[QUOTE=werewolf0020;52530110]Getting some sweet interstellar vibes[/QUOTE]
Main visual inspiration, Interstellar is my favorite movie.
If you make a space game with that inspiration in mind then im buying the [B]shit [/B]out of it. Interstellar was RAD
I'm new to UE4 (but not gamedev) and I'm having a couple of issues with a simple animation sequence importing.
Basically, I imported one of the default mannequin animation sequence (Run) into Maya and changed some bones to experiment with animation importing but something is not working correctly.
I made the spine to be very curved as a test and exported the FBX, the first frame of the animation doesn't show like that in UE4, it shows the first frame of the Run sequence, however, the middle frames are correct (:why:).
First Frame (should be as curved as it show in maya):
[t]https://answers.unrealengine.com/storage/temp/203527-maya_start.png[/t]
[t]https://answers.unrealengine.com/storage/temp/203528-ue_start.png[/t]
Middle Frame (shows correctly):
[t]https://answers.unrealengine.com/storage/temp/203530-ue_middle.png[/t]
I have the test [url=https://answers.unrealengine.com/storage/temp/203531-thirdpersonsprint.fbx.zip]FBX[/url] but does anyone have any theory of why this might happen?
EDIT: I remade the animation and this new animation seems to work correctly. Can't say I understand what was causing it, nor how UE4 knew that this new animation sequence came from Run animation.
Made a clean little hallway. This was my first time heavily using Substance Designer for an environment.
[t]http://i.imgur.com/jczYkuy.jpg[/t]
[t]http://i.imgur.com/NTK07E4.jpg[/t]
[t]http://i.imgur.com/GTHfD4F.jpg[/t]
[t]http://i.imgur.com/Yz0Jndn.jpg[/t]
Toying with a kind of sonar-esque thing
[media]https://twitter.com/hippowombat/status/893660890687459328[/media]
Finally got UMG to render to textures, and now I'm trying to work out a custom WidgetInteraction class so I can interact with my widgets. About 1/3rd of the way there. If anyone has some good suggestions for accomplishing this, please let me know.
[t]http://zombine.me/ss/UE4Editor_2017-08-07_15-29-36.png[/t]
[QUOTE=Z0mb1n3;52524652]Here is how I did it, written in shader format.[/QUOTE]
Thanks! I managed to get both working on my UI.
[QUOTE=Z0mb1n3;52548891]Finally got UMG to render to textures[/QUOTE]
Does that method support alpha?
[QUOTE=Z0mb1n3;52548891]Finally got UMG to render to textures, and now I'm trying to work out a custom WidgetInteraction class so I can interact with my widgets. About 1/3rd of the way there. If anyone has some good suggestions for accomplishing this, please let me know.
[t]http://zombine.me/ss/UE4Editor_2017-08-07_15-29-36.png[/t][/QUOTE]
I was working the same idea while I was taking a break from my game.
[url]https://drive.google.com/uc?id=0B4siyx8Ez5zsb0xEZVJza2lib1k[/url]
I honestly can't remember how I coded it after looking through the code again. I just know I used a lot of custom events to communicate back and forth from the character to the widgets. :v:
Made a thing that randomizes outer space/asteroid-field environments.
[video=youtube;7QWktCiWXVs]https://www.youtube.com/watch?v=7QWktCiWXVs&feature=youtu.be[/video]
[URL="http://imgur.com/a/SigVp"]Here's a link to the original images[/URL]
[QUOTE=VisceralBowl;52548918]Does that method support alpha?[/QUOTE]
Unfortunately not. I've tried clearing the render target before I send the information, but it still just ends up black. I think it might be something to do with my shader.
Does anyone have any experience dealing with Steamworks and Sessions. I've tried to use both the Advanced Sessions and normal Sessions and rig together a basic Matchmaking system by finding games with less then 2 players but greater then 1, but it always fails to Join a session due to "Unable to create due to Null game, or Unable to obtain correct session info". Can anyone shed some light?
I do have my own Steam AppID if that helps.
My new plugin, hits the marketplace tomorrow!
[video=youtube;7g5uM8H9N1U]https://www.youtube.com/watch?v=7g5uM8H9N1U[/video]
Essentially lets you turn painted foliage instances or static meshes into your own blueprint or actors
[QUOTE=werewolf0020;52552201]My new plugin, hits the marketplace tomorrow!
[video=youtube;7g5uM8H9N1U]https://www.youtube.com/watch?v=7g5uM8H9N1U[/video]
Essentially lets you turn painted foliage instances or static meshes into your own blueprint or actors[/QUOTE]
Fuck yeah dude bout time you got it out there!
