#ue4-general
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they do need Self to be an Actor, or an Actor reference
@wary wave yeah no, still dunno how to remove component
detach it and / or destroy it
I've definitely noticed the unreal api docs to be a bit lacking in general... thankfully most of the time it's reasonably clear what all the things are, but on occasion there's some parameter or such which isn't - and the documentation never has any examples of what things do
I encountered a bug where whenever I create a destructible mesh, no matter what I do it always uses the 400x400 wall mesh (im using apex destruction)
does anyone know how I could fix this?
I also cant fracture the mesh
@hoary silo what version are you using ?
at me it's worst , when i create a destructible mesh i see just a plane
I figured what ever the first mesh you create a destructible mesh with in the project, it will be the one that stays if you understand what im saying
I guess epic wants everyone to use chaos now
it might be intentional
yeah ๐ฆ , if i'm using 4.23 or other version is working
yeah it sucks
it's chaos better than apex destruction ?
much much better
like breaking a glass with a bullet ?
i believe so
i dont know much about it
i dont even know how to turn it on
yeah
why did you delete it?
the messages ?
i just wanted
oh
i think i will need to make a shooter without this feature
yeah thats too bad
i want to put it in my game as well
just try to get chaos destruction working
look in dm , i want to know your opinion
hey how would I make simple wall climbing?
so just the player touches a surface then rotates to that surfaces angle and can walk along it
VR or regular monitor
if you're using a character then that's gonna be a bit tricky to do, at least if you literally want to rotate it to walk on an angled surface... the character movement system just doesn't support something like that at all
Hello, anyone know why my actors are getting placed ontop of a collision sphere in the level editor?
I don't recall this ever happening, I am on 4.23.1
yeah this is a character, the rotation seems to work sort of but not reliably like I can only do it with casting from event hits and then idk what to do with movement
You could try implementing a custom movement mode for it
Is there any way to fix this? Both animations are from mixamo but they won't match.
https://imgur.com/WUzVTPd
when you preview the animation itself not in the blend does it move the character like that ?
@grim ore your youtube videos are great, thanks for all the help!
Yes, it also moves like that when playing the character
Is root motion on?
It's not. Checking root motion makes clear that the ending position of draw sword 1 doesn't match the starting position of the draw sword 2. Is there any way to blend the ending of the first animation with the start of the second animation in the anim montage? Or, Where should I blend those 2 animations so I can use them as one?
Do we still need to compile a custom build for Chaos Destruction to work ?
Youโll need to fiddle with Blend in, Blend out, and try nonlinear curve
Yes nRs but idk if chaos is compiling on 4.24. Would check #engine-source
anyone know if GetClass from actor requires a cast to return a subclass?
No, it should be the actual class
Casts are only useful to tell the compiler "I know this is actually an instance of class X so let me use X methods"
just wanted to double check, thanks
Hey someone here knows about world creator 2 ? And can tell me the correct Resolutions for import to UE 4
how to keep working with same project but in different computers
source control like Git, or Perforce
okay
you could also put the project on an external harddrive and work off that but you chance corrupting it that way
any unreal engine expert here??
don't ask to ask, just ask
post your question, someone will respond if they know the answer
i asked but noone can help me ?
generally means nobody knows the answer unfortunately
maybe no one is online who knows anything about world creator
maybe ask in #graphics
thx i try it
Can somebody help me with this ?
when i'm making a destructible mesh on ue4 4.24 the destructible mesh is not working , this is the static mesh : https://imgur.com/a/2QJvM6X and when i make it destructible mesh : https://imgur.com/a/5YfMw62 , if i fracture it , it will disappear , i tried on 4.20 , 4.21 , 4.22 , 4.23 and it is working , but when i try on 4.24 is not working , i tried to reinstall the version but nothing .
how could I reduce foliage lag? Cull distance and simple collision hitboxes have helped. I have a lot of trees and grass
is there something else I should do like changing the animation or something like shadows?
I'm not sure where most of the lag comes from I'm very new. I'm guessing it's the grass animation?
Consider level streaming and world composition
Have you setup LODs?
Has anyone here used the Advanced Social System?
Hi all, I'm curious how I can add some ambient light to my level? With zero directionality, just bringing the 0 level of light up from complete black
One way that I found you can do it is use a default PostProcessVolume, and give it an Ambient Cubemap
you can then adjust its tint and intensity
ah okay, i'll give that a try, thanks
Isn't that what a skylight is for?
yes i've tried with a skylight, i cant seem to get it to light without directionality
im trying the cubemap thing now, my level is still just black
will it require lighting to be rebuilt?
ive also made sure my pp volume is unbound
umm no.
point light is directional is it not
Greetings, someone Knows how i can make a Animation First Before doing a gamepause?
Skylight isnโt directional. Itโs basically gamma
It's been a while since I messed with it, but doesn;t a skylight need something like a cubemap or other background to work?
That may be why you had issues with it.
Yeah.
"The Sky Light captures the distant parts of your level and applies that to the scene as a light. That means the sky๏ฟฝs appearance and its lighting/reflections will match, even if your sky is coming from atmosphere, or layered clouds on top of a skybox, or distant mountains. You can also manually specify a cubemap to use."
Itโs not needed to get it running
No, but if the background is all black, it doesn't really do anything.
Do you guys have any idea what the cause of my mesh turning completely black might be? Its exported from Blender with Lightmap pack UV maps (UV map designed to work well with UV map based lighting)
Imported into UE4 from a .fbx
(Please ignore the house in the background with weird lighting, it got messed up UVs)
daniel
Hello
i think it's the lighting
I did try placing a spotlight right next to it if thats what you mean?
when is a variable set as a copy in blueprint, and when is it a pointer? I'm experiencing issues with a pending kill that shouldn't technically matter since I have a copy of it and am acting on that
Alright, I will try that
@rotund scroll Usually if it's a pointer in BP the little circle for the connection turns to a diamond.
