• UE4 Development v2
    820 replies, posted
[QUOTE=SGTSpartans;52807423]Hey, sorry if this isn't the place for asking question, but could anyone give me pointers for separating the lower body and upper body when it comes to rotation? Doing a low-fi 2.5D topdown game and having the legs controlled by WASD direction while the body aims based of the mouse aim would fit perfect.[/QUOTE] Are you using 3d models or 2d sprites?
if 3D use an aim offset only applied on the upper body ( or directly set its rotation to something based off the mouse, Use a slot and add an anim blend per bone node and add the torso bone there ) So it only affects the torso, then you can use WASD to affect the legs and you are done
[QUOTE=simkas;52808514]Are you using 3d models or 2d sprites?[/QUOTE] 3D [QUOTE=werewolf0020;52808946]if 3D use an aim offset only applied on the upper body ( or directly set its rotation to something based off the mouse, Use a slot and add an anim blend per bone node and add the torso bone there ) So it only affects the torso, then you can use WASD to affect the legs and you are done[/QUOTE] Thank you!
Two and a half years ago, I released the first version of my game [url=https://dasmatze.itch.io/the-bricksperience]The Bricksperience[/url]. Every now and then, I get back to work on it and it finally starts to look like something. The interface took a long time. It has been created by a custom system of nested widgets, which I think is necessary, unless you like going through all your widgets and change the fonts or size of all texts manually. Here are some before-and-after pictures: [t]https://i.imgur.com/WOjWH8r.jpg[/t][t]https://i.imgur.com/D2V67HR.jpg[/t] The main UI color can be changed: [t]https://i.imgur.com/ZOtZk0T.jpg[/t][t]https://i.imgur.com/dpwpgKS.jpg[/t][t]https://i.imgur.com/ny1bxMY.jpg[/t] [t]https://i.imgur.com/ayqcQUO.jpg[/t][t]https://i.imgur.com/WhMrs6o.jpg[/t] [t]https://i.imgur.com/r8ByQtk.jpg[/t][t]https://i.imgur.com/UNHxlH1.jpg[/t] Compared to the last released version, there is also a new building system and an editor which makes it easier to import custom sets and apply the necessary data. The pic on the left is from an earlier, unreleased version where I like the colors but could not make them consistent: [t]https://i.imgur.com/ojReksk.jpg[/t][t]https://i.imgur.com/zRiR9v1.jpg[/t] Can't wait to finally release this new version soon! I hope the few Russians who made Let's-Play videos about it will come back and enjoy it again ... IF they did enjoy it.
How would one go about getting a menu to open up by pressing a button like "M" for example? Like a menu that would display one's stats or something like a shop.
[QUOTE=Middle Rafale;52842906]How would one go about getting a menu to open up by pressing a button like "M" for example? Like a menu that would display one's stats or something like a shop.[/QUOTE] In Blueprints, you'd use a key event for the M key (or bind the M key to an Input in your project settings and call that event input) in your player character actor, then call to create a widget from a Menu BP you'd make separately, then add that to viewport and change your player controller input type to UI only.
I see. Well, I have the test menu ready. But, I have no idea how to add the Menu Blueprint to the viewport, as well as changing my player controller input type to UI Only. This is also in 4.17.2, if that helps at all.
I played around a little bit with blueprints to make menus so I can probably help some: Open/create a level and in the blueprint when the play begins event triggers, have it create the menu, add to viewport, then set show mouse cursor to true. To show mouse cursor you'll have to get player controller and make the show mouse cursor node from the return value. It's just as easy in c++ as well.
I've never done anything like this before, and I have no experience with C++ coding either I should mention. Would the event triggers be done through the event graph (specifically in the graph editing mode) or else where? As I'm rather confused at the "play begins event triggers" part.
Event graph. It's a red box that says event begin play" or something to the effect. I suggest watching youtube tutorials and reading the UE4 tutorials. You should probably also learn c++ because making a proper and polished game entirely in blueprints is, imo, not worth the investment.
I've looked around a little bit, earlier although it wasn't specifically what I was looking for. I got it to display on its' own, but as far as doing it through a button key input, I haven't done yet. I will use both where I see them as the most useful and effective for me. But I will learn c++ indefinitely, yes.
This is what you need to put inside the pawn actor: [img]https://i.imgur.com/tLGXylL.jpg[/img] As you can see two events lead to this execution chain. One is the Tab key directly, which will always be the Tab key and one is an input action called "Instructions" which can have multiple assigned keys, can be changed at runtime and is set up via the project settings.
Anyone have a good method for setting up perforce? It was running fine on my digitalocean server droplet, and all of a sudden everyone got the "Error! Cannot connect to source control" even though I could download fine, just couldn't submit.
[QUOTE=DasMatze;52850660][/QUOTE] Thank you. Now, would you be able to make the menu disappear by pressing the same button with the blueprint setup, or would you have to add something else into the blueprint to make it work that way?
