• UE4 Development
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[QUOTE=Asgard;46635690]VPS?[/QUOTE] Somehow I'm now able to open website (without any proxy stuff)!
How do I prevent UE4 from splitting up all the meshes in an fbx file? I import a gun that is separate into magazine, trigger, bullets, ect, and they are all linked together in 3ds max, but when I import them they all get imported as individual meshes.
I'm trying to assign offset bump mapping to a tree bark material, but the mesh it's tied to requires a texture coordinate node to maintain the uv positioning saved from the original export. I tried using it by plugging it into the uv input on the displacement map texture sample node, but the coordinates don't carry over to the diffuse and normal maps. Any tips?
I made this prototype of an application for machinima makers in a few hours: [video=youtube;A3aW5i3t2H8]http://www.youtube.com/watch?v=A3aW5i3t2H8[/video]
[QUOTE=werewolf0020;46631879]Stupid wrong rating, i havent got my hand on it but if you create a session it SHOULD show up without the need of another steam account[/QUOTE] I added this to my ini: [code] [/Script/Engine.GameEngine] +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver") [OnlineSubsystem] DefaultPlatformService=Steam [OnlineSubsystemSteam] bEnabled=true SteamDevAppId=480 [/Script/OnlineSubsystemSteam.SteamNetDriver] NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"[/code] I run the game twice using: [code]ue4editor.exe projectpath -game[/code] When it opens, steam shows i'm playing space wars (intended) and I create a session, when I try to discover sessions using the second game process it just fails.
[QUOTE=Smallheart;46641523]I'm trying to assign offset bump mapping to a tree bark material, but the mesh it's tied to requires a texture coordinate node to maintain the uv positioning saved from the original export. I tried using it by plugging it into the uv input on the displacement map texture sample node, but the coordinates don't carry over to the diffuse and normal maps. Any tips?[/QUOTE] I'm dumb, there's a coordinate input on the BumpOffset node.
How do I fix shit like this? [IMG]http://i.imgur.com/LprO820.png[/IMG] I have a range of 4,000 units on my dynamic skylight. Near, you can see that it's shadowed where the fence is. Far, it's not so much. What gives?
[QUOTE=Protocol7;46654025]How do I fix shit like this? [IMG]http://i.imgur.com/LprO820.png[/IMG] I have a range of 4,000 units on my dynamic skylight. Near, you can see that it's shadowed where the fence is. Far, it's not so much. What gives?[/QUOTE] You could try to: [b]1.[/b] set bigger shadow resolution; [b]2.[/b] change shadow bias; [b]3.[/b] scale down shadow distance; [b]4.[/b] set object to cast inset shadows.
Everything casts inset shadows as far as I can tell. I have no idea where to change anything other than the resolution.
I change it like this: [code] UDirectionalLightComponent* m_pDirectionalLightComponent = Cast<UDirectionalLightComponent>(m_pSunComps[i]); if (m_pDirectionalLightComponent != NULL) { // Shadows dist m_pDirectionalLightComponent->DynamicShadowDistanceMovableLight = 20000.0f; } ULightComponent* m_pLightComponent = Cast<ULightComponent>(m_pSunComps[i]); if (m_pLightComponent != NULL) { // Shadow Bias m_pLightComponent->ShadowBias = 0.5f; } [/code] Also if anyone plans to use SQL Database inside their game, check this: [url]https://answers.unrealengine.com/questions/143256/46-how-to-use-sqlitesupport.html[/url] They have added SQLite support in 4.6 [hd]http://www.youtube.com/watch?v=PcUF-NYY1BU[/hd]
[QUOTE=Nicolas;46639007]Somehow I'm now able to open website (without any proxy stuff)![/QUOTE] github now rolls over for roskomnadzor [url]https://github.com/github/roskomnadzor[/url]
I made a dialogue system for my game. It uses blueprints for the flowcharty stuff, UMG for the display and I set up all the internal logic in C++. It's setup like this, all you have to do is plug in your responses/text/audio and you can link each response to an event. So it can be used to teleport people, update quests, disable responses until criteria are met etc. [IMG]http://puu.sh/dkrfS/3aff4ffb14.jpg[/IMG] [video=youtube;D74Vxz59uEM]http://www.youtube.com/watch?v=D74Vxz59uEM[/video]
Getting some weird STALKER vibes from that.. Nice work! Phew..finally.. took out a ton of header files i shouldnt had included in my classes, used the development editor compile profile and my 2+ minute compile time went down to 4-10 seconds!
I think my foliage is murdering performance. I'm starting to tank FPS on a 970. Time to try setting up billboards and LODs I guess. At a minimum it'll be a learning experience...
