• UE4 Development
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I'm just leaving work and can't go back for another screenshot, but for NOW try selecting the object in-editor and scrolling down the options on your right side, find 'override lightmap size' or whatever it is, should have a default of 64 in it. Check the box and re-input your number. I think the object turns a solid color until you re-bake the lighting, so you can't really adjust it live so much as do some guess work then let it process when you're ready later.
That worked perfectly, thanks so much!
So I made my first attempt at making a procedurally generated level. It went rather well other than there not being much variation. [video=youtube;94bNzY519D0]http://www.youtube.com/watch?v=94bNzY519D0&feature=youtu.be[/video]
Messing about with 3D menus. Doesn't work at the moment need the progs to work their magic. Pretty happy with how the camera motion came out. [video=youtube;IWsPcSiKw-4]http://www.youtube.com/watch?v=IWsPcSiKw-4[/video]
[t]https://dl.dropboxusercontent.com/u/16349584/unreal%20engine%204/2015/cabinetdisplaypic01.PNG[/t] For a retail buying group project. Making a high res screenshot makes it look like garbage.
Can I ask for more input from you guys? I've been playing with first person immersion, and added camera bob when running, as well as a slight sway when the player is idle. Is it too much? Too little? Not even necessary/overall annoying? Please let me know what you think. I'm also thinking about adding focus based/dynamic depth of field. [video=youtube;4-mFJKSC37I]http://www.youtube.com/watch?v=4-mFJKSC37I[/video]
What I would now that I took a walk in my room is remove the bob and use the sway while walking. When you are not moving you don't see your head moving and when you move your head is more like moving to left and right slowly not jumping up and down.
Trying to do dynamic depth of field from [URL="http://forums.unrealengine.com/showthread.php?6364-Dynamic-DoF(Depth-of-Field)-Blueprint"]this tutorial[/URL], but I hit a road block, I cannot for the life of me figure out what two of these nodes are. What are these nodes/how do I find them? [img]http://i.imgur.com/2FCjAU8.png[/img]
[QUOTE=Smallheart;47426696]Trying to do dynamic depth of field from [URL="http://forums.unrealengine.com/showthread.php?6364-Dynamic-DoF(Depth-of-Field)-Blueprint"]this tutorial[/URL], but I hit a road block, I cannot for the life of me figure out what two of these nodes are. What are these nodes/how do I find them? [img]http://i.imgur.com/2FCjAU8.png[/img][/QUOTE] They look like they're the input and output nodes of a macro. So creating a new macro would give you them.
[QUOTE=Smallheart;47426696]Trying to do dynamic depth of field from [URL="http://forums.unrealengine.com/showthread.php?6364-Dynamic-DoF(Depth-of-Field)-Blueprint"]this tutorial[/URL], but I hit a road block, I cannot for the life of me figure out what two of these nodes are. What are these nodes/how do I find them? [img]http://i.imgur.com/2FCjAU8.png[/img][/QUOTE] When you create a macro it should auto create them
[QUOTE=Smallheart;47424287]Can I ask for more input from you guys? I've been playing with first person immersion, and added camera bob when running, as well as a slight sway when the player is idle. Is it too much? Too little? Not even necessary/overall annoying? Please let me know what you think. I'm also thinking about adding focus based/dynamic depth of field. [video=youtube;4-mFJKSC37I]http://www.youtube.com/watch?v=4-mFJKSC37I[/video][/QUOTE] IMO, only use effects like this for sprinting. Idle sway is odd since you don't do that IRL.
[QUOTE=JLea;47427946]IMO, only use effects like this for sprinting. Idle sway is odd since you don't do that IRL.[/QUOTE] I'd also recommend do it like in Wolfenstein:TNO. The camera there sways up and down when you were running for too long (kinda simulates heavy breathing).
[QUOTE=JLea;47427946]IMO, only use effects like this for sprinting. Idle sway is odd since you don't do that IRL.[/QUOTE] idle sway looks good if it's really really subtle like in ethan carter [editline]1st April 2015[/editline] i think these are too extreme and the motion is too simple it doesn't feel right at all
i need a way to automatic make levels and import T3D files automatic to the levels. can somone help me?
Me and my brother took a short break from BLISTER to do the Polycount/Allegorithmic challenge. If we had more time there's a couple things I'd like to change but we started extremely late. [t]https://dl.dropboxusercontent.com/u/5210835/Blister/throne/Beauty01.png[/t] [t]https://dl.dropboxusercontent.com/u/5210835/Blister/throne/Beauty02.png[/t] [t]https://dl.dropboxusercontent.com/u/5210835/Blister/throne/Beauty03.png[/t]
[QUOTE=a wet towel;47440703]Me and my brother took a short break from BLISTER to do the Polycount/Allegorithmic challenge. If we had more time there's a couple things I'd like to change but we started extremely late.[/QUOTE] Gives me dark souls vibes, looks really good.
