skeleton then rotated everything to x axis forward. Is this proper because I cant retarget Mannequins animations to my skeleton without rotation problems when playing animation

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Say I wanted to sell my character in market place using Mannequin's skeleton what should I do lol?

gaunt raptor
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how do i quickly take a screenshot without all the icons from lights and everything being captured

wary wave
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could just press 'G'

next badger
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@midnight sparrow start the game, hit F8 then alt+c

river apex
cloud cobalt
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At this point you should raise a bug / post on the forums

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Active people here clearly don't know about this issue

little dawn
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@cloud cobalt are u good at unreal?

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btw i recovered my shit

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took 4 hrs

cloud cobalt
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Cool, how did you get it back ? Recovery software ?

little dawn
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nooe

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i somehow

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got it from onedrive

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anyway

cloud cobalt
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Okay, well t hat's good to know - do set up some source control so that you don't lose additional work

river apex
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@cloud cobalt I started an question on the answer hub, isnt it the same?

little dawn
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i want copy my player model to an AI but its not working]

cloud cobalt
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@river apex Answerhub is a bit dead tbh. if you think it's an engine bug, there is a new bug reporting system

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if not, the UE forums still get more people than answerhub

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Looks related

river apex
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yes i have

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were practically fucked.
the only way we managed to create working remote build thing was on win 7 and mac high sierra and we cant go back now

little dawn
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my second player model i want to be the AI

cloud cobalt
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@little dawn You need to ask questions in much more detail. What are you trying to achieve, etc ?

little dawn
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im trying to achive all player models in the game to be only arms and legs

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it looks weird

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and very funky

light coyote
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Ool

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Lol

cloud cobalt
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I still have no idea what you're asking.

static viper
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i get the glimpse that he wants full body awareness

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thats basicly only arms and feet

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its also not just a thing of hiding a bone...

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the main body is parent to everything.

little dawn
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question mark?

static viper
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what do you want in game

little dawn
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i did it by accsident and i really like it

static viper
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did what

little dawn
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i accidentaly got rid of his abdomen

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and i want all the AI to look like it aswell

light coyote
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I belive he is basicaly asking how can he make ai

little dawn
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no

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ik how to

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i want the ai to look like my player model with no abdomen

static viper
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ah

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yes

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that will be touggh without a 3d tool.

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bc this model looks like its a fullbuild

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one material super uv map

little dawn
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i did it by accident tho. with my original player model

static viper
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show

little dawn
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show what

static viper
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oh

little dawn
light coyote
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The accident

static viper
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hahaha πŸ˜„

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i get it

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why do you want to create monsters

little dawn
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it looks different

static viper
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just give them a different material or so

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πŸ˜„

little dawn
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no. i want that player model to be the same player model as all player models in my game

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with different materials

light coyote
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Yes, but you basicaly want to know how to make an AI character.

Because for that you need.
The character, and the ai behaviour.
And you where saying you couldnt make it work right ?

little dawn
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no i can do the ai behavier

light coyote
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I kind of want to see those things in action xDDD

little dawn
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exactlyt

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i want the ssame

light coyote
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Well you need 3d max, or maya, or blender

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Some kind of 3d development software

little dawn
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do you know how to use them

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and are they free

light coyote
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Yes

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And no

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But blender is

little dawn
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is belnder easy

light coyote
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I think it is easyer now than it used to be,,, but i personaly never used it

little dawn
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so i want this player model

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to look like this

next badger
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This discussion derailed quickly

little dawn
light coyote
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Ok, but didn you allready done that by accident ?

little dawn
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yes

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i dont know how to do it again

light coyote
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You had scaling tool active at that moment

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That means you did it with that

little dawn
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no i did that like 2 days ago

light coyote
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What doesnt make sense to me is why

little dawn
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why what

next badger
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scale is not hte issue here

little dawn
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ik

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i just want to know how to recreate my accident

next badger
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you clearly could see the scale is the same

light coyote
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Scaling back bones ?

little dawn
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how

static viper
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i cant imagine how he did that

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XD

little dawn
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like i started unreal 3 days ago

static viper
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the spin usually has multiple bones

next badger
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i think it's animbp issue...can you change animation to animation asset?

static viper
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he cant just scale that

wary wave
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animbp is my guess

little dawn
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when i change the animation asset top another one he resets back to his original player model

light coyote
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I assumed you cant scale the bones aswell,, but i know he definetly didnt scale the mesh.

little dawn
next badger
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yeah, probably the blend bone is set inproperly

light coyote
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That is just so freaking ridiculous xD
He can literaly lick his...

little dawn
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phahaha

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so can anyone help me

static viper
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you should show a few pics from the animbp

little dawn
static viper
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no the code

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blueprint

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of the broken one

little dawn
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i cant#

static viper
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that is a really extremly broken blueprint.

little dawn
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the broken one is only able to look at when you playe the game or in the thirdperson charactor blueprint

static viper
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show me the broken animbp

little dawn
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onme sec unreal just froze#

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th broken anim bp deosnt look broke

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in that bluprint of animbp

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but when i look at the actul game or in the third person charactor blueprint it breaks

pulsar fractal
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Hey guys, before I waste a year of mine, is it possible to create an application that can be used across android and ios on the same network?

little dawn
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dont think so dude

pulsar fractal
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Damn

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Thank you

next badger
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@pulsar fractal can you elaborate?

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"an application that can be used across android and ios on the same network" makes no sense

pulsar fractal
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Yes, so I’m looking to make a program accessible by windows, iOS, and android, that’s basically a video chat between all 3 platforms at once

next badger
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yes, it's possible

pulsar fractal
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So somebody with an iOS device, android, and windows could potential video call

next badger
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google for WebRTC

pulsar fractal
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Amazing, thank you

crystal wind
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@midnight sparrow Would a stationary light do what your wanting?

crystal wind
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You can re adjust things around a few times while keeping your meshes/actors dynamic for a while, then switching them to static later during the final build. While using stationary lights.

