[QUOTE=zakedodead;52998195]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.[/QUOTE]
Shadowplay? Or Radeon ReLive.
[QUOTE=unidentified;53000309]Shadowplay? Or Radeon ReLive.[/QUOTE]
Eh, I don't want to download and configure things I can live with using display capture if it means not changing from obs right now.
Found a terrific dev partner, and as a result this game is starting to really take shape.
Mute the audio before you start the video btw, I listen to some stupid shit and forgot to disable audio recording first. Can't be assed to re-record
[video=youtube;EwhneH0u2jc]https://www.youtube.com/watch?v=EwhneH0u2jc[/video]
There's some pretty bad glitchiness regarding collision, [url=https://puu.sh/yRAKk/603dc22597.webm]where the ball bounces off of errant triangle edges[/url]. You can't really see it in the above video, since I both got pretty lucky and recorded stages with fairly simple geometry. If anybody here knows anything about collision or ball physics, please let me know - I'm really fucking trying to fix it to not suck.
Finally have VectorayGen 1.0 out in the wild!
[video=youtube;vrbSMTvysx4]http://www.youtube.com/watch?v=vrbSMTvysx4[/video]
[url]https://jangafx.com[/url]
We have a totally new UI, node graph editor, viewport, opengl support instead of vulkan, and so much more.
This is what 1 year of development gives you!
We'll be working on a custom UE4 plugin soon which will allow you to import animated vector fields and such.
Anyone here ever use the Udemy courses for Unreal Engine and know if they're any good? Considering on buying [URL="https://www.udemy.com/unrealengine-cpp/?couponCode=TLGH14"]this course[/URL]
Seems worth 14 bucks if you're new to C++ and/or Unreal, but not worth 195 dollars.
I wish I could see some code to verify the quality, because the Unreal code style is abhorrent, and if he teaches you the unreal style then you'll learn some bad habits.
I haven't used the course, but it doesn't really go into the interesting part of a multiplayer game, custom network prediction algorithms or lag correction. From the chapter names it seems like most of the information that's in there can be found by googling around, or by reading the unreal source code.
[QUOTE=FalconKrunch;53026430]Seems worth 14 bucks if you're new to C++ and/or Unreal, but not worth 195 dollars.
I wish I could see some code to verify the quality, because the Unreal code style is abhorrent, and if he teaches you the unreal style then you'll learn some bad habits.
I haven't used the course, but it doesn't really go into the interesting part of a multiplayer game, custom network prediction algorithms or lag correction. From the chapter names it seems like most of the information that's in there can be found by googling around, or by reading the unreal source code.[/QUOTE]
Yeah for $14 I'd be buying it. Would never invest $200 into a course like that. I think I'll just continue googling around to learn and messing around. When you mean Unreal style, you still mean C++ or do you mean blueprints?
[QUOTE=LieutExcalibu;53026471]Yeah for $14 I'd be buying it. Would never invest $200 into a course like that. I think I'll just continue googling around to learn and messing around. When you mean Unreal style, you still mean C++ or do you mean blueprints?[/QUOTE]
I still meant C++.
Tom Looman is pretty good im going trough the course myself, mostly for the Multiplayer aspect of it but so far its extreamly clear and easy to understand
I have basically no C++ experience and the course is somewhat understandable to me even - I'd say you should do it
It was even cheaper earlier on IIRC
How do you guys handle version control in UE4 when using blueprints? I tried to use git for a group project recently, but handling merge conflicts was nearly impossible.
I use Perforce, UE4 has really good native support for it. Perforce handles binary files really well. Plus its free for small teams and non-commercial use.
My boardgame explanation app is now available: https://play.google.com/store/apps/details?id=com.DasMatze.TabletopDirector
There's also a Windows version here: Tabletop Director
Does anyone know how to hook custom showflags to hiding/showing actors of a certain class?
I'm trying to have it so it's easy to hide, say, all enemies in the editor to get a better and less cluttered view of the scene overall.
I can hook up showflags to custom debug drawing (DebugDrawLine etc).
What I've found is that I can use a UICommand, bind that to the showflag and then in an action mapped to it I can get all actors by class.
This seems a bit.. messy. Any better ways?
First time C++ for Unreal and I'm honestly disappointed at how lacking the documentation is.
Settled into Cardiff and started work our next game, Once Upon a Crime In The West! Started on the interaction system, and ended up with an extremely therapeutic game about photographing cubes
https://www.youtube.com/watch?v=FtjiCmIngKw
https://files.facepunch.com/forum/upload/110253/5207390f-2a97-44a3-b4f7-9938333c48d7/UE4Editor_2018-02-27_16-11-49.png
Does anyone know how to properly get the build times lower? I've tried using the "older method"
MinFilesUsingPrecompiledHeaderOverride = 1;
bFasterWithoutUnity = true;
and also using IWYU Reference Guide | Unreal Engine this stuff.
One project I've somehow magically managed to get to 4 second build times by doing these things, but a newer project keeps hanging at 15-25 seconds.
Are you using forward declaration?
Beyond that there's really not much you can do. UE4 sucks for quick iterative development.
You won't see compile time optimizations on a build time of 30 seconds because UHT alone can take up to 15 seconds to parse files.
At work we switched to IWYU and Unity builds and it brought down our recompile times from 50-60 minutes(depending on platform) to 30 minutes instead. But that's a complete engine+game rebuild.
Hmm that's weird, I actually have 4 second compile times on one and 15 on the other though, I can share the project files? ;o
Someone made a while back a plugin (not sure if it was available for the public) to import Valve Hammer maps into UE4, does anyone know about such a thing?
I found one that is $42 but I wanted to check here first and see there is a free version available though.
Can we please have this thread moved to the UE4 subforum?
Do you remember that old argument about BP vs C++?
https://i.imgur.com/0OCHOUJ.png
I wish they specified in that talk whether or not the optimisations were done by complete rewrites or using the blueprint nativisation tools they they added a few versions back.
It's worth pointing out that you missed some context on that image - I believe that specific example was about how running things on tick via blueprint was bad and this was showing the comparison.
To be honest, a simple tick function is way more expensive than you think even in C++. Setting up a ticking task and inserting it between it's Tick Dependencies and Tick Group are so expensive that having actors ticking in the world that do (basically) nothing can cost you a lot of performance. (at least in Console development)
You can usually optimize the shit out of blueprint objects if you just do it by hand and write a little manager that just updates all of them instead, because depending on the amount of actors that are ticking, nativizing the blueprint isn't gonna do much.
it's all in here, if anyone is interested.
https://www.youtube.com/watch?v=KHWquMYtji0
apparently not
Is that a Mesh or a Landscape beneath your character?
I've had some collision problems with landscapes before. If that's the case you can adjust the landscapes collision mip level.
Oof that's old. It's a mesh - I switched to a different system and it works now
I just recently started using unreal for my 3D animation class and am so excited. I've never even used any VR stuff before for entertainment purposes so this is wild for me. I'm used to maya and I'm currently using it to construct a pretty basic room that I'll send into unreal as a test assignment. I hope it goes well and I can post an update in here! Thanks for this thread, it's been a great source.
Facepunch as an art community is great, I probably wouldn't be where I am now if it wasn't for threads like this and Digital 3D Art.
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