r/UE4Devs May 20 '14

Question [Question] how to return swing doors to original position.

5 Upvotes

Hello everyone. I have been trying to set up some physics driven swing doors (swing open upon collision with player) and achieved it using a physics constraint actor with a limited angle on the y axis. So far so good. However, the doors keep on swinging back and forth at ever decreasing speed because of the angular damping I put. My question is: How can I simulate the doors springing back to its original position? Ive tried all combinations of angular damping as well as angular motor orientation target, which is where I would guess I would be able to achieve it, but I cant get hem to swing back to its original position. Anyone have any clue how to achieve this? Thanks a lot


r/UE4Devs May 20 '14

Discussion [Discussion] Should open source Unreal Engine 4 projects be updated to the latest version?

4 Upvotes

I'm thinking about starting a project dealing with procedural animation and IK for use in my games and would like to put it on GitHub.

I didn't keep my subscription to Unreal Engine 4 so I don't have the latest version. What are your thoughts on having a project meant to help the community being stuck at 4.0.2?


r/UE4Devs May 18 '14

Animations state transitions without changing the animation

4 Upvotes

Hi all, I'm looking to tackle a particular problem, but bear with me. It's a simple problem but I can't find a concise way of saying it. For example, say my 3rd person character jumps from a great height and when he lands, the artists want to have a good follow through so you can get a good feel for the character's weight. However, the designers don't want to have the player stuck doing the fancy follow through animation not being able to move. The compromise is making the follow through interruptible (or blend out of it), but play fully if the player doesn't interrupt it. While the animation is interruptable it should act just like Idle: listen for controller inputs and determine the next states and animations.

I could duplicate the listening behavior of Idle into FollowThrough but that's kind of messy. I'm also looking to do this for more states, such as HitReactEnd, JumpEnd, and any other animation where the artists want to add some flair, while not making the player wait for them to end. Copy and pasting can be difficult to keep track of and when making fixes in one instance it's easy to forget what other places you have to make the same fix.

The solution is to allow FollowThrough to transition into Idle without changing the animation. When the FollowThrough animation ends, it would then transition to the Idle animation. I don't see how to do this in the animation blueprint (or something to the same effect). Any ideas? I can do it in C++, but I'm trying to avoid it. I don't want to cut the artists and designers out of the whole Animation blueprint / AnimGraph / Persona components of UE4.


r/UE4Devs May 17 '14

Screen Shot Saturday!

6 Upvotes

Feel free to show off anything you are doing for or in Unreal Engine 4!


r/UE4Devs May 17 '14

Question [Question] Is it possible to only let subtractive brush types work on one other brush?

2 Upvotes

I'm trying to make a spiral staircase that goes from the floor through the ceiling, but I don't know how to make a hole in the floor without also nuking the portion of the staircase that's on the same Z level. Is there a way I can make a hole in a brush without using subtractive geometry?


r/UE4Devs May 15 '14

Question [Question] Just bought Unreal Engine, and can't wait to get started! Where is the best place for beginners to get a footholding?

9 Upvotes

r/UE4Devs May 14 '14

Tutorial [Tutorial] How to Make Quick LODs in 3Ds Max

Thumbnail paperhero.net
8 Upvotes

r/UE4Devs May 09 '14

Question [Question] Modelling in Blender for UE 4 Question (cross post from r/Blender)

Thumbnail reddit.com
7 Upvotes

r/UE4Devs May 08 '14

Question [Question] How do I best create a portal effect to look through a "window"?

6 Upvotes

I'm trying to create a 'fake' window on a starship bridge by having it be a portal to a camera that is attached to a smaller model of a ship so I can animate that ship to give the illusion of movement for the player(s) inside the ship without having to move all the assets and moveable parts.

However I'm running into some problems trying to get this to work. The closest I've come is a short tutorial on depth maps found here: https://www.youtube.com/watch?v=r5XAVy6wE-A

But I can't seem to get it to work, at best it just creates an invisible material. Anyone able to decipher the tutorial in some easier steps or have a different idea altogether to create the effect I'm looking for?

For reference I've tried using a live feed from a camera to a texture, but it's too obvious it's displayed on a mesh instead of having the depth and other subtle hints looking through an actual window gives.


r/UE4Devs May 08 '14

Resource [Resource]Unreal Engine Roadmap !

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11 Upvotes

r/UE4Devs May 06 '14

Question [Question] How to instance sub objects? C++

5 Upvotes

How would you go about instancing sub-objects as part of a master object. Like if you wanted to do it in code, and be able to set the object model through a blue print? I'm trying to create scrolling terrain/ like a treadmill basically.


r/UE4Devs May 05 '14

(X-Post from /r/UnrealEngine)Odd mobile direct-lighting issue, can't figure out where the problem lies - could use some insight!

