#ue4-general
1 messages · Page 1089 of 1
adding another spiral works, but what if you want it to end 😄
guess it will lead into next level 🙅♀️
well, that railing isn't made for your purpose
as you noticed, the first and last post are supposed to be on flat ground
yeah just noticed
distance cull volume doesn't seem to be working :/
even with this set on all the actors in the scene
Hey All
So I have been aware of this bug, but never experienced it myself.
Yesterday however, i installed a 3090fe into my desktop and all the sudden I am getting the Epic Games Launcher Bug where i heats idle temps +20c
has anyone found a solution yet?
I found the level - UE decided to duplicate my entire project and I opened the previous version, weird lol
can I change material on specific parts of the basic unreal characters?
like make his legs invicible? 😳
Anyone here using a Mac? I crash maybe 80% of the time if I try to add a new item to a data table. It's so absurd.
Is there any way to get rid of clipping camera through gun?
I'm making a shooter game and in the aim pose camera clips with the gun
please tell me what to do if you know
thanks
When I open unreal 4 it takes 10+ minutes now from even a blank slate
Im using an ssd, and used unreal all week, it just started chugging so bad I cant even open projects without it taking 20+ minutes now
is there some config that could do this? I tried rebooting and everything else is fine, 3900x 32gb ram, its not my system
I am not. I use rider and just git cmd line at the moment.
Considering I have to keep rebooting due to xr framework errors I cant get anything done this morning now at all, its impossible
hoping its just a setting that went bonkers
using 4.27.1
check task manager and see what it says
it loaded up, but my vr preview is disabled again, so I have to reboot the project again
4.27 seems awefully unstable even after its been out for so long now
having massive issues just getting anything to work at all
spent 12+ hours setting up the project to compile for quest 2
should I be using 4.26 instead?
vr preview is disabled even if steamvr is ticked on, even if it works, turning the head goes so wobbly, never had these issues in ue5 when I tested it, and in unity
blank slate projects get stuck here for a massively long time
and what does task manager show
yep unreal isnt even up there, perhaps its hung on your vr setup
I cant say I have had an issue with .27 or quest, but I dont use virtual desktop just pure steamvr
yeah killing steamvr fixed that thanks, but unreal cant initialize my vr headset properly
for testing in editor
vr preview keeps greying out so I cant test in vr now
it worked all week on 4.27 and even in ue 5,
it sounds like steamvr isnt initializing properly with your headset, it might have been stuck trying to find it (I know this happens when mine is off and I start it up)
yeah it only ungreys the vr preview if steamvr has already started
which means that ue wont start in my case
spent over a week just trying to get the most basic functionality working in unreal with quest, cant even preview now
try uninstalling steamvr and see if it still causes an issue with starting. that can atleast verify its steamvr directly. also have you tried without virtual desktop?
Ill try that, have you ever had massive head delay when testing in vrpreview by the way? Nothing came up in google
doesnt happen once its compiled or any of the games ive played for years now, only in the engine preview
its less a delay but more like a strange head wobble
i've never had an issue once I got it set up. building apk to device worked and vr preview worked in editor using the vr template
but I only use either steam vr and normally plugged in or I use air link but rarely
I had the same issue with airlink last week but it went away with virtual desktop
and then it came back with virtual desktop
I can't see my quest 2 on launch options, it's detected by developer hub and on pc but doesn't show up on UE
does steamvr really have to be initialized first in order to activate vr preview?
or airlink even sorry
as far as I know it detects VR on startup so if steamvr isnt running properly its not going to enable vr preview
thats why steamvr auto loads if its not loaded when you launch a project with steamvr enabled
so vr gets disabled alltogether, seems like the project has to be rebooted if vr turns off for a little while
plz help, it's my first time setting up quest 2 on UE and it doesn't show up on device launch list
build to the device
is your android SDK and such all set up?
setupandroid file inside UE folder doesn't work I get "Update failed. Please check the Android Studio install."
I have Android studio installed
yep without following all the instructions its not goign to work
so.. which android studio did you install? and did you let it finish the install all the way to the project creation/browser screen
yep thats the wrong one
the docs tell you 4.0, and the bat file tells you 3.5.3
I would install 3.5.3
uninstall whatever you have installed for Android Studio, then install 3.5.3 from the downloads folder linked on the android setup page, then try running the bat again
Yeah airlink wont work (oculus launch bug) I wonder why steamvr will not in unreal anymore
I need to work with steamvr in order to test anything to get vr preview to launch
plug it in, dont use airlink
it works now
but the head wobble is still there
not only that its completely unusable the headset is shaking and you cant even turn the head now
its viewable within the preview via desktop but inside the headset its a garbled 3d mess
I just rebooted now to get the cable to work
is 4.27 stable for oculusxr? Ive had strange issues all week
within the headset preview its literally beer goggles
I installed that version and the bat file worked but I still don't see my device on UE
so no errors from the android setup bat file?
no it worked
ok so make sure your android SDK is installed as part of your engine (it should be if you didnt disble it), and then in your project settings -> platforms -> android / SDK make sure you have agreed to the licenses and its set up to use android on that project
then restart your pc
and make sure android developer mode is enabled on your quest itself
and make sure once you plug in your device in your PC you accept the dialog box in the quest itself
then once that is all good you can start UE4 up with it plugged in and on and it should detect it as a valid android device
I have some variables on my UserWidget, how can I modify them in code?
any suggestion?
I made it work but when I launched I got this error at the end
@grim ore Sorry to have confused you at all, got it working with virtual desktop and steam vr but also oculus airlink, just had to uninstall and reinstall steamvr, virtual desktop and enable / disable a few unreal engine plugins for vr!
yay for fixing it, weird fixes lol
Do you possibly know what could be the problem that's causing the error?
scroll up and see the other errors? that is just the end. it looks like an internet issue
Anyone familiar with virtual textures turning pink? Ive inherited this scene and they used virtual textures and every so often the texture maps go pink.
maybe upload the entire log to pastebin or something
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I updated all my sdk tools and I got this now
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
for the later one, do you have more than one vr plugin enabled?