You can make it disappear from the same button. Just have a bool variable that it checks and then either opens or closes the menu depending on if the bool is true or false.
There are multiple ways. As F.X Clampazzo stated, you could use a bool variable but I'd do it like this: [img]https://i.imgur.com/RN6NTQ2.jpg[/img] This way a reference of the widget is saved in a variable so you don't have to search for the widget with a "Get all Widgets of Class"-node and also you can have other actors/widgets safely remove the widget from the viewport without having to update that bool variable or running into errors since the "IsValid"-node checks whether the widget still exists or not.
Oh yeah, I forgot that UE4 had a isvalid function pre-made for you. That's the better way to do it tbh.
So "isvalid?" just checks if the Input exists?
In mod tracker music (UE2), you could sustain a sample by looping a section of it over and over. Does UE4 have anything similar?
If you use a newer UE4 version, this might help: [url]https://forums.unrealengine.com/development-discussion/audio/116874-new-audio-engine-early-access-quick-start-guide[/url] My new main menu is a slight step up from the old one: [t]https://i.imgur.com/lv3JuxE.jpg[/t][t]https://i.imgur.com/hLF9lqH.jpg[/t] The last set you completed is built in the main menu and the camera slowly rotates around it. Too bad the rest of my UI doesn't match the style of the main menu ...
[t]https://i.imgur.com/QjLLM5B.png[/t] Why is their UV packer not a plugin for modelling programs yet?
[QUOTE=ZombieDawgs;52865721][t]https://i.imgur.com/QjLLM5B.png[/t] Why is their UV packer not a plugin for modelling programs yet?[/QUOTE] Holy shit.
Though I'd share the Game Jam some us have worked on over the last week. [url]https://forums.unrealengine.com/unreal-engine/events/1379458-epic-megajam-game-thread?p=1383740#post1383740[/url] [img]https://abload.de/img/highresscreenshot0000xnqte.png[/img]
If you need to build a big structure (which will be playable inside). How would you go about doing it? I've tried two ways today: 1) I tried creating modular walls and assembling building out of those but I quickly ended up with thousands of pieces (building is big) and it was generally bad performance. 2) I tried creating modelling entire building as one model and that worked actually quite well but I am unsure how to go about making area inside - playable. So I had idea: Model entire building as model/mesh. Make collision only on bottom part/entrance/street connection and make anything above floor 2 without collision. Then making the rest of building collidable using panels on outisde of building and that way I will have hollow mesh with collision outside - but no collision on inside which would allow me to make halls/corridors. is that a viable option or is there another way? Should I use BSP's instead for the building? Read indicates collision box: [T]https://i.imgur.com/i8Mp4NH.png[/T] Although that made me think - I could just make entire building non collision and just make outside walls of building collidable? Like a shell of some sort.
You could use modular building pieces and script out placement behavior for rooms/floors of your building, and then deploy the mesh pieces/collisions via Instanced Static Meshes or Hierarchical Instanced Static Meshes if you're using LODs.
[QUOTE=arleitiss;52876808]If you need to build a big structure (which will be playable inside). How would you go about doing it? I've tried two ways today: 1) I tried creating modular walls and assembling building out of those but I quickly ended up with thousands of pieces (building is big) and it was generally bad performance. 2) I tried creating modelling entire building as one model and that worked actually quite well but I am unsure how to go about making area inside - playable. So I had idea: Model entire building as model/mesh. Make collision only on bottom part/entrance/street connection and make anything above floor 2 without collision. Then making the rest of building collidable using panels on outisde of building and that way I will have hollow mesh with collision outside - but no collision on inside which would allow me to make halls/corridors. is that a viable option or is there another way? Should I use BSP's instead for the building? Read indicates collision box: [T]https://i.imgur.com/i8Mp4NH.png[/T] Although that made me think - I could just make entire building non collision and just make outside walls of building collidable? Like a shell of some sort.[/QUOTE] Can't you use per poly collision?
[QUOTE=zombojoe;52877989]Can't you use per poly collision?[/QUOTE] Sorry I sm new to this - what is per poly collision?
[QUOTE=arleitiss;52878082]Sorry I sm new to this - what is per poly collision?[/QUOTE] In the static mesh window you can set the collision to use Complex as Simple. Now all the collisions for that mesh will be done by the actual polygons of the model. This is useful for very complex shapes and for blockouts.
Okay so I tried creating basic level and got this far: [video=youtube;VeGCwMvh1H4]https://www.youtube.com/watch?v=VeGCwMvh1H4[/video] It's basically one floor and just copy/pasted upwards and it seems to work alright. I am 100% sure I did some rookie mistake that I will run into later on so just wondering will I have any issues later that I should fix now before texturing? Also: Should I use this as level shell/outline and create wall/floors/windows/doors as seperate models and just put it on top of this? [t]https://i.imgur.com/svcIrCB.jpg[/t]
I don't see why not. It will be really easy if you made everything out of modular meshes.
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