• UE4 Development v2
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Previous thread: [url]https://facepunch.com/showthread.php?t=1377629[/url] This is a thread to talk about your UE4 works in progress and ask questions about problems you may be having in UE4, be it in blueprints or C++ or whatever you're doing. Official UE4 Documentation: [url]https://docs.unrealengine.com/[/url] Official UE4 Video Tutorials: [url]https://www.youtube.com/playlist?list=PLZlv_N0_O1gaCL2XjKluO7N2Pmmw9pvhE[/url] These are excellent resources for newbies and a very good place to start. Personal recommendation with these videos is to use the version of UE4 that was current when the video was released, as features may have changed slightly between that video and today's UE4. Community Wiki: [url]https://wiki.unrealengine.com/Main_Page[/url] Some Facepunch community projects: (List compiled by hippowombat) [video=youtube;yAq61ScmkqI]https://www.youtube.com/watch?v=yAq61ScmkqI[/video] [URL="http://store.steampowered.com/app/464690/"]Vroomist by Evanstr[/URL] [video=youtube;N5kfwKABXY0]https://www.youtube.com/watch?v=N5kfwKABXY0[/video] [URL="https://twitter.com/@RB_Dev2"]Project Wingman by ZeroS[/URL] [video=youtube;edydnpVymC0]http://www.youtube.com/watch?v=edydnpVymC0[/video] [URL="http://jangafx.com/software-downloads/"]Vector Field Generator by JangaFX[/URL] [video=youtube;P6lJQjcZlyA]https://www.youtube.com/watch?v=P6lJQjcZlyA[/video] [URL="https://www.unrealengine.com/marketplace/first-person-horror-template"]First Person Horror Kit by Shirky[/URL] [video=youtube;m1UsLiECO70]https://www.youtube.com/watch?v=m1UsLiECO70[/video] spacekujo by Oicani Gonzales [t]http://i.imgur.com/c6mcdui.jpg[/t] [URL="https://facepunch.com/showthread.php?t=1377629&p=49304674&viewfull=1#post49304674"]Badass lighting scene by ZombieDawgs[/URL] [video=youtube;qBU6L3uj8nc]https://www.youtube.com/watch?v=qBU6L3uj8nc[/video] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=716384873&tscn=1467549010"]BLISTER by a wet towel[/URL]
[URL="https://facepunch.com/showthread.php?t=1549771"]Shit I did one too[/URL] what do
I'm thinking merge the two and flip a coin or something for OP
Posted in the other but just for clarity, let's use yours and then if you want to use the FP Media stuff I posted in this one you can, [del]snipped assload of media to save space since it's in the OP now[/del] Much love.
mmm, new bread smell I'm having trouble figuring out how to implement a feature I can't access the blueprints right now, but I was working on a Top down shooter and just managed to implement the very basics of a weapon inventory system - the player has a fixed amount of weapon slots that you'll fill up during your adventure The way it works is by spawning and despawning the weapon actor (I'm a shoddy programmer) in the pawn's hand, using a character variable to keep track of total ammo - I don't need magazines Thing is, I can't quite figure out how to implement weapon switching logic. I'm looking for a simple system, much akin to Quake's, really Have any of you guys got any tutorials I could look at? I scoured the internet with some google-fu but other than that one tutorial's ways I haven't found much
[QUOTE=NitronikALT;51715394]mmm, new bread smell I'm having trouble figuring out how to implement a feature I can't access the blueprints right now, but I was working on a Top down shooter and just managed to implement the very basics of a weapon inventory system - the player has a fixed amount of weapon slots that you'll fill up during your adventure The way it works is by spawning and despawning the weapon actor (I'm a shoddy programmer) in the pawn's hand, using a character variable to keep track of total ammo - I don't need magazines Thing is, I can't quite figure out how to implement weapon switching logic. I'm looking for a simple system, much akin to Quake's, really Have any of you guys got any tutorials I could look at? I scoured the internet with some google-fu but other than that one tutorial's ways I haven't found much[/QUOTE] Instead of spawning and despawning the weapons, just keep them all in an array and store the currently held weapon in a variable to keep track of it. This way you can just hide the weapon, get the next entry in the array, set the current weapon to that new weapon, and show it. Afaik that's how most weapon inventories (that I've seen implemented) work.