Oculus VR, OpenXR
disable one of them, whatever you arent using
also are you packaging, cooking, building, launching, deploying?
you are using build tools 32 as well, that might be an issue. I am using build tools 30 and no problems here
I disabled openxr and it works now!
Thank you very much
Hi, can someone please help me with a rotator node on an emissive material? Basically, I have an emissive map that's shaped like a ring and I want one side to light up at once and the light rotate on the ring shape. So I made a mask on top of the emissive map but the mask doesn't have the same rotate axis so I wanna know how to fix that and sync them up
Here is my current set up including the emissive map and mask
Here's an amazing arrow I drew to show how I want the mask to rotate so that only part of the emissive map shows at once and it rotates
It's a ring of light kinda, and the end goal is that only one of the loittle sections of that ring lights up at once and the mask rotates along the ring to illuminate each section at once as it rotates and turns of the previous one. Don't know if I'm explaining properly sorry about that
Also, the mask seems to work because all of the lights are off but the problem is that since the mask seems to be rotating on a different axis or because they aren't synced up, the light doesn't go in a circular shape along the ring, but instead it goes in all directions
The is the ring itself and the blue light is the emissive light going through with the mask
Hi there, anyone who already exported an anim in GLTF?
But these arrows show the trajectory of the mask which is not going the right way along the ring
I'm trying to export my sequencer, which I can, but the animation doesn't play when I import it in gltf viewer.
how is the post proccesing effect that makes corners of your screen like rainbow colors
its used in lot of games i dont know how to descibe it
Chromatic Aberration (sometimes named Scene Fringe in engine)
Hi, I have a problem. Scene capture 2D Camera does not capture the big water waves (Official Water plugin). Does anyone know what the problem is?
how is this one called bc i was messing around with the values and i dont know how to remove this one
That's the Lens Flare. Try reducing the intensity and increasing the BokehSize.
ok thank you very much
I got the email about the Ninja Challenge today, so you'll likely get it soon if you haven't yet.
Yep, just received the email.
Though I'm going to be concerned about the customs for the swag more than anything...
Yup, got it, thanks 😄
What would be the best method in creating a aim down sight system, flip flop, timeline of base first person hands, or creating a camera on the base of the gun can calling that in reference to the base character blueprint?
I think Hell Let Loose did it with some additive procedural anims.
ahh so make the firstperson ADS anims additive, ill take a look into this
thank you
I've built UE from scratch on linux, and I want to remove the repo and all source files without deleting the actual engine. Can anyone tell me which files I need to keep around?
I don't know if you can make installed build in Linux due to .NET Framework dependencies, but at least in Windows, you could make one from a source build. Installed binary builds have similar "structure" as vanilla launcher builds, and is intended for team use.
Though I know that you have to keep the source code around for new plugins to actually compile.
thanks for the pointer! I'll look into that
by new plugins, do you mean plugins that you can download in the marketplace for example? or is this only an issue when you're developing a plugin?
It's the latter, or ones you get from GitHub and alike.
And since you're on Linux, forget about the marketplace entirely.
alright, that shouldn't be a problem for me then
haha yeah I was a bit disappointed when I found out about that, good thing I've still got a dual boot system laying around
thanks for the help
Hi, I have created a Layered Material in UE4, and I would like to export the base colour map.
Does anyone know if this is possible?
Thank you!
Not sure what you mean, but maybe render targets can help "export" something out of a material?
is there anyone who can rig 3d characters as freelancer work ?
I want to export the base colour texture that it has been created after combining different layered materials.
Hello
Does anyone know how can get softbodies into UE4?
Or, rather
turn an existing static mesh in UE4 into a softbody
No, UE4 don't have softbody solution out of the box.
What about Flex?
Ain't out of the box
Hm, do you have any resources that I can use to learn?
hello, quick question (hopefully), for some reason my brush tool in landscape mode doesn't follow its strength. I haven't used UE in a while, so just got back and the ground paint is just as solid at any tool strength, there is no blending nor any falloff effect even though it set to minimal
You'd have to "fake" it one way or the other. One that came into my mind is using skeletal mesh with a bunch of constrained bones.
There's also distance field method, but I won't rely on them, and not hardware inclusive as people might think.
So basically, at the moment, there’s no way to get a true soft body?
Not even by importing from Blender?
No. ||Not without sacrificing hardware inclusivity. ||
all those delicious soft body games... locked away
does anyone have experience with the localization dashboard? I can't get my localization working
I've gathered the text, compiled translations, ticked the localization packages in the packing settings, changeed internalization support to all but when i use the set current culture node, nothing happens
in packaging settings, at the localizations to package, when I have "show localized" ticked, nothing shows up, could this be part of the issue?
Hallo. I am seeing some behavior that I would personally classify as a bug, but I'd like your opinions before I log it as a bug, and perhaps get a workaround. I have a map, which opens up perfectly. It is from an asset pack I bought. If I do nothing at all to the map except save it to a new file, the terrain turns pink. Here is a short video demonstrating the issue:
This is a permanent condition; if I close UE4 and open it again, and open this new map, it is pink. If I open the original map, it looks as it should.
Does anyone know what the reason could be? Thanks.
Does anyone know how to fix this please
My level doesn't say lighting needs to be rebuilt but I have preview text all over the walls of my world
Did you try to rebuild the light?
@trim mantle I did and there was no lighting to be rebuilt. I clicked build all levels and nothing changed
Hey guys, I'm still having trouble involving my main menu. When i hit play and enter the game itself, the controls stop working and I can't do anything. Nothing I look up is really helping- How might I fix this?
(Edit- figured it out!)
@muted imp Please check in Project Settings that "Allow Static Lighting" is checked, then try to rebuild lighting.
its loading up again ill check
You can't import .uasset files.
tried stuff and found out, thanks anyway.
Hey, how can I randomly rotate an arrow to anywhere within the bounds of a cone? If that didnt make any sense please tell me
is there a way to download 4.27.0 from the launcher? I'd build from source but I am having issues there in Xcode
I'd use 4.27.1 but I am having a very specific issue that does not seem present in 4.27.0
How might I make it so that I can hide / display a widget? My health UI is overlapping with my main menu and I'm having trouble fixing it.