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This should reduce the amount of work put in, though it may not be ideal.

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Or perhaps you can use a special actor for lights, that switches between static/dynamic (as well as matching mesh related actors) based on some config setting or global variable.

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But if you want to static bake lighting every time, there's really no way around doing what you need to.

manic pawn
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wtf preview 8

wary wave
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gotta fix them bugs yo

cerulean pivot
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What's the best approach to syncing music/sound files for players? If someone joins the server after the music has started i want them to be at the same playback position as everyone else

cloud cobalt
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There's a shared world time somewhere

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Which has the same value at the same time on every client

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So you could use that when starting the music maybe

wary wave
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music is played on another thread though, so it won't be perfectly accurate with respect to game time

red isle
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someone know about physics?

fast finch
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@red isle try the physics room

red isle
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I asked there too

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waiting for answer, thanks so much

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πŸ™‚

grim ore
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oy.. preview 8... we going for the long term here aren't we on 4.23 lol

maiden swift
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Indeed.

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Hoping for a stable release next week.

manic pawn
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release it already br_egg_angery

grim ore
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I already moved onto .24, .23 was last weeks news πŸ˜›

thin yarrow
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hey what tutorial should I watch for ue4?

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or read

grim ore
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hey hey hey.. Iam I crazy or did Amanda's name get changed in the latest live stream? It's Schade now and not Bott

static viper
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shady

tawdry sierra
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@grim ore hey, everything just got weirder
i can see some of the trees shadows from very far distances.

the very same tree doesnt give the same shadows
and some of the trees have far shadows some dont

wary wave
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she got married

tawdry sierra
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@grim ore

grim ore
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@wary wave I assumed as much just didn't see it mentioned anywhere, neato πŸ™‚

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@tawdry sierra did you try those trees in a new project to see if you still have the same issue? What trees are those where did they come from maybe someone else can try

tawdry sierra
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@grim ore they are from this months free nature pack

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why the same the has different shadow render distances tho?

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they are the very same tree and they are both foliage types

grim ore
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different tree sizes? if you have random scaling on for example

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so Environment Set?

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shadow culling is based on screen size of objects and there is a r.command to change that, I don't know if you have tried it

sleek spear
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is there a way to get wireframe information of a model in a material?

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meaning get the wireframe of a model with some thickness, and use it as a texture

plush yew
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I call OnComponentHit on the enemy character/pawn, it gets triggered when it runs into the player character/pawn but also when the the player runs into it
I tried to change the collision object type of the player into a custom one called "Player"
I made sure the collision response on the enemy is the same for "Player" as for "Pawn"
Yet now OnComponentHit only gets triggered when it runs into the player and no longer the other way around
What's going on?

round sorrel
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Hello Guys, I started my journey of making a dedicated server for unreal engine and perforce

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can anybody tell me if there is some benefit to using Ubuntu? or should I just go with the tried and true windows 10

grim ore
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in general Linux would use less resources for the operating system compared to Windows 10 but I have no idea how the build environment/support is for Linux. Maybe someone in #linux might be of more direct help?

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if just trying to make a server you could take some time if you want to learn it all but if you just want it to work Windows 10 is definitely going to work

round sorrel
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@grim ore Thanks again!

plush yew
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@grim ore do you have an idea what could be causing my issue?

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I started a new project and it just vanished while my viewport grew larger

fast finch
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@plush yew

plush yew
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Thanks!

fast finch
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So I want to use 3d models as player profile picture icons. Is my best solution really to open them in the ue4 editor, screenshot, crop in photoshop and export as png? must be something better... right?

plush yew
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Why is only show grey screen when i open a map in editor?

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In all maps

light coyote
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@fast finch You can inport the models to a program like marmoset, to do some sexy renders

fast finch
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Can I do that even if the models are ue4?

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I cant get the raw files

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Since they are from the asset store

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uasset*

light coyote
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or if you want the icons to be dynamic(so, to respond to changes), maybe rotate or watever you want to do, lights, change appearence,, you can make a camera view the object and view the icon as a video, however, more expensive of course

fast finch
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No I just want it as a transparent picture

light coyote
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you can exprort the resources from the engine

fast finch
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if thats the case cant I use blender to render hte model to png

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but I didnt know u could export uasset models to blender and such, makes things easier

plush yew
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All my maps look like this

light coyote
fast finch
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thanks richard

light coyote
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I would highly sugest you export model to marmoset, wach a tut, and make an awseome render with a black background,,,, then that image, you use it in additive mode, and black becomes transparent

fast finch
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Im going to look into mormoset since I havent heard about it. Using the image in additive mode, is that something I do in mormoset or ue4 itself

light coyote
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This is a BA64 i did,, wich is ok, is good enough,,,but...,,, renders in marmoset make it look amazing

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πŸ˜„

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There is another one analogous to marmoset,,, i belive is called keyshot

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i just have marmoset, i like it, and it does what i want,,,, but is worth having a look at both if you still dont have any

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This is the tutorial i followed, and yes,, is very long but because he explains stuff,, i like that

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however, i still havent seen the full video xD

maiden sundial
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I guess there is no way to somehow re-open a project which is shipped like this back in the engine editor ?

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A bit more specific; This is inside of a folder called WindowsNoEditor

grim ore
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there are ways, none of them are perfect and it depends on if its packed or cooked or encrypted etc.

maiden sundial
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Is there any link which you could give me so that i can check it out ?

wary wave
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generally speaking you won't get too much out of it

maiden sundial
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I know that i wont get back most of the stuff which i had in the editor, but i'd still like to get my BP classes and such

wary wave
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if you're expecting to get code back out, you won't

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not sure what state blueprints are in after packaging tbh

maiden sundial
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Even the map alone is actually already worth for me πŸ˜…

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I kinda hate myself that i always delete my old projects

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But since i deleted it i didn't run CCleaner through my PC.
Maybe i also have a chance to get it back ? hehe..

fast finch
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@maiden sundial dont you use github or something?

