• UE4 Development v2
    820 replies, posted
question about unreal decals. I will place some around my scene like some writing on a box and when the camera is close up you can see it but when i start to back away it fades out. Whats causing this?
Fade Screen Size. At 0, the decal will never disappear, and at 1, the decal need to occupy 100% of the screen to be visible.
Ah you're right. I thought it was doing nothing but it looked like it was fading out even at 0 thanks to AA. Thanks for the help!
I just started using UE again and one thing I realized is that there are a lot of errors when I am using Visual Studio 2015. The errors don't affect the compilation but they are there also there are a lot of things that I am missing from the quick menu. Is there any plugin for VS 2015 that will improve/help to code in UE easier? I have been following the tutorial and they are not getting any errors unlike me: [url=https://i.imgur.com/13waOp1.png][img]https://i.imgur.com/13waOp1l.jpg[/img][/url] Also, you can see that no quick menu shows up in this case: [url=https://i.imgur.com/7ZkvCLG.png][img]https://i.imgur.com/7ZkvCLGl.jpg[/img][/url]
[QUOTE=BoowmanTech;52305678]I just started using UE again and one thing I realized is that there are a lot of errors when I am using Visual Studio 2015. The errors don't affect the compilation but they are there also there are a lot of things that I am missing from the quick menu. Is there any plugin for VS 2015 that will improve/help to code in UE easier? I have been following the tutorial and they are not getting any errors unlike me: [url=https://i.imgur.com/13waOp1.png][img]https://i.imgur.com/13waOp1l.jpg[/img][/url] Also, you can see that no quick menu shows up in this case: [url=https://i.imgur.com/7ZkvCLG.png][img]https://i.imgur.com/7ZkvCLGl.jpg[/img][/url][/QUOTE] You'll want Visual Assist X, but it's not free. Intellisense for very large C++ projects like unreal is pretty bad, and there isn't really another option available.
[QUOTE=BoowmanTech;52305678]I just started using UE again and one thing I realized is that there are a lot of errors when I am using Visual Studio 2015. The errors don't affect the compilation but they are there also there are a lot of things that I am missing from the quick menu. Is there any plugin for VS 2015 that will improve/help to code in UE easier? I have been following the tutorial and they are not getting any errors unlike me: [url=https://i.imgur.com/13waOp1.png][img]https://i.imgur.com/13waOp1l.jpg[/img][/url] Also, you can see that no quick menu shows up in this case: [url=https://i.imgur.com/7ZkvCLG.png][img]https://i.imgur.com/7ZkvCLGl.jpg[/img][/url][/QUOTE] You need to include the StaticMeshComponent header #include "Components/StaticMeshComponent.h" Unreal is pretty segmented after a recent update, so using any class that's not explicitly included will probably cause it not to compile [editline]3rd June 2017[/editline] Also, VS2017's Intellisense is faster, and you can further increase the speed by going into the Project Properties and under NMake->Additional Options, and adding the /Yu flag
[QUOTE=`impulse;52306442]You'll want Visual Assist X, but it's not free. Intellisense for very large C++ projects like unreal is pretty bad, and there isn't really another option available.[/QUOTE] I will look that up and maybe give the trial a go. [editline]3rd June 2017[/editline] [QUOTE=FalconKrunch;52307574]You need to include the StaticMeshComponent header #include "Components/StaticMeshComponent.h" Unreal is pretty segmented after a recent update, so using any class that's not explicitly included will probably cause it not to compile [editline]3rd June 2017[/editline] Also, VS2017's Intellisense is faster, and you can further increase the speed by going into the Project Properties and under NMake->Additional Options, and adding the /Yu flag[/QUOTE] Well in the tutorial they didn't include the StaticMeshComponent header yet they got the "Complete Word" window. My game did compile without it but its just annoying because it is hard to find things if the "Complete Word" window doesn't pop up. Also is it possible to use vs 2017 without using the source code? [editline]3rd June 2017[/editline] I just tried adding the include and that fixed it, are there any other includes that I should know about?
[QUOTE=BoowmanTech;52307723] I just tried adding the include and that fixed it, are there any other includes that I should know about?[/QUOTE] ??? The engine code for 4.15 onwards uses an "include what you use" model and it's recommended to use it in your project rather than using a PCH and/or including huge monolithic headers like Engine.h. The best practice is to forward declare in the header and include stuff [i]as you need it[/i] in the cpp file.