@scarlet birch that was my interpretation as well
i'm trying to import a mixamo animation and it's just importing the character
some of the select nodes use pointers too, I think
however I'm just making a variable and setting it, not using set var by ref
which is why I am hella confused about why it matters that the original actor is pending kill
What kind of variable?
type
Oh
actor
actor is going to be a refernce
increase the intensity
@scarlet birch I see, is there no way of getting it as a copy? I just need the data extracted from it, not actually change it
is there a glossary of unreal terms for shaders?
If it's an actor in the scene, you're creating a reference to it. Can you do an isValid check on the variable?
try turning it up all the way
@scarlet birch sure isValid is never going to be true so I can't grab the data
unless I can use something like hit result instead for the data, but it seems strange that you cannot just extract data from an actor
@polar shore
Can you just grab the data before the kill? and not the actor?
move the light back
@scarlet birch not possible unless there is a way to kill on the next frame after the grab
Alright, 1 moment
You can't really do anything after the kill is pending. I'm kind of confused what it is you're doing.
(All the issues Map check have found are related to my messed up mesh, not the one that is black)
@scarlet birch trying to get access to several variables from an actor that is dying
You're going to have to get it before the kill is called. Either with a delay or something else.
sweep results or hit results won't work either?
Not if the only place they exist is on an actor pending kill.
huge bummer
Is this a character?
Can't you just use what ever event triggers the destroy, or the on destroy event to get what you need?
@polar shore Im already using a point light silly
Turning up the source radius to max didnt seem to do much
Please ping me on further replies
@scarlet birch well no, because it's another actor that needs the info, and I don't want to make some hacky code where the dying actor passes on the data just because there is no other clean way
It's hard to make suggestions in the dark. I don't know what your knowledge base is either.
and for it to be non hacky, it'd have to be part of a hierarchy where it would literally never be used except in this one damn case
I can handle advanced level stuff
You could listen for the onDestroy in the actor that needs the info or make an other event dispatcher
I'd have to bind it as soon as it comes in for that to work, since the other actor has no prior knowledge before it hits. it's a projectile in this case
I almost feel like I need to disable it instead of killing it then cull it later a la gc.collect
Ah, ok. So when a projectile is destroyed you want what to happen?
Is it the actor that is hit that needs the data?
yes
I need owner, mostly
velocity, normals etc. I can get from hit result which seems to handle it fine
Owner is whoever fired the projectile?
yes
The way I do it, is use an overlap for projectiles and use the overlapped actor and an interface to pass the info then destroy the projectile.
err, I lied, I use onHit
What do you mean?
overlaps won't block the collision, so you may get inconsistency in whether the projectile stops or passes through the overlap
but I mean if you're using onHit then that's not relevant
I'd use an interface. If the actor it hits has it implemented it gets the data, if not it silently fails, and then call destroy after that.
Idk if it helps but here's one I use. https://blueprintue.com/blueprint/xyv6uhzh/
Anyone good with landscapes? I have an issue
@scarlet birch that's pretty much my code, except I perform another check for owner, which is where it fails
Are you setting owner when you spawn it?
yes
You also have to account for the fact the owner could be no longer Valid by the time it is called.
I think that is actually what is happening, since I just briefly saw that when debugging
Ah,
the actor variable reference passes through fine
guys
perhaps the owner does not get set properly
what the usuall way of handling recoil in Unreal ?
especially the horizontal part
right now I add both to RotationInput
but
actually no, it does get set properly, I tested that yesterday
I somewhat doubt anyone is doing it this way -;-
I use an additive animation for recoil and scale it over time.
I suppose the actor is jut not stable at that point so any reference it has is potentially null?
it must be controllable
@devout gulch set control rotation for pitch, use degrees
if you want it to come back down again automatically you'll need a timer
that's what I'm doing
but
what about Horizontal ?
Horizontal recoil rotate entire character
set control rotation for yaw
and I don't think I want it ๐
i know
I have it, but I'm curious how people solve the other part of recoil
well if you're using first person then that's what happens?
then control rotation should rotate the camera
also using recoil in third person is a weird design choice
well it shouldn't, only the camera should
don't think I've ever played a third person game where shooting recoiled outside of aim mode. it just got less precise
at the very bottom Control Rotation also changes direction of controlled pawn
Ghost Recon
What is this? Roughness?
only if you aim down sights, and in those cases you can treat it as first person
what I meant by aim mode
no
in Ghost Recon it always recoil
and in Adromeda since there was actually normal shooting
I use an animation for the visible recoil and then a clamped and scaled random rotation to the muzzle socket.
anyway @scarlet birch is there any reason why the owner would suddenly not be valid? is a pending kill actor unstable that some references may be gone already?
If the owner is pending kill then it's not valid.
gonna do some tests, I appreciate the assistance
np. Good luck.
You can't do anything with the projectile once you call destroy actor.
@scarlet birch ended up using your concept of the switch on collision type to dictate which types of collision objects handle the destruction of the projectile. it may not be the cleanest since the other actor is now responsible for killing the projectile, but since it's only valid for exactly this type object I reckon it may be okay
plus it was super simple to set up
Cool. Simple is good.
@rotund scroll I actually found a bug looking at that to share the BP. So it helped me too.
ah sweet
Keeping things simple is painfully hard, though.
for some.
@dim plover you just gotta be prepared to smother your darlings
all of them
one by one
Ah, a writer?
I use a ton of stuff I've taken from novel and script writting in game design and work.
but I mean writing is also one of my responsibilities, so I guess yes?
I don't believe it's possible to keep some (maybe even most) things simple.
There's always at least some weird rule/handling.
It's something I'm currently struggling with. Feels like my head is about to explode.
It's really one of the fundamental principles of coding in general. Break a problem down into small discrete simple steps. I white board a lot of stuff and just break it out until it's as simple as it can be.
guys can I create tessellation from heightmap?
can someone help me regarding materials please?
No1 is in there
@dim plover the greatest secret of the world is that good code can only exist in isolation
if the internet wasn't being maintained by teams 24/7 we'd all experience massive breakdowns
are you getting familiar with the material editor tommow?