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you should always have ur projects saved

maiden sundial
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Sadly not

fast finch
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Better start right now

maiden sundial
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Ik

real mesa
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How do I import a animation made from blender into UE?

fast finch
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@real mesa much easier for you to youtube/google it than for anyone to explain every detail

little dawn
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hi sorry guys but what has happend to my unreral

static viper
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thats just baked light chillin on the floor

little dawn
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hopw do i fix

wary wave
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...build lighting

wary wave
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that's not a fix, that's forcing dynamic lighting

static viper
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no

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you shut it off after youre done

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its the cleaning procedure.

little dawn
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so how do i fix

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im so confuesed

static viper
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you build lightning

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with the thing on it showed

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then you turn it back off after its fixed

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takes less the 30 seconds

little dawn
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still confused

static viper
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its not gonna get easier.

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here

midnight sparrow
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Hi guys, when i try to teleport in my oculus quest game it just freezes and starts shaking. It works just fine until i teleport.
Anyone who experienced it?

static viper
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dont ask the same question in 2 channels?

midnight sparrow
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i aplogized that it was bad channel and didnt look back there

plush yew
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Hey. I have a problem. I made a map for the game "Mordhau". It looks just fine in unreal but when I cook it & load it in-game, the lightning / shading / colouring or whatever looks waaaay different. Anybody know how to fix this?

fast finch
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Look identical to me

midnight sparrow
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its beautiful

fast finch
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went from AAA to runescape

plush yew
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thank u but I would very much like to have the colours etc just like in unreal. Its way too grey in-game

little dawn
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mabye it compressed the file size

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did u use lossy or lossless compression

plush yew
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no idea. how do I check?

little dawn
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no idea

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i failed computing

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got a 3

half brook
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Any way to cancle Montage, bcz my enemy play attack animation with montage but at some point I hit enemy same time die montage trigger,,, problem is after die animation finish it goes back to attack montage section

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I want to cancle attack montage before die play

fast finch
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you'd do that in the animation blueprint

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same as with any animation

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okay so

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if your enemy goes back to attack animation after dying

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you need to make it so after dying animation is played

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it cant go back anywhere else

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because its dead

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so there should be no lines leaving the dying animation

little dawn
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guysssss now what happend

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help me 😭

half brook
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This is the problem I am facing with montage

grim ore
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did you change your near clip plane to 0? @little dawn

little dawn
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yes

half brook
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It's goes back to attack anim bcz it's not finish, interrupt by die

grim ore
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well don't do that

half brook
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Anim

little dawn
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@grim ore i put it to 1

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will it sort out now

half brook
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@fast finch

fast finch
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Can you take a screenshot of your animation blueprint

little dawn
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who

fast finch
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deadsecc

half brook
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I am not usibg animation blueprint only for idle and run

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Attack and die trigger by

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Blueprint montage

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I am using **

hearty cosmos
plush yew
tawdry sierra
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How can i change the resolution through proejct settings.

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?

cloud palm
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@tawdry sierra I remember that there is a art that u can change

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U can change it from epic to high resolution or medium and low

tawdry sierra
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i swear i saw in a video that the resolution can be changed through the editor. Im looking for it but i cant find it

cloud palm
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I forget the exact place but just play with the settings

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Yes

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I think it is a option called performance

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@tawdry sierra

fast finch
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@tawdry sierra did u find it?

tawdry sierra
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no

fast finch
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one moment I'll give u a screenshot

placid arrow
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hmm

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ive found some old code in my game and im not sure what i was trying to do is even possible

fast finch
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reletable

placid arrow
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all my levels are streamed and i have a blueprint and widget that acts as a loading screen. this works fine. on the loading screen is a progress bar with 'is marquee set'

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the reason it has is marquee set is because i was trying, it seems, to figure out how to report progress

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i have an ontick event counting actors in the streamed in level

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but i never finished the bit that counts the number its expecting, to work out a percentage

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is such a thing even possible? i thought the idea of streamed levels was you never knew the total in bp

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looks like newer ue4 has a function GetAsyncLoadPercentage

plush yew
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I call OnComponentHit on the enemy character/pawn, it gets triggered when it runs into the player character/pawn but also when the the player runs into it
I tried to change the collision object type of the player into a custom one called "Player"
I made sure the collision response on the enemy is the same for "Player" as for "Pawn"
Yet now OnComponentHit only gets triggered when it runs into the player and no longer the other way around
What's going on?

fast finch
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@plush yew Can you take a screenshot of both the player and the enemies collision table thingy?

dawn gull
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Hey, can I toggle with a BP node chromatic aberration?

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Please tag me if you know

fast finch
dawn gull
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Thanks!

fast finch
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np

dawn gull
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I just need binary stuff though. Off or on

fast finch
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I suppose you can put it on 0 when its off?

dawn gull
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Ok

old kestrel
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Hey guys! Is there a hotkey to refresh the content section of Unreal after I make changes in Maya? Or is closing and reopening the project the only way?

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Also, I keep getting this error every time I try to import a mesh in.

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I never changed or touch any of the names of the bones.,

fast finch
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@old kestrel its telling you some of the errors

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something is wrong with the model

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You gotta open it in a 3d software and fix it

old kestrel
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I am able to delete it and then put it back in.

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but the moment I try to update it, I get that message,

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Ill look over the bones.

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yeah each bone has its own name

cloud palm
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anyone know if there is a good idea on level unlock system?

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like unlock the next level if u pass the current one

fast finch
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@cloud palm at a basic level, you could just have an array where each element represents a level

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And when you load the menu, check which elements are true or false, true = level unlocked

cloud palm
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I did that, I put in a string array variable

fast finch
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try a bool array

cloud palm
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kk

plush yew
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@fast finch it's literally default settings of pawn except it also blocks player

cloud palm
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@fast finch How can I make the user widget to display a checkmark once the player pass that level?

