• UE4 Development v2
    820 replies, posted
Just a weekend project. Rendering Quake3 maps, Enemy Territory. [vid]https://files.facepunch.com/Layla/2017/July/08/2017-07-08_13-07-38.mp4[/vid] [img]https://files.facepunch.com/Layla/2017/July/08/HighresScreenshot00013.png[/img]
Does anyone have any experience with creating splines in real time while playing? Like doing a line trace and creating spline points at the hit. Is it even possible?
Yeah, it's definitely possible. I don't know how much experience you have with splines or if you use bp or c++, so sorry if my assumptions are off. You need a spline component attached to your actor, then you'll add one spline mesh for each spline segment you have (as seen below). The Add Spline Point at Index node adds a new point to the spline and the Remove Spline Point node removes one. In your case you'll need to add or remove a spline mesh each time you add or remove a point. The spline mesh reference array is there to keep track of all your spline meshes so you can update them later. [t]http://i.imgur.com/0k8T9ac.png[/t] To update the spline points after spawning them you'll want a setup like this. If you want the spline to lay on a surface without clipping, you'll probably want to do a sphere trace rather than a line trace. [t]http://i.imgur.com/IHOajii.png[/t] To update the spline mesh to match the spline, you'll need the Set Start and End node, which lets you set the spline mesh's location and tangent at the start and end of the segment. [t]http://i.imgur.com/lKBaVri.png[/t] Think that about covers it but if I've forgotten something just ask.
[video=youtube;yfV26yWZaEM]https://www.youtube.com/watch?v=yfV26yWZaEM&feature=youtu.be[/video]
with vaulting do you mean jumping? Because that doesn't feel like that, maybe increasing height and tilting the view would make the effect looks cool
Effectively it's a vault but yeah I still need to make it feel more like that. The camera actually tilts but I guess I made it too fast. I also gotta adjust a bit the camera height
I wouldn't go over the top with it, I've always found the games that have a lot of camera movement, like S.T.A.L.K.E.R feel really weird to control and sometimes a little dizzying. Animation would go a long way to sell the effect so don't bog yourself down with the camera movement.
[QUOTE=Wickerman123;52454018]I wouldn't go over the top with it, I've always found the games that have a lot of camera movement, like S.T.A.L.K.E.R feel really weird to control and sometimes a little dizzying. Animation would go a long way to sell the effect so don't bog yourself down with the camera movement.[/QUOTE] Afaik you can disable it.
[QUOTE=Dedmytas;52456558]Afaik you can disable it.[/QUOTE] Yeah, I had to. I felt immediately ill when I first started playing it.
Games that don't let you disable excessive camera bobbing and don't let you change your FOV always trigger me.
What's a good way to freeze ragdolls after a certain time? When there's a lot of dead enemies around, all the ragdolls that are still technically running physics simulations isn't good for performance. Googling around I found a thread that suggested doing this: [img]https://forums.unrealengine.com/attachment.php?attachmentid=68338&d=1449000056[/img] Which does what it's intended, only those meshes seem to disappear at certain camera angles even if I increase the meshes bounds scale. [editline]15th July 2017[/editline] Okay well, I just ticked the "manual attachment" on the first node and now it seems to be fine. Of course I find the solution seconds after posting about it.
Whoa. Totally meant to do that. [vid]https://fat.gfycat.com/AchingVelvetyIndianjackal.webm[/vid] Just gonna keep that for a later project... And it's more smooth in the editor, the recording doesn't really make it look good.
And what did you do to do that?
Is it post-process or a level / world effect?
Looks like a surface shader interacting with auto exposure? I could be totally wrong though.
