• UE4 Development v2
    820 replies, posted
[video=youtube;tZIWC3pap_Y]https://www.youtube.com/watch?v=tZIWC3pap_Y[/video] It's happening folks.
[QUOTE=Shirky;52007854]Thats reminding me quite a bit about my FPS Template. [media]https://www.youtube.com/watch?v=EdIZzaBFfiI[/media] Also, what are you doing about level optimizations?[/QUOTE] I am very interested in this. How close are you to release? It looks to have most of the features I'd like to implement in the FPS I'm working on
I'm trying to do some basic networking stuff and I can't figure out how to make the server actually work as a player too. If I set the number of players in the editor to anything above 1, the clients all use the correct player controller and character, but the server doesn't appear to use any player character, it just spawns with a random camera facing away from everything and doesn't use any of the controls that the player controller has.
[QUOTE=Itszutak;52014301]I am very interested in this. How close are you to release? It looks to have most of the features I'd like to implement in the FPS I'm working on[/QUOTE] The last big thing I have to do is replace all the animations for the guns, clean up, document and then thats pretty much it before I can release it.
little idea I had regarding that reticle example from earlier: targeting computer screen but it folds away into pieces [vid]https://my.mixtape.moe/wfpagx.mp4[/vid] also the example was pretty trash, tons of extraneous bits because the guy didn't want to use a jpg of a circle next idea was RGB screens where each one is a full screen but they come together to form the proper picture, wasn't awake enough to do it last night though [t]https://s-media-cache-ak0.pinimg.com/originals/8b/e0/6f/8be06f8e2ec384b31b12b352d7e8b48d.jpg[/t] now, this is all well and good, but can I incorporate active UI elements into this? like target-relevant info (like those outlines or a simple target indicator)?
yeah I'd like there to be an indication that they're turning on/off (as well as some more convincing looking brackets that either make a point that the info is being projected, or show the edges to indicate there's glass that makes up the frames [which would require a different tucked-away format]), but for just experimenting with how to make the texture and whether I'd get the intended effect at all (was worried it'd be janky if I laid out a big UVW across them like I did), I'm happy so far. I'm only just starting to putz around with sequencer and how to abuse params in the material, so there's a lot yet to figure out in general
So last year I posted the 2016 version and i completely forgot to post a link for the 2017 version. Here is 20GB! of free game audio that Sonniss has been doing. [url]http://www.sonniss.com/gameaudiogdc2017/[/url]
Back from vacation, finished up deployment behavior for a demolitions asset pack I'm working on. [media]https://twitter.com/hippowombat/status/846418963529547776[/media]
[IMG]http://i.imgur.com/E6Lgxtn.png[/IMG] So i have this guy, and im trying to wrap my head on how i should handle collision for him, as you can see his "neck" stretches and tries to reach the player in an attack animation, thing is touching " any " part of the body is supposed to deal damage towards the player. So how do i handle the collision for the neck? it isnt possible to stretch a collision capsule at runtime right?
Oh sweet, there's a thread here for it. I've been working on a game in UE4 for a month or two now, and I'm having real trouble with player respawning. The docs don't explain how you're "supposed" to do it, and the Unreal forums aren't helping because everyone's contradicting each other, and half of them are cobbling stuff together that only works in singleplayer. I have a bog-standard health system set up and working. Pawns have a single Health variable and override TakeDamage() to decrease it, and I added a Heal() function for health pickups to use. All that has been working fine. When that Health drops below zero, or when the Pawn is destroyed by eg. KillZ, I need several things to happen: 1) The Pawn mesh should ragdoll, and set a lifetime of a few seconds. 2) The PlayerController should unpossess that pawn 3) A new Pawn should be spawned and the PlayerController should possess it (eventually I'll do an intermediate SpectatorPawn, then my actual Pawn class, but for now I'm just trying to do the regular Pawn) 4) The PlayerState for that PlayerController and the instigator of the most recent TakeDamage() event should be modified, increasing the KillCount and decreasing the LivesRemaining. I haven't really gotten started on this yet, since everything else is broken. I've tried several approaches: A) If Pawn->TakeDamage() does the ragdoll/unpossess/respawn, nothing happens when the pawn dies from KillZ or anything else that doesn't deal damage B) If I check all controlled pawns in the GameMode->Tick() function, and do everything in there, I get hard crashes, with no error message, when running as a dedicated server. C) If I try to do a mix, with the Pawn->TakeDamage() doing the ragdoll/unpossess and the GameMode->Tick() doing the respawn (calling an event on the controller to possess the pawn), the player doesn't gain possession and it goes into an infinite loop of spawning pawns What's the actual proper UE4 way to handle player death and respawning? I've been ramming my head against this problem for a week now and I know it's going to seem obvious as soon as I understand the architecture.