[I]Repost from end of thread.[/I] I updated UE4 because I was 2-3 versions out of date and one of my projects just vanished. It was built off the content examples pack, which is in tact, but all the stuff I made got packed away into a sub folder and is now unusable: [t]https://puu.sh/twSDX/2a637ab14f.png[/t] Is there any way I can recover this? I kinda need some of the blueprints I made because I can't remember how they worked.
So, I'm attempting to test a few things out regarding UE4, and I'm currently trying to figure out how to assemble all of these parts highlighted parts together, to create an entire single Mesh. [url]http://puu.sh/txnBA/9d804467c4.png[/url] Where would I go about getting this taken care of in UE4?
[QUOTE=Wickerman123;51716412][I]Repost from end of thread.[/I] I updated UE4 because I was 2-3 versions out of date and one of my projects just vanished. It was built off the content examples pack, which is in tact, but all the stuff I made got packed away into a sub folder and is now unusable: [t]https://puu.sh/twSDX/2a637ab14f.png[/t] Is there any way I can recover this? I kinda need some of the blueprints I made because I can't remember how they worked.[/QUOTE] Are the files in those directories still uassets or are they pak files? If they're uassets you should just be able to copy that content directory and merge it with a blank project and then update your project settings so that it defaults to using the game mode/default map that you used before. I've re-used old assets of mine that I had backed up on another drive in this fashion several times, sometimes you'll have to do some blueprint/material cleanup due to engine version changes but overall it *should* work. [editline]23rd January 2017[/editline] [QUOTE=Middle Rafale;51716449]So, I'm attempting to test a few things out regarding UE4, and I'm currently trying to figure out how to assemble all of these parts highlighted parts together, to create an entire single Mesh. [url]http://puu.sh/txnBA/9d804467c4.png[/url] Where would I go about getting this taken care of in UE4?[/QUOTE] You could theoretically create a blueprint and add each of those pieces as individual components, may I ask why you have separate body parts as separate meshes?
These are actually pieces of a .fbx file that came like this when I first imported them in.
[QUOTE=Middle Rafale;51716505]These are actually pieces of a .fbx file that came like this when I first imported them in.[/QUOTE] Did you intend for them to be separate like that? If not, you may need to check your .fbx export settings in your 3D modeling/animation software.
No, not at all. I'll take a look around.
Does anybody have any good solutions for breaking a large mesh into pieces? I tried splitting it in 3ds max but that doesn't preserve smoothing groups.
Heres the next project of mine Ive been working on. Its an Oasis in the Sahara desert or something like that. [t]http://i.imgur.com/252JCVa.jpg[/t] [t]http://i.imgur.com/6NA67tG.jpg[/t] [t]http://i.imgur.com/R8FZkeL.jpg[/t] [vid]https://a.pomf.cat/umnzuo.webm[/vid]
Yay [vid]https://my.mixtape.moe/ruiuwx.webm[/vid] I'm really happy so far with how this turret actually works. Although I've got a bad feeling once it gets to putting limits on rotations. The most complicated BP code in here is the raycasting and handling what to do if the raycast fails to give the turret something to look at. The turret itself is (so far) actually very simple code-wise. [editline]23rd January 2017[/editline] Also why can't you do raycasts as actual rays instead of lines? Or at least have the option for it. It's so weird to specify a [B]ray[/B]cast with a line.
What do you mean by actual rays?