Im really starting to love Substance painter and designer. Everything I make now uses both of them. [img]http://i.imgur.com/cMhnTHH.png[/img]
Well this is what I did, but I loaded up the editor after work and now it's not working like last night even though the preview shows it. :( I was trying to mess with some effects on my skybox and it just kind of happened. [IMG]http://i.imgur.com/zRoDcR8.jpg[/IMG]
jesus christ the map loading structure in Unreal is a piece of shit, they just check in the engine tick function if the WorldContext has a TravelURL set, if it is, they start loading. Why check that in the Tick function, could it really hurt that much to just add a delegate that gets broadcasted with a struct filled with loading information? Then there's shit like bWorldWasLoadedThisTick to prevent [quote] // Issue cause event after first tick to provide a chance for the game to spawn the player and such. [/quote] What the fuck, this is exactly the problem with having this kinda shit in the tick function. Then to actually cause the PostLoadMap delegate to broadcast they set a boolean that is consumed in the next tick. But it also seems it's already called from the actual LoadMap Method. :sick:
So there's a big sale going on the marketplace right now. I've been looking at this thing for a while: [url]https://www.unrealengine.com/marketplace/generic-shooter-sample-project[/url] It's on sale for quite a bit now, I'm thinking of picking it up so I can more easily mess around with some multiplayer game ideas, has anyone had any experience with that specific package?
Cross post from Game Development General: Johnny Guitar has neglected to share his fucking awesome kickstarter trailer here, probably because he's too humble and nice but I have no issue with sharing the shit out of it because it's awesome and one of the channels that picked it up and reposted it on YouTube has it clocked at nearly 50k views already. [video=youtube;Ib0Djg-Myjk]https://www.youtube.com/watch?v=Ib0Djg-Myjk[/video] [URL="https://www.kickstarter.com/projects/qisoftware/dead-matter"]Here's a link to their Kickstarter, check it out,[/URL] donate if you can, or at the very least plug it somewhere, I know that Johnny Guitar in particular has been crunching like a motherfucker for [B]years[/B] to make this thing happen, and if anyone deserves a successful kickstarter, it's him.
If i want to have very precise movement ( working on a 2D Platformer ), Should i scrap the character class , Use the basic pawn class and write my own movement logic? Previously i was using the Character class ( since it alredy handles collision and such for you ) but it was such a pain to get the movement to feel right, and even so i was VERY limited by the overall design choices epic made
Depends, their multiplayer code for characters is solid, so if you're considering online co-op or multiplayer then I'd copy their code and then replace all the movement methods with my own. But I guess that only applies when using C++. If you're not considering any online multiplay then go ahead and make your own, because Unreal's default movement logic sucks.
[QUOTE=werewolf0020;52484964]If i want to have very precise movement ( working on a 2D Platformer ), Should i scrap the character class , Use the basic pawn class and write my own movement logic? Previously i was using the Character class ( since it alredy handles collision and such for you ) but it was such a pain to get the movement to feel right, and even so i was VERY limited by the overall design choices epic made[/QUOTE] Yes for sure, Character has a lot of things you don't need. All you need to use are these 2 methods for basic movement SafeMoveUpdatedComponent and SlideAlongSurface
Thats what i though, Alright Thanks!, Im much more confortable going for that now :happy:
Been playing around in UE4 for a week or so now. [media]https://www.youtube.com/watch?v=NCaDIR99b38[/media] Is there a way of rewinding particles and/or animations?
Crosspost from GameDev thread. Its been an year since I last tocuhed this project, but now I have time to work on it again. This time I did everything in C++ instead of blueprint, because the code in BP can get messy really fast and becomes unreadable. [vid]https://my.mixtape.moe/pzyhcy.mp4[/vid]
[QUOTE=Stimich;52485793]Been playing around in UE4 for a week or so now. [media]https://www.youtube.com/watch?v=NCaDIR99b38[/media] Is there a way of rewinding particles and/or animations?[/QUOTE] As for animations if you use a negative play rate i think it plays the animation backwards?
Is there any alternative to Steam as an Online Subsystem for unreal? I'm trying to implement matchmaking, and while that is fairly simple with sessions, it needs an online subsystem other then null, and I don't think i'm ready to take on that project just yet.
[QUOTE=werewolf0020;52485970]As for animations if you use a negative play rate i think it plays the animation backwards?[/QUOTE] I wish it worked, but it doesn't seem to do anything, at all. Is there something I'm missing? [img]http://i.imgur.com/eoH2jVK.png[/img]
[IMG]https://i.imgur.com/tVQrL0M.png[/IMG] It works when used with the animation node, No idea how to apply it globally though. Maybe you expose the animations play rate to a float variable in your animation blueprint, then cast to it and set that float variable to negative while reversing time?
Sorry, you need to Log In to post a reply to this thread.