[QUOTE=werewolf0020;52019881][IMG]http://i.imgur.com/E6Lgxtn.png[/IMG] So i have this guy, and im trying to wrap my head on how i should handle collision for him, as you can see his "neck" stretches and tries to reach the player in an attack animation, thing is touching " any " part of the body is supposed to deal damage towards the player. So how do i handle the collision for the neck? it isnt possible to stretch a collision capsule at runtime right?[/QUOTE] I'm not too familiar with setting up damage stuff, but is it possible to link a few smaller hitboxes to the head and neck so when it's in its normal state, everything's inside the body, but when it stretches they move out to form a big chain themselves?
[QUOTE=gman003-main;52020258]Oh sweet, there's a thread here for it. I've been working on a game in UE4 for a month or two now, and I'm having real trouble with player respawning. The docs don't explain how you're "supposed" to do it, and the Unreal forums aren't helping because everyone's contradicting each other, and half of them are cobbling stuff together that only works in singleplayer. I have a bog-standard health system set up and working. Pawns have a single Health variable and override TakeDamage() to decrease it, and I added a Heal() function for health pickups to use. All that has been working fine. When that Health drops below zero, or when the Pawn is destroyed by eg. KillZ, I need several things to happen: 1) The Pawn mesh should ragdoll, and set a lifetime of a few seconds. 2) The PlayerController should unpossess that pawn 3) A new Pawn should be spawned and the PlayerController should possess it (eventually I'll do an intermediate SpectatorPawn, then my actual Pawn class, but for now I'm just trying to do the regular Pawn) 4) The PlayerState for that PlayerController and the instigator of the most recent TakeDamage() event should be modified, increasing the KillCount and decreasing the LivesRemaining. I haven't really gotten started on this yet, since everything else is broken. I've tried several approaches: A) If Pawn->TakeDamage() does the ragdoll/unpossess/respawn, nothing happens when the pawn dies from KillZ or anything else that doesn't deal damage B) If I check all controlled pawns in the GameMode->Tick() function, and do everything in there, I get hard crashes, with no error message, when running as a dedicated server. C) If I try to do a mix, with the Pawn->TakeDamage() doing the ragdoll/unpossess and the GameMode->Tick() doing the respawn (calling an event on the controller to possess the pawn), the player doesn't gain possession and it goes into an infinite loop of spawning pawns What's the actual proper UE4 way to handle player death and respawning? I've been ramming my head against this problem for a week now and I know it's going to seem obvious as soon as I understand the architecture.[/QUOTE] I actually had to figure out how to do this all by myself for the same reasons stated. I got a working multiplayer system, its not perfect but it gets the job done so far. [img]http://i.imgur.com/ukGF5CT.png[/img] Basically what I do here is I call this custom event whenever the health value reaches 0 or less but technically I can call it whenever I want to kill the player. I tell the player mesh to simulate physics, and I also unposses it so the player controller is no longer controlling it. Then I call a custom event to the controller which then calls one on the gamemode asking to find a spawn for the player controller that was just unpossesed, then I spawn a new character and possess him using this player controller. As far as ragdolling all you gotta do is set the character mesh to simulate physics. KillZ volumes actually destroy actors, which means their code won't execute. I'm thinking there may be a way to override that behavior from the character blueprint, but I'm not sure. You could always just make a volume that deals 9999999 damage and place it below your levels instead.
