I am having some lighting issues with default light settings - and it seems to be related to UV's of the level shell.
Is there a way to skip unwrapping entire level shell and just applying one black texture to it to block light and then just proceeding with modular meshes?
Don't know if I can post it here since it's animation related but...
I am currently working on a Proof of Concept for animations and I got stuck on an issue 2 days ago and I am struggling with it since.
Maybe one of you already resolved this or came accross and found a better way to do it.
[url]https://drive.google.com/file/d/1ixtcY2ikbokMzJShqcwKqK4vbWzbIbGI[/url]
As you can see in this first video, in 3DS Max I stabilized the upper arms and head bones so the mouvement from the bottom part of the character doesn't interfer with the arms and head.
[url]https://drive.google.com/file/d/1ugdFNOM3qBG58qxa3lbBC1-UxTS4OAMV[/url]
After exporting to fbx and importing it to unreal engine 4.17, the bones are not stabilized at all. They just move around with the rest of the body which is really annoying and not really the result I want to achieve. It looks like the frame for these bones are skipped or something. If I import the FBX back in 3DS max, the bones are still stabilized so I can't put my hand on what I am missing....
Anyone knows what's up and / or knows a way to fixe it /solve it using another method?
Is there anything in particular that I should definitely keep in mind if I plan for my game to be based around multi-player? I'm currently implementing basic gameplay features and it'll be a while before it'll be worth it to actually implement net play functionality, so are there any pitfalls I should avoid that will be fine in offline play but will potentially break the game during MP?
[QUOTE=Wealth + Taste;52902084]Is there anything in particular that I should definitely keep in mind if I plan for my game to be based around multi-player? I'm currently implementing basic gameplay features and it'll be a while before it'll be worth it to actually implement net play functionality, so are there any pitfalls I should avoid that will be fine in offline play but will potentially break the game during MP?[/QUOTE]
Get acquainted with replication immediately.
So for this Thanksgiving week, we're got 2000:1 - A Space Felony up on itch.io for free!
It's a murder mystery courtroom drama which I posted back in July when we got into the Humble Monthly, but if you don't want to buy through that, got the next few days to give it a shot! :)
[media]https://www.youtube.com/watch?v=hhTo1_7NAoM[/media]
[url]https://nationalinsecurities.itch.io/2000to1-a-space-felony[/url]
We've got more in the mix coming soon, I'll hopefully be working on these games full time early next year!
So after about 6 years of working solidly in Unity and C# I've decided to add some UE4 work to my portfolio, I'd quite like to work mostly in C++ over blueprints. I'm having a really hard time getting to grips with how this works, I've got a few years of C++ experience from my degree but this is still very alien to me.
Do any of you guys know a few good tutorials for people with unity experience to learn what is going on in UE4?
It's not as scary as you think. The UE preprocessor stuff is just to make blueprints, RPC/Replication and reflection work.
So things like UCLASS(), UFUNCTION(), UPROPERTY()
So anything that is made from a UObject needs a UCLASS() on the top of it to make reflection work.
Also adding a UPROPERTY() on something will allow it to be garbage collected.
Trying my best to learn how to use Unreal for the first time - starting off with blueprints since I have zero programming experience with C++.
[vid]https://puu.sh/yrC5T/3fa98f9b3a.mp4[/vid]
I've got a fun little monkey ball clone coming along pretty well, but I can't seem to figure out the math for moving the level origin when tilting the ball properly. I'm sure I'll get it, though!
This exact thing was easier to achieve in Garry's Mod, since I was able to tilt the camera before rendering the level geometry, and then un-tilt it when rendering the sky / world. I need actual vector math to move the level origin here, though...
[b]EDIT:[/b] figured it out... and oh man, it looks nice!
[vid]https://puu.sh/yrKI3/7c3af55cf1.mp4[/vid]
Hell yeah!!!
[QUOTE=aaro1450;52914583]So after about 6 years of working solidly in Unity and C# I've decided to add some UE4 work to my portfolio, I'd quite like to work mostly in C++ over blueprints. I'm having a really hard time getting to grips with how this works, I've got a few years of C++ experience from my degree but this is still very alien to me.