@normal burrow i still havent got this recoil sorted
i tried modifying the camera pitch
but it just spazes the camera
does the engine come with any camera shakes or kicks?
like some built in way to do it?
you have to treat the view kick as an offset to the normal mouse position
then it shouldn't spaz out because it'd always just be offsetting where it is normally
i mean my weapons fire from the camera
well
trace from camera and muzzle, the usual TP stuff
still have that gif handy?
looks like a spring yeah
Are you using control rotation for the camera orientation?
anchor gets kicked the same every hit, but as it gets higher the stiffness to rest does as well
You could probably try to just add an offset into that (or whatever your source of rotation is)
dunno what a single shot looks like in terms of return speed but it does seem like it could be rotating the same way the mouse would
if you are going to go about adjusting controller rotation, make sure that you subtract what you add if you want to retain that rest (and don't make the recoil subject to sensitivity etc)
In a project I was doing with Unity I had a fairly nice system in place... you could use a curve to control how the view kick worked per shot :)
me too yeah
I used an array of generated offset vectors and interpolated between them, works well
don't have the code to hand, but it allowed for a very large variety of different recoil behaviours
Anyone knows of some tutorial to accomplish something similar?
essentially each time you fire you generate a recoil offset, then you fade it in / out, allowing them to stack
Any reason why my game compiles 6k+ shaders everytime I press play?
that's brilliant, i was just wondering how to do that ๐
It was shared on a Chinese forum yesterday, that's how I ran into it, and I was wondering of the math behind it...
That tension on the string just looks jaw-dropping ๐
https://www.youtube.com/watch?v=4MHVT1cBTMc @spare kernel not third person, but the gun position here and the way the gun recoils is all spring simulated at 8khz. shoots out of the muzzle, makes no randomess at all, and stuff like player movement is what makes things inaccurate. as far as the actual camera thing though, would look into how the camera is positioned and rotated at spring arm or whatever the setup is
that's just a bog standard cable component
springs will get you far with recoil but you need to simulate them at very high rates (to handle the high forces). The little dampened kick with recoil woudln't need the level of simulation of course though.
What is a bog standard cable component? where can I find it?
I found d:\Program Files\Epic Games\UE_4.24\Engine\Plugins\Runtime\CableComponent\Source\CableComponent\ is this the one?
sounds right
A bit of a meta question: So I have a question about structuring code between components and actors. I'm not sure if this belongs in #blueprint or #cpp (because I think it applies to both). Also the stuff I'm typing up is getting a little long so I'm almost wondering if I should post my question in the forums instead
@iron goblet both is fine, you'll get more BP oriented answer in #blueprint
Can someone help me with a material question please?
omg finally completed the Exploring Blueprints course, what a grind
I started in a Top-down Sample map, i changed the "Project Settings>SetDestination>Rightlick" instead of left click (this worked and movement was possible)
, then I created a new Standard level, and deleted the gray standard level box, and created a landscape, and added a material to the landscape "M_Ground_Grass"
but when i first play tested the new landscape, the player start was below the landscape, and fell into a white abyss, i raised the Z location so the player start would land on top of the new landscape.
Now, the movement will not work, even though the player lands on top of the new landscape.
dose anyone know why?
Good night
anyone knows how to make the capsule collider of the character match the mesh position when jumping?
cause I'm jumping a certain altitude with the Jump function
but the animation jumps higher than the actual character collider
@ornate ice IK
@white canyon if you were to try it before adding the landscape you would notice it was not working as well. The top down template uses the Simple Move to Location node to move the character to where you clicked on the surface. It does this using the Navigation system and the Nav Mesh. A new level will not have a nav mesh volume so it has no way to move. Add a nav mesh volume to your landscape and it will work
@grim ore is there a way to create movement for a player with a generated navigation mesh? because its an open world game, and i just tried to create a nav mesh for that, and it started compiling like 6trillion things.
@grim ore thank you sooo much!
@grim ore another issue, that i don't understand what went wrong, but I'm modifying my game file, and its not checking out to my sourcetree, and therefor i cant push it to my repository.. if you cant help me i'd understand.. but setting it up is so complicated i am lost.
Nice.
is your repo set up properly?
anyone here have issues force deleting things in ue4.23.1
i have to end task constantly because ue4 ends up locking up
Nah. It does that in all versions. Bigger the project, bigger the problem
Force terminating the UE4 editor while it's doing stuff seems very dangerous.
Hey there, I'm having trouble finding tutorial i can understand that explains how to make a floating "progress" bar. What I'd even accept is a timer above an object that just displays the value of the variable im passing to it
here's the end of the interaction with a refinery object that has a delay called Refinery Delay. I want to be able to adjust this delay elsewhere and have it display above the refinery
Perhaps timers is what you looking for? https://docs.unrealengine.com/en-US/Gameplay/HowTo/UseTimers/Blueprints/index.html
A How To Guide for using timers in Blueprints.
As for โfloatingโ progress bar. Look into 3D widgets
Widget Component.
its pretty easy to plugin a delay for what im doing, i'm just struggling to understand the blueprint/widget relationship part of things
Is it an bp interface?
Hi, I'm new here. Would this be the place to ask a more general question about Blueprints and C++ use cases?
@high void Sure you can give it a try. There are also #blueprint and #cpp channels
Got it. I'll just ask here, then if the question is more appropriate for those, just let me know ๐
So I've been playing around in UE to broaden my skillset (coming from Unity). I'm sure that this has been asked before, but when exactly should I use C++ vs. BPs? On a tutorial page on the UE4 official site, it says "the best approach is to use C++ for building base gameplay systems and performance critical code with Blueprints used to customize behavior or create composite behaviors from C++ building blocks."