It was, took me a minute to figure out where that setting was haha. Thanks!
Good evening! is anyone around who might have some ideas about what would cause an auto material on a landscape look solid from a distance but when you move close it gets more and more holes showing the other materials underneath. This happens specifcally when the normals are applied and it remains a solid paint job when they are disabled. Any help would be appreciated.
Okay just found something out LOL I had no idea this was a thing and you did not prob either. So Inside the Skeleton of your character, If you are adding Guns or weapons and you wanted to add the preview mesh to the Skel, you can Click Show retargeting Options and there is a Option to Show visibility of that model in that socket.
LOL easiest method to my madness.
Its hard coded into my stuff now xD
The socket now transforms the FOV scale, and position of the arms. I think valorant does this and thats why they dont have a FOV slider 😛
meh ill just spend the 80 bucks per weapon
_<
arm is twisting.
ohh add a virtual socket?
okay
1) Go to UE Mannequin’s (target) skeleton hierarchy, click “Options” (top left), check “Show Retargeting Options”. All bones should be set to “Skeleton”, except ik_hand_root, ik_hand_gun, ik_hand_l, ik_hand_r – set them to “Animation”. Read more about this operation at UE Docs.
2) lowerarm_twist_01_<side> are keyframe animated to 100% of hand_<side> non gimbal locked roll rotation. To avoid improper lowerarm deformations for target skeleton:
Simple - remove them from humanoid rig for target skeleton before retargeting.
Advanced - create virtual bones which copy location/rotation of lowerarm twists at target skeleton hierarchy and assign them in humanoid rig to source skeleton lowerarm twists. After retargeting it will be possible to use this virtual bones as roll source for manipulating lowerarm twists inside AnimBP (with “Apply percentage of rotation” node). For custom character meshes with corrective blendshapes driving twists manually will be more suitable (via “Twist corrective” or “Pose driver” nodes).
they make it sound so easy.
So inside each animations just delte the roll key.
the product itself
im not understanding it.
If i can not figure this out in 10 more minutes, i want a refund.
About to write a bad review.
1 star
ue is so draining sometimes, ive worked on bps all day and it still doesnt work properly, its so demoralizing.
i couldnt agree more with this gif.
to be more exact.
i was working on bp which activates rotation animation when you move the camera to a certain point, but what happens is that the animation goes the exact oposite way from which i move.
guess i could post it, maybe somebody knows.
are you getting the relative rotation and location in world space then modifying it that way?
lemme post is first.
ohh anim BP
yea..
Not my cup of soup, this is why i use montages
may you refer me? id love to take a look at this material which you speak of.
noo
Hey guys, in today's video, I'm going to be showing you how to turn in place. In this, if the player moves their camera, the character will rotate to follow it playing smooth animations to display the character turning in place.
Re-Targeted Animations: https://drive.google.com/file/d/1kAT1qROHKzIi__WxBe7XKVJCNcTnLHrh/view?usp=sharing
Mixamo Ani...
ah this doesnt help 😦
its because the whole premise is the mesh being glued to the camera, which i am not going for.
yea!
After looking at that, you might need to some how make the camera and actor not connected
the character is bending to much from the camera movement.
@plush yew
Just wanted to share. Remember about a week ago we were talking about a way to render a sphere with 1000+ hexagonal tiles, each with an independently changing colour? We talked about static mesh instancing; making each hexagonal tile its own mesh and using instances where possible.
I thought of another way. 😄
that looks good man!
you mean detachactorfromcomponent?
amazing job!
I was hoping to find something that let me still change the shape of the tiles at runtime as well, and I thought of a trick: I use Vertex Color data as a way to make the shader able to identify which tri any pixel is on.
Move the character in game space and camera in world space.
funnily enough the way the guy has visible cut marks after being hit in fallen order is also what i am going for xd
The kind-of-upstaged point of the gif above (upstaged by the deformation) is that the tiles are changing colour, even though they're also changing shape.
It adds 7 draw calls total. I'm proud.
I don't even know why it's 7.. it's just 1 material. But eh, I guess Unreal is doing other fancy things.
looks good tho!
Yeah I was so stumped then had a light bulb moment
I mean you could always get the world space with the camera something like this and then only move character with the mouse? idk lol thinking to hard.
Then a week of learning
i am so burned out rn
i dont wanna do the whole jump from one part of the project to another, i wanna make it in order, it would be such a mess otherwise, but this means hittin one brick wall after another.
talk about a mess, i just spent 80 on a gun for it to be incompatible with ue4 arms.
AK works fine, when i pick up the sniper. bam broken elbow, and everything. Sockets are broken, reload wont change arms i have to make a separate socket for it....
I find it annoying when I want to scale something in 1 direction, like for example, I just wanna scale something left, not left AND right. Is there anyway to scale in a single direction?
Set Relative Transform, plugin reference to object.
oh your talking in the editor
LOL
Yeahhh! x ddd
:/
does anyone have experience with the localization dashboard? I can't get my localization working. I've gathered the text, compiled translations, ticked the localization packages in the packing settings, changeed internalization support to all but when i use the set current culture node, nothing happens
Well I found an article that helped me anyways
that sucks-¨¨
good or you could of gotten block out tools when it was free in the marketplace 2 months ago, and plugged in your mesh.
hey everyone, looking for some help with a linetrace
trying to get it to fire on constantly when my players flashlight is on, having the hardest time with it
many thanks in advance for any pointers
Wireframe Effect (tutorial) easy to follow taking only 5 minutes to create https://www.youtube.com/watch?v=NRoQEMd-7T0
This is about how to create a Wireframe Effect which can be applied to objects or floors.
- We support English and Korean subtitles.
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In this Patron/Member voted on Poll video for September; we create a dynamic camera that has a camera track and follow the player. Commonly seen in third person action adventure games such as the Last of Us, Uncharted, Tomb Raider and more.
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this?
i followed a tut, hol on
Hey. In this quick tutorial, I am going to teach you how to create a True First Person Character using Unreal Engine 4. The character will lean properly to follow the players' camera movements, as well as playing proper turn animations.