Can the Intel compiler be used on VS to build UE projects? I was wondering if there was a guide for it.
[QUOTE=RaTcHeT302;46668632]Can the Intel compiler be used on VS to build UE projects? I was wondering if there was a guide for it.[/QUOTE] just use the ms compiler?
I have a foggy town. I also have streetlights. What's the best way to make a light beam from the streetlights? I was thinking of drawing a sprite or some such and have it fade out when the player gets close as to avoid making the plane geometry obvious, but I'd like if it were automatic for certain spotlights. Is this possible? I read up on light functions, but those seem more to affect the material that the light draws, like cookies.
So... anyone else's project break after upgrading to 4.6?
[QUOTE=Protocol7;46670169]I have a foggy town. I also have streetlights. What's the best way to make a light beam from the streetlights? I was thinking of drawing a sprite or some such and have it fade out when the player gets close as to avoid making the plane geometry obvious, but I'd like if it were automatic for certain spotlights. Is this possible? I read up on light functions, but those seem more to affect the material that the light draws, like cookies.[/QUOTE] Wouldnt a spot light work for what you are asking? unless im reading wrong.
[QUOTE=werewolf0020;46670919]Wouldnt a spot light work for what you are asking? unless im reading wrong.[/QUOTE] I want the beam or shaft to show up instead of just a light being drawn on the floor.
We had started work on a first-time 2D project based on Battle-network but then the only guy who could understand programming left. Trying to learn blueprint much better myself now, although it's not really my thing.
Anyone good with material blueprints? I want a material to fade opacity as the mesh it's on becomes perpendicular to the camera. Is this possible?
[QUOTE=Protocol7;46677662]Anyone good with material blueprints? I want a material to fade opacity as the mesh it's on becomes perpendicular to the camera. Is this possible?[/QUOTE] It's possible, but you'd have to make your material an [URL="https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/MaterialInstances/index.html"]instanced material[/URL] and do some math to find out when the camera's forward vector trace is perpendicular to the forward trace of the mesh. From there you can alter the opacity variable in the material through blueprints or C++. If you wanted fading, you'd have to do even more math to periodically lower the opacity value as the player's camera trace rotates closer to 90° from the front of the mesh. What is this for exactly? There might be better alternatives.
It's for a light beam from streetlights. I figured it out, using the dot product between the pixel normal and the camera vector: [IMG]http://i.imgur.com/zxrv0Is.png[/IMG] Here's how it looked before: [IMG]http://i.imgur.com/pAypCVv.png[/IMG] And here's how it looks after: [IMG]http://i.imgur.com/jjSe8mV.png[/IMG] There's still a bit of banding, but I'll chalk it up to a stylistic choice and say fuck it. This is all in the material blueprint, by the way. Multiplying my opacity mask by the result of the clamp. I couldn't get a billboard effect working, so it's 4 instanced static plane meshes for each beam. Otherwise I suppose I could have made a cone, I guess, but the cool thing about the way I'm doing it - I can control the length and the width of the beams. Fortunately all the lights are uniform for now.
[QUOTE=RaTcHeT302;46668632]Can the Intel compiler be used on VS to build UE projects? I was wondering if there was a guide for it.[/QUOTE] I am sure it wouldn't be too hard to get to work, but it's not going to work out of the box. It would be interesting to see if there would be a performance difference.
About 6 weeks ago had a game jam at uni. We made two games. Mowerstorm and Mowersports. (Parody of Motorstorm since our lecturer worked on it) Here is Mowersports. Took about 5 hours to make. [video=youtube;6Dr_s-6x5W8]http://www.youtube.com/watch?v=6Dr_s-6x5W8[/video] No programmers just artists and blue prints. Enjoy
I really think about dropping to the trash unity when people shows blueprints and mono support Anyway, can anyone tell me what's the size of mobile applications by default? I find awful 13mb on unity for android Edit: NVM, i need a credit card to subscribe...OKAY unity free and your big splash screen...OKAY
[QUOTE=gonzalolog;46686813]I really think about dropping to the trash unity when people shows blueprints and mono support Anyway, can anyone tell me what's the size of mobile applications by default? I find awful 13mb on unity for android[/QUOTE] Its much worse, the official tappy chicken app is 34 MB right now, which maybe only has a few mb of actual content, and the rest is the engine.
Yeah the HTML5 export is pretty poorly documented at the moment, I can't even find an example of a 3D game yet.
[QUOTE=gonzalolog;46686813]Edit: NVM, i need a credit card to subscribe...OKAY unity free and your big splash screen...OKAY[/QUOTE] You can use PayPal, but who the hell doesn't have a credit or debit card?
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