• UE4 Development v2
    820 replies, posted
[URL="https://www.pcgamesn.com/woodbound/woodbound-unreal-engine-4-interview"]Woodbound was featured on PCGamesN, waddup[/URL]
[QUOTE=hippowombat;52357203]Woodbound was featured on PCGamesN, waddup [url]https://www.pcgamesn.com/woodbound/w...ne-4-interview[/url][/QUOTE] You copied a shortened link.
Assuming it's this [url]https://www.pcgamesn.com/woodbound/woodbound-unreal-engine-4-interview[/url]
Fuck, fixed
Hey guys, I need your UE4 expertise. I want to extend the PaperTileMap class and add 2 new properties to it. Currently it's only possible to have a Z offset between layers using "Separation Per layer" property below. [IMG]http://i.imgur.com/X1sDiS0.png[/IMG] What I want to do is add a X/Y offset between the layers. So I would have 2 new parameters below the "Separation Per Layers" one: "Layer Offset X" and "Layer Offset Y" for example. I'm a very beginner in UE4 and I kinda forgot everything I knew in C++ so I need your guidance on what would be the correct way to extend the PaperTileMap editor.
Marketplace Question: What exactly happens to your income of previous months when it doesnt reach the 100$ treshold? I know you dont get paid but is it lost money or is it sent back to you the next month if your earnings are past the treshold?
[QUOTE=werewolf0020;52359928]Marketplace Question: What exactly happens to your income of previous months when it doesnt reach the 100$ treshold? I know you dont get paid but is it lost money or is it sent back to you the next month if your earnings are past the treshold?[/QUOTE] I assume it folds over until you reach $100, so $70 one month and $70 the other you'll get $140 next pay.
That months earnings will be sent up to 100 days after the end of that month.
[video=youtube;TMu2B72DmU4]https://www.youtube.com/watch?v=TMu2B72DmU4[/video] [img]http://i.imgur.com/e9MEErV.jpg[/img] I've posted this in the 3d thread, but here's what I'm working on at the minute.
Whats the discord chat link?
[QUOTE=werewolf0020;52362731]Whats the discord chat link?[/QUOTE] [url=https://discord.gg/SzdWwAU]here[/url]
Okay so why the fuck is my mesh that has an unlit material applied casting shadows? I can't even tick off the "cast shadows" checkbox because it already thinks it can't cast shadows because its material is unlit but it's still casting a shadow??? [editline]16th June 2017[/editline] Apparently I needed to turn off cast shadows in the mesh settings under the LOD settings. Why does it have to be turned off in like 4 different places to actually be turned off?
i bet this question has been asked a billion times, but has anyone found a way to rename a C++ class or folder without fucking up UE?
[QUOTE=Octopod;52368494]i bet this question has been asked a billion times, but has anyone found a way to rename a C++ class or folder without fucking up UE?[/QUOTE] The easiest way would be to close visual studio, rename all the files, after that right click on the uproject file to re-generate the solution/project files. [img]http://i.imgur.com/FAHwkoK.jpg[/img]
Did anyone have or know someone with the experience of making Level Editor that player can use? (think Trackmania like)
Is there no way to properly set what mesh is used when animations are previewed in the editor? I can set it on every animation when I open it but after some time it still all resets to just using the last skeletal mesh that was imported on that skeleton.
[QUOTE=Nicolas;52369943]The easiest way would be to close visual studio, rename all the files, after that right click on the uproject file to re-generate the solution/project files. [img]http://i.imgur.com/FAHwkoK.jpg[/img][/QUOTE] You forgot the one detail that renaming classes that BPs depend on is going to mess everything up. You need to add an ActiveClassRedirect in DefaultEngine.ini for the renamed class.
[QUOTE=SteveUK;52373974]You forgot the one detail that renaming classes that BPs depend on is going to mess everything up. You need to add an ActiveClassRedirect in DefaultEngine.ini for the renamed class.[/QUOTE] I don't use blueprints :v:
I've finally started making the switch over from Unity to Unreal, thanks to whoever put the video tutorial series together! I've really only got one question so far: is there a good reason to not use blueprints? I could imagine when doing more complicated things it could get kinda messy but apart from that this seems like a solid way to learn the engine functions. Am I wrong and cruising for a busing?
[QUOTE=explodingape;52391039]I've finally started making the switch over from Unity to Unreal, thanks to whoever put the video tutorial series together! I've really only got one question so far: is there a good reason to not use blueprints? I could imagine when doing more complicated things it could get kinda messy but apart from that this seems like a solid way to learn the engine functions. Am I wrong and cruising for a busing?[/QUOTE] Same here, based on this "is there a good reason to not use blueprints" I assume you are using C++. Have found any good tutorials/pdfs that will help you go through? Also what tutorial are you talking about? "thanks to whoever put the video tutorial series together!"