[QUOTE=zombojoe;52021789] You could always just make a volume that deals 9999999 damage and place it below your levels instead.[/QUOTE] Don't forget to add impulse. [t]https://j.gifs.com/k501yr.gif[/t]
[QUOTE=zombojoe;52021789]I actually had to figure out how to do this all by myself for the same reasons stated. I got a working multiplayer system, its not perfect but it gets the job done so far. [img]http://i.imgur.com/ukGF5CT.png[/img] Basically what I do here is I call this custom event whenever the health value reaches 0 or less but technically I can call it whenever I want to kill the player. I tell the player mesh to simulate physics, and I also unposses it so the player controller is no longer controlling it. Then I call a custom event to the controller which then calls one on the gamemode asking to find a spawn for the player controller that was just unpossesed, then I spawn a new character and possess him using this player controller. As far as ragdolling all you gotta do is set the character mesh to simulate physics. KillZ volumes actually destroy actors, which means their code won't execute. I'm thinking there may be a way to override that behavior from the character blueprint, but I'm not sure. You could always just make a volume that deals 9999999 damage and place it below your levels instead.[/QUOTE] Of course, about half an hour after I posted, I figured it out. I currently have it working as follows: In Pawn->TakeDamage(), if Health <= 0 I have it call Controller->UnPossess(), then call a server-side function Die() In Pawn->Die(), I enable physics on the pawn mesh, disable physics on the pawn capsule, and set the pawn lifespan In GameMode->Tick(), I loop over every player, and see if they have a valid pawn. If not, I spawn a new one for them. This handles the KillZ because that only destroys the pawn, not the controller, so they get respawned on the next tick. I tried handling that directly in the Pawn->Destroy() (which does get called by KillZ) but that didn't replicate right, not sure why. I'm planning to modify it so that Pawn->Die() and Pawn->Destroy() call events on the GameMode, setting up the respawn and adjusting PlayerState with scores and stuff, since I haven't started on that yet.
I should probably add that checking if controllers have a pawn to my code as well.
I randomly got the idea to orient the guns to the center of the screen. [video=youtube;0KPCVccqDSc]https://www.youtube.com/watch?v=0KPCVccqDSc&feature=youtu.be[/video]
I totally missed [URL="http://www.polygon.com/2017/3/1/14778602/epic-gdc-finding-dory"]this[/URL]. I'm not 100% sure what implementation of OpenSubdiv means though. Does this mean we'll finally be able to do LOD tessellation like in that Nvidia DX11 stone giant demo? (or am I remembering that wrong and it was just displacement map tessellation?)
I'm not really sure what the use cases are either, I'm hoping they'll talk more about it.
Set up a [URL="https://hangouts.google.com/call/tcncnpk2b5bwvo5k2t3zu5w5tqe"]Google hangout[/URL], link is in the discord too.
[QUOTE=Wickerman123;52042523]I totally missed [URL="http://www.polygon.com/2017/3/1/14778602/epic-gdc-finding-dory"]this[/URL]. I'm not 100% sure what implementation of OpenSubdiv means though. Does this mean we'll finally be able to do LOD tessellation like in that Nvidia DX11 stone giant demo? (or am I remembering that wrong and it was just displacement map tessellation?)[/QUOTE] So far the only OpenSubdiv thing I've seen is subdivision of meshes made with the new geometry tools.
[QUOTE=arleitiss;51854868]Hey guys, I am trying to make a dynamically added sprite bars and detect collision for each of them when player steps on them, when collision happens - it will randomly decide to collapse or not. I am having trouble detecting collisions for them, or more precisely - firing collision events, in my blueprint event graph - none of the events detect any collisions (I assume because they are dynamically added). Any input/tips/suggestions would be appreciated. Here is what level idea looks like: [T]http://i.imgur.com/JDZ9rNK.png[/T] and this is what my current blueprint looks like: [T]http://i.imgur.com/eMQkLHL.png[/T][/QUOTE] Still stuck with this, any suggestions what to try?