So I'm creating custom blueprint nodes via C++, although I had a question and I can't seem to find any information on it. Is it possible to add a shorthand description of each pin like you would if you were to create the function via blueprints? Otherwise it just looks like this and is not very descriptive. [IMG]http://i.imgur.com/bKrJ61i.png[/IMG] [B]Edit:[/B] I missed my frogs and started messing around with them again. The combat still needs work, but I feel pretty confident about behavior trees now. Not really sure where to go from here though. :v: [video=youtube;K0vwfOM8GJs]http://www.youtube.com/watch?v=K0vwfOM8GJs[/video] Welp, I think the project got corrupted or something. I'm unable to start it up with visual basic, hits a breakpoint upon loading. I'm able to open it up via the .uproject, but it errors out when I try to cook the content or build it. Well, at least I can still access it to some extent.
I already prefer this to udk after a few hours toying around, I really wish my university would pick ue4 up for modules I savaged the example 'ship' project and made it into a boat instead, with clamped roll and pitch etc so it actually looks buoyant when you turn etc. And I figured out how to keep the camera pointed at said boat whilst still being able to rotate it around with the mouse. I'd feel like I achieved more if said boat wasn't visually a chair right now
Anyone else's example projects don't work after the upgrade to 4.7.4? For example, in Unreal Stick Figure 2D, you can't jump under red bricks to break them anymore. Also, Multiplayer Shootout just outright crashes for me. Not a big deal, of course. Just something I noticed when I was bored yesterday and wanted to poke around with those projects. I'm sure it'll get fixed soon enough if it's an issue as well.
[QUOTE=Mellowbloom;47454757]I already prefer this to udk after a few hours toying around, I really wish my university would pick ue4 up for modules [/QUOTE] Same here, we're still using an old version of Unity... It's not even the pro version. I'm not on a games design course but I've already had to be an artist in 2 game projects and I think I'm doing an introduction to programming next year. Almost everyone on the related courses is more interested in learning UE4 or at least Unity 5. I know for certain I'm going to be learning PBR over the summer. What University are you at?
[QUOTE=Rahu X;47456145]Anyone else's example projects don't work after the upgrade to 4.7.4? For example, in Unreal Stick Figure 2D, you can't jump under red bricks to break them anymore. Also, Multiplayer Shootout just outright crashes for me. Not a big deal, of course. Just something I noticed when I was bored yesterday and wanted to poke around with those projects. I'm sure it'll get fixed soon enough if it's an issue as well.[/QUOTE] I've been having a lot of crashes on 4.7.4. Loading different maps would just leave it hanging. Went afk for about 30 mins and it was still there using 10GB of my memory. I've got no clue what's going on.
BehaviorTree MoveTo Task node finally works when given an actor / object to move but still fails when you just give it a Vector Epic games pls
Got the AK in. Now somehow I'm gonna need to fix the clipping when in ironsights. [video=youtube;knCQDrpQ6So]http://www.youtube.com/watch?v=knCQDrpQ6So&feature=youtu.be[/video]
[QUOTE=a wet towel;47458421]Got the AK in. Now somehow I'm gonna need to fix the clipping when in ironsights. [video=youtube;knCQDrpQ6So]http://www.youtube.com/watch?v=knCQDrpQ6So&feature=youtu.be[/video][/QUOTE] I don't recall but didn't you mention you did all that with blueprints? If so, have you had issues with the editor crashing often or the project getting corrupted somehow?
Yeah the whole project is still all blueprints. I've had very few crashes and no corruption though.
it looks like a terrorist training simulator lmao
[QUOTE=a wet towel;47458421]Got the AK in. Now somehow I'm gonna need to fix the clipping when in ironsights. [video=youtube;knCQDrpQ6So]http://www.youtube.com/watch?v=knCQDrpQ6So&feature=youtu.be[/video][/QUOTE] A wet towel, AKA TheScannerDarkly kindly allowed me to make an more in-depth video on Blister's current state. Enjoy. [media]http://www.youtube.com/watch?v=NdKqfaZn7K8&feature=youtu.be[/media]
Anyone heard of Nvidea's [URL="http://byzantos.com/nvidia-vxgi/"]real-time GI[/URL]? [media]http://vimeo.com/123529596[/media]
[QUOTE=Magman77;47459073]it looks like a terrorist training simulator lmao[/QUOTE] I honestly thought the same thing. It really made me feel uncomfortable. The way the player is just slowly moving through a room killing everybody and they're not even shooting him.
4.7.3/.4 both crash on startup with a project I started in 4.7.1. Anyone else having issues?
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