This works well for First-Person and Third-Person games
Project File: https://drive.google.com/open?id=1GDjhx...
this.
the mesh doesnt strictly follow the camera, it only follows via animation turning once the camera? turns enough.
ahhhh
i totally worded that wrong
i am so god damn high rn.
not in that way
real sleepy
i almost got it to work, it just turns around the other way..
look again, it almost works, i just need to change the direction lmao.
baby steps👍
i work in ue4 for just about 3 weeks now man...
not a reference to your knowledge but that the character is actually taking baby steps
that is so misleading 😄
lol
but overall baby steps isnt bad, means your on the way to a solution too
looking forward to seeing you crack it
i am that high lol
working on a horror project
ever blacked out? that is being highm that was somethin.
yeah but not from weed, thats all i do now a days
just got that dissolve character thats free this month to work
busting ghosts with a flashlight
😄
i wanna add that fuction aswell, but for killing.
works great when the ghosts die
like in sword art where they glow up before they die.
i recommend it, lot of good looking ones, much more interesting than just a normal death and destroy actor
i wonder if invidual limbs would work here aswell?
cut off a limb and add this to it.
i dont see why not
there is or was a free dismemberment pack
works on multiple materials if your character has more than one too
thats the guy
free shit is nice 😄
lol, my library is so full from it
well, i guess its gonna bite my ass once i make a fully fledged game out of it.
theres something something with ue4 no?
something what?
where you need to pay a certain amount to ue4 after it reaches a milestone
ahh yeah but i think its after like 50k
$
starting out you wont have anything to worry about unless you strike lightning in a bottle and make a flappy birds kinda game in popularity
but then i think its like 10%
the thing is, i am solely focusing on the player aspect, no map, no visuals rn, i will make a solid ass battle system.
hey go for it man, we are not limited by physics, rather our imagination
and pcs..
lmao
i hope it is possible to run the game after its donme
i dont mean on shitty ones either
i mean on 2080 ti and up.
i mean literally just running it live with only the necessary components.
theres optimising you can do to cover that im sure
i guess, but i am sooo afaraid of the performance hit.
ive a friend in the ukraine that sometimes helps me debug and opt
imma describe it a little
Hey All, I am EXTREMELY new to Unreal and I have an assignment where I need to create a Ferris Wheel that has 8 carts on it. I've created the wheel and have gotten rotation to work on it, but I have absolutely no idea how to connect the carts to it without it rotating with it. Does anyone have any advice?
yeah
let me try something real quick
when you rotate the wheel, set each of the carts to 0 world rotation
and make them child actors or static mesh components
of the wheel
can attach them too with physics contrains and they'll swing
you will spawn as a sword dude, the dude will be in TPP, you press battle stance with "insert button" you go into FPP , after that you press LBM to prep your attack, then you release LBM and do the actual swing with your mouse in a direction(freestyle)¨, then you press the desiganted button to go into TPP and reposition, then you repeat that.
This is what I had in mind but I have no idea how to do it
well, that could also be faked, doesn't really need complex physics for that
true, albeit a nice visual touch, not sure if its a school project but it'll help in an essay summary to add to your word count saying you did X to achieve a swing
Swing my beauties. Swing!
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you learn fast when you got fire under your butt 😄
putting something together really quick
but i feel like i am moving forward somewhat.
but absorbing tons of information is what led me to be burning out last time i tried ue4
okay cool ty, I followed the tutorial, I got the constraint actor in there, but the cart isn't moving with the wheel, I think it's because the constraint actor is targeting the center of the wheel
thats what im having trouble with too
Anyone know if you can apply a keyframe to multiple animation sequences?
ive had them stationary before, like a light on a cable but not attached to a moving object
interesting, I offset my cart from my wheel and it still doesnt work, turns out I'm getting an error for some reason
getting an error that physics can't simulate because it has ComplexAsSimple Collision, I have no clue what that is
I saw this xD I may open it up to see what they have that makes it not spin
I'm not even able to drag that into my world to see how it works
idk why
what folder should I migrate to?
your content folder in your project
Didn't work sadly
will try in 1 sec, chatting in another group about an issue ive been having for a few hours
gotcha
trying now
okay thanks :)
you opened it in your current unreal version?
okay mines moving, let me migrate now
to your content folder
I didn't realize it had to be opened like that
What is making it so the carts on this version dont flip, but still rotate around
gotta look in the blue print
I just found it in the blueprint
yeah still rotates for me
im not sure, im looking in the bp but not seeing where they connect
I don't see where they connect, I see that the rotation is locked for the carts though
can I do that same cart function, just in the level blueprint?
so the way they did their ferris wheel was through an actor blueprint, I initially did mine through level blueprint
okay
this is cool tho. now i have a ferris wheel lmao
i think you can get in and ride it too, and mess with the controls
awww yeeee
and yeah when you walk up to get on it slows down, when you go to the control booth it stops
i like that
thanks for the question @young whale i had fun looking into it, can learn a lot looking at other blue prints
I may still ask a little more depending on if I can figure this out! :P
sure, always down for a chat, may not know the answer lol but im down to look and try
So I'm trying to input my static meshes in instead of theirs, and mine are much smaller, so when I try to line everything up, the rotation of the carts is off, they fall off the rails and don't stay connected to the wheel
I can't seem to find why that is
Also my wheel only has 8 carts, so that may be it, I don't know
LOL
how did you change mesh
So I see the problem, my wheel mesh is too small (smaller than the creator of this's mesh), and I don't know how to edit the size of it'
the scale
Does anyone know what i should so to update the hands on reload like this? The gun should be in the left hand, and the right hand should be cocking back a bullet. I have no ideas on this one....
The Scale doesn't work, because it also scales up all the carts
It wont let me only scale the wheel, or atleast I can't figure out how to only scale the wheel
i think (emphasis on think) theres a way to transform the bone in the animation when the reload plays
are you editing it in the blue print?
