• UE4 Development
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[QUOTE=Instant Mix;46766247]What's this whole student thing? Can I genuinely get UE4 & updates for free if I have a valid email?[/QUOTE] I didn't even need an edu email--I just emailed them a picture of my student ID.
is there any way I can look at the UE4 market without having UE4 yet?
[QUOTE=General J;46773132]is there any way I can look at the UE4 market without having UE4 yet?[/QUOTE] No, the only thing you'll find are posts on the blog which shows what they've added that week: [url]https://www.unrealengine.com/blog/marketplace-content-release-dec-17[/url] Eventually it'll probably be on the web somewhere but it's really early days for the marketplace, there's no search feature, barely any categorisation and code plugins aren't supported yet.
[QUOTE=Shirky;46740796]Decals are really lacking I find atm. I have impact decals that get spawned when my bullet hits an object, but they dont attach to dynamic objects, the lighting on them is broken, they I cant change the face normal height either.[/QUOTE] If anyone here is good with shaders and is working on blood effects specifically, you should try to setup what Tripwire Interactive setup using Unreal Engine 3 for Killing Floor 2. You have a world shader thats applied to everything, and you simply apply a mask over surfaces in the world to reveal the blood. Looks better, performs better, just trickier to setup, something I have been wanting to look into recently. [media]http://www.youtube.com/watch?v=WeBSwfHycs0[/media]
so is it more or less like hitmasking in UDK? , i remember it was more or less the same i would apply the shader to my character and when he got hit update the mask with the hit location to reveal the blood
i wonder how large the texture would be to contain the entire level [editline]23rd December 2014[/editline] obviously it would be like a 1-bit mask but still
[QUOTE=DarKSunrise;46778481]i wonder how large the texture would be to contain the entire level [editline]23rd December 2014[/editline] obviously it would be like a 1-bit mask but still[/QUOTE] It wouldn't have to be large, a 1x1 dark red image would suffice. The resolution of the mask would be what you'd expect a blood splatter to be. Hell in UE4 you wouldn't even need an image file for a masked blood shader, just the mask itself.
So uh... im getting the weirdiest issue with USTRUCTS i Can add members to my array of ustructs fine with code but any try to remove it fills the compiler with errors and error C2678: binary '==' : no operator found which takes a left-hand operand of type 'const FInventoryItemStruct' (or there is no acceptable conversion) [CODE]void AInventoryGameCharacter::DropItem(FInventoryItemStruct Item) { AInventoryItem* WorldItem = GetWorld()->SpawnActor<AInventoryItem>(Item.ItemActor->GetActorClass(), FVector(0,0,0),FRotator(0,0,0)); // Spawn the item in the world WorldItem->ItemInfo = Item; // Assign the item info of the newly spawned item in the world to the one we dropped if(InventoryArray.Find(Item)) // If the item IS in the inventory { InventoryArray.Remove(Item); // Remove it THIS is the line that causes the error/errors } RefreshInventory(); // Update our inventory }[/CODE]
[QUOTE=werewolf0020;46782468]So uh... im getting the weirdiest issue with USTRUCTS i Can add members to my array of ustructs fine with code but any try to remove it fills the compiler with errors and error C2678: binary '==' : no operator found which takes a left-hand operand of type 'const FInventoryItemStruct' (or there is no acceptable conversion) [/QUOTE] Try to replace Remove with RemoveSingle
Gives the same result im pretty confused since i used array.remove before with an array of actors and a actor pointer and it worked fine
[QUOTE=DarKSunrise;46778481]i wonder how large the texture would be to contain the entire level [editline]23rd December 2014[/editline] obviously it would be like a 1-bit mask but still[/QUOTE] I'm pretty sure it's a lower-resolution one that can store (or at least look like) gradients so the detailed splatter is created through a shader or detail texture that's used as local threshold variation.
[QUOTE=werewolf0020;46782876]Gives the same result im pretty confused since i used array.remove before with an array of actors and a actor pointer and it worked fine[/QUOTE] How does your InventoryArray look like?
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Inventory) TArray<FInventoryItemStruct> InventoryArray;
Isn't that because you're assigning a pointer to an non-pointer. edit: nvm
Actually i posetd on the answehub and i had to overload the == operator inside the function, so it ended up like this [CODE]USTRUCT(blueprintable) struct FInventoryItemStruct { GENERATED_USTRUCT_BODY() public: // Item class, used to spawn the item in the world when its dropped UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = ItemInfo) TSubclassOf<class AInventoryItem> ItemClass; // Item Icon that will be displayed in the slot UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = ItemInfo) UTexture2D* ItemImage; // Text that the item will display as its name UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = ItemInfo) FName ItemName; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = ItemInfo) FString ActionText; // Here is the magic bool operator==(FInventoryItemStruct const& Other) const { if (ItemName != Other.ItemName) { return false; } if (ItemClass != Other.ItemClass) { return false; } if (ItemImage != Other.ItemImage) { return false; } return true; } };[/CODE]
Finished my low-poly dog model a couple of days ago and made a small scene with it (which got retweeted by Unreal Engine, yay!) : [img]http://nullpointerlabs.cc/Downloads/TwitterBanner.png[/img] My goal is to turn this into an actual game but it's surprisingly difficult to come up with a good story and good gameplay elements.