[QUOTE=Oicani Gonzales;52391073]nope, besides some things only being available in c++ (and vice versa for some reason), that's it. this game is almost entirely made on blueprints: [url]http://rb-d2.tumblr.com/[/url] go for it. switch to c++ when you feel comfortable.[/QUOTE] Awesome, thanks for the lightning response! I still need to get my bearings with C++, having learned code in java making the switch has been a bit of a kick in the teeth. [QUOTE=BoowmanTech;52391079]Same here, based on this "is there a good reason to not use blueprints" I assume you are using C++. Have found any good tutorials/pdfs that will help you go through? Also what tutorial are you talking about? "thanks to whoever put the video tutorial series together!"[/QUOTE] Nah, I was trusting enough to just dive in with the whole blueprint thing and give it a go, hoping it wouldn't come back to bite me too hard. I was talking about the youtube playlist in the opening post: [url]http://www.youtube.com/playlist?list=PLZlv_N0_O1gaCL2XjKluO7N2Pmmw9pvhE[/url] So far it's been blueprint based, but it's pretty intuitive from what I've seen.
[QUOTE=explodingape;52391039]I've finally started making the switch over from Unity to Unreal, thanks to whoever put the video tutorial series together! I've really only got one question so far: is there a good reason to not use blueprints? I could imagine when doing more complicated things it could get kinda messy but apart from that this seems like a solid way to learn the engine functions. Am I wrong and cruising for a busing?[/QUOTE] Complicated code that gets run extremely often or every tick can have massive performance gains if its done in C++. Other than that as long as you got the blueprint nodes for it you can do pretty much anything in BP.
Whenever I get to anything mathematical or complex I feel hindered by Blueprints. BP is great for connecting systems, C++ is great for making the systems.
I've being doing AI reworking on BLISTER, basically copying FEAR's awesome system. It's goal-action orientated so AI have a goal, and will find the least costly route of actions to achieve that goal. A goal has a state it wants to get to, and actions have preconditions and effects that use the same struct. So the action "attack" has the effect that it kills an enemy, which satisfies the "kill enemy" goal, but it has a precondition that there is remaining ammo. So it will then search for an action to satisfy those preconditions, and finds the action "reload". The melee attack on the other hand is lower cost, but still satisfies the kill enemy goal, so it will prefer to use it if it can, but it needs to be within a certain distance. Right now there's just 2 goals: Find Cover and Kill Enemy, and 4 actions: Attack, Attack Melee, Reload, Take Cover [video]https://youtu.be/y8a6fJX7s3o[/video] EDIT: I made a much more in-depth explanation in the form of a blog [URL="http://www.item42.com/dev-blog/junemonthly02"]item42.com/dev-blog/junemonthly02[/URL]
Hey guys, I'm trying to do something similar to this, but in Unreal: [video=youtube;UOMpWq2pRlA]https://www.youtube.com/watch?v=UOMpWq2pRlA[/video] [URL="https://agilethief.artstation.com/projects/OBBXy?album_id=70137"]https://agilethief.artstation.com/projects/OBBXy?album_id=70137 [/URL] These lights would be use for lanterns that, if you walk inside their light, kill you. What I got so far is using a [URL="http://i.imgur.com/QEEoVrR.png"]SphereMask like this[/URL] with an additive blend mode on a sphere mesh that gives me this: [vid]https://my.mixtape.moe/ecglyt.webm[/vid] but it also gives me a lot of unwanted result: The mesh must be a sphere (or a cylinder, sometimes) I can't control from which side of the wall the "light" is coming, so the "light" is cast on both side of the wall and a few things like that. This [URL="https://simonschreibt.de/gat/zelda-wind-waker-hyrule-travel-guide/"]breakdown of the visuals of Wind Waker[/URL] talks about using stencils, but I'm not familiar with this. Do you guys got any idea on how I could replicate something similar?
You can use a transparent material that ignores depth checking and compare its pixel depth to the scene depth, then create a mask based on areas where its pixel depth goes under the world depth to find the intersections. I remember one of the foliage brushes use a material that does this, and can be found in Engine Content. alternatively, you can get the world position instead and have the transparent material check the world position distance to the mesh center to create a sphere mask. it is important to have the material be 2-sided as well, so the camera will still see the effect while inside the mesh.
The trouble I'm having with the method of pixel and scene depth is the object being visible through the environment. In this screenshot, I'm using both depth node on an additive material. I want the bright white there to not be visible, where the two-sided faces superpose, since it's the part of the object that goes through the environment. [IMG]http://i.imgur.com/IuVKcLo.png[/IMG]
Then the world position method is the right one, and if you want extra control you can make it translucent unlit and use scene color as the base color to perform extra math on. since you're only going after a sphere, the sphere mask node should do all the math for you, you just need to use the object center as A and a node I think is called 'world position behind translucency' as B to get the mask. [t]http://i.imgur.com/gAwkIVJ.png[/t] shitty image from shitty laptop, green grid shows the output of the sphere mask
I guess I have no choice then. Thank you for the help, helped me a lot to understand more pixel and scene depth.
Couldnt you technically just make a box/sphere around the light that is invisible, but still casts shadows?
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