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and make the level they did not pass with a lock icon

fast finch
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Im currently working on a singleplayer game with levels too, I havent gotten to that yet @cloud palm, will get there eventually. Keep in mind, Im not sure how far into your game you are, but things like displaying the levels as locked or unlocked are t hings you can leave at the bottom of your to-do list

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Right now just focus on making it functional

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@shy silo Just the online part, or the turn based functionality as well? Like creating rooms, and general gameplay?

shy silo
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I actually should probably consider my question more and come back to it in a bit, thanks for responding though.

fast finch
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Yeah its quiet a broad question, try to narrow it down πŸ˜„

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@plush yew if both are supposed to block each other than it is supposed to work... hmm

plush yew
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@fast finch but it doesnt unfortunately

fast finch
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Try and make the enemy blockall

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and the player pawn

plush yew
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collision works in the sense you cant walk through eachother but the oncolliderhit event doesnt get triggered

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however it does one way, but it should work unidirectionally

fast finch
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Is your delegate added in the constructor?

plush yew
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i use blueprints

fast finch
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ah

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Just

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provide the 2 screenshots I asked for

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doesnt hurt to take a look

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2 pics of the collision section

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for both objects

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Also

#

What happens when they collide

#

is physics involved?

plush yew
#

they're characters

fast finch
#

yeah, whats suppose to happen when they collide

plush yew
#

block

#

and oncolliderhit trigger

fast finch
#

what are you doing with the trigger though

#

When it triggers do what

plush yew
#

the trigger prints a debug message with the collided actor name

fast finch
#

yes

#

but the final result

#

why do u need it

#

just for learning purposes?

plush yew
#

i dont see how that's relevant but to deal damage to the player

fast finch
#

Its relevant because

#

If physics is not involved

plush yew
#

and keep in mind we're in the enemy blueprint

fast finch
#

you should use beginoverlap

#

instead of OnHit

#

If you just want to deal damage, BeginOverlap is the better one

plush yew
#

but also the player should not be able to walk through

fast finch
#

Let me check one t hing real quick

#

As I thought

#

you can still achieve both

#

If you have Generate overlap events activated on both player and enemy, and then the correct collision preset

#

on their respective colliders

#

but on their MESHES

#

have block

#

it will trigger the event + block each other

hearty cosmos
errant spire
#

Does anyone know why an animation blueprint can't access replicated variables in the character its for?

#

For example, I have a camera, for the first person camera, the animation blueprint is able to read this for the host, but not the client

#

Same with the weapon reference

#

Which is replicated

#

Thank you!

old kestrel
#

Ok now I am getting somewhere.

#

Now I am can start animating. Now my only concern right now is when Jill interacts with objects, (holding a gun or a knife)Is there a tut that can show me how to translate the animation, while interacting with objects, to Unreal from Maya?

#

Should I setup a constraints of her holding the weapons in Maya?

grave spruce
#

2 animations at the same time

old kestrel
#

?

grave spruce
old kestrel
#

Montages, you mean the action itself. Full animation of the action.

grave spruce
#

yes

old kestrel
#

ok cool. That I can do. So from there, how would I transition that into Unreal? export the animation, that I get. Im confused with the weapon part.

#

Should the mesh in Unreal already have the weapon constraint?

#

Like for example

#

The image I posted is the Jill with no weapons.

#

how would the weapon animation transition over to Unreal from Maya?

#

If that makes sense?

grave spruce
#

you need to code the transition between weapons (destroy the current actor and spawning next weapon actor). you use montages with montages blueprint that call the player for it the next weapon is changing or destroying in current time.

old kestrel
#

Well thats the thing. Im not creating a game. I want to render my animations in Unreal.

grave spruce
#

weapon systems are complex ass fuck

old kestrel
#

So I have idea what you are saying lmao

grave spruce
#

play both animations at same time and that it

old kestrel
#

Like I said I have no idea. Is there a video tut on how to I can achieve that?

polar hawk
#

I made like a 30 part video tutorial for UE3 about a weapon system

#

and it didn't even scratch the surface

grave spruce
#

πŸ‘€

old kestrel
#

Wow thats nuts.

#

I am still trying to figure out this program

#

render out a small animation im gonna do

dusky dirge
#

Quick question, Im about to finish up my models for import and was wondering about materials

#

In Blender, I can Set a specific group of Vertices to use a specific material

#

can i do that in Unreal as well?

autumn elbow
#

Play What's My Age Again! woooo!

#

you mean multisub object?

dusky dirge
#

Unsure, Im going into Unreal Blind lol

autumn elbow
#

I don't know about vertex, but u can add different materials to faces

dusky dirge
#

Ok, if its by faces I can work with that

#

DO i still need a Perfect uv unwrap, or can i be lazy?

#

Thanks btw

autumn elbow
dusky dirge
#

ok thats pretty straight forward

autumn elbow
#

In Unreal you'll have something like that...

dusky dirge
#

Does my Uv Unwrap matter, or can i be lazy with it?

autumn elbow
#

No that exactly because I couldn't find a google image

#

UVs will be what u make

#

If it looks ok to you in Blender, then it will look the same in Unreal

dusky dirge
#

Ok Cooool

#

Thanks mate

autumn elbow
#

Coolz

olive hamlet
#

yo im dumb asf how do i rotate the camera

autumn elbow
#

Rotate in the world ... press R

#

the gizmo will pop up

olive hamlet
#

lord it didnt work

#

i only got the gizmo to change the size

#

OOOOOOO

autumn elbow
#

oh.. E

olive hamlet
#

nevermind

#

sorry im new to unreal

autumn elbow
#

np...everyone is once new πŸ˜‚

olive hamlet
#

hol up

#

when i press d my character turns with the cam but i dont turn as im facing the way my character WAS facing

#

any fixes?

scarlet birch
#

I just want to ask if UE has something like this before I spend time making something to do it. I want to stretch and scale a mesh like you would a 9 slice image. So when the mesh is scaled each section is stretched like in this picture with the corners never stretched at all. I looked at spline meshes but it doesn't seem like it does quite what I'm looking for.

warped tangle
#

are they all separate meshes? @scarlet birch

scarlet birch
#

No, I think that's what I'm going to do though. I'm building it now. just going to set it up to scale each section from a input value for total width/depth. I just wanted to check in case there was something simpler already there.

warped tangle
#

I'm not sure I understand the reason, as in why just scaling it won't work? But yeah I've never heard of something like what you're asking for before

#

On that note....you can't just scale it?

scarlet birch
#

No, scaling will distort the edges.