I kinda get it, since I'm foremost a programmer, but an example might help me wrap my head around it
Both honestly. Use what youโre comfortable with foremost
@high void Look at this picture. If you are foremost a programmer then in any blueprint do not touch those two tabs, which handle blueprint logic. And keep all your logic in C++. And use blueprints as designer objects basically
But in the end like high tide said, it's really up to you
I personally ever never touched those two tabs ๐
but I cannot stress enough how up to you this is ๐
Bp is great for fast iteration and for us dumb artists. But itโs not ideal for performance long term
Yeah, that's the answer I found in general. However, I just finished making a BP for a simple door that opens when you get close to it. This made sense in the BP event graph; I made a timeline that scaled the Yaw value of my mesh. That didn't seem very intuitive in code though; I couldn't really find a way to "call function, do process over several frames"
Theyโre just tools for the job
that might just be my unfamiliarity with the api tho
I love unreal C++ with vengeance haha
what you guys are saying definitely makes sense though. I think I'll go to the cpp channel and ask about how I'd go about that kind of thing in code
And with your unity and C# background You will feel at home in unreal C++
ah really?
Cpp would definitely be a recommendation start for you
Bp is more about accessibility for other disciplines in the industry
Yeah thats what i was reading
@high void You can, should you choose to, use pure C++ without any problems. But the unreal framework comes with a lot of macros and features out of the box that makes it much closer to higher languages than the pure C++
Itโll be as good as c++ once matured
I thought that the "best" way was to design your C++ code to be usable in the event graph
But thatโd be a while
Thereโs always a way
And thereโs always a better way
But never the best way ๐
so do the heavy lifting in C++, then do the gameplay mechanic design in the graph. i.e. OnComponentBeginOverlap(Box Trigger) -> OpenDoorFunctionIWroteInCPPButAmCallingInBP
true, no best
how long does it take to learn C++?
Depends. I'm a TA for C++ and some people get it quickly, others take a while
Donโt think you can ever stop learning
If you have background in other languages its faster ofc
I feel like it's going to take years to learn
Hardest part is starting
so you need to know C++ to understand blueprints?
Yeah thereโs not a point where your done learning
BPs are designed with non-programmers in mind, iirc
C++ puts faith in the programmer to do the right thing which is why itโs scary and all over the place
I want to learn blueprints but that is hard so I need to learn C++ to understand it?
no you dont
They both would help you understand either
Nah, just general programming concepts
Knowing C++ doesnโt make me good at blueprints ๐
but i suspect having some general understanding of program logic helps
ok I got a lot to learn I guess
But does that sound bad? Making C++ functions that operate on an object then actually calling them in Blueprint? Or is that more work than its worth?
Iโm personally a fan of modularity
Give me toys for my spaghetti code and Iโm happy
I think everyone finds their own balance -- personally I like using BP's for prototyping and as I lock stuff down I'll often convert parts to c++
so where should I start to learn Blueprints? Like I've made a website before with HTML
I like modularity too, which is why I was thinking of doing implementations in C++ and sequential logic in BP
Yeah your more or less describing exactly how the engine works @high void
And what is extra exciting is when you can take your gross c++ and pass it off to blueprints
lmao
Give the power to someone who can utilize it better
On that note. Enjoy
https://blueprintsfromhell.tumblr.com
Doesn't nativization do that for you?
bro it makes you look smart as hell if you know coding
Alright, thanks a lot guys, y'all have been super helpful! @abstract relic @normal burrow @plush yew
Like to imagine most of those are from programmers learning blueprints
Good luck Svariato. I look forward to what dark magic you conjure.
Lol
thats what my education has taught me at least
and what i teach to the freshman i TA lmao
Those poor innocent souls
They are in for disgust and shame
half of them are nonmajors too
c++
Ouch
Nothing is
Hardest part is starting
Trial by computer fire
a brick laptop and a dream
Box of humanity
Bro it's just crazy how much time and effort goes into video games like Fortnite. The amount of effort and time...
that's why their dev teams are huge
Ye lil box of hopes and dreams will keep you on the path of learning
Yes and talented unlike me ๐ฆ
If I was to make a Fortnite skin it would be a stick figure at best
Would say talent is obtainable
my behavior tree ai logic lmao
Perception is a hard talent to obtain though
Talent assumes you somehow magically obtain it. It dismisses the time and dedication an individual puts into something to reach that level of mastery when you call them talented.
I agree with HighTide
I'm mostly referring to art and such. That is not something I can be good at because my imagination is very limited to those stuff
Having someone explain it helps Issa
Art is subjective so thatโs not a legitimate self assessment
... think talent is just the first derivative of experience needed to achieve something ๐ค
Talent is a gross word ๐
Lol
I thnk because its abused.
Mislabeled yeah
I lack Talent is like, uhmm... I can't do it, unable, failure, blah
โI physically cannot lick my elbow. I lack the talentโ
I just tried, guess I'm talanted.
Hm I lack this talent
Congrats!
Was not pleasant tho.
At least your gifted
But if you can't lick your elbow then you have to try and work for that.
Well, barely in fact, lol
Like if I was to make a game, I know what the gameplay would look like but I don't know what the assets and such would look like. I just don't have that side of my brain that has the imagination of how a tree or house looks.
and when I look at artists they make it look so easy
@tawdry heath You are just lacking any experience? Why not make 50 trees or houses then ask yourself.
I don't know what a house looks like so I would just copy an image
Sounds good enough tbh
Thatโs what everyone does
but how do artists freestyle it
ok then my artist memory doesn't exist
because I've seen many cars but still can't draw any that look good
Exercise your artist memory then
No one cares. A car can be a stroke of a pen
I'm color blind. I wish I could do art. ๐ซ
Tldr: practice makes perfect, you arenโt born with it. And perfect doesnโt exist.
Hmm... yeah, it looks like you are just demotivated because you want fast results. Instead focus on the step ahead and just start doing something.
I tell, because have passed this.
hey everyone
I feel like it's going to take way to long because my brain is mostly the math side
Your choice
@vernal dock If you have further questions, feel free to ask ๐ and welcome to the community
Well, just start doing something because by looking everything seems far.