Yeah
gotta detach the carts from the wheel and base first
hmm so add a anim notify, and then call it and update bone? how would i un socket it from skel then?
i wish i knew more, my mind would take me to see how long the reload lasts and you transform the arm down out of camera view then back up when its down with a keyframe
okay, so I got all the sizing right, the rotation is still wrong, and it's because I have 8 carts instead of 10
I don't know where the setting is, but I need to make the angle of rotation just slightly tighter
im thinking something like this, add a key to start when the reload of the gun is up the arm goes out of shot, then you add more keys to bring it back
that shouldnt make a different
just set the extra carts to not visible in game or delete them
delete the ref in rotate cart too
It makes it different because I have to line them up equally
be easier if i could see what youre doing
or add key frams to the the arm where you want in frame so it looks right
Yeah but this does not remove the gun from the socket lol it stays locked in hand
looks like you just need to reposition the carts to me
Lol what kind of game are you making? or is this for school
think that'll work?
Its just an assignment that we have to make, I'm not really the guy in my group project that touches unreal much, I'm the graphics guy, but this assignment has us doing it individual so I'm having a bit of trouble
can zip me the file
sure, I'll add you on disc and send you a google drive link
If i somehow get this right, it will work. My idea would be, detach component from actor, with a anim notify, and when reload finishes reattach to actor.
hey that sounds like a good route too
sounds like the wrong way to approach this LOL. I'm looking at this guys code that i bought this from, this guys code is like wtf?
all this for a sniper rifle...
when i can do it with out all of this
any you want, just arms?
No fully rigged guns with arms.
no body tho
no need for it I set up a full body with no head for realism.
so when you look down you see body and legs.
ahh i see now
i paid sixty it was on sale for like 70% off
low poly shooter pack is bad tho..
arms rigged wrong
everything is meh
Available now on Itch.io and the Unreal Marketplace!
Unreal Marketplace: https://www.unrealengine.com/marketplace/en-US/product/low-poly-fps-pack
Itch.io: https://infimagames.itch.io/low-poly-shooter-pack-unreal-engine
Check us out on Twitter: https://twitter.com/InfimaGames
this one?
Yeah
damn, i always miss the sales lol
when 70% off happens i buy like 800 dollars in crap becuase you never know when you need it
i know EVERYTHING on the market.
lol
been awhile since i looked at it, been some updates
i couldnt get my character s to work in the past, looks like they made it easier
i havnt look at it in like 4 months
they might of updated it
only thing i wanted was the animations
idk, i had a lot of fun with it
Gameplay on features and up untill first boss stage at Wave 5
thats what i did with it
zombies and hostages
lol, ive learned a lot
me too man 🙂
haha i do that all the time
kinda closed minded not to allow yourself multiple means to learn
everyones code is different unless there code is a youtube eye sore
damn pasta bowls
travolta in there like wtf
people make some of these damn codes way to complicated, when they dont ever need to be.
someone was telling me a need a whole animation bp for everything for my guns
you know what i did? added everything into the blueprint itself
lol
hiya
hola
how yall doing
Is there a short cut for custom events like branch's?
losing my mind, so- so i got that going for me
b + click is branch
yeah, idk the one for a ce
there is B for branch
for custom events nope
maybe they should let us add shortcut keys to every node
or allow hotkeys and allow the user to add the node.
custom macros always remind me of wow
yee
but you can use custom events
BTW you can write that code in the anim bo too
you cant
it needs to be in the gun itself
becuase that is the actor
and i need to call it to the anim
which is connected to the player.
accessed none.
478GB DerivedDataCache. what fresh hell is this? LOL. My poor external NVMe is working overtime.
So I'm trying to start and stop a Ferris Wheel with a click of either mouse button. Does anyone know why this isn't working?
help D:
oh wow, didnt know theres a mixamo converter.
i consider making something like a focus mode like you got in for honor aswell
because i dont want camera movement while in battle mode but i do want the player to stay on the enemy.
🤔
how can i make a button for transformation
Robot to car
and robot has human walking etc
And car has d r i f t
like this
in ue4
Animations would probably work, youd have to make them yourself.
you add buttons via inputs that are in edit>settings>inputs, those buttons then need blueprints that tell them what to do, you can then add sound effects to those buttons.
is this a mixamo animation?
yea, i tried adjusting it a bit.
yeah, tbh I tried using mixamo, but it had too many issues with things like these
i might not even go with it, depends on if i can salvage it and do something close to rootmotion.
I think as much as it sucks, I would learn how to animate
because you can make exactly what you need
ultimately id want random sets of animations that are different to eachother, playing at random intervals to make the moving and stopping feel natural.
turning aswell
but i think i can learn all this
the real hard part will still be making the FPP controls which stem from VR stick ported to a mouse and keyboard.
not fpp camera
but the battle system while in FPP
think blade and sorcery but with physics.
hmm interesting
yes that's generally what game development is
i am working in ue4 for about 3 weeks now
maybe a little more
and i am just having a hard ass time
yes i started 5 years ago and i'm finally releasing a game lol
funnily enough were on a closely related wave lenght it seems hah!
i am also gonna attempt to include FluidNinja real time blood splashes and and fog.
via collision hit detection.
if i can manage it.
hmm, never heard of it before
its quite recent, its basically real time physics of water, fog, everything to do with similiar materials.
dang that looks so good
yea, now imagine slicing an arm off with those effects.
..
sorry
a lil brutal.
but thats basically the idea.
i would have to see what the liquid is like
yeah people do like gore lol
not all
but that's why the "Saw" movies are a thing
you're not really young are you?
i hope i didn't just tell you what that movie series is for the 1st time lol
if you are young dont look it up
anyway, does anyone know how i could get speech to text offline?
i guess a string output?
someone can answer this one?
I can get the yaw but I am trying to detect the future rotation to substitute it for a turn animation
there is any node that can cut corners regarding pathfind logic?
ah, ok, get the yaw Player vs. MouseClickPosition
but if someone has another spark for when the Player is on path moving,
nah dw.
yes
yeah that's crazy
i wonder if it needs a super beefy pc to run it
also wonder what the frame rate is in the clip, looks a little slow, still really impressive tho
got rt 2080 ti, i wouldnt know 😄
thats due to the recording
even so in cinema 4d that would take many moons to render
also sorry but i gotta ask this again
i do not know unfortunately
that is actually the coolest sim ive ever seen
it's movement seems more believeable than most i've seen
now imagine this real time fog while going through a dark dungeon.