[code] protected Action DeployAction { get; set; } protected Action FireAction { get; set; } public void Deploy() { DeployAction?.Invoke(); } public void Fire() { FireAction?.Invoke(); } public void SetWeaponModel(BaseWeapon weapon) { if (weapon != null && !string.IsNullOrEmpty(weapon.ViewModelName)) { _model.OnInitializeAnimation = () => { if (!string.IsNullOrEmpty(weapon.ViewModelName)) { _model.AnimSetName = weapon.ViewAnimSetName; } _model.RootAnimNode.Result = _model.CreateAnimNode<StateMachineAnimNode>() .SetOnInitialize((node) => { DeployAction = () => node.SetState("deploy", 0.0f); FireAction = () => node.SetState("fire", 0.0f); }) .AddState("deploy", _model.CreateAnimNode<SequencePlayerAnimNode>().SetSequence("deploy-2").SetLoop(false)) .AddState("idle", _model.CreateAnimNode<SequencePlayerAnimNode>().SetSequence("idle")) .AddState("fire", _model.CreateAnimNode<SequencePlayerAnimNode>().SetSequence("fire-2")) .AddTransition("deploy", "idle", true, 0.2f) .AddTransition("idle", "fire", false, 0.0f, () => { return IsAutomaticFiring; }) .AddTransition("fire", "idle", true, 0.3f, () => { return !IsAutomaticFiring; }); }; _model.MeshName = weapon.ViewModelName; _model.Hidden = false; } else { _model.Hidden = true; } }[/code] C# API for playing anim state machines. [vid]https://files.facepunch.com/Layla/2017/May/28/2017-05-28_02-16-34.mp4[/vid]
[QUOTE=BoowmanTech;52307723]I just tried adding the include and that fixed it, are there any other includes that I should know about?[/QUOTE] You should just include what you need, usually when something doesn't compile because you get a compiler error that says 'use of undefined class' or something like that, just include that file. You can find what header to include by searching for it on the documentation, here's the page for the UStaticMeshComponent: [url]https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Components/UStaticMeshComponent/index.html[/url] At the bottom they have the path you need to include. Note that you can remove everything of that path that comes before Classes e.g: Runtime/Engine/Classes/Components/StaticMeshComponent.h becomes: Components/StaticMeshComponent.h
Does UE4 not have any implementations for having first person arms render on a separate layer, like most FPS games do that? So the weapon can never clip into the environment and would also let me adjust the viewmodel fov separately?
[QUOTE=simkas;52308129]Does UE4 not have any implementations for having first person arms render on a separate layer, like most FPS games do that? So the weapon can never clip into the environment and would also let me adjust the viewmodel fov separately?[/QUOTE] Nope [url]https://forums.unrealengine.com/showthread.php?121248-Independent-FOV-amp-No-Clipping[/url]
[QUOTE=FalconKrunch;52308007]You should just include what you need, usually when something doesn't compile because you get a compiler error that says 'use of undefined class' or something like that, just include that file. You can find what header to include by searching for it on the documentation, here's the page for the UStaticMeshComponent: [url]https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Components/UStaticMeshComponent/index.html[/url] At the bottom they have the path you need to include. Note that you can remove everything of that path that comes before Classes e.g: Runtime/Engine/Classes/Components/StaticMeshComponent.h becomes: Components/StaticMeshComponent.h[/QUOTE] I see, obviously I wasn't going to include all of them in a file and just have them there, I was looking for a list of all the .h files that I might need in the future. Even now as I follow the C++ Battery Collector tutorials on YouTube every now and then the "Complete Word" window doesn't popup for me and it's annoying because it's hard to know what to look for when you don't know what it is called. Right now the problem is "FVector SpawnOrigin = <Variable> -> Bounds.Origin;" Bounds.Origin didn't come up for me and I don't know why. I looked through the documentation and I can't even find it, I am not trying to sound like I am complaining but its just frustrating when you come from using Unity and C# to this (Whaaaaaaaaaaaaaaaaay Different)
[QUOTE=simkas;52308129]Does UE4 not have any implementations for having first person arms render on a separate layer, like most FPS games do that?[/QUOTE] Could this help? [url]https://www.reddit.com/r/unrealengine/comments/4gzcdd/custom_depth_pass_how/d2s2jx3/[/url] I haven't taken the time to fully read, comprehend and try it so far. Also I wondered what a viewmodel looks like when you scale it down and move it towards the camera until it's inside the collision shape. However I'm certain both methods (if they worked) would still result in subpar visuals and/or less flexibility.
[QUOTE=DasMatze;52308573]Could this help? [url]https://www.reddit.com/r/unrealengine/comments/4gzcdd/custom_depth_pass_how/d2s2jx3/[/url] I haven't taken the time to fully read, comprehend and try it so far. Also I wondered what a viewmodel looks like when you scale it down and move it towards the camera until it's inside the collision shape. However I'm certain both methods (if they worked) would still result in subpar visuals and/or less flexibility.[/QUOTE] That seems like it'd be fine for having the weapon not clip into stuff but that still doesn't let me have a separate viewmodel fov.
