• UE4 Development v2
    797 replies, posted
  • Avatar of ZomboJoe
  • It actually rebinds your editor defaults, so I keep all my default controls inside a data table.
  • Avatar of hippowombat
  • I made a fun mistake while working on basebuilding destruction stuff [t]https://cartrdge-east.s3.amazonaws.com/uploads/post/image/6c3d8217-0f7b-498c-8480-752b5157c4e7/popsicle-stick-generator-gif-large.gif[/t]
  • Avatar of Thovex
  • [vid]https://my.mixtape.moe/whjyfh.webm[/vid] yay progress for my co-op farming game. ..Think I may have to increase the mass on the trees lmao. The game's goal will end up something in the lines of: Defeat the rat army which grows more intelligent by time (they will steal your trees, cattle and your family) Sounds like a great farming games yes
  • Avatar of hippowombat
  • More destruction fun [media]https://twitter.com/hippowombat/status/900262665280397312[/media]
  • Avatar of hippowombat
  • Finally got to connect all the different pieces for the basebuilding stuff I've been doing [media]https://twitter.com/hippowombat/status/901338565514108928[/media]
  • Avatar of Mr
  • [t]http://i.imgur.com/fhLRfNX.jpg[/t] Preliminary 3D Radar for the game I'm working on. Currently adds all targets in a range, allows selections, and grabs basic details. Planning on adding highlighting and more interaction with other game mechanics. [B]Edit:[/B] [t]http://i.imgur.com/zX7ueE5.jpg[/t] Got outlining working.
  • Avatar of jangalomph
  • [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] It has to do with two things, sorting based on depth, and the position that your emitters are in. I'm pretty sure if you click the right emitter (one in orange in the photo) and press the left arrow key it would go over to the left and thus draw on under the main explosion. In Cascade the particle system's Emitters are always rendered bottom (left) to Top (Right). So things on the top always show through everything else. I'm not sure if this'll work, but you can half the number of particles spawned in the ring and duplicate that emitter. Put one on the left side of the main explosion and one on the right side of the explosion and it'll look a whole lot better. :) Under Required in each emitter you'll see a drop down menu with a number of draw options/sort options too.
  • Avatar of FlounderBox
  • So I'm pretty new to Unreal 4, and I'm working on creating some simple materials. I was looking through the starter content, and noticed that for materials using bump offset, they were using a texture that looks like this to handle roughness and ambient occlusion. [t]http://i.imgur.com/DDklPi8.png[/t] Any idea how they might have generated it?
  • Avatar of jangalomph
  • [QUOTE=TheGoodDoctorF;52638525]So I'm pretty new to Unreal 4, and I'm working on creating some simple materials. I was looking through the starter content, and noticed that for materials using bump offset, they were using a texture that looks like this to handle roughness and ambient occlusion. [t]http://i.imgur.com/DDklPi8.png[/t] Any idea how they might have generated it?[/QUOTE] They most likely just have the black/white textures in the RGBA channels of the texture. You can create these in photoshop. It's texture packing to save memory/draw calls.
  • Avatar of FlounderBox
  • [QUOTE=jangalomph;52638818]They most likely just have the black/white textures in the RGBA channels of the texture. You can create these in photoshop. It's texture packing to save memory/draw calls.[/QUOTE] That makes loads of sense. I'm gonna try that out, thanks!
  • Substance Painter/Designer has a UE4 preset that does it automatically. It's called texture packing. Not only is it cheaper, it also make handling textures less of a hassle. Having 1 file instead of 3-4 is so much easier to deal with.
  • Avatar of Zombine
  • [QUOTE=jangalomph;52637659]It has to do with two things, sorting based on depth, and the position that your emitters are in. I'm pretty sure if you click the right emitter (one in orange in the photo) and press the left arrow key it would go over to the left and thus draw on under the main explosion. In Cascade the particle system's Emitters are always rendered bottom (left) to Top (Right). So things on the top always show through everything else. I'm not sure if this'll work, but you can half the number of particles spawned in the ring and duplicate that emitter. Put one on the left side of the main explosion and one on the right side of the explosion and it'll look a whole lot better. :) Under Required in each emitter you'll see a drop down menu with a number of draw options/sort options too.[/QUOTE] I tried all sorts of combinations like that and no matter where I position the emitters or how many particles I put, it always only draws based on left-to-right order, rather than sorting emitters by depth. Thanks for the input though.
  • Avatar of hippowombat
  • Started doing proof-of-concept stuff for task-creation UI, UMG is gross. [media]https://twitter.com/hippowombat/status/907166489718878208[/media]
  • Avatar of hippowombat
  • Okay cool, I got the scroll-list to remove & re-add entries when they're drag/dropped in/out of the scroll box. Seriously UMG made this ridiculously difficult, I love UE4 but this was zero fun. [vid]https://my.mixtape.moe/ubxwsf.mp4[/vid]
  • Avatar of SGTSpartans
  • I'm in a UE4 game design class, intro to game design/senior level fun elective. I've diddled with UE4 before and done some simple stuff. Group I'm with wants to do a Hotline Miami clone, basically a top down shooter. Art assets aren't that important, just don't want to swamp myself by underestimating the scope of the project. How feasible is this?