It is beautiful :).
[QUOTE=Mayco;46797263]Finished my low-poly dog model a couple of days ago and made a small scene with it (which got retweeted by Unreal Engine, yay!) : [img]http://nullpointerlabs.cc/Downloads/TwitterBanner.png[/img] My goal is to turn this into an actual game but it's surprisingly difficult to come up with a good story and good gameplay elements.[/QUOTE] I actually really love this art style. I should figure out how to do it one day.
Oh hey it was your Picture then Mayco, i remember seeing it on twitter and thinking it looked great
[QUOTE=Shirky;46797544]I actually really love this art style. I should figure out how to do it one day.[/QUOTE] Low poly (obviously), tris, and make sure to disable any normal smoothing. The rest is just built-in UE4 shaders [editline]26th December 2014[/editline] I did it in Unity with this [IMG]https://m1.behance.net/rendition/modules/86060769/disp/ef75c06ae5276eeff6e874aaf1395312.png[/IMG] My example also has fog, colour correction, and AA but that's obviously not necessary for the effect
Like Asgard says, it's not difficult. I'm a programmer by trade and not at all an artist. The key is having a nice low-poly model (which took quite a bit of effort) and creating the right shader/material in UE4. That's it.
See the trick to having a great looking game is just not giving a fuck at all. No effort makes the best graphics. [B]Trust me I'm a programmer.[/B]
[QUOTE=Mayco;46797263]My goal is to turn this into an actual game but it's surprisingly difficult to come up with a good story and good gameplay elements.[/QUOTE] A great game can have a very minimal story and gameplay element complexity, just don't overthink it. Ex: Journey
[QUOTE=General J;46798971]A great game can have a very minimal story and gameplay element complexity, just don't overthink it. Ex: Journey[/QUOTE] Stark visuals like that could lend themselves to a minimalist survival game. I'm imagining simple controls and simple mechanics that let you sort of inhabit a wolf's simple life, and gameplay-related visual cues being given through the wolf's animations rather than a UI in order to highlight the art.
I'm working on a [B]Minigolf game[/B] [url=https://www.youtube.com/watch?v=rlMEjaazAOs]again[/url] and I have no idea [B]what art style and setting[/B] to give the whole game. There are so many cartoony minigolf games out there so it doesn't need another. But a realistic artstyle would require a lot more detail and time. I tried to put fake-drawn-picture-effect-like textures: [t]http://i.imgur.com/Ykswihi.jpg[/t] onto low poly miniature cardboard or paper models but it doesn't look as nice as expected.
[QUOTE=Baboo00;46801993]Stark visuals like that could lend themselves to a minimalist survival game. I'm imagining simple controls and simple mechanics that let you sort of inhabit a wolf's simple life, and gameplay-related visual cues being given through the wolf's animations rather than a UI in order to highlight the art.[/QUOTE] The Long Dark
Working on an open world game, and wondering about interiors. Would it make more sense to compartmentalize interiors into separate worldspaces to save on performance, or is there a feasible way to do fully physicalized buildings that don't hog resources too much? Thanks in advance for any tips.
[QUOTE=Smallheart;46816349]Working on an open world game, and wondering about interiors. Would it make more sense to compartmentalize interiors into separate worldspaces to save on performance, or is there a feasible way to do fully physicalized buildings that don't hog resources too much? Thanks in advance for any tips.[/QUOTE] use level streaming
[media]http://www.youtube.com/watch?v=AtS4S9A9VMQ[/media] Porting a client game to UE4, So far i got most of the movement done (Ground Dashing, Air Dashing, Jump Accelerated Dash, Wall Sliding ,Equal Velocity in both directions while falling) . All the properties are exposed in the player blueprint so you can easly tweak how fast the dash is , How long it lasts, How strong is the impulse thats added to your velocity when you dash and jump etc Only need to add Wall Jump and implement the particle systems,Sounds and animations when they are done
[video=youtube;33voMXF6VKU]http://www.youtube.com/watch?v=33voMXF6VKU[/video] I made the base for this Minigolf game within five days and you can test what I have so far by clicking the downloadlink below. This obviously incomplete version is made for testing the arcade physics of the ball. Please let me know if you have any suggestions. Download: [url]https://www.dropbox.com/s/hduafo7ggdtx4jj/DasMatze%27s%20Minigolf.rar?dl=1[/url]
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