[QUOTE=simkas;52308620]That seems like it'd be fine for having the weapon not clip into stuff but that still doesn't let me have a separate viewmodel fov.[/QUOTE] Or you could add some realism and have something like this: [url]https://youtu.be/0KPCVccqDSc?t=30s[/url] Basically, when you are close to a wall have the gun pointing in a different direction.
Custom depth doesn't work for FP weapons. Playing an animation when close to walls doesn't work for every kind of game. One solution for separate viewmodels is to use the panini projection material function from Unreal Tournament. It allows one to choose the viewmodel FOV and it stays constant. The big problem is effects will always play "under" the gun and will be offset. UT solves this by reprojecting all the effects with a custom gameviewport. In the end the "best" solution we found was to use tiny arms and effects (.25 scale) that are really close to the camera. You have to lower the clipping plane and the FOV will be whatever the camera is at, but it has the least amount of issues.
Does anyone know how to enable VXGI? Google is being unhelpful and I can't find any official documentation on it.
You'll need to integrate it on your own with a source branch of the engine. [URL="https://github.com/NvPhysX/UnrealEngine/tree/VXGI-4.15"]Nvidia has already done that in case you don't want to and you can get that here. [/URL]
Oh awesome! Although I see the latest its been update to is 4.15 and sadly I am on 4.16. Going to keep an eye on this though so thanks for pointing me to this.
I've run into this weird problem. When I make changes to my code, save, and compile in the editor, it's as if I never made those changes. I can even try to force a compile error by adding gibberish to the cpp file, but it still winds up compiling just fine. Even if I build the solution in Visual Studio and re-open the project in the editor, the changes still don't take effect. I just don't get it. One minute I'm tinkering with my code and it's working fine, the next minute it just stops working. edit: Deleting the intermediate folder and regenerating the project files seems to have worked.
Jeez some people on the marketplace are pure dicks, i answered a guy PMs as soon as i got them regarding an issue he had with the asset, (He fucked up and bought an asset that explicity says is C++ based and requires visual studio to compile ) doesnt reply back and calls the asset in the tread broken and that he had no support for 2 days Some People
[QUOTE=werewolf0020;52327815]Jeez some people on the marketplace are pure dicks, i answered a guy PMs as soon as i got them regarding an issue he had with the asset, (He fucked up and bought an asset that explicity says is C++ based and requires visual studio to compile ) doesnt reply back and calls the asset in the tread broken and that he had no support for 2 days Some People[/QUOTE] I had the opposite experience when I got [url]http://numberfiveone.com/work/ue4-2-bone-ik-foot-placement-system[/url] (not from the official marketplace). Broken and hardcoded system, with lots of bugs and optimization problems. I tried to contact the creator but never got the reply back...
[QUOTE=werewolf0020;52327815]Jeez some people on the marketplace are pure dicks, i answered a guy PMs as soon as i got them regarding an issue he had with the asset, (He fucked up and bought an asset that explicity says is C++ based and requires visual studio to compile ) doesnt reply back and calls the asset in the tread broken and that he had no support for 2 days Some People[/QUOTE] Not sure what asset this is but is anything stopping you from giving out precompiled binaries?
[QUOTE=SteveUK;52328234]Not sure what asset this is but is anything stopping you from giving out precompiled binaries?[/QUOTE] I tried to include them but epic denied them. Something about every user has to compile it by themselves becouse some could be using the full engine source build
Meh, its not that hard to get visual studio working with UE4 and you are probably gonna need it at one point or another if you are actually serious about shipping a game.
[QUOTE=SteveUK;52328234]Not sure what asset this is but is anything stopping you from giving out precompiled binaries?[/QUOTE] EPIC I just wish we could hand them out because the insane amount of "IT DONT CONPILE HELP" gets on my nerves
[QUOTE=werewolf0020;52328369]I tried to include them but epic denied them. Something about every user has to compile it by themselves becouse some could be using the full engine source build[/QUOTE] That's annoying. It doesn't make a lot of sense to me to deny on that basis as long as the actual code is there for people using their own engine builds. But for people using the Epic launcher version of the engine it would just be a convenience thing.
I worked with my friend Khazual on some environment in Unreal Engine. He did most of the work but I helped him with some photogrammetry textures. The brickwall, for example, is photo scanned texture. Its still work in progress and will be changed heavily in the process. New [img]http://i.imgur.com/t1VhAsh.jpg[/img] Old [IMG]http://i.imgur.com/qo0Ar3u.png[/IMG]
holy fuck thats pretty
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