#

The more you increase scale the more pronounced the corners will become

warped tangle
#

well the corners would have to scale would they not? unless you plan to scale the "wings" opposite of the "body" scale to keep that corner radius constant

scarlet birch
#

no, you can maintain the same outer curve at any scale if you scale each section as I described

warped tangle
#

As in, as the body scales up, the top "wing" would stretch horizontally, and shrink verically?

#

That's definitely going to take some tinkering. I imagine it could be done with a body (center) mesh, a "wing" mesh (I don't have a better word for it), and a corner radius mesh

#

is this a editor time thing or a runtime thing?

scarlet birch
#

It's fine I already have a solution.

#

I'm just finishing it up. I just didn't want to make a tool if something was already there.

warped tangle
#

gotcha, I was just more curious than anything how you were implementing this

#

rock on though

scarlet birch
#

I just did it the same way you would a 9 slice. Just cut the mesh up and set it to scale each section

#

I spend a lot of time building tools for level building. This is another one of those that will make laying out levels easier.

#

I just threw a test mesh into blender and used a bunch of duplicates and boolean modifiers to cut it up. Applied the transforms , snet it over to UE. put it into a BP with a unit width/depth input, and have the bp scale everything as it should.

broken parrot
#

How do you handle branching and reverting within the ue4 editor or should I just do that externally?

hasty bough
#

Anyone know why my camera in unreal engine is nothing like my camera in 3ds max or real life. My iso is 400 shutter speed 100 and to get a similar result in unreal shutter speed has to be 1 and iso 5000
if i use same settings as 3ds max or real life its verydark. and if i change F-stop nothing happens

light coyote
#

@hasty bough If what you mean by camera is while in editor ,or, the character camera while in play, and is not something else you are doing with a camera.
Then its probably eye adaptation.
Top left viewport, search for a menu that gives options and disable it. That is for editor.
For during play desactivation you have to search in your postprocess and make min and max value be the same.

glacial pecan
#

doesn't Z or F zoom and focus on the selected object?

#

I can't get it to work anymore...

static viper
#

i heard of that

#

isnt that bild up and down?

glacial pecan
#

great... confusing it with blender/max probably... urg, I need a zoom to selected hotkey

warped tangle
#

f should focus

static viper
#

f focuses

#

but what zooms

#

i remember it too.

#

who even uses zoom

warped tangle
#

f zooms and focuses right?

static viper
#

no

#

f like focus

warped tangle
#

🀷

timber mountain
timber mountain
#

isn't there anybody that know about this error ?

little dawn
#

sos dude have no idea

proven imp
#

To : @timber mountain
I no idea about the error but
Try re-check the ShaderFormatD3D from filename ModuleManager.cpp at Line 373
you maybe make mistake at there

timber mountain
#

@proven imp its not my mistake. when i want to launch Unreal Engine 4 it gives me this error. i run on my labtop but in my pc gives this error

wary wave
#

I doubt he's changed that file

#

as a general FYI, if you don't have the answer, spamming the chat doesn't help

#

all I can tell you is that there's a problem with material shaders, but you probably already worked that out

#

I assume it is with a specific project?

timber mountain
#

@wary wave there is no specific project ... i crashes on loading when i run Unreal

wary wave
#

and this is a new problem?

static viper
#

so does it nly crash on this version of unreal?

#

what version is this

#

i am curious if your ue4 is modded

amber girder
#

what was the combination to measure in the static mesh view? alt middlemouse?

wary wave
#

do delays work in actors that don't tick?

#

I presume they do

static viper
#

i think they are local

#

not like timers

silver crown
#

πŸ€”

static viper
#

suddenly people ask themselves

#

why dont i shut off ticks on actors

silver crown
wary wave
#

very annoying

#

I need to stop an actor ticking, wait a frame, then have some logic execute, heh

#

but I guess I need a one frame timer

static viper
#

well i only meant that the calculation of time is different between those nodes

#

so i assumed delay is a pure tick based thing

#

so if you shut tick of

#

it should just kill itself

wary wave
#

well, timers are purely tick based, it's just that the thing that ticks isn't the actor itself

static viper
#

you know

#

that is very important info

#

XD

#

wasnt a one frame thing like

#

0.0

#

i love raceconditions

wary wave
#

it's because I want to null the mesh on an HISM, but actor tick is pre-physics, which means it queues up an asynch physics update, then nulls the mesh reference, then tries to do a physics update on a null pointer

#

disabling the tick means it won't queue the physics update

gaunt raptor
#

Hello everyone - starting a project in school using ue4 - unfortunately our server is really slow (long save and load times - like reaaaaally long) - Is there a way to store it locally but still be able to work on the project multiple people ?

static viper
#

usb stick

gaunt raptor
#

sharing one usb stick between 20 people multiple times a day may not be optimal πŸ˜›

wary wave
#

server outside school?

static viper
#

one usb?

#

multiple times?

#

how do people work with you on the same project

#

i dont understand

#

and 20 people???