When you start putting things in imaginary boxes of left or right side of brain, you might miss out on the box of humanity we all protect.
hey guys if i create a medicore game in ue4 what are my chances or getting my foot in the door in the game industry
*until you put the box in a space gun and shoot it
is Full Sail University a good school to get into the game industry
Advertising costs so much. About $25 a day will reach 4k people on Facebook.
Iโm against universities. A paper means nothing to the game industry. They want to see you walk the talk
@plush yew im not a complete noob my problem are getting 3d assets and animations
@vernal dock Luckily there are plenty of free assets in unreal marketplace
for anything you can possibly think of
I feel like people expectations today is very high in video games and you kind of have no chance of success if you work on a game alone
and free!
if you are to make a game it must be unique for it to have a chance
i want to create a game like socom but i need a military character
Iโve only heard horror stories from school for programming
with animations
Use Mixamo
Donโt be a jack of all trade
im pretty good at programming
Server cost are to high and most successful games are multiplayer.
I've been trying to become a Jack of All Trades.
Thereโs mixamo and plenty of characters you can buy in other stores. Uni is a pretty steep price for learning free blender tutorials ๐
All you really need to do is get good at learning new things
Poking my head in to ask -- anyone have tips on getting the teleport console command to work well with a third person setup?
The command works exactly like I'd expect with a first person setup, but it fails most of the time with a third person setup. In particular it doesn't seem to work right at all when using the debug camera (F8), which is really hampering my ability to check different areas of a level quickly in play mode.
Know how to open a 3D software? Youโve completed all that uni has to offer ๐
school is a scam but its good way to meet people to help get a job
Full of suckers. How would they get into the industry?
Do game jams if you want to meet people
I would say the best way to get a foot hold in the industry is to make a bunch of easy to make games that are casual, free and use adcel plugin to generate income. Then cross advertise your games by showing ads for your other games within your games. Mobile games that is.
one way of getting hired is make a game and show it to game companies
That sounds actually rediculously harder than getting a job
Make a portfolio like a sane person ๐
I agree with HighTide
(If you can generate an income, power to you )
lol I put on my resume that I made 2 games and it got me the job so it does work.
Thing about that mattxor is few follow through
@versed spear with a real company or a shithole one
Making a game by ones self to get a job in the industry is not teamwork
Avnet its 105 top grossing company in the world.
Thanks I love it!
what two games u make to get in?
I assemble computers so its an IT job. I have a college degree in Computer information systems and the games I made are Angel Wars History of Genesis and Word Mixup on Google play. I am not saying the games alone got me the job but it helped.
did u make the two games by urself or did u have a team
I Co-Own EvilEyeInteractiveLLC but I did make both games myself. Took me 1 year to learn Unreal and make it happen but I been programming for around 10 years before.
i also been programming for 8 years now
Yea should have no problem picking up Unreal.
bro you set just go email a company if they hiring and flex on them
8 years is good
yeah but i dont have much to show i never finish anything
A little, (first) project, I been working on in UE4. For some reason, Icecream recorder lags when i playback the video, so I apologize for the bad quality. Any tips/suggestions leave them in the comments, Thanks for watching! Less than a week was spent time on this. Im looki...
this was my first project
You don't want to work for a game company. They will get rich off your work. Start your own and go from there. Get another job to pay the bills.
It's ok just ask them what position they looking for and then show them some thing you have or create example projects to see if that meets their expectations
the link i sent looks horrible because there are no animations or any good assets
no post processing
bro that looks really good
Youโre not apply for an artist job. Why would that matter
Idk if that is just really good or something simple because I probably wouldn't be able to figure out how to place the gun in their hands
the level wasnt the point of that video...its just showing off the enemy ai
did you use behavior tree?
yeah i used a BT
nice good work.
thanks man!
bro it's good they knew where the stairs were.
did u make the assets like that fence and the tower?
@tawdry heath its just a nav mesh
yea I can see why those are big projects. Like I said, you can make a bunch of 2d games for mobile load them with ads and cross advertise. You can make a game this big when you have the funds to hire people.
@ no i bought those assets
My datatable is showing the scrollbar, but not the fields. Any ideas?
@tawdry heath bought those assets
I have my members set to EditAnywhere, BlueprintReadWrite also.
BlueprintType aswell.
do you know a free place to get static mesh building and stuff like that? I don't need them to be 4k
hmm yea my datatables did that too. I don't have the code right now to bring up.
I thought it was a 4.24.1 issue, but I tried in 4.23.1 and it did the same.
@weak harness Did you use C++ struct or direct blueprints for your data table?
C++
Can you confirm your struct inherits from public FTableRowBase
It is
@weak harness This is my simplest data table I use
`USTRUCT(BlueprintType)
struct FTableTalkTable : public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Table")
FString String;
};`
yo how hard do you guys think it will be to make a game like this? https://youtu.be/iQGErnBit6I it was a facebook game that is discontinued and shut down
@tawdry heath if u need any help getting started u can pm me
@weak harness If everything in your struct looks like my struct, then I have no idea ๐ฆ
Yeah exactly the same. lol
Thanks @vernal dock but right now I am following YouTube tutorials
@tawdry heath youtube has taught me everything
I have a lot to learn because I went from Construct 2 to Unreal Engine 4 and kind of lost with blueprints and such
my dream game is to have a game like Uberstrike
it was a facebook game that shut down because of hackers
I'm very sad :(
Well it is multiplayer and you would have to pay server costs. Amazon has a free tier for testing. You would need to learn how to build UE4 from source.
How do you get input back from CMC acceleration, since it stems from there I should be able to get a perfectly accurate vector right?
excluding multiplayer I feel like it looks easy to make
Yea 3d models are easy and the particle effects. You would have to deal with latency issues for shooting different types of guns. It is not easy that is for sure.
There is some documentation out there how devs calculate server position and deal with ping issues.
I feel like the gameplay mechanics of that game is actually something people might want to play
Whats actually different to every other shooter
How would you monetize it tho?