Signed up for the Spring UE4 Gamejam but I fucked off a lot so my title isn't all I wanted it to be. [URL="https://www.dropbox.com/s/s5e42jq25ke8tlo/VeraPerpetuum.zip?dl=0"]Here's a link if anyone's interested.[/URL] [video=youtube;r__yTzxJ2X4]https://www.youtube.com/watch?v=r__yTzxJ2X4&feature=youtu.be[/video]
When the cylinder thing started rotating and i saw that you use actual sunlight for the panels / plants? my mind got blown away
Wellp, I decided to go with UE4 for my first actual game that will see a proper release because I already know C++ well and I don't feel like making the change to C# for Unity, nor do I feel like coding out an entirely new engine(even though I already coded a few basic game engines in the past, I feel like I want something more polished) for something I can do in an already established and polished platform. Don't reinvent the wheel if you don't have to, etc. This seems all fine and dandy right, until the unreal launcher has sat on "please wait ..." for at least two hours now. Thanks Epic, I didn't plan on actually learning how to use your SDK tonight anyway...
Is there any way to disable frame interpolation on imported animations? I have an animation where a bone is one place in one frame and then jumps to another frame in the next frame and I need it to stay like that, but Unreal interpolates that and that means you can see that bone quickly move from the first location to the second one.
Compiling hlsl shaders at runtime in a built game. [vid]http://files.facepunch.com/Layla/2017/April/04/2017-04-04_22-15-43.mp4[/vid]
Brilliant, as usual. :magic101:
Hey guys, I'm in my final year of Uni and as such have a research project to complete. I'd really appreciate it if you could help out, I only managed to get through 22 people before I got kicked out the lab I booked. [I]I don't know if it works on Oculus or not, so if you could let me know that would be great.[/I] The purpose is to compare delivery of information between a VR experience and a traditional leaflet and see if this affects their score in a quiz. What I need is for some people to do the VR experience and then fill out the quiz marked as [B](VR,)[/B] then read the leaflets, then fill out the [B]"Honours Project Survey."[/B] I'll also need some people to read the leaflets first, and then fill out the quiz marked [B](leaflets,)[/B] then do the VR experience and then fill out the survey. [U][B]Please make sure you do the right quiz, I don't have many results so one fuck up could skew the results. You only have to do the quiz once, for whichever part you did first.[/B][/U] [I]Also please don't cheat, I don't want inaccuracies.[/I] To make sure that there's people doing both, please rate this post [img]https://facepunch.com/fp/ratings/zing.png[/img] if you did the VR Quiz and [img]https://facepunch.com/fp/ratings/information.png[/img] if you did the Leaflet Quiz. Please check before you do either! You'll find all the files in [URL="https://drive.google.com/drive/folders/0B5vEoQVTCcpXcUFUeUliSGZsLVk"]this Google Drive folder[/URL]. I know the controls are a little confusing so I'll quickly go over some things people missed in the tutorial: [I]The menu has to be open to interact with the tutorial screen. You have to close the contextual menu to be able to use the scanner. You have to click "finished reading" before you can scan another object.[/I] If you drop one of the "puzzle" pieces and can't get it, or it vanishes, use numbers 1 through 7 on your keyboard to spawn in a new one. There's a readout in the contextual menu that shows you how many pieces you've found. I know the text in the VR experience is boring to read, but please do read it, you'll be quizzed on stuff afterwards. You'll get a nice surprise once you put the last puzzle piece on the plinth. If you have any issues or get confused, message me on Discord (wickerman123) [editline]8th April 2017[/editline] Shoutout to VisceralBowl for mentoring me on Google Hangouts for 2 days straight!
How do I make meshes use their own proper collision in a particle instead of the default sphere collider they get?
[img]http://files.facepunch.com/Layla/2017/April/08/2017-04-08_08-28-38.png[/img]
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