• UE4 Development
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[QUOTE=CrashLemon;48627885]What's the best UE4 introduction tutorial you guys can suggest? I think I have good knowledge of game mechanics and flow in general but I'm just lost in all the calls and functions UE4 has. Just something that sums up, C++ wise, how the engine handles stuff. (I'm used to Unity and GLua)[/QUOTE] I've honestly had good success learning some stuff by viewing their basic projects, figuring out what they accomplish that I like/want in a game, and researching how they do it in Blueprint. Don't worry too much about Blueprint vs C++ since most of the blueprint functions/calls are the same in C++.
Came back from a holiday and worked on a new gun to get me back into the project, and totally copied CS:GO's inspect [IMG]https://dl.dropboxusercontent.com/u/5210835/Blister/qndvg.gif[/IMG]
What is the best way to do a capsule trace in C++? I figured how to do a line trace but not a capsule trace.
[QUOTE=eirexe;48632483]What is the best way to do a capsule trace in C++? I figured how to do a line trace but not a capsule trace.[/QUOTE] A series of sphere traces in a line?
[QUOTE=Protocol7;48636558]A series of sphere traces in a line?[/QUOTE] There must be a proper way to make it, since you can do it blueprints. I'm still compiling a fresh copy of the engine because I definetly broke something, I guess i'll just try to find where the blueprint function comes from.
Reading some Roadside Picnic [IMG_thumb]http://puu.sh/k3OSJ/348427630d.jpg[/IMG_thumb]
This macro is the best thing ever made for debugging: [code]#define FUCK() UE_LOG(LogTemp, Warning, TEXT("FUCK %s: %d"), TEXT(__FILE__),__LINE__);[/code] someone in facepunch made it and i adapted it to UE4
I feel like after reading so much about the game framework and after going through so many official tutorials that I should be able to make Pong on my own, but nope. I feel like I hit a wall here with this nonsense. Even bought a UE4 c++ book and even though I've gone through it I still can't make Pong on my own. I think what I need is some directed learning. Different people learn at different rates, I guess.
[QUOTE=eirexe;48641978]This macro is the best thing ever made for debugging: [code]#define FUCK() UE_LOG(LogTemp, Warning, TEXT("FUCK %s: %d"), TEXT(__FILE__),__LINE__);[/code] someone in facepunch made it and i adapted it to UE4[/QUOTE] This is my error handling in a nutshell [IMG]http://i.imgur.com/FDZ2UU7.png[/IMG] [editline]9th September 2015[/editline] [IMG]http://i.imgur.com/J0mBXBe.png[/IMG] Boom, got me a rudimentary laser beam. Don't know if I like the cookie being sized for screen space vs world space, seeing as it gets too small to see when far away in world space.
is anyone else seriously tweaked by the new default FPS gun pointing way off to the side
Got round to developing my game a bit further. Getting pick ups to rotate and bob took much longer than it should have.. [img]http://i.imgur.com/0YflI2P.gif[/img]
[video]https://youtu.be/Egz-DtSPipU[/video] I made a thing for a client... This is easly the LONGEST piece of work i have ever done, not becouse of the features but becouse holy shit the animation packs on the marketplace are 50/50, some are complete with their blendspaces properly done and others are half complete, half broken so i had to spend a insane amount of hours fixing blend spaces, setting up anim graphs and what not At least its done, i have a better understanding of the animation workflow in UE4 too
[QUOTE=werewolf0020;48649943][video]https://youtu.be/Egz-DtSPipU[/video] I made a thing for a client... This is easly the LONGEST piece of work i have ever done, not becouse of the features but becouse holy shit the animation packs on the marketplace are 50/50, some are complete with their blendspaces properly done and others are half complete, half broken so i had to spend a insane amount of hours fixing blend spaces, setting up anim graphs and what not At least its done, i have a better understanding of the animation workflow in UE4 too[/QUOTE] You should make a tutorial explaining what you've learned edit-- or just a blog post is good, too
[QUOTE=werewolf0020;48649943][video]https://youtu.be/Egz-DtSPipU[/video] I made a thing for a client... This is easly the LONGEST piece of work i have ever done, not becouse of the features but becouse holy shit the animation packs on the marketplace are 50/50, some are complete with their blendspaces properly done and others are half complete, half broken so i had to spend a insane amount of hours fixing blend spaces, setting up anim graphs and what not At least its done, i have a better understanding of the animation workflow in UE4 too[/QUOTE] What's going on with those death animations? Are you blending to physics?