Imagine Leviathan emerges from that vortex, and all you have to fight her is a fantasy airship equipped with a mounted MG.
i have a better plan mate 😄
that would be epic
Sssshh..
It is my plan, no need to compare it.
can you do a cold smoke sim? (falling)
he showed that earlier
oh right
This is a plugin, at least the non LIVE version, one would bake a fluid simulation into a texture.
I personally had my own fluid sim going on, with a cheeky Niagara Grid2D tricks.
im such a noob, i go with super basic graphics
on an unrelated note, has anyone succesfully used the localization dashboard?
i've googled like crazy and asked here a couple of times now, can't seem to find an answer about it
thats a good thing for making the systems, i will do most of the graphical stuff after i know the fighting system is solid raw and make you shit your pants everytime you fight.
yeah I might hire someone to help me with my graphics for my game post release
heres the idea on how the dungeon will look like.
if you arent scared to go around every corner awaiting death, then i failed.
is this a clip from your project or is it a showcase for fluidninja?
this one is his, but since i am doing basically the same thing it doesnt really matter, just making it more dense, cant be bothered to make gifs today 😄 i worked on the animations all day, to no avail, i think what i wanna make is just not gonna work with what i have right now.
yeah mixamo is really not good practice in my opinion
so many limitations come with it, unless you make massive edits to the animations
honestly if u wanted, i don't know if it is good for VR, but i have a base mesh skeleton I use for any projects I do
I could dm u link to it
it has some basic animations built into it
...why do people stil lthink its vr, the only vr component will be the freedom of moving your weapon however you want, nothing else.
wait so it's not VR?
nooo D:
i mean you mentioned VR that's why I thoght it was
its a monitor, keyboard and mouse game
just the controls will be vr oriented
BUT with mouse and keyboard
i mean that is kind of confusing
so yeah if you're explaining it that way you shouldn't get mad when people interpret it as being a VR game
its blade and sorcery but without the vr.
no its just
i am mad that i cant find out a way to explain it.
sounds like Die By The Sword type controls
...if anyone remembers that ancient game
i sort of know what u mean, but if you use the mouse to control to sword, how do you look around?
i do.
do you just move your sword more to the right or left then it starts to turn
its like for honor.
yes, and in that state you swing the sword.
ah ok that makese sense
that's kind interesting could be interesting to see what it feels like
very fun i tell ya right now
do you have a prototype for it?
i thought about for so long now its basically real now lmao, it will be fun.
i can guarantee it
if nothing else, fun.
thats the first thought that comes to mind
scary, but fun.
if i had a prototype
id be running to kickstarter this second
and funding a game
well, honestly I would encourage you not to get ahead of yourself, you're only 3 weeks in. It will not be an easy task and there will be many trials and tribulations, i think it's important you manage expectations so you don't set your self up for failure. Just be prepared to put in work and deal with frustration
and learn to do well in it
and it could take a very long time
its do or die at this point, i never fail to do what i set out to do.
i used edit alot.
to*
these are things I think you should be aware of going into a large project
if i could, my first ever real effort went into this vid, https://www.youtube.com/watch?v=xAHYK0oIl1g&t=2s
So, here it is, in all it's glory,. hope you guys enjoy it :)
I like to stream league and fan games sometimes, check it out and lets chill together
https://www.twitch.tv/sinoxqq
Ïgnore this:
goku, jiren, animation, effects, fight, dragon ball super, versus, after effects, anime, colored animation, hp bars, Production.
Copyright Disclaimer...
this shit took 6 months.
i burned out so many times, but that sure as hell didnt stop me.
nor will this.
how old are you out of curiosity?
24
same
lol idk we just happen to be the same age
i am just having fun, i am also dead tired, dont take it so seriously mate.
im not i'm just chillin, i wish i could get help with this problem im having
as stated above, i burned out alot during my editting journey, this seems to be the same.
yes if you don't pace yourself at 1st, you will burnout forsure
i am that kinda guy
at this point i've developed a tolerance
i just cant control the urge to absorb information
Managed to trim down huge frame time for the volumetric clouds, I'd say PS4 can get this 60 FPS on 720p easily.
Though I'm still not satisfied with the shadow mapping, and I have to eventually replace the wind system with my own fluid sim, based on God of War's implementation.
yes i know what u mean, it's not neccicarily bad at times but overall you should focus on long term production
yea, i set a date for myself, this may seem crazy but i wanna have a working demo of what i said in the first half of the next year.
bullet points
do you specialize in graphics?
or graphics programming
Simply said my fascination is more into animation and VFX stuff 😉
-fluid movement
-free-style FPP/TPP battle system
-collisions
-physics
-1v1duel
-sound effects
-Proper mesh for both actors
this is what the demo will be.
nice
do you do work for hire?
im not trying to hire you right now lol
just curious
maybe i could later if u do
Not really, but I do make animations.
you do hand animation of characters?
Yeah, I make animations by hand (and video references). No mocaps.
1 sec i want you to judge my animtation skills
i will link a trailer for my game
i'm just curious what you would think, if it is your specialty
Steam Store Page: https://store.steampowered.com/app/1583320/Pro_Soccer_Online/
Website: https://prosocceronline.net/
Pro Soccer Online is a 1st/3rd person, highly skill based, online multiplayer soccer game. It offers a sports game experience unlike any other with smooth, physics based, input driven gameplay that is competitive and rewarding w...
they're pretty rigid tbh
not very fluent, but they get the point across
you should see the animation blueprint it's a mess XD
I'm going to imply that more stylised anims is what you're aiming for, so yeah.