#

you have some explaining todo XD

wary wave
#

perforce server or whatever in the school

#

which is slow, hence the problem

#

if you always use the same machines, one of your local machines could have a local P4 server maybe?

static viper
#

the only valid thing here would be version control

#

but that still doesnt explains how 20 people work on ue4

wary wave
#

I assume they're already using version control

static viper
#

at the same time

#

are they all coders?

gaunt raptor
#

Not a lot of coding at all

#

3d school - doing cinematic

static viper
#

so

#

some create 3d models

#

soem animations

#

what about sound

#

we did this too

#

and we only had usb drive.

wary wave
#

USB drive is... not a good idea

gaunt raptor
#

we cannot run around with usb drives

#

its 2019 - we need to be able the acces the same project from every pc

static viper
#

well not if version control is involved

#

but you are in 2019

#

where school server cant do this

#

XD

hasty bough
#

@light coyote
my eye adaption in post process is min1 max 1 so cant be that so weird

gaunt raptor
#

School server can do it - but save times are around 15 minutes - and around 20 seconds if its local

static viper
#

you mean uploading changed stuff

#

i belibe you ran into this by accident

#

and that if you had known before

#

you wouldve stopped it

rose quartz
#

If i compile it do i need only the Engine or the other folders to or can i delete them?

gaunt raptor
#

im not really following you tbh

static viper
#

15 minutes

#

what takes 15 minutes exactly

gaunt raptor
#

when i hit the big old save button in ue4

static viper
#

that is not version control then

#

mh this is odd

#

how are you guys all connected

wary wave
#

there must be some version control solution at play?

static viper
#

but not with the save button

#

only if it uploads straight away

#

which is insane

#

that makes no sense

wary wave
#

saving creates version control queries

#

so that it can check the file's status

#

if version control is slow, this process is also slow

static viper
#

yee but that should happen locally

wary wave
#

no, it checks the server

static viper
#

you need to press a seperate button to commit changes

wary wave
#

it has to check the server to see if someone has files checked out, or if they're not at the head revision

static viper
#

yes but 15 minutes?

#

that makes it worse

wary wave
#

15 minutes is kinda absurd, so there's something questionable going on

#

first step is to identify what manner of version control is being used

static viper
#

for a moment i felt like a spoiled kid.

#

bc the server at my old job did all this in seconds

gaunt raptor
#

Im not sure - this was just a test since last semester had problems with slow server - so i took a big project from last semeste - uploaded it to the server - and put one locally also ! Now when i open this simultaniously on 2 pcs and just hit save (no changes made) - It takes around 15 seconds on local - and rought 10-15 minutes on the pc running the project from the server

static viper
#

so

#

you setup version control manually

#

with ue4

wary wave
#

so the project and all the files are actually on a server?

#

FYI, this is madness and won't work

static viper
#

and then hooked every pc into this manually

wary wave
#

like, you don't have a local copy of the project etc at all?

static viper
#

that would be remote editing

#

i didnt know ue4 can do that

#

XD

#

what

wary wave
#

worse, if you have multiple versions of the editor running, files will get locked etc so you can't save anyway

hasty bough
gaunt raptor
#

this is why im here - maybe i put on the server wrong ? I just copied the entire project folder.

static viper
#

well yee

wary wave
#

oh boy

static viper
#

it would be great to have the most recent version on a pc now

#

and to let everyone check over it

#

to see if its fine

hasty bough
static viper
#

we dont want you to loose any data

wary wave
#

you should probably get something like a Subversion server set up, and TortoiseSVN on the developer machines

#

just copying the files onto a server is pure madness

static viper
#

yee perforce is commercial...

#

i forgot

potent wing
#

I need advices on my current project that's on BETA Stage now, do you guys mind downloading my game and try it out? Then gives out some ideas,advice or bug fixes?

static viper
#

put it in #work-in-progress

gaunt raptor
#

Is there somewhere i can read about how to setup a project like this ? the proper way to do it.

We are 20 people in class who needs to work on this (Mostly 3d artist) - Everyone needs to be able to access the project and make changes from their own pc.

and if i dont copy the entire project folder to the server - then how do i put it on there ? πŸ˜›

wary wave
#

one thing to look at might be the Multi-User Editor feature

#

that could actually work for you, I'm not sure

static viper
#

with a few people yes

wary wave
#

if that does not work, then you'll need to talk to someone about setting up an SVN server

static viper
#

but judging by the server power

wary wave
#

MUE can be hosted from a local machine - but it will probably be pretty slow

static viper
#

if they had a switch

#

i mean lan cables all over the room

#

πŸ˜„

wary wave
#

SVN is the 'correct' way to do this

static viper
#

yes you can do that

wary wave
#

(most companies will probably use Perforce, but that costs money)

static viper
#

you can just connect your pc per lan cable with another at will

gaunt raptor
#

we are not gonna be 20 people on the project at all times - most are animators who just need the live link to follow along - maybe 3-5 people will actually be editing stuff - lighting, materials etc.

static viper
#

you dont have alot room here

#

you should make it clear who uses ue4

#

and who doesnt

#

that way you dont have a random animator breaking your project settings with the server

#

and you dont need to explain all the time

vernal relic
#

how to make ray sphere intersection

gaunt raptor
#

okay so let me ask in another way - If you had 20 3d artist working on a cinematic - most of them with no real UE4 knowledge.

How would you manage the project itself ? as i said we haven't started yet - and i have only worked on personal project stored locally.

static viper
#

well i wont talk about the pipeline for a cinematic

#

as that is your job

#

but from a technical perspective

#

pick a few people that will be your ue4 experts

#

tell them everything

#

and only give ue4 tasks to them or under their guidence

#

and the rest fall under their guidence

cloud cobalt
#

The basic problem is that 20 people who don't know UE4 means lots of them are going to need starting.

static viper
#

yees

#

you need to train them.

cloud cobalt
#

Some of them might be able to avoid UE4, but really that's a big problem

static viper
#

i believe the key to a succesful team besides teambuilding, is teaching your experts yourself.

#

and you need to get this fear away of security. Dont involve them into problems until they are real issues...