[QUOTE=Shirky;51717836]What do you mean by actual rays?[/QUOTE] Defining a start point and direction (i.e., a ray) rather than two endpoints (a line). I guess they do call it LineTrace, but it's still weird, and [url=https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UseRaycasts/Blueprints/]the documentation refers to them as raycasts[/url]. Meanwhile, rotation limits and a limited rotation speed! This wasn't as bad as I thought it would be. [vid]https://my.mixtape.moe/ibshyo.webm[/vid]
[QUOTE=NitronikALT;51715394]mmm, new bread smell I'm having trouble figuring out how to implement a feature I can't access the blueprints right now, but I was working on a Top down shooter and just managed to implement the very basics of a weapon inventory system - the player has a fixed amount of weapon slots that you'll fill up during your adventure The way it works is by spawning and despawning the weapon actor (I'm a shoddy programmer) in the pawn's hand, using a character variable to keep track of total ammo - I don't need magazines Thing is, I can't quite figure out how to implement weapon switching logic. I'm looking for a simple system, much akin to Quake's, really Have any of you guys got any tutorials I could look at? I scoured the internet with some google-fu but other than that one tutorial's ways I haven't found much[/QUOTE] I've been beating my head against the wall with this, I had to create my own. What do you need help with? The act of switching to a new weapon or selecting a weapon for switching?
[QUOTE=Why485;51717850]Defining a start point and direction (i.e., a ray) rather than two endpoints (a line). I guess they do call it LineTrace, but it's still weird, and [url=https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UseRaycasts/Blueprints/]the documentation refers to them as raycasts[/url]. Meanwhile, rotation limits and a limited rotation speed! This wasn't as bad as I thought it would be. [vid]https://my.mixtape.moe/ibshyo.webm[/vid][/QUOTE] actually i just remembered something: you could just multiply the forward vector by a very large number and get that, no?
[QUOTE=Oicani Gonzales;51724007]actually i just remembered something: you could just multiply the forward vector by a very large number and get that, no?[/QUOTE] You still have to add the starting position to that, since it only takes a starting and end position.
[QUOTE=FalconKrunch;51726439]You still have to add the starting position to that, since it only takes a starting and end position.[/QUOTE] Yeah, so it starts at the end of the barrel and just goes in the direction of where it's pointing, isn't that what you wanted?
[QUOTE=simkas;51726483]Yeah, so it starts at the end of the barrel and just goes in the direction of where it's pointing, isn't that what you wanted?[/QUOTE] No, it goes to the position of the second argument, not in a direction. Which is silly because usually I want to trace a direction, and not an absolute position. I know how to trace in a direction in Unreal, I just think the function is weird.
[QUOTE=FalconKrunch;51726502]No, it goes to the position of the second argument, not in a direction.[/QUOTE] (StartPosition, StartPosition + Direction * 65535)
[QUOTE=FalconKrunch;51726502]No, it goes to the position of the second argument, not in a direction. Which is silly because usually I want to trace a direction, and not an absolute position.[/QUOTE] And if your second position is 99999999 units away in the direction of where the barrel it's pointing, it's the same thing as tracing a direction. What is your point?
I understand where he's coming from. A ray is an explicit mathematical term for a line with a start, a direction, and no end point. What UE4 does should technically be called a line trace, since it has a defined end.
no, like, i completely agree, what i'm questioning is the use (StartPosition, StartPosition + Direction * 65535) would effectively do the same as a traditional ray, no?
Afaik its practically the same in that case.
[QUOTE=Oicani Gonzales;51726762]no, like, i completely agree, what i'm questioning is the use (StartPosition, StartPosition + Direction * 65535) would effectively do the same as a traditional ray, no?[/QUOTE] Yes
I don't get the problem then. Why have 2 functions if one function can be made to serve the same purpose that either of those would serve?
[QUOTE=simkas;51726831]I don't get the problem then. Why have 2 functions if one function can be made to serve the same purpose that either of those would serve?[/QUOTE] Because in the actual linetrace function they reverse the operation to do a proper raycast from a position in a direction. It's just obtuse. Physx implements raycasts, UE4 changes it into a linetrace for no apparent reason. I can't even remember the last time I've traced from a position to another, it's always in a direction.
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