The movement animations definitely needs improvements, particularly with how little the hips/pelvis area is moving when the player runs around. A teeny bit of exaggeration would help.
you think it's not moving enough?
the hips/pelvis i mean
yeah i can kind of see that now
it's pretty stationary
yo guys, can i still add C++ classes when i've already create Blueprint project ?
yes
i have free time 100% minus a hour or less of making food per day, I started last year thinking that I would have a release in 360 days, I am at the bare bones of my project
sometimes I tend to wake up, turn on the computer till sleep since I am fasting
yes this is what I was trying to say. It does not go the way you will expect it to
just take it easy, indie dev. is hard stuff if you charge A* quality
until you have lots of experience at least
Thanks!
not even mentioning gave up desires from my most wildest dream, which is to become a indie dev.
so yeah, I do reaffirm Brylos, take a huge amount of care of your brain and rest of the body
It's easy to get burned out by the game dev stuff, especially when you have a cool system in mind but went blank when looking at UnrealEd.
If I'm not planning for machinimas, I'd waste my free time practicing Tetris TGM lol
hehehe
that is a good hobby
mine is cycling and for the first time in my life, is the time that I do not think in anything
before game dev. it was a activity of let my mind wander in thoughts
Pretty sure you can burn out pretty fast on GameDev.
yeah, standards of AAA industry is like a great spell of fire cast over every indie
and they are made of dry grass
If you have something pushing you all the time, then it's pr obably worse
Like a Publisher and what not
If you are still free to decide, take breaks, don't do more than 8 hours a day, maybe even go and make a 4 day week instead of 5. Take vacations, etc.
It's so easy to just not do that
And the burn out is creepingly slow and you only notice it once you can't look at the engine anymore without feeling shit :D
one of my problems as solo, was aiming too big and then feeling bad for the withdraw
Makes sense, but on the other hand you learned a lot
I haven't released anything yet (myself) and actually paused all internal projects to first plan everything out, get (paid) help etc. and we now slowly start.
We all have our dead side projects :D
But working 2 years on The Ascent scared me a bit tbh
So much work
i'm actually crazy, because I've only commited to one project and I commited 5 years ago and now i'm finally releasing. it's actually insane for me to think about
It's reeeeeeaally hard to picture the amount of work at the start
Specially if never done before
yes i had no idea it would take this long
There is so much more than coding a few systems
but now I think I can make many more games much mor eeasily
plus the rate pace you go
sometimes it is hard to model a low-poly tree in a whole day
some days you just do insane amount of work
at least i prefer these spikes rather than constancy, as i always dragged myself as an extremist
Yeah that's why I'm partially interested in testing out the 4 day week at some point
But we are groing atm, so have to get that stable first
there a couple that lives on a sailboat, coding open-source stuff and they typed about 5 hours at maximum is a good amount for these type of work
Some consumers' atitude towards indie games didn't help either.
Not to mention the whole paranoia surrounding marketplace assets.
I'm pretty sure a lot of coders and dev slack off hard on 8 hour days
You just can't stay concentrated otherwise
At least not for long
yeah i would raise that; i like being a dev. and may now i am getting the joy of it, but playing what industry proposes is just too much... i prefer playing some other rat race
yeah tbh, with the way i handle it, is if I'm feeling really frustrated like I can't make progress I have to step away for at least a few days
Sadly not everyone can do that
shall we not forget what game industry is
sorry for that,
but it is a bunch of people waiting for the next bloody realistic game under too much workforce
and it is the dirtiest industry, as we are running on conflicted mineral computers
i mean it's every industry really. the people on top control something like 80% or more of the market
otherwise, is **** awesome
yeah but some are at least, food and public services
No construction industry is the dirtiest
yes
as a person who has done it, yes
Sometimes it made public perception skewed towards those expensive prods than indie prods.
And let's not get into some assholes making drama out of marketplace asset usage.
yes I think one thing that has become very clear to me while devleoping my game, people don't neccearily like AAA games better, they've been marketed the idea that they like it moreso
it's kind of a dumb theory i have
sorry
launguage
100%
but all those companies put like 50% of budget into marketing
More of oversimplifies, due to tech hype and whatnot
yeah sure, but there is a point where big industry is making the consumer (which probably will consume successful indies) into shit mechanics
why do you think grind exist?
to me when people play my game, they really like it, but the fact that it's not developed by some big company makes them percieve it as less valuable
or lootboxes?
Oh god, fuck gacha in particular.
I'd say that I'm an outliar for hating gacha, when every otaku drool for it.
as far as i'm concerned the AAA industry is literall just make the same crap every year, give it some different branding and people just buy it up for some reason
well yes, but my point is, people can get enjoyment out of my game, more than some AAA games, but they still see it as less valuable
You know, RTX, those kind of crap
probably yes
you have a point, i suppose my complaint isnt an economic one, it's more of peeople perception of value.
idk whatever
im just bitching cuz i can't do as well as them
lol
wdym?
ye i'm the same i spent a long time debating if I should pay for realstic graphics or not
i just went with wat I could make
as stylized art
One of the goal for my game is this, and I quote:
It is to be expected for anime styled games to either have gacha, or ridiculous DLC.
Let's break the norm by making anime style game, with the generosity of The Witcher 3!
XD
lol
Yes, I'm embracing the kinky stuff, don't ya worry m8
yeah that's what it is, definitely not big titties
you have to
i read a manga once about a person that is a trans dresser and made friendship with some other people, it was awesome
it's funny how EVERYONE knows even without saying it xD
and they are fascinated about jellyfish
lol
i am back
or an anime about a group of friends that went to Antarctica, brillant
I would be genuinely flattered if someone make a particular fanwork of my characters in the game, the fact that they spend time doing that.
dozed off on my desk
they grasp for every straw, don't worry about fanart
as long as you come up with some unique characters
loll
No, I won't lmao
i am being realistic with the scope, i am not making a landscape or anything that requires much artistic prowess, that will only come down to two meshes, even those can be bought, i only have to worry about making a working battle system and adding physics + colliisons
i am moving mostly in blueprints, which is something that i can bruteforce with enough will power
Honestly I'm pretty lenient when it comes to fanwork of my characters, be it mods, artworks, or self made manga of certain type.
i took a look at those, they look awesome
Well, kind of. I don't want to be strict about it, but at the same time I don't claim their canonicity. Something that Chinese anime mobage creators are guilty for.