Marketplace new release scheludes fucked me over, it took about 5 months since i submitted the plugin for them to finally check it all over and give me a release date but at least its done now
Hi, I'm trying to implement a blueprint based gun very similar to the FPS starter content's but when i fire it will ONLY fire somewhere in a 180 degree circle related to the map. What i mean by that is if i shoot behind me or twist the player start location backwards it will shoot at the same trajectory through me, in the same direction as if i was shooting facing the other direction. I've looked to see what exactly I've done wrong and i'm drawing blanks even after looking at the premade character for FPS. Any ideas what could be happening are appreciated.
Anyone know how to fix translucency ordering with particles?
[t]http://zombine.me/ss/UE4Editor_2017-08-09_20-39-50.png[/t]
The smaller puffs of smoke are supposed to be in a ring around the core of the explosion, but no matter what I change, it always draws on top. I tried changing emitter location, initial location, and even making one emitter for each puff on the ring, but I'm just not sure what to do.
Is it possible to make a (good) game with zero blueprints/just c++
[QUOTE=Z0mb1n3;52557171]Anyone know how to fix translucency ordering with particles?
[t]http://zombine.me/ss/UE4Editor_2017-08-09_20-39-50.png[/t]
The smaller puffs of smoke are supposed to be in a ring around the core of the explosion, but no matter what I change, it always draws on top. I tried changing emitter location, initial location, and even making one emitter for each puff on the ring, but I'm just not sure what to do.[/QUOTE]
Check your transparent particle material isn't 2-sided, having that enabled can cause sorting issues.
[QUOTE=Disseminate;52557367]Is it possible to make a (good) game with zero c++/just blueprints[/QUOTE]
ftfy
Blueprints have a few downsides but at the end of the day they are so convenient to use its not even funny.
[QUOTE=gothiclampshade;52557699]Check your transparent particle material isn't 2-sided, having that enabled can cause sorting issues.[/QUOTE]
It's definitely not two-sided. Should I do some kind of custom depth test or stencil test on the material...?
[QUOTE=zombojoe;52559498]Blueprints have a few downsides but at the end of the day they are so convenient to use its not even funny.[/QUOTE]
Personally i find looking at code much more readable and "linear". Blueprints can be all over the place in my (limited) experience with visual node scripting.
[QUOTE=Skipcast;52561452]Personally i find looking at code much more readable and "linear". Blueprints can be all over the place in my (limited) experience with visual node scripting.[/QUOTE]
Blueprints can get really messy when they get bigger.
[QUOTE=zombojoe;52562775]Blueprints can get really messy when they get bigger.[/QUOTE]
To be fair, so can code as well. You just need experience to know when you'll need to separate some logic into it's own class/whatever.
[QUOTE=Skipcast;52562924]To be fair, so can code as well. You just need experience to know when you'll need to separate some logic into it's own class/whatever.[/QUOTE]
Same with BP, blueprints can be cleaned up with comments, functions and macros, like so:
Here's a construction script:
[t]http://i.imgur.com/ZiZOKJ3.png[/t]
The function called towards the end of the construction script:
[t]http://i.imgur.com/qtJSbRm.png[/t]
And the two nested functions within the above function:
[t]http://i.imgur.com/LqJsS79.png[/t]
[t]http://i.imgur.com/C4E0q40.png[/t]
That's essentially a one-click blueprint of a procedural foliage volume, only for creating asteroid volumes. Creates, places, scales & rotates 20k instances made up of 6 mesh shape categories in about 1 second (can do far more, takes about 1 second for every 20k instances on average) accounting for scalable-random sizes & distances between other actors.
Now compare that to this:
[t]http://i.imgur.com/SSX9sr7.gif[/t]
Even being commented, that construction script is (a) long as fuck and (b) actually taxing on performance to have open while running it in the editor lol.
Does anyone know how I could make the camera tilt left and right when strafing in first person? I tried just applying a relative rotation offset based on the MoveRight axis and that works, but only if I make the camera not use the control rotation but that also makes it so I can't look up or down. How do I get both?
[editline]19th August 2017[/editline]
Nevermind, just had to tick "use controller rotation pitch" in the class defaults, it wasn't ticked already for some reason.
[editline]19th August 2017[/editline]
Ok no that also makes the collision capsule follow the pitch of where you look which is also no good.
Okay now I actually figured it out, I just did an offset on the control rotation instead of the camera and that works fine.
I finally got a controls menu working.
[img]http://i.imgur.com/Z8Xlgzo.jpg[/img]
Thats with the new input rebinding? Im really glad they finally added that.
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