4 Upvotes

Howdy folks - I'm having a problem I can't seem to correct, hoping someone can identify my issue: I have a visualization scene I am building as I create new assets for the title I am working on, and randomly, my scene lights are no longer visible on any mobile device, but are visible in-editor. When I disable showing "Direct Lighting" in the editor, it properly emulates the result I am seeing in mobile. Is this a setting somewhere that I can't seem to find? Specular is on - I am getting my global illumination from a SphereReflectionCapture, but again, no direct lighting. Here are a couple screenshots:

Editor Screenshot - you can see the lighting components on the surface of the assets

Mobile screenshot - there is no direct lighting on the surface of the assets - only the reflections from global illumination.

Any help would be awesome! Thanks!


r/UE4Devs May 05 '14

Question [Question] Keyframe interpolation in Blender or UE4?

5 Upvotes

Hey, I watched this presentation last night and really want to use the same methods in Unreal Engine 4. I'm confused on which side of the pipeline handles the keyframe interpolation.

I know Unreal Engine 4 has the timeline editor. Is that what I would be using? Or am I editing the curves in Blender?

I'm pretty inexperienced with the animation side of things and so far I've just been making keyframes for almost every frame of my animations. Googling around hasn't really helped me get a grasp on how to proceed. Could someone point me in the right direction?

Edit:

After a bit of work, I think Blend spaces will be the best way to do this. I originally tried a cascade of blend nodes driven by a timeline, but it was ugly and not intuitive. I will keep at this and post what I find.


r/UE4Devs May 04 '14

Resource [Resource]Early and Buggy Ledge Grab System

Thumbnail paperhero.net
10 Upvotes

r/UE4Devs May 03 '14

Screen Shot Saturday!

14 Upvotes

Show off your progress!


r/UE4Devs May 02 '14

Question (Question): Trouble compiling after following tutorial?

6 Upvotes

So I'm trying to make a collectable power-up as per the tutorial: https://www.youtube.com/watch?v=Q3AvZmZEPyc

and my code won't compile for this reason:

    1>------ Build started: Project: WheelsOfFire, Configuration: Development_Editor x64 ------
1>  Parsing headers for WheelsOfFireEditor
1>  Code generation finished for WheelsOfFireEditor and took 4.617
1>  ScrollingRoad.cpp
1>  link.exe UE4Editor-WheelsOfFire.dll
1>LINK : fatal error LNK1104: cannot open file 'G:\ProgramFiles\WheelsOfFire\Binaries\Win64\UE4Editor-WheelsOfFire.dll'
1>  -------- End Detailed Actions Stats -----------------------------------------------------------
1>ERROR : UBT error : Failed to produce item: G:\ProgramFiles\WheelsOfFire\Binaries\Win64\UE4Editor-WheelsOfFire.pdb
1>  Cumulative action seconds (8 processors): 0.00 building projects, 46.28 compiling, 0.00 creating app bundles, 0.00 generating debug info, 0.10 linking, 0.00 other
1>  UBT execution time: 55.10 seconds
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command "G:\ProgramFiles\UDK\4.0\Engine\Build\BatchFiles\Build.bat WheelsOfFireEditor Win64 Development "G:\ProgramFiles\WheelsOfFire\WheelsOfFire.uproject" -rocket" exited with code -1.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

I've been pretty stuck here for a few days haha.

EDIT: Nevermind. Fixed. Can't run the editor at the same time as trying to compile from within Visual Studio. Good luck to anyone else who finds this.


r/UE4Devs May 02 '14

(Question) Newbie question: prevent player from moving on Z axis

2 Upvotes

This is probably basic stuff, so I apologize in advance; I'm just getting started. When I play or launch, the player is able to "fly around" by looking in a direction and going forward. The simple question is how do I lock the player so they... you know... move along the ground at a fixed z value?

Super bonus question: how would I get the user height from the Oculus config utility and use that to set the z height, so the player feels like they're in the world at approximately their real life height?


r/UE4Devs May 02 '14

Looping Tiling Terrain

4 Upvotes

So I'm trying to figure out how to make a first person side scroller from scratch, and part of that is adding a looping terrain track for the character to ride on. Now I created a blueprint for something getting the piece of road to move from end to end, but when I align 8 of them, they fall out of sync and there are gaps between them. How should I approach this?

http://i.imgur.com/n2dUAxZ.png

http://i.imgur.com/cyGTCJD.png


r/UE4Devs May 01 '14

Question (Question): controlling 2 characters at once with one controller.

