• UE4 Development v2
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[QUOTE=simkas;52269481]Oh my god I JUST came back from work after just having finished implementing some light shafts into a scene using a cone mesh with a transparent material and now I see they added proper volumetrics.[/QUOTE] the preview with that feature was available a month ago
Might have a contract job paying out a nice chunk of change for three months of work, but I have to build the thing I'm building with line by line code. I blame Layla for bringing all this cpp noise into my life.
Embrace the code, let your world turn into the matrix
[QUOTE=werewolf0020;52273694]Embrace the code, let your world turn into the matrix[/QUOTE] I love BP, but you can't add stuff like this into it: [media]https://twitter.com/AlmostBearded/status/867466773452529664[/media]
Jesus Christ I'm so much getting that!. Now every line of code will feel [B]POWERFULL[/B]
[QUOTE=hippowombat;52273721]I love BP, but you can't add stuff like this into it...[/QUOTE] Well you can add some explosion effects when you attach one node to another.
[QUOTE=hippowombat;52273721] [media]https://twitter.com/AlmostBearded/status/867466773452529664[/media][/QUOTE] Not sure if this is a joke or not, but if that is an actual thing how can I get it?
[QUOTE=BoowmanTech;52275101]Not sure if this is a joke or not, but if that is an actual thing how can I get it?[/QUOTE] [url]https://marketplace.visualstudio.com/items?itemName=LiamMorrow.PowerMode[/url]
Migrated from 4.12 to 4.16 and uuuuh [t]https://dl.dropboxusercontent.com/u/16349584/demoreel/demoreel_progressshot_76.png[/t] I mean it's pretty but yeah, Although to be fair it's the only thing which is broken right now so at least it's one thing only. Fix was to just re paint the material. No big problem.
I had some issues even moving from the preview to the release build for 4.16, the material compiler was not stoked on some of my stuff.
[QUOTE=gman003-main;52275134][url]https://marketplace.visualstudio.com/items?itemName=LiamMorrow.PowerMode[/url][/QUOTE] Have you managed to get it to work with vs2015? It seems that a lot of people have problem with it but I can't seem to find a fix.
[QUOTE]MergeActors does not support procedural meshes, and also had issues where the wrong material would show up in the wrong place. So I then just made my own version of the tool. [t]http://i.imgur.com/qfshaS8.png[/t] The bottom mesh is the building before anything gets merged, the star symbols are cuts that we can make into the wall using a system that allows us to have tiling mesh details such as the trim on an interior wall, as well as tile a mesh to any length without forcing us to resort to any UV trickery in the material itself. [t]http://i.imgur.com/V21sRym.png[/t] The final result after all of the sections are combined based on material, tangents are recalculated and doubles removed is [t]http://i.imgur.com/WcbH9lq.jpg[/t] Pretty much the same thing but with proper DFAO.[/QUOTE] Posted this in the general game dev thread, meant to post it here!
What would be the best way to have an animation with a gun where the magazine moves? There's already a bone in my skeleton that's meant to attach the magazine and it moves accordingly and I can attach an object to it to have the magazine move as it would, but is there any way I could do it without needing a separate model for the gun and then a separate model for the magazine? That'd be annoying because then I need to have a third model that's the magazine for when it separates from the character and drops as a physics object. Is there any way I could have the magazine rigged to a bone on the weapon model (the weapon already has a skeleton and animations for moving back the slide) but then how do I have the bone from the gun skeletal mesh attach to another bone from the character mesh?
Well most games the magazine moves below your sightline in first person and then comes back again as the next magazine getting loaded. You don't need a separate model for that unless you're planning on having many different magazine meshes for the same gun. As far as attaching your bones from your gun to your character in an animation you're gonna have to do that in your animation software. Alternatively you could make a dynamic material where the magazine can be invisible using opacity masks.
[QUOTE=zombojoe;52280832]Well most games the magazine moves below your sightline in first person and then comes back again as the next magazine getting loaded. You don't need a separate model for that unless you're planning on having many different magazine meshes for the same gun. As far as attaching your bones from your gun to your character in an animation you're gonna have to do that in your animation software.[/QUOTE] I'm doing it for a third person game where you see the magazine drop out and fall to the ground. I think I got it kinda figured out, it works well enough now, I'll see how much work it'll take to adapt it for multiple different weapon models when I get there. Another thing - is there a way to clamp a value to outside of a range? Like, default clamp lets you clamp a value to not exceed the min or max values, but I want to clamp it so it gets clamped to only stay outside of the range between the 2 values.