#

the core team yes

cloud cobalt
#

In any case, you'll need to setup Perforce/SVN/Git on a server somewhere so that everyone can access. That's really the only way to share the work data

#

Everyone installs UE4, get the project, work on it

#

Possibly different workspaces for asset resources outside UE4, and the actual UE4 project

gaunt raptor
#

ofc - maybe i explain poorly - not all 20 are gonna make huge changes or any changes at all - im gonna be handling most of the technical stuff - but i need for everyone to be able to open the project and make some changes - so i dont need to run back to the one pc that has it stored locally to make the change

static viper
#

teach them

#

you have a beamer?

#

that machine that throws pictures at the wall

#

show them things

#

and then write them something

#

i would always do the literal thing.

#

people are practical

#

they love that

gaunt raptor
#

there is a teacher teaching the unreal stuff πŸ˜› i need help with the setup of the project - not how to explain to people how not to fuck up πŸ˜„ that aint my job - teacher does that

cloud cobalt
#

"need everyone to be able to open the project and make some changes" is exactly what Perforce, or a free alternative, will do

static viper
#

i hope it works tho.

#

bc managing a team can be time consuming

gaunt raptor
#

i know πŸ™‚ But its only a school project and we are all still learning - i was just tasked to help the IT guy setup the project

#

the rest of the stuff is not really my department πŸ™‚

static viper
#

good for you!

cloud cobalt
#

Pick a version control, create UE project, share credentials, done

gaunt raptor
#

source control ?

cloud cobalt
#

Yes, source control

#

aka version control

static viper
#

i wanted to send this...

cloud cobalt
#

Since it's a student project with a large team the options here really are Git or SVN

soft crescent
#

i do not recommend git

static viper
#

yee there are some issues

soft crescent
#

for 20 people

static viper
#

but this is student project

#

i thought the limit was in data amount

soft crescent
#

yeah you will run into some very nasty merge issues

cloud cobalt
#

Git works better with 2000 people than 20, it's true.

wary wave
#

Subversion would be ideal

#

it's free, and Tortiose SVN as a client is easy to use

cloud cobalt
#

Yup

soft crescent
#

yeah i'd go for svn

cloud cobalt
#

Git's a bit expert mode for stuff like that

#

Learning it is a bit outside the scope of such a project

gaunt raptor
cloud cobalt
#

Yeah

#

Except you'd want it not on a a local machine

soft crescent
cloud cobalt
#

You don't want to use Git for binary assets, more like

#

Git's perfect for UE4 code

soft crescent
#

yeah sure

gaunt raptor
#

allright ill look into it and try and talk with the IT guy ! I might be back next week for some clarification ! Thanks a lot everyone

soft crescent
#

just be prepared, version control with 20 people and no prior experience in doing version control is going to be a tough one

#

make daily backups of the project

gaunt raptor
#

i will - and ill try and keep it on a minimum - hopefully some people can stick to maya and hand over stuff when they are done

#

but atleast for the animators we would love to have atleast the live link going for them

cloud cobalt
#

Free tip of the day : don't let anyone email you, onedrive you, box you, or otherwise upload files to you, outside of source control

#

You pick the tool, they use it

soft crescent
#

yeah and dont get me wrong, even for normal art assets, you shuold still vc them

cloud cobalt
#

Everything on the project needs to be in version control

soft crescent
#

get a team member, have them study and learn all the ins and outs of the version control you are using, with a large team you are going to need a version control warden of sort

#

someone who knows how to unf*** a bad panic

gaunt raptor
#

that will most likely be me

cloud cobalt
#

Yup

gaunt raptor
#

but i have some reading to do - cos right now source control is just an alien word πŸ˜›

wary wave
#

it is essential for team projects

#

heck, I use it for solo projects, just so I can unfuck my fuckups πŸ˜„

soft crescent
#

yeah i have my own perforce server (on an aws thing) and even when in solo projects i still use it

gaunt raptor
#

what does it do exactly ? Can someone do a short ELI5

soft crescent
#

version control?

gaunt raptor
#

yeah

wary wave
#

it gives you a central repository that maintains your project, and monitors the state of every file in your project

#

so everyone gets their files from the same place, puts their files in the same place, and people can't accidentally overwrite one another's work

cloud cobalt
#

Simply put, version control stores every change ever done on every file down to the bit

wary wave
#

aye

gaunt raptor
#

ofc - makes total sense

soft crescent
#

yeah, also another tip, have a document that acts as a FAQ/Style guide/basic setup/use guide for your team

#

i made a perforce guide for my team who were all new to vc/perforce and it's saved me a lot of headaches/pain that ive had to suffer with prior projects

#

does svn have perforce file check out stuff

cloud cobalt
#

Simply put, source control is a process more than it is a tool

#

Git is an open-source darling because it reflects the open-source processes, like everyone can branch out for a few weeks, rewrite the history by rebasing regularly, and then deliver nice clean squashed commits to merge in the dev branch

#

Perforce locks edited assets because it's a much better way to handle conflicts for their target users

soft crescent
#

the big issue with ue4 and git is branches

cloud cobalt
#

No, the big issue with branches is binary assets

#

Whether it's Git or Perforce, UE4 or any software, doesn't matter

#

It's more like the big issue with binary assets is losing the ability to branch really

#

Branches are extraordinarily powerful as a tool

#

This is a big reason to move to full-editor-history tools, by the way - tools that store project files as the history of their changes

#

But yes - the end result is that UE4, by relying heavily on binary assets, has made life for Git users difficult

#

Using Perforce for assets & compiled executables while keeping Git for sources is an interesting tradeoff where both teams keep the software best adapted to their work

wary wave
#

does mean having to manage both, however

cloud cobalt
#

It does, but it can be a pretty comfortable situation. The only real issue is config files

#

Since the source code repo would loose sync of that

#

So you can change the config files (for a new class redirector for example) while committing new executable files - the artist side is fine - but the source code repo has no way to track the state of the files at that time, which sucks a bit

gaunt raptor
#

Gonna give svn a try - school don't have budget for perforce - and according to a former student they had troubles with the git solution

cloud cobalt
#

I can imagine that

#

Git needs years of experience πŸ™‚

little dawn
#

anyone play league of legends if so hmu ign master yi kid

cloud cobalt
little dawn
#

ty

real hound
#

Is there a way I could add a couple of collision/overlap volumes to the PlayerController/Camera Manager? I am trying to detach the camera from the player character, give it some edge pan and constraints. I need the overlap volumes for terrain spawning. So far, anything I add to the PlayerController doesnt appear visible, not to mention the player controllers do not actually follow the player or camera position.

plush yew
#

@fast finch I fixed it by modifying the charactermesh preset to ignore player

fast finch
#

@plush yew thats what I was going to suggest to you last night but from what I understood you told me there needs to be like a physical impact when the player and enemy touch, anyways glad you solved it πŸ™‚

plush yew
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yeah but that's still there through the capsule colliders

copper flicker
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so I'm trying to create a save game object, like so

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and it's the same way I'm creating other save games

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others work fine.. this one doesn't create a save game

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any idea why this fails?..