Working on the new shading for the procedural 2D clouds [t]http://i.imgur.com/VVSMjQK.png[/t]
That looks very realistic ^^ Video of the system I posted on the previous page if anyones interested. [video=youtube;XwCO3YP5h2k]http://www.youtube.com/watch?v=XwCO3YP5h2k[/video]
Finally started on a proper-ish loadout menu that I didn't steal from CoD [vid]https://dl.dropboxusercontent.com/u/5210835/Blister/LoadoutMenuPreview.mp4[/vid]
[QUOTE=JLea;48650085]What's going on with those death animations? Are you blending to physics?[/QUOTE] As soon as the death animation ends im blending physics , yes.. Im nearly sure that since it uses root motion it probably causes a bit of messing once the blending occurs at the end of the anim. i should probably blend physics a little bit before the animation ends Also christ that A-LIFE System looks amazing!, did you use behavior trees for the AI Behaviors or just your own code?
Spent a shitload of time getting my weapon attachment stuff right. Now the gun gets properly silenced when attached a silencer, including different muzzle flash effects and a new sound. [media]http://www.youtube.com/watch?v=Osxm8lzAafU[/media] You can also see the working laser, too. Wish I could show off how the material looks on better settings, it's pretty legit.
[QUOTE=Protocol7;48652200]Spent a shitload of time getting my weapon attachment stuff right. Now the gun gets properly silenced when attached a silencer, including different muzzle flash effects and a new sound. [media]http://www.youtube.com/watch?v=Osxm8lzAafU[/media] You can also see the working laser, too. Wish I could show off how the material looks on better settings, it's pretty legit.[/QUOTE] That's a mean-looking' nail gun ya got there.
[url]https://www.unrealengine.com/blog/free-infinity-blade-collection-marketplace-release[/url] [img]https://cdn2.unrealengine.com/blog/Sept15/IBC-facebook-1200x630-398254359.png[/img] [quote]On the heels of yesterday’s Apple Special Event, and with Infinity Blade III going free for the first time ever, there’s one more surprise in store: You can now download thousands of assets from our Infinity Blade Collection for free in the Marketplace! This content represents a $3 million investment in art and sound design, and we can’t wait to see what you make with it.[/quote] Damn.
That's what 3 million dollars looks like.
We are considering changing our game from a sidescrolling subspace emissary-esque game to a fighting game, the animations aren't yet done but pretty much all the code translates very well in a fighting game environment with little modification, and certainly, animating six characters and stages is going to be less work than doing backgrounds and animating enemies.
Trying out low poly stuff. No idea how to go about making a decent low poly stylized landscape though. [IMG]https://scontent.xx.fbcdn.net/hphotos-xap1/t31.0-8/12006507_737611433009576_308210658194733294_o.jpg[/IMG]
[QUOTE=hippowombat;48657960]Trying out low poly stuff. No idea how to go about making a decent low poly stylized landscape though. [IMG]https://scontent.xx.fbcdn.net/hphotos-xap1/t31.0-8/12006507_737611433009576_308210658194733294_o.jpg[/IMG][/QUOTE] Looks good so far, try out different lighting styles and colour correction, that makes the difference!
[QUOTE=hippowombat;48657960]Trying out low poly stuff. No idea how to go about making a decent low poly stylized landscape though. [IMG]https://scontent.xx.fbcdn.net/hphotos-xap1/t31.0-8/12006507_737611433009576_308210658194733294_o.jpg[/IMG][/QUOTE] You can try some sort of bloom or make the shadows be sharper.
[QUOTE=hippowombat;48657960]Trying out low poly stuff. No idea how to go about making a decent low poly stylized landscape though. [IMG]https://scontent.xx.fbcdn.net/hphotos-xap1/t31.0-8/12006507_737611433009576_308210658194733294_o.jpg[/IMG][/QUOTE] Try adding some more vibrance
landscape also needs some little height variation maybe plants and bushes and shit
If that's an actual Landscape object there's some shit you can do to the material to override the smoothing of the landscape (so individual polygons are clearly defined to match with the trees and rocks.) Wish I knew off the top of my head. :(
[QUOTE=Clavus;48656570][url]https://www.unrealengine.com/blog/free-infinity-blade-collection-marketplace-release[/url] [img]https://cdn2.unrealengine.com/blog/Sept15/IBC-facebook-1200x630-398254359.png[/img] Damn.[/QUOTE] I may be shunned for posting about Unity in this subforum, but anyone know if it would be possible to use these in Unity?
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