Looks like nostalgia from before games were what they are
it's a very competitive game and requires a lot of skill
It looks like overwatch if overwatch was made in the 90s
@plush yew Figured it out. So you can't do Group|Category in the Category for DataTables.
like the rocket launcher if shot on your feet it launches you into that direction
well u get what I mean
Quake woot
You sure its not the graphic card?
I think there are games that cover what you're describing already
lol have you googled that. never in my years have i seen that.
id say its time to get a new one.
@tawdry heath so what can u do right now in ue4?
the compositors go bad first
@vernal dock I'm tryna make a zombie game for my high school final exam
I would go crazy
I have a class in my school and all we do is make video games
@tawdry heath do u know how classes work and stuff?
classes in UE4?
you could open it up
@tawdry heath thats awesome
if you see the compositors expanding then order new ones and soder them on lol.
Not that this will help you. Mostly curious @plush yew https://jasonfarrell.com/misc/deadpixeltest.php
everything is cheap from china
Thatโs... pretty fascinating actually
did you read this ? https://en.wikipedia.org/wiki/Image_persistence
"electric charge building up near the electrodes"
hey guys how do you change the insane UE4 sensitivity in viewport?
Hello Everyone. Does anyone know why there isnt any debug filter enable in my animbp?
Somehow its gone lol
@tawdry heath use the scroll wheel on the mouse
@tawdry heath Camera sensitivity may be turned way up
4 Or below is more manageable for viewport
ye I just figured it out
hey guys i autorigged a character from miximo then when i import the fbx it crashes ue4
I didn't have that issue
this is fucking bullshit
its a 3d model i ripped from counter strike
i just tried a mixamo model it worked
Finger my unreal engina
?
Funny joke hehehahhhehehaha
pain in the unreal ass
Take it to lounge ๐
i packaged my project and wantto update, how to i put the update to my game
Hey guys I downloaded this weapon asset and when I shoot the bullets shoot left side of the gun. What am I doing wrong?
don't I rotate muzzle flash?
it's not switching where the bullet is coming from
@jovial shuttle Depends a whole lot on how you distribute your game.
nvm my own muzzle worked
just rotate the object it spawns from 90deg
hey guys can anyone explain why there is 2 transition rules on the left?
mouse over the transition rule
@tawdry heath It may be just a mistake
There shouldn't be 2 transition rules
Because you can use AND / OR in one transition rule anyways
there should only be an into and outto rule and they are boolean values like is crouching
my man this monitor is dead....
oh I got it to work
one of the event graph nodes were not connected
well is your monitor really dead
if the pixels go away then it's not a burned pixel
so it could be your graphics card
Is yours TN? they usually last more than 6 years but yeah it looks dead
bro what the hell it's almost already 5 A.M.
time goes by so fast
since upgrading from 4.23 to 4.24:
This blueprint (self) is not a GlobalEditorUtilityBase, therefore ' Target ' must have a connection.
not sure what I need to do.
anybody here?
Ask your questions
ahh okay
Happy New Year!
Happy Mornings! Is anyone well versed in world composition?
Can someone tell me how to change the cull distance when I have already placed the grass?
I wonder...what is the Movement pawn "Max Walk Speed" is compared for example if its 600 is that 600 Unreal Units per second?
Heya and thanks in advance! I'm importing tiled landscapes and they are all set up to be the same dimensions. However once I get them in engine, I get an offset on the Z'd axis. Any ideas?
I got this:
How to ignore specific overlapping actor
Hmmm, I'm using World creator and I've been exporting them via a "RAW" file. Should I export with a PNG or JPG?
gotcha
Oh wait, I didn't snag it. My computer was chugging
Got it
Ah, are you guys using world creator as well?
Hello hello how to ignore specific actor when overlapping with it
@regal yoke You could set a NOT boolean against whichever actor/component that you wish to ignore. That'll check against it.
If you dm me I can show you the setup and maybe we can figure out the wrinkle in the design?
@leaden bear make sure you export the heightmap correctly
I had a similar problem until I realized the software I was exporting from normalized each tile heights so that it filled the whole available range in the image
@regal yoke I like to add tags. Is just another option.
But when overlaping you can check does actor have tag.
Yeah, that was a bad idea
What do you mean by "not supported" ?
You should have the option to do it anyway
It's just a warning that you downloaded this asset for an older engine, which may or may not be a problem
How to make number A to rise to B
smoothly
What do i put to "alpha"
i put delta seconds to alpha
its now working how i wanted
cool
@light lintel Its spaceship thats moves in Y axis with me
How do i change speed?
@regal yoke you cannplug anything to the alpha really.
Like a 0 to 1 would be good as it can act like a percentage.
A and B are your start and end points.
I did delta seconds X 5 and put that to the alpha
I can't see the map with the 1st person template
Wait nvm there was another window open
@light lintel right click
I am using a uniform grid panel in a vertical scroll box to show a list of widgets. I added an auto-increment type search that properly filters each time I type a letter by setting the visibility of non matching items to collapsed. however, the visible items stay where they were in the list and the collapsed items still occupy space. Any idea how to not have those collapsed items occupy space?
@night bridge hello ๐
๐ค
me explaining my girlfriend how i want to change the addict :p
xD she understands :p
Actually a cool way, will think of that when the time comes ๐
good thinking xD
Hey guys. I'm having this issue when I render a scene in sequencer: As you can see in the picture, the emitters of the fire particle aren't working as they should in the rendered video. Anyone know why?