  • Avatar of BoowmanTech
  • [QUOTE=SGTSpartans;52676289]I'm in a UE4 game design class, intro to game design/senior level fun elective. I've diddled with UE4 before and done some simple stuff. Group I'm with wants to do a Hotline Miami clone, basically a top down shooter. Art assets aren't that important, just don't want to swamp myself by underestimating the scope of the project. How feasible is this?[/QUOTE] I guess it depends how long you have to create it, how many of you are working on it and how experienced are you. If you are all beginners then it will take longer as you will have to discover how things work if you already have some experience it wouldn't take that long. But in my opinion it is a doable project if you give yourself enough time.
  • Avatar of hops
  • Hi guys. Okay, I assume this is something REALLY stupid I've done (hit a hotkey or whatever) but some brushes I select look like this.... [T]https://i.imgur.com/v9FMMNj.png[/T] And on others, I can "select" the whole thing, but only highlight one face at a time. [T]https://i.imgur.com/hQSaet3.png[/T] How do I switch between the two? While I'm here, I'd also like to know why spheres are spawned like they're in 'vertex mode' or something. [T]https://i.imgur.com/Y7L2gad.png[/T] Also, I swear these spheres used to be actually round and not all pointy like that. I'm sorry I sound extremely inexperienced, I'm very new to UE4. I've only ever used Hammer and I've decided fuck it, I want something new and exciting. Also pardon my lighting, I'm learning, but I'm still in the stage where I'm moving things around and playing with them to figure it all out. I'm slowly learning, even though [URL="https://i.imgur.com/wBDZMUs.png"]this looks like ass[/URL] it's the first thing I've been happy with
  • Avatar of ZomboJoe
  • [QUOTE=SGTSpartans;52676289]I'm in a UE4 game design class, intro to game design/senior level fun elective. I've diddled with UE4 before and done some simple stuff. Group I'm with wants to do a Hotline Miami clone, basically a top down shooter. Art assets aren't that important, just don't want to swamp myself by underestimating the scope of the project. How feasible is this?[/QUOTE] Its pretty feasible, but be warned doing 2D on UE4 is kind of a pain.
  • Avatar of SGTSpartans
  • [QUOTE=zombojoe;52678295]Its pretty feasible, but be warned doing 2D on UE4 is kind of a pain.[/QUOTE] Nah we're using 3D assets, just a top down camera. I have some experience with Source and UDK from back in the day, and can work myself around dev art in blender that can convey the idea of whats going on. I know 2D is a headache and I talked them out of that. Edit: wow, didnt mean to start another page. Will stop posting in this thread until I have meaningful updates on what I'm making, if that's cool. Don't want to crowd up the pro's lounge with some beginner stuffs.
  • Avatar of Lebofly
  • [QUOTE=SGTSpartans;52679848]Nah we're using 3D assets, just a top down camera. I have some experience with Source and UDK from back in the day, and can work myself around dev art in blender that can convey the idea of whats going on. I know 2D is a headache and I talked them out of that. Edit: wow, didnt mean to start another page. Will stop posting in this thread until I have meaningful updates on what I'm making, if that's cool. Don't want to crowd up the pro's lounge with some beginner stuffs.[/QUOTE] Well there's a top down UE4 template when you create a new project, that'll definitely help
  • Avatar of Protocol7
  • It's super simple to get a project going with great feeling movement and combat in UE4, your biggest difficulties will probably be in writing your AI, level design, and the game's difficulty. Totally feasible though, I could probably have a shitty barebones Hotline: Miami clone going in an hour.
  • Is the physics handle component broken? It doesn't seem to actually attach anything, it just creates a physics handle in the specified place and then the physics handle just stays in that place. Setting any actor as the target doesn't seem to do anything at all, the handle still just stays in the spot it was created at and doesn't move with any actor. [editline]17th September 2017[/editline] Wait, am I supposed to be manually setting the location of the physics handle to the actor's location every tick? Why the hell isn't there a way to just attach the handle to an actor?
  • Avatar of Nomad
  • So I have a spotlight aiming down which is set to static, the table has a lightmap resolution of 128 and the ground has a resolution of 256. [t]https://horobox.co.uk/u/lPa7I2.PNG[/t] Is there something I am doing wrong which is why its looking all blocky?
  • Avatar of Shirky
  • Can you show us a picture of the lightmaps on the surfaces with the lightmap density view?
  • Yeah, check out the density - it's likely that the ground piece is really big so you're spreading that 256 across a really large area that ought to be more like 512-1024