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inside the save game I have one variable

static viper
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how does it fail

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this could can not fail unless something inside the collapsed node fails

copper flicker
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that's inside the collapsed node

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and this is inside the save game BP itself

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makes no sense..

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I've duplicated the same nodes from another save

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that works, this doesn't

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it doesn't write anything to disk

static viper
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where do you check

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and what is the name of the slot

copper flicker
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MYGAMESNAME\Saved\SaveGames

static viper
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that is not the directive for saves

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in a shipped game it uses appdata

copper flicker
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I mean I can see that the other saves are being written there

static viper
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in editor it stores it in project

copper flicker
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yeah but now I'm just checking in Unreal

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PlayerSaveLife is the slot name

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but I'm using a variable for that

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so there's no naming error

static viper
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what you are doing there is not how i do saves

shy locust
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What hardware do you guys have to make games?

static viper
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you have this weird save game object variable

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that you dont need for this

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i would unplug it from the create save node

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and then unplug the name variable for test

copper flicker
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like that?

static viper
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i need to save tarir quickly

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so hang in there.

copper flicker
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I need the variable tho

plush yew
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why does attach to character not follow the player when i jump in the air?

copper flicker
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I'm checking it during loading

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anyway, same problem

plush yew
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i'm trying to make mario hold a koopa shell, should i use attach to actor for that?

static viper
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do you have different save game objects?

copper flicker
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yes, 2 for now

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and this is the third

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I checked the location, I'm pretty sure this is the correct one

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I removed the saves, the game went to defaults

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put back the saves, I have the correct saves in the game

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so location is good, BP is exactly the same I think... as the other saves

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I tried making another save game with the same name

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unreal crashed on compile

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πŸ˜„

static viper
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ok

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i assume this is right for you

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your game has 3 save slots

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and thats never going to change

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and apparently the save slots have fixed names

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like its all fixed

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so the player has limited saves

copper flicker
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I don't get it... can't I create as many save game objects and slots as I want?

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I have 3 now, just for the player

static viper
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where does this save game object come from then

copper flicker
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only 2 are working..

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I don't understand the question

static viper
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where is it set

copper flicker
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..?

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sorry, don't understand what u m,ean

static viper
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ok lets scrap everything and start from the top.

copper flicker
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πŸ˜„

static viper
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imagine this is a game

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and you are a player.

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describe me the save system.

copper flicker
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ok, I need one save game for Life, cuz I save it often, one save game for Variables, which updates rarely, on upgrades and such.. and one save game for Player Skills, which have a different behavior that other variables

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I could save Life with all the other variables... but then I keep saving everything else with it, which is overkill

static viper
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lemme show you something.

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this is sooo strange.

copper flicker
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can I save everything in one save game object and only update slots?...

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ok, go ahead

static viper
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just a sec.

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you are thinking back in 2005 measures

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where this was an issue

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we can read and save gbs in seconds

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even on mobile

copper flicker
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I don't really know much about game saving tbh, I only followed tutorials XD

static viper
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every modern game uses single data packages for saves when possible

copper flicker
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oh, I se what u mean

static viper
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you can put everything in one save

copper flicker
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why

static viper
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that way player can fiddle around with it

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like

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upload saves

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share saves

copper flicker
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oh I see

static viper
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also

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your code will get so much more complicated when you decide to have m,ultiple chunks

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skyrim also has single save files

copper flicker
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hmm.. I need to wrap my head around this tho..

static viper
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you can push them up to 10mb

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10mb is alot of data

copper flicker
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cuz I needed separate saves for separate reasons

static viper
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allloooot

copper flicker
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yeah my saves are 1 kilo

static viper
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thats a tiny fraction of a second

copper flicker
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but I want to save LIFE very often

static viper
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that is no issue

copper flicker
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that's a lot of writing to disk

static viper
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as long as you dont save every frame

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you can do that

copper flicker
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no, just... 10 times a second if life keeps fluctuating

static viper
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that is bizarre tho

copper flicker
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I'm not sure it's a good idea

static viper
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10 times a second?

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why is that important to be 10 times a second

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data will evtl collide with itself

copper flicker
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hmmm.... yeah, that is indeed a possible problem

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dunno how to handle this

static viper
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handle what tho

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i dont understand why you need to save it so often

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what is this game

copper flicker
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I don't want the player to be able to quit with Alt F4 and get away from punishment...

static viper
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what is the punishment?

copper flicker
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death

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πŸ˜›

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loss of life

static viper
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and what is the challenge?

copper flicker
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I want to save the player's lifge every time it changes

static viper
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no what is the challenge

copper flicker
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does it matter..?

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imagine a shooter, anything

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you get shot, you're at 50% life

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next time you start the game, you have to be still at 50% life

static viper
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that means that there is an inherint punishment to death

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the player must start from a new

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completly

copper flicker
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yeah, it's a roguelike

static viper
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that is the explaination i needed tho.

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but we need to go into more detail.

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why dont you want the player to restart at the start of a stage on restart?

copper flicker
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anyway, I guess I could save once p[er second

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not 5-10 times per sec

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also, I only save on demand