I'm a real UE noob and I only use it to make videos, so hopefully this is a simple one ^^
<@&213101288538374145> where would i advertise (not really adver. but ask if i can get a quid pro quo deal) with someone who can do blueprints, i am working on a prototype and i never used blueprints, but am a modeller/skinner for props and characters
yes, i think the rules don't really state anything for barterting, i didnt advert, it's jut even if i use "Looking for talent" it isn't a completely real job, sorry
thanks though... with there was a #barterWork channel
yes i don';t rly know if i'll be taken seriousy, s it is both unpaid and future is uncertain too ๐ฆ
This is the channel regardless of people taking you seriously
but suppose i actually care about my project,, that channel gives little hope that anyone else will, srry, not going to argue
Take a look at pins
Idea is not to turn every channel into help wanted I think. Yeah not arguing
as a programmer I always have problems with lack of actual artistic talent in my projects
so maybe you can find someone like me who'd work with you on your project
worth posting it and seeing what happens :)
#BatrterWork channel specifically for those not looking for a "Hardcore" task or job would be great tho
#server-feedback is where you would talk about this stuff btw
well first i don't have permission, and 2 it may get lost in the shuffle, but thjat would be nice ty
ok good stuff... i pinged mods too
zomg i am available for extended periods of time as i am a work-from-home artist, may i add you as a friend?
@exotic thicket ^ is it ok plz?
@verbal oar Just read the pinned post in the proper channel to see how to get posting permissions.
i se, i will do that, i used to use IRC but thats preetty ld
Rules intend to keep the nagging down tbh
yes
Sure ZeGypsy, although I do want to add a disclaimer that I'm pretty busy these days :)
well disorder would make the "slacker" part of the name just ridiculous, as it is it's a paradox, busy people need rest hehe
i dont have anything to do if u need a programmer
hmm, well i have links to an online webite portfolio if you guys want to add me, feel free, i'm no tough guy ๐
msg sent
i also need a caracter skinner (the skeleton kind not the "texture skin") to help me create a riggedcharacter model that will adhere to UE4 skel
basically all parts of dev are needed however what would be great to build a full prototype is to get the basic functiinsin the show demo relel
#looking-for-talent is the correct channel.
Coz' there are kinda of commonly accepted naming scheme for all kinds of objects.
Search for UE coding/naming guidelines.
Its common that the software process defines a naming convention.
When do we start calling it Real Engine?
trying to wrap my head around some asymmetrical gameplay stuff. I have 4 players as the hero characters and 1 character as an rts player that vs them. Do I need to make different player states and player controller classes for these two different gameplay styles or should they all have the same player controller and player state classes?
@light lintel so right now?
@light lintel real Graphics? :
using Kite Demo and Post Processing mixed with volumetrics in >4.23
sorry, <4.23
I don't see a way to do that in blueprints
Probably not in Blueprint
doesn't look like its something that can be done in runtime either
Should be rather easy in C++
would it perhaps be simpler to just use a component or some uobject that does the class specifics?
I'm having a VR rts player fight standard 3rd person characters by controlling the dungeon they are in
In C++ it would be trivial to override AGameModeBase::SpawnPlayerController to change the class to use
interesting
Discounting that, pawns control the camera and input bindings so they're a great way to have different player behavior
yeah all the very specific stuff happens at the character/pawn level
You can have a "RTS camera control" pawn that does all the custom stuff you want
I guess I don't really have a need to have the player controller and state classes be different when I think about it, they only keep track of some variables and stuff.
whats the node , to make a trigger box cast something in the blueprints
right now I'm trying to make it that when they spawn in the VR player has some extra levels that spawn in that the non vr players don't get spawned in.
so like they all come in as spectators, wait for levels to load, non vr players spawn in to the respawn zone and the vr player has an extra level loaded that they spawn in that the non vr players don't need to see or have replicated
@austere scroll you are trying to change the color of the box when overlapped or something?
the material of the box , yes
on what event
when a trigger box is activated , it changes the material of another object
what activates it
the character overlapping
on begin overlap, use reference to object you want to do the thing on, call the event
by "refrence" you mean (other object) ?
you need to have a saved variable of the thing you want to call the event on
lets say that trigger volume is to change the color of a cube in the world
your trigger actor or your level or where ever you are doing the code need to be able to know what cube you are talking to so you have to "find it" and then save it's "address" you can think of it like it's home address or email address or whatever
so when you have that you can talk to it to tell it to do the event
I have these progress bars for my health, I want their fill color to interpolate between green and red depending on how full they are
I know how to make a binding but I don't know what logic to use for interpolating linear color structures
how do i save its "address"
@open eagle linear interpolate or lerp
between what?
the two color values
you can either split the color channel into floats and do it separately or I think there is a lerp node for colors
yeah it would be a vector I think since it's three floats
its 4 for linear color
but easy enough to check, just pull from color pin and type lerp
@open eagle Lerp works for a whole lot of things, not just floats
C++ lerp works with any type that implements operator+ and operator*
Dunno much about the Blueprint one but I guess all basic types
blueprint ones require a static function exposed to BP for each type
@austere scroll depends on where you are doing the logic that calls it. is your trigger an actor or just something you dragged into the scene from the left panel
i dragged it from the left panel
to my knowledge u cant put things that are not in the hierarchy(content browser) into a blueprint , right ?
you can put anything you want anywhere
i will explain wht im trying to do , i want it so when my character overlaps the trigger box selected in the picture the glowing walls you can see will turn into another texture
either the box need to know who the wall is or the wall needs to know who the box is
how can i achieve that ? i cant promote whats selected to a variable
what ur saying is the wall or the box need to have a blueprint that activates that ?
theres several ways to do this, I will explain one way, but it's not necessarily the best way for your game.
yes
either the wall needs to be an actor or the trigger needs to be one
we'll use the trigger
ok
click the trigger and on the right hand side click the blueprint button
this will make it into something you can edit
you don't need that if its already a float
its a joke
oh lol
the most useless node combo
what do i put as the target ? the wall ?
@austere scroll now that it's editable make a variable for whatever class that wall is
most likely a static mesh
no its a geometrical mesh... the one with the blue icon
I wish i could move my arnold textures to unreal. My test renders in 3Ds max are unreal
you can see what class it is by hovering over it in the panel in the world
@polar viper what is arnold
its a brush ??