Do any of you guys know a few good tutorials for people with unity experience to learn what is going on in UE4?[/QUOTE]
Similar to what layla said, I found this quick rundown on reddit that helped me wrap my head around all those macros
[URL="https://www.reddit.com/r/unrealengine/comments/6vjxha/learning_ue4_as_an_experienced_c_programmer/"]https://www.reddit.com/r/unrealengine/comments/6vjxha/learning_ue4_as_an_experienced_c_programmer/[/URL]
[QUOTE=layla;52915099]Really helpful advice[/QUOTE]
[QUOTE=Axelm3sh;52916094]More helpful advice[/QUOTE]
Cheers guys, a few days of piecing together whats going on by reverse engineering blueprints and the example projects haven't gotten me too far. I should have come here from the get go.
Does the marketplace usually do black friday sales?
[QUOTE=simkas;52917179]Does the marketplace usually do black friday sales?[/QUOTE]
There's gunna be a Cyber Monday sale.
Anyone have advice for making a bullet tracer particle for a linetrace weapon? Cant find any good tutorials that actually work for me.
[QUOTE=SGTSpartans;52923375]Anyone have advice for making a bullet tracer particle for a linetrace weapon? Cant find any good tutorials that actually work for me.[/QUOTE]
What I had done was just spawn a projectile with an emissive texture on it that basically has no drop and set its speed to very high, and on collision with any object it would be destroyed. It works very well.
I have a question about the default pawn class. Is there a way to just not use it? I've set up all my spawning code myself and have things spawning in the right positions and set up as I need them. Then I get this extra player spawning in and I'm not quite sure how to deal with it.
[QUOTE=LuaChobo;52926226]do you have it set to auto spawn a pawn with a player/whatever?
if you have that + an event that creates either the player or a pawn itl just make one on top[/QUOTE]
I'm not all too sure where to check if auto spawn is switched on. All my player spawning is done inside the gamemode in C++.
[QUOTE=LuaChobo;52926290]3rd argument in CreatePlayer is if it should auto spawn a pawn (which is based on the current default pawn), if thats enabled on top of creating a pawn inside say for example the character/pawn/actor/whatever class then you are spawning 2 pawns and 1 loses possession
i dont know how you are handling it so that might not help you, but chances are you are creating 2 characters without realising it and 1 loses possession[/QUOTE]
[code]
AFattestPigGameModeBase::AFattestPigGameModeBase()
{
PlayerControllerClass = APigPlayerController::StaticClass();
static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/BeatYourMeat/BlankPawn_BP"));
if (PlayerPawnBPClass.Class != NULL)
{
DefaultPawnClass = PlayerPawnBPClass.Class;
}
static ConstructorHelpers::FObjectFinder<UClass> PlayerBPClass(TEXT("Blueprint'/Game/BeatYourMeat/PigCharacter.PigCharacter_C'"));
if (PlayerBPClass.Object != NULL)
{
PigClass = PlayerBPClass.Object;
}
}
void AFattestPigGameModeBase::BeginPlay()
{
//Get all teh player spawns first
TArray <APlayerStart*> SpawnPoints;
FindAllActors(GetWorld(), SpawnPoints);
for (int i = 0; i < playerCount; i++)
{
SpawnPlayer(i, SpawnPoints[i]);
}
}
void AFattestPigGameModeBase::SpawnPlayer(int playerID, APlayerStart* spawn)
{
if (PigClass != NULL)
{
APigCharacter* player = GetWorld()->SpawnActor<APigCharacter>(PigClass, spawn->GetActorLocation(), FRotator::ZeroRotator);
}
}
template<typename T>
void FindAllActors(UWorld* World, TArray<T*>& Out)
{
for (TActorIterator<AActor> It(World, T::StaticClass()); It; ++It)
{
T* Actor = Cast<T>(*It);
if (Actor && !Actor->IsPendingKill())
{
Out.Add(Actor);
}
}
}
[/code]
That's the code for the gamemode, it creates the 4 players but also one extra one.
Does anyone know what's up with precision on FABRIK? Even if I set the precision to be a really low number and set max iterations to something really high, I can still see the IK lagging a bit behind.