Is it weird that I'm running a project which seems to be half C++ and the other half blueprints? It feels odd but its super useful to setup some stuff in blueprints and the other half in C++. I'll post some screenshots soon :buckteeth:
Thats how you should ideally be working, except when you do something thats better organized or much faster in C++, but i tend to make my base systems in C++ and expose what i can to blueprints for faster iteration time
Thanks! That's good to know. Here's some what I've been working on the last time! My first unreal project. (Art is made by fellow students) [IMG]http://i.imgur.com/QPZuvWK.png[/IMG] [vid]https://giant.gfycat.com/UncommonNeedyGrouper.webm[/vid] [vid]https://my.mixtape.moe/hqdzdx.webm[/vid] [vid]https://zippy.gfycat.com/DependentFatKingfisher.webm[/vid] [vid]https://my.mixtape.moe/xpamsh.webm[/vid]
[QUOTE=Johnny Guitar;52279934]So I then just made my own version of the tool.[/QUOTE] Do you possess the skills to create something similar to the Merge Actors tool but working at runtime instead? One of my first UE4 projects was a game where you built separate building and furniture pieces out of lego bricks in an ingame editor and then craft these pieces to built them in your world. Unexperienced as I was I quickly learned about draw calls (the hard way). If there was a plugin that let me combine a bunch of static meshes (including LODs) into a single mesh at runtime, I could finally make such a project happen. Around 25 USD is what I am willing to pay for it.
Im pretty much instanced static meshes let you do that alredy?, You assign the static meshes, you can make multiple instances of it and it counts roughly as one draw call for the whole mesh i think?
[QUOTE=DasMatze;52282491]Do you possess the skills to create something similar to the Merge Actors tool but working at runtime instead? One of my first UE4 projects was a game where you built separate building and furniture pieces out of lego bricks in an ingame editor and then craft these pieces to built them in your world. Unexperienced as I was I quickly learned about draw calls (the hard way). If there was a plugin that let me combine a bunch of static meshes (including LODs) into a single mesh at runtime, I could finally make such a project happen. Around 25 USD is what I am willing to pay for it.[/QUOTE] This is literally a blueprint that sets up the sections on a procedural mesh component.
[QUOTE=werewolf0020;52282505]Im pretty much instanced static meshes let you do that alredy?, You assign the static meshes, you can make multiple instances of it and it counts roughly as one draw call for the whole mesh i think?[/QUOTE] Correct, but last time I checked it only worked with one base mesh (and I guess that's what makes it possible). So if have wall A, B and C, each consisting of part 1, 2 and 3, I would need to set up three instanced meshes for part 1, 2 and 3, each having one part of wall A, B and C. That alone is not as problematic so far but when you want to interact with each wall by moving it around or by having interactive pieces like doors made out of multiple pieces, that would require a messy handling of the pieces and most likely also causes performance problems. Also when I tested it a year or two ago, I got a worse performance than with regular meshes. Probably because the meshes out of sight are also rendered. That's why it's sadly no solution. :frown: [QUOTE=Johnny Guitar;52282798]This is literally a blueprint that sets up the sections on a procedural mesh component.[/QUOTE] Ah, okay. I thought you were trying to [I]take[/I] meshes from procedural meshes and turn them into one but this seems the other way around. I assume it's not too good performance-wise to do at runtime.
[QUOTE=DasMatze;52283910] Ah, okay. I thought you were trying to [I]take[/I] meshes from procedural meshes and turn them into one but this seems the other way around. I assume it's not too good performance-wise to do at runtime.[/QUOTE] This takes procedural and static meshes and then turns them into a single mesh.
Word Wrappinnn [IMG]https://media.giphy.com/media/3og0Ix4xsbzFNiKYw0/giphy.gif[/IMG] Now to sort out to perfomance impact of having every text character being its own widget :v:
I have a problem that's probably quite simple to solve but more complex math always confuses me: [img]http://i.imgur.com/LdXm4tf.jpg[/img] I have four actors in the scene, all of them have completely different transforms. I want actor A have the same transforms relative to actor B as actor C is relative to actor D.
[video=youtube_share;FC6oizR9Sfk]http://youtu.be/FC6oizR9Sfk[/video] Made this on my stream yesterday. :cat:
[QUOTE=DasMatze;52294962] I have four actors in the scene, all of them have completely different transforms. I want actor A have the same transforms relative to actor B as actor C is relative to actor D.[/QUOTE] Transform difference = Actor D world transform - Actor C world transform. Then Actor A world transform = Actor B world transform + transform difference. I think
[QUOTE=jangalomph;52296145][video=youtube_share;FC6oizR9Sfk]http://youtu.be/FC6oizR9Sfk[/video] Made this on my stream yesterday. :cat:[/QUOTE] VOD? :D i'd love to see how you made them
[QUOTE=Jessey;52296921]VOD? :D i'd love to see how you made them[/QUOTE] No VOD :( It was my 2nd time streaming and I didn't know that existed. I made it so VOD is available for every stream i do now!
[QUOTE=Asgard;52296275]Transform difference = Actor D world transform - Actor C world transform. Then Actor A world transform = Actor B world transform + transform difference. I think[/QUOTE] Thank you! It was "Actor A = Actor B - difference" instead of "+ difference" but that was close enough for me to fiddle around until it worked. Edit: Wait, nevermind, I was wrong. Edit 2: Somehow it didn't work. Might had to do with the scale of my actors. I found another way which does more or less the same, I believe: [t]http://i.imgur.com/C8zNymF.jpg[/t] It only works with uniform scale though which my actors have.
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