• UE4 Development
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Does anyone know if it's possible to light foliage instanced static meshes with ILCQ Volume? If I place them manually, it's fine, but if I use the foliage tool they look shitty like so: [img]http://i.imgur.com/3bCanH7.gif[/img]
isnt your fps supposed to be higher with instanced meshes
Yeah that's another thing.
Having issues with arrays and splines. I'm trying to make a procedural racetrack system that spawns a different track every time by way of spline components. So far I have the spline component working, it chooses from a random number within a range to control the yaw and pitch changes on the track, like so: [t]https://fat.gfycat.com/MistyElaborateLarva.gif[/t] (The track placement is a bit choppy right now but I can fix that with more probability changes.) So the whole procedural road portion is its own blueprint. I have a different blueprint that I actually place in my level that handles spawning the procedural road blueprint in increments. Each procedural road finishes building 30 segments every .01 seconds, so I have a spawn loop on my in-level blueprint that spawns the procedural road blueprint every 3 seconds. What I'm trying to figure out how to do is store the world location of the last spline in each procedural road blueprint that is spawned, so that I can spawn the next one in the loop at that location, effectively building the road out further. Right now, it just spawns another instance of the procedural road blueprint at world location 0,0,0, so the roads just build on top of each other, rather than starting the next one at the end of the previous one. How can I go about storing that information specific to each instance that's spawned so that I can call it next time the spawn loop fires? I have it to where an integer adds 1 to itself from -1 (so it starts at zero on the first fire) each time the spawn loop fires, so I have a way to increment everything, I just don't know how to store those values, and how to call them specific to their index later on. Also, does anyone know if spline collisions can also be updated at runtime? None of this will work if they can't, and I have no idea how to do so. Getting the spline to update its shape at runtime was a bit of a challenge to begin with, but I have no clue how to update collisions. Thanks in advance!!!
[QUOTE=hippowombat;50141119] Also, does anyone know if spline collisions can also be updated at runtime? None of this will work if they can't, and I have no idea how to do so. Getting the spline to update its shape at runtime was a bit of a challenge to begin with, but I have no clue how to update collisions. Thanks in advance!!![/QUOTE] yes they can be updated at runtime but iirc you have to tick some checkbox
[QUOTE=Johnny Guitar;50141127]yes they can be updated at runtime but iirc you have to tick some checkbox[/QUOTE] Killer! It was just added as a feature in 4.11, just found it in the changelog! Thank you! :D
[QUOTE=hippowombat;50141179]Killer! It was just added as a feature in 4.11, just found it in the changelog! Thank you! :D[/QUOTE] Be careful with using the vehicle components in ue4, They are buggy as fuck.
[QUOTE=Evanstr;50141366]Be careful with using the vehicle components in ue4, They are buggy as fuck.[/QUOTE] I'm not sure if this is a pun, but I want to believe
[QUOTE=dai;50141394]I'm not sure if this is a pun, but I want to believe[/QUOTE] Was not meant to be a pun, but noticed after I posted it :ohno: Due to nvidia and ue4 being lazy, cars want to bug when near walls and car to car collision is Near to impossible
Can anyone recommend alternative places to get assets for npcs? UE4 marketplace is a bit lacking, turbosquid generally expensive. I suppose I could grab some unity assets which have .fbx files.
I've narrowed it down to Spline collisions not updating at runtime. (passed other physics actors right through the track) there's a bool value when setting spline start and end points that updates the rendering and collisions of the mesh, and there's also functions to call that update the spline shape and the mesh collisions... But none of these are working :/
[QUOTE=JLea;50141500]Can anyone recommend alternative places to get assets for npcs? UE4 marketplace is a bit lacking, turbosquid generally expensive. I suppose I could grab some unity assets which have .fbx files.[/QUOTE] you could use fuse and tweak the crap out of the shaders/models
why is doing anything ever in UE4 such a pain
[QUOTE=NitronikALT;50145904]why is doing anything ever in UE4 such a pain[/QUOTE] we've been over this bae
[QUOTE=NitronikALT;50145904]why is doing anything ever in UE4 such a pain[/QUOTE] Why is it pain? Do you think Unity is any better?
[QUOTE=Fourier;50148419]Why is it pain? Do you think Unity is any better?[/QUOTE] Unity is just a big Bukake :godzing:
First week has gone so quick. So far so good, Vive development has been smooth, very few hiccups. Here's a video of me rambling on about what I've done. [video=youtube;FOCMtu4B1kg]http://www.youtube.com/watch?v=FOCMtu4B1kg&feature=youtu.be[/video]
[QUOTE=NitronikALT;50145904]why is doing anything ever in UE4 such a pain[/QUOTE] seriously? did you ever use source. to import a simple model you needed to write a qc file
[QUOTE=JLea;50152881]seriously? did you ever use source. to import a simple model you needed to write a qc file[/QUOTE] this x1000, UE4 is unbelievably easy to do stuff in
Speaking of ue4 being easy to work with, does anybody have experience with unreal tournament's weapon system? I downloaded the source and I'm completely overwhelmed
Ship UI work! I managed to put in the pitch/yaw indicator I wanted to, and it was much easier than I expected! I'm a bit scared of UI, but this was actually pretty fun and easy to do. On the other fronts, we have the hotbar in (drag and dropping into it is coming next) and a radial menu for interacting with machines. [t]http://i.imgur.com/ewtmZzM.png[/t] Speaking of which, machines are 90% complete now. Fun stuff! [video]https://youtu.be/Ynhhn4Vzovs[/video]
trill neato rock materials with the glowin shit
[QUOTE=JLea;50152881]seriously? did you ever use source. to import a simple model you needed to write a qc file[/QUOTE] Creating a game in source it's a fucking joke
[QUOTE=Johnny Guitar;50155331]trill neato rock materials with the glowin shit[/QUOTE] theres 9 types of resources total i'm not sure if i posted all of them here: [t]http://i.imgur.com/6C4kYuW.png[/t] [t]http://i.imgur.com/lJz43Au.jpg[/t] [t]http://i.imgur.com/p8lBegc.jpg[/t]
Those are some seriously beautiful fucking rocks man
they're just placeholders while i don't have actual assets in, hopefully the finished stuff will look better
Anyone got any tip of what I should say in a dev grant request? Im looking for them to help me with a vive + funds.
nitronikalt and I did stuff for the game jam, but scheduling stuff kept getting in the way so I kinda ruined it for us. [URL="https://www.dropbox.com/s/apu3al3pwir2b1f/2GamesAprilGameJam.zip?dl=0"]Here's a link,[/URL] below is a timelapse video of about 6 hours of development on my end. [video=youtube_share;g-28uiVmqQg]http://youtu.be/g-28uiVmqQg[/video]
[IMG]http://pix.nikolaszorko.sexy/UE4Editor_2016-04-19_06-12-31.png[/IMG] halfway into making this I realized it was a giant cock, pen island has no regrets though
[QUOTE=Johnny Guitar;50160067][IMG]http://pix.nikolaszorko.sexy/UE4Editor_2016-04-19_06-12-31.png[/IMG] halfway into making this I realized it was a giant cock, pen island has no regrets though[/QUOTE] so hey dude i've been studying freudian psychology and
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