@brave lark the best render engine for rendering
what materials does it use
can you not just spit out all the masks
@austere scroll oh
ughhhhh
I'm not sure about that one
It's not the same as ue4. The material settings are different especially for glass. And the glass material im currently doing a render test on ks stunning
ah hmm.. ok
you can convert it to static mesh
Hello guys, can anyone help me Ive made custom water logic on the character movement(i couldnt make it so the character jumps out at any anytime, not just when facing wall and most importantly i would like the character to stay at same level when not pressing anything in water, not to go down as its by default) so ive made my custom actor blueprint with overlap box and made this in bp
It's the textures. Models are find apart from the normals and tangents but that's fixable.
It's the material not having a displacement and the materials i can make in max compaired in ue4
@plush yew oh neat
And idk if there's any physical material in ue4 that i can use
@polar viper you can make stuff like that
but i cant make the character move in custom movement mode
@polar viper https://docs.unrealengine.com/en-US/Engine/Physics/PhysicalMaterials/PhysMatUserGuide/index.html
Physical Materials User Guide: the creation and application of Physical Materials.
This is only a progress render but the textures I'm planning to use are 8k with a displacement map
Plus i have 2,000 individual objects
And when i combine the mesh i have to fix all 2,000 materiald
all of that looks like something easily done in ue4
doesnt look like 2000 materials in that render ??
I'm unwrapping and texturing next moth
Month
This has been 25 days of modeling
Just modeling
The fances.
yea are there interior ?
that is so not how to do that
Without the fences there's 300 objects
your using max just combine them into one mesh or use a spline plugin for the fence lol
right
Haha. I'm not unwrapping that monstrosity.
@polar viper you can probably unwrap it as one and then have those uvs overlapping
its a fence, just unwrap one chunk of it and clone it like any normal fence
would make it some 10-20 objects tops
Can I now get some help time with BPs?
try #blueprint
I have until march I'll be fine
Seems like my message pretty much drowned in the chat, so I'll just post it again, hope someone can help:
I'm having this issue with a particle system when I render a scene in sequencer. As you can see in the picture, the emitters work just fine inside UE, but when I render the scene they aren't working as they should in the rendered video. Anyone know why?
I'm a real UE noob and I only use it to make videos, so hopefully this is a simple one ^^
Happy new year soon / now!
where can I see at what fps the particle is playing?
yea... I actually don't know, but I'd love to find out. That's why I'm asking where I can see it. Anywhere in cascade?
seriously? That's a very complicated way of fixing such a "simple" problem...
but thanks for the help! Hope I can fix it^^
is there a way to remove the last character from a text/string ?
Probably String -> Left Chop
ty
Is it true that you can only export to epic games store?
@hearty walrus what ?
@fierce forge someone else said that with the free licence of unreal, you can only export to EGS. I highly doubt it, though. Is this true?
did they tell you where it says that?
Thanks
if you want to publish it to epic games you need a company
Seemed like it was an empty claim, anyway. They also said EGS had spyware, too
EGS does have spyware, everything has spyware lol
but if you put your game with money after 3500 dollars per quarter you need to pay 5% to epic games
if you consider collecting your info its spyware
All the games I'm making are fully free
all the legal info is here https://www.unrealengine.com/en-US/eula/publishing if you want the actual info
Also, how do I make a wind effect that reacts to everything, including the player?
does anyone have any experience profiling on the server side?
The thing with EGS where it seemed like it was collecting info on your Steam games is probably why a lot of people say EGS is spyware :P
@verbal jackal Please don't post the same question in multiple channels.
Hi guys, so i want to make a horror hide and seek game like Dead realm however i don't know how to get started. I'm really new to unreal engine so what should i start with? also is there any assets that could help me make the game?
Install unreal engine, get the free assets off the marketplace and place them in the scene
Boom, halfway there
do custom collision on static mesh didnt react to event hit ?
i tried using custom made collision on my mesh, then i add movement to projectiles.
HEY ANYONE NEW HERE TO UNREAL ENGINE OR IS IT JUST ME
when it touch. it didnt react at all
btw it only work on collision component like sphere capsule etc.
what does your code look like?
event hit -> destroy actor
just that. (i add projectile movement.)
what i meant that my UCX / custom made collision hit something. it react to event hit.
sadly it didnt react the event hit. only sphere, box, or capsule collision that work for this.
that sounds like you are using complex collision collider and not a simple collider and your mesh is not set to use the complex collider
it can if you tell it to use it
hi, what is the node that to decelerate movement ?
nvm i found the node
Hi
hi
hello friends. I am looking for good online training courses to help some engineers move from Unity to Unreal Engine. Paid courses are fine, I'm just looking for what is out there. Anyone have any good recommendations?
There is a course on the learn site, no idea how in depth it is. There is also a set of docs on the docs page
<@&213101288538374145>
oh GOD
got it
thanks
that was nice and quick
Okay how tf do I create a logo help
well, hellatze had pinged me for what i was talking about ๐
so i was already in channel
and like "wait did this guy actually just post pirated content?"
yup
Spooky link is spooky
anyway, yeah, i was looking at udemy courses... they are all $10 right now
?
I'm just trying to find some good stuff for some engineers we are going to be training to do UE4 development
i do have a budget, which is why i'm looking for more specific suggestions on good courses
hey guys sorry to just budge in but can someone help me troubleshoot this haha unreal issue
It's the Spawn AI from class node... i'm trying to expose a variable inside the AI blueprint to be able to change those parameters on spawn. But unlike spawn actor, Spawn AI from class node doesn't show the exposed variable...
idk about good course for that
How do i show exposed variable @ _ @mystic fjord.........
idk about AI sorry
Bp or cpp?
btw i am looking for making brakes. i miss 1 crucial nodes
@warped current show it where?
inside the spawn AI from class
spawn actor from class shows variables that are exposed
@warped current that node probably wont support it, after you spawn you can set it
the return node dont' give me the option to set that variable tho
ewrr return value
you're talking about something like this right?
im incredibly beginner haha so i'm sorry if i'm misunderstanding
how to freeze movement ?
that is correct, if you mouse over the output pin you will see the return value is a PAWN. you need to cast that return value to your specific class type then you can set the values in it