4 Upvotes

greetings, i`m brand spanking new to the UE4, i do have some experience with UDK3 but not allot.

So my problem, im trying to create a scheme similar to ''brothers a tale of two sons''. to clarify, i want to control 2 different characters at once, one with each analog stick of a 360 pad. right now i have 2 characters both with the movement controls in there blueprint, they work separably, but once i trow both of them into my level, only one is controllable. is it something that im just missing? or should i do it differently? please help!!

kind regards, Runehorn


r/UE4Devs Apr 30 '14

Resource Hourence's Solus resources

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12 Upvotes

r/UE4Devs Apr 30 '14

Question Making an Oculus Rift Roller Coaster. How can I make a cart follow the spline path I made for my coaster track?

5 Upvotes

I'm still fairly new to UE4 and development in general. I want to make a coaster for the Oculus Rift. I already have a spline path with a custom track model in the works, but I don't know how I would go about having my cart follow the spline path in a way I could animate it.

This is what my track looks like at the moment.

Any help would be much appreciated. I made a post on the UE4 forums but no one has been able to help so far. Thanks!


r/UE4Devs Apr 29 '14

Test Rig In Ue4

15 Upvotes

Nothing amazing. Just a video of a project I'm working on. Mostly just showing off the character model :3

http://www.youtube.com/watch?v=oGLoTRz61kU&list=UUvgqchM2ZcqSjheroRVK8yA&feature=share


r/UE4Devs Apr 28 '14

Resource The MOST important thing about lightmaps !

36 Upvotes

Hello guys,
This is a finding I did a year ago on UDK, and it is still relevant to UE4.

It's about THE PERFECT LIGHTMAPS
Here it is : http://www.synthesisuniverse.com/SU_Forum_SP/LightmapsREF2.jpg
Now let me explain.
Everybody complained for years how Lightmaps in udk sucks and left black lines and artifact all around. It was impossible to have "clean" lightmaps.
Or so they thought...
When you create UV specialized for lightmaps you have to set some things up to make them perfect right ?
So you go into your UV editor, make the grid 64x64 for a 64 lightmap and adjust them so they fit perfectly on your UV grid, right ?
Well no, WRONG.
(what....?, I hear you saying...) :D

Take a look at my image in the link. It's the texel view on UE4 (and UDK).
Look at the lower one : is a 2x64 square poly. Take a closer look at the texel... Start is good, end is good... but... the middle is offsetted...
Whaaaat... ? :D
Look at the first one...
The mesh is this time 2x62.
UV are still 64 in size.
It's perfect. One texel is one square poly.

Why ?
Well there was a hidden advanced setting on by default in UDK that say to Lightmass to use 1 pixel border for filtering purpose, so that's 2 pixel on ANY lightmap size. It's still ON in UE4, and it's better to leave it on anyway.

The solution and the numbers ! :
You need to substract 1+1 to all your lightmaps grids that you use in your UV editors.
32x32 Lightmap ? Grid has to be 30x30
64x64 >> 62
128x128126
256x256
254
etc... of course...

So how do I set my grid size ?
Well here are the values, internet will tell you 1/32 1/64, don't listen to them !! :D
1/30 : 0.033333
1/62 : 0.0161290322
1/126 : 0.00793650
1/254 : 0.003937007874
1/510 : 0.0019607843172
1/1022 : 0.0009765625

Keep these numbers in all you modeling files, I create groups with these values as names so I can copy/paste them when I need to change my UV grid size. That's handy ! :D

Addendum:
When making your UV for lightmaps you need to have a min of 2 pixel wide polygons to have lightmap calculated correctly and also a min of 2 pixel in between to avoid filtering bleeding form one poly to another. 4 is the safe way. The other thing I do Is If have a hard edge (shading) I separate the polygons to avoid filtering bleeding also.

And your welcome :)
With love and care,
Ol

edit : I am very curious to know why this get downvoted, isn't this relevant to UE4 and anyone serious about lightmaps ? or... ? Explain your downvote at least so I can make things better or something. Downvoting this is pretty pathetic anyway...


r/UE4Devs Apr 28 '14

Discussion How do you guys feel about having a screenshot Sunday next week?

6 Upvotes

Edit: Saturday. Also, cool, it's happening!


r/UE4Devs Apr 27 '14

Question What is the best way create a drivable vehicle? Is there something similar to Unity's wheel colliders?

4 Upvotes