this is something i am not even considering for the demo, not even a little bit, but i dont see why i couldnt add adult content to a game which lets people rip and cut limbs off, make sashimi out of everything.
gotta say, i was hugely disappointed with subverse
what a letdown
i was expecting a mass effect type of game without the censorship.
that is true, but there are plenty of reasons to add it.
if i add on mine, would be for reproduction
but i just do not want to represent it
i hate having the idea of having children
why i would represent in games?
in my case itd be more of a necessity, if scale allows, npcs should have enough freedom to do daily jobs, walk around doing chores, going shopping, daily stuff, that includes the topic above.
as an rpg it only makes sense.
i am in the bubble of: what i believe for life, is what i create
it is being interesting
is more than a year that i do not play video games or watch films because violence
what inb4 stands for?
as much as i dont wanna reference it, what identity was going for is the same thing i am aiming for with a full release, i could never afford that without crowdfunding, but its a damn shame that we got no game that really elevates game standarts.
?
maybe i missed a great game, but i didnt really see a game which reinvents the wheel.
the only game which i am honestly shaking to get my hands on is project M
its like eating the same cake day after day.
do you mean having regenerative tyres?
or friction close to 0 so we can trail it and use less fuel?
okay
the only game which i can say is even remotely interesting in years is this one, https://www.youtube.com/watch?v=XpE7WE9yc6w
Project M Gameplay Trailer (New Brutal Action RPG Game 2023)
HOUND 13, a South Korean studio, has recently released a prototype gameplay demo video of their new game Project M, a dark fantasy action RPG. The game is currently set in development for console and PC.
The developer's website: http://www.hound13.com/kr/
i didnt say this one specifically does, its the only one lately which looks like actual fun.
maybe breaking the wheel and rebuilding it involves a bit of thinking what type of controllers do we use in games (VR is new and have a lot of room)
i am working on it, gimme time 😄
anyway, a known mechanic game with thematic will always get into the major public
just think the hype for GTA 6
same bit, from the third game in franchise
gta 5 was a stepdown in terms of features.
oh gosh, i had a blast driving around the city
you cant be a police guy, you cant have a real brawl with peds.
the physics of vehicles compared to the 4 (which i did not played more than some minutes in friends house), worth it my money in that time
oh, i like driving around and that is it
and for some damn reason "nope were removing it"
thats the problem, if i had it then i wouldnt be making one.
okay i need to type this shit down on a note block or something.
okay here i go
WAIT
if it is about your game, and has new mechanics, i suggest to keep to yourself
i do not think so
if it is really new
so just make it and then show
of course you can share, but remember that you are using Discord
under thousand of people
but then, if it is a good one?
this is so complex yet so simple i cant see how you could NOT enjoy it.
yeah, sure, it is a bit paranoid but idk, i do not feel comfortable chatting about what i am trying to do
it makes sense.
if it is new and do not exist and possibly is a good idea
i can guarantee you one thing
you can not guarantee nothing, just an idea for now
if i release this shit, nobody will copy it cuz without crowdfunding youll be a drop in the bucket.
the costs are astronomical for the full game
but i do believe that its just that good.
yeah, sure, but if it is in the ballpark of Minecraft...
but the whole game in alpha was a blast
it was the last truly joy i got from video-games when i played the first version of alpha
the experience of Minecraft is to build, in voxels
zinox, i think you really need to focus on getting the work on the game done itself rather than telling everyone how awesome your idea is. if you can't make it a reality than it isn't worth anything. I know this is kind of harsh, but it's the reality of trying to make it in this field.
today we just have mods into it, as in late alpha / beta TONS of mod to have any creature that you want etc.
i am making it as we speak, i am just so tired i cant do much more at this point.
no not at all
like i said, i did the edit till i burned out and i repeated this till it was done
i'm saying that he has this idea that it will be super new and never seen, but you said yourself, it doesn't make sense to uptalk your own ideas withut having them actually exist
i am just excited because i know what it will do.
i'm basically saying control your expectations, it will be a long time to make a project and it will probably not turn out how you imagine it
i'm not by any means saying give up tho
dude, i am a complete extremist, i do what i set my mind to.
i dont fucking quit.
you probably young
i'm similar, and I'm telling you from personal experience that you should try to temper your enthusiasm, because it can fade when you hit a roadblock
but explaining detailed what you consider a new mechanic to a thousand people server is asking to POSSIBLY having someone ahead of you
24 is still pretty young sure, but that doesnt mean i cant have a will of steel.
i mean, age is just a number
you can be young at 44
who knows
hah 😄
I also didn't tell anyone my idea for my game for the 1st few years, I thought someone would steal it, and actually people had similar ideas to mine, but didn;'t do it as well as I did
yeah, if i did coded and modelled my game, even not observing one at the market I would not mind to share
i just know that nobody did this, if somebody does, id be glad, cuz that means people have the resources to do it and id stream it.
honestly I agree with hips, you have to understand that you are competing with every other form of entertainment, you have to make something that people consider worth their time more than everything else that's available like netflix, hulu every other game on steam or whatever else
its not a bubble if its being made, it is literally being made right now, its just a matter of WHEN not if.
yeah, sure, every FPS will look different, but still, they are FPS and people already have CoD or Battlefield
it is like someone making a minecraft clone today
but m8, you're 3 weeks in, it could take you easily 2-3 more years to get an actual finished product if not more. Are you going to last that long, and keep this enthusiasm
maybe you can be lucky in a african app store with lootboxes for items
like i said, i used to edit, this is not my first time dealing with something thats way above me in every possible way.
once again i'm not saying to give up, I think you need understand that you are in for a rough road with no guarantee of success
i added parts everyday, until it was finished.
thats fine aswell.
i agree with hips as well, you should confirm that people do like your idea
but first, show them with an actual game, rather than a text block
the lesson Zinox, is to chill out. life is very tough regarding what you think it will be and what it will be
okay again, i dont QUIT, EVER.
i remember in my 20 years old cycling at night to moutains, bivouac there and then return the next day without much food
today?
that sounds awesome