I made an android app in around 24 working hours which is supposed to [B]teach and assist you during board games[/B]:
[t]https://i.imgur.com/3foyjIB.jpg[/t][t]https://i.imgur.com/iwV44CV.jpg[/t][t]https://i.imgur.com/TyLTpjt.jpg[/t][t]https://i.imgur.com/NSEokzw.jpg[/t][t]https://i.imgur.com/Z5Hij6Z.jpg[/t][t]https://i.imgur.com/XMZTYcZ.jpg[/t]
All the [B]data is read at runtime from .tgf files[/B] which can be saved by [url=https://www.yworks.com/products/yed]yED[/url], a free flowchart software which is really easy and convenient to use:
[t]https://i.imgur.com/CcH4D36.jpg[/t][t]https://i.imgur.com/mzFBNLK.jpg[/t]
As you can see above, I even added [B]some simple scripting functions[/B]. You can change variables and make choices (dis)appear so you don't have to add dozens of unnecessary branches to the graph.
The name "Digi Turn" is [B]just a placeholder[/B] but I can't find any other names which are not already taken and I don't want to make it sound unoriginal (like "Board Game Assistant"). If you have suggestions, please let me know!
How would I go about setting up an equivalent to a trigger volume on part of a skeletal mesh? In Unity I could just parent it to the rig in the hierarchy and write a script to handle it. Here I'm really not too sure how to handle it.
Preferably using C++ but at this point I'd be happy with blueprints.
Make a Box component and attach it to a socket on the skeletal mesh. In Blueprints its called AttachTo
So I feel like this question has been posted here a lot, but I'd just like some confirmation. Is it possible to make a game completely out of blueprints without using C++? I am not really a professional with C++, I have the basics understood and do have experience in other languages but they wouldn't help in transitioning to C++.
[QUOTE=LieutExcalibu;52947519]So I feel like this question has been posted here a lot, but I'd just like some confirmation. Is it possible to make a game completely out of blueprints without using C++? I am not really a professional with C++, I have the basics understood and do have experience in other languages but they wouldn't help in transitioning to C++.[/QUOTE]
You can do pretty much everything, although the more complex your game, the more likely you'll require some small amount of C++ for a few things here and there.
Working on a building system to offer as a marketplace asset:
[media]https://twitter.com/hippowombat/status/939555117346430976[/media]
And here's the same system but referencing VR components for trace behavior:
[media]https://twitter.com/hippowombat/status/939653827069747200[/media]
Maybe make the floors a bit wider or the walls so there is no gap in between floors.
My board game explanation app has a name:
[t]https://i.imgur.com/Khvi5ib.jpg[/t]
Last Sunday my perfectionist trait came through and I scrapped and redid most of the framework of the graph reading part. It now looks like this:
[t]https://i.imgur.com/sXnblMS.jpg[/t]
If the part displayed above was a blueprint, it would look like this:
[t]https://i.imgur.com/XEUWHKH.jpg[/t]
You could implement this into any UE4 project.
And here's the whole graph of one game:
[t]https://i.imgur.com/65tBaQ3.png[/t]
[video=youtube;gInzS9crD-4]http://www.youtube.com/watch?v=gInzS9crD-4[/video]
Was working on melee slashing weapons... somehow ended up creating a ribbon dance simulator
Does anybody know how i can use anim blueprint in a level sequence but with the animation from that sequence? I wan't the mesh to be animated by level sequencer but with all the constraints and dynamics that is defined in the anim blueprint.
[QUOTE=unidentified;52994929]Does anybody know how i can use anim blueprint in a level sequence but with the animation from that sequence? I wan't the mesh to be animated by level sequencer but with all the constraints and dynamics that is defined in the anim blueprint.[/QUOTE]
You could try modifying variables inside the animbp from the level sequencer. You just need the actor reference and then find the anim blueprint instance inside it.
I finally learned what a particle is and made a rocket class because fps:
[video=youtube;hMgT8BXB0nA]http://www.youtube.com/watch?v=hMgT8BXB0nA[/video]
also, anyone know a better way to record the editor window with obs? I tried both game and window capture but they had weird problems (either showing a black screen or a black screen with ue4's tooltips on it) and had to use display capture.
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