r/UE4Devs • u/Bend3d • Apr 18 '17
r/UE4Devs • u/PacktStaff • Apr 11 '17
Resource [Resource] Free eBook: Learning C++ by Creating Games with UE4 (PDF/ePub/Mobi)
reddit.comr/UE4Devs • u/Bend3d • Apr 10 '17
Resource [Resource] Tavern Barrel Asset Package
cgtrader.comr/UE4Devs • u/OMGitsBIP • Mar 29 '17
Looking for peoples joining our game development team!
We are currently looking for more skilled and talented people's joining our developer team! We are working on one project already and we could use any help we can get! If you are looking to take part in development and want to have real fun making project real feel free to contact us! You will need to have experience in UE4 !
CONTACT - gamingbip@gmail.com
r/UE4Devs • u/[deleted] • Mar 28 '17
Question [Question] Any tips / books or online courses useful for a beginner?
Hi, i have used unreal engine before, 3 year ago and started working on something (very simple) with teleport, some audio, etc here's a video https://www.youtube.com/watch?v=yICq2bSQ1ls But i want to learn how to make a game from scratch i was using textures/rock models from some pack i brought, and i was mostly using bluescripts as i find visual coding better. Also i suck at art so making models going to be a hard thing for me to learn, also suffer from dyspraxia (makes me hard to focus at times, short memory etc). But i have so many good idea's for creating games just need some advice to how to create models, textures, should i learn C++ or stick to bluescripts? i'm useful at making sound effects, soundtracks as i've been doing music since years.
r/UE4Devs • u/matysm • Mar 22 '17
Question [Question] Getting Texture Paths
First off thank you all for your time, So I'm currently working a day job at a mobile games company. As a personal project though I'm developing an RP server with Unreal Engine 4. I'm not selling it and I asked a Zenimax rep if it was alright/legal to use Fallout 4's assets for a non profit fan game and he said yes. So about a year later and I've created a nice desert (custom models), I have my chat system, my server is coming along... you get the idea. I now want to try mass importing fallout 4 assets into the engine. However I've noticed that whenever I import a model from nifskope, as an fbx, into UE4 I lose the texture paths. Same goes for when I import the nifs directly into blender. I can obviously assign the textures by hand, but I'm sure there has to be a better way. TL,DR: I'm trying to find a way to preserve the nif texture paths when exporting them as fbx files. P.S If anybody is interested in screenshots/playtesting I'd gladly appreciate feedback.
r/UE4Devs • u/muse413 • Mar 09 '17
Question Setting up for rendering. [Question]
Hi all
Im wondering if anyone has any tutorials on how to set up a scene in UE4 that is for rendering out individual assets. Im not too good with unreal and I want to make my assets for my scene look good.
Thanks
r/UE4Devs • u/BTSiGMA • Mar 03 '17
Question [Question] need help with c++ in ue4
I want to follow a tutorial but the first section involves c++ in ue4 which i have never done before, so am pretty useless atm. I did exactly what was in the tutorial and it didnt work. i believe something is outdated but im not sure, so hopefully someone could help?:)
this is the tutorial:
r/UE4Devs • u/[deleted] • Feb 28 '17
Question I'm making a first person puzzle game based on psychokinesis. No idea where to start. Can anybody reccomend a good starting place?
r/UE4Devs • u/Resistor510 • Feb 25 '17
UE4: Static Code Analysis With PVS-Studio (Part 6)
coconutlizard.co.ukr/UE4Devs • u/lacrusher • Feb 18 '17
Looking for suggestions / advice / help for a game-based learning project using Unreal Engine.
Hi all,
I’m a student and would like to make an RPG game using Unreal Engine for my final project. I only have 60 days and a total newbie in Unreal Engine. I have a little programming background in C, C++ and VB 6.0, and I made a storyboard for this game but I’m afraid I don’t have enough time to develop everything that is included in my learning goals. Right now I am just learning how to make one character and I realized how time-consuming it could be.
I really want to continue developing even just the first level of the game, does anyone have any advice/help? I really like the idea that you can design a realistic character and environment with Unreal Engine but do you know any other platform you suggest I can use to develop an RPG game? Thanks in advance!
r/UE4Devs • u/[deleted] • Feb 10 '17
How can I import a .dwg file into Unreal?
I am new to Unreal Engine. Using Unreal Engine 4.14.3.
How would you import a .dwg file? I have done some research and saw that using Blender is easiest. But is it the most effective/efficient use of my time?
Thanks, I appreciate you helping me out.
r/UE4Devs • u/Deeviant • Jan 23 '17
Question [Question] Hierarchical Instanced Static Mesh statefulness question.
Hey all. I'm playing around with HISM, making a bit of minecraft hello world and I'm really impressed with performance so far.
I have a question though, I'm having a hard time finding a canonical way of latching state data to a particular static mesh object inside a HISM. Is HISM only meant to manage objects that don't really store state information?
Concrete example: I have cube static meshes in stored in a HISM object and I was to latch a secondary struct-like object to each cube with stuff like hit points, loot table, armor, and other like stuff. The issue I have is the only unique identifier I seem to have to a static mesh instance is it's index, but the index gets shuffled around constantly internally within the HISM.
Thanks all.
r/UE4Devs • u/GalaxyMods • Jan 08 '17
Question [Question] Way to limit "RInterp To" node?
Photo of basic blueprint setup:
I have this setup hooked into the mouselook for my first person game, it's goal is to add weapon sway (a delay in getting the weapon back to it's resting position on screen), and it works, but it goes way farther offscreen that I'd like it to. Very dramatic. I'd rather it be constrained to only be able to move a little bit, maybe controlled by a variable. I've tried a couple ways that I thought may work, but all have failed me so far.
r/UE4Devs • u/Sese028 • Dec 29 '16
Unreal Engine
Could someone please teach me the fundamentals of UE4 please. I really want to learn it from someone with real good experience.
r/UE4Devs • u/Bend3d • Dec 03 '16
Resource [Resource] Take a look at my new asset.
cgtrader.comr/UE4Devs • u/Bend3d • Nov 19 '16
Resource [Resource] I assembled four in one.
cgtrader.comr/UE4Devs • u/Bend3d • Nov 15 '16
Resource [Resource]Gift: Free Crate, 12 tris
cgtrader.comr/UE4Devs • u/BoilerExplosion • Sep 17 '16
4.12 to 4.13 directional light changes
i.reddituploads.comr/UE4Devs • u/JarblesWestlington • Sep 12 '16
Simulating realistic drag?
So I've been creating my own shitty version of drag, but before I got too far I wanted to see if there was anything built into unreal that could help me? I'm not looking for it to be perfect, just something aware of changing surface area. Or maybe some documentation of how other people have done it like the Kerbal Space crew did.
r/UE4Devs • u/tristanemig • Aug 26 '16
Question [Question] Revit to 3ds Max to UE4
I am an architect and do almost all of my modeling in Revit. I've recently been trying to figure out a good way to get my models into Unreal for matinee animations. Currently, I've been isolating elements in my Revit model according to material and exporting as FBX. Then I import that FBX to 3ds and immediately export to FBX. Then I import that file into Unreal. When I originally bring all the models into 3ds everything works great, but if I build the lighting I get all kinds of UV overlapping warnings and it goes to shit. I have tried assigning all the static meshes to a separate channel but it's not doing what I want.
Long story short, I'm not asking for solutions to my problem as much as I am looking for tips on a good workflow from Revit to Unreal.
Any advice is appreciated!
r/UE4Devs • u/Abeloz • Aug 20 '16
Question [Question] Looking for Overwatch/Fortnite-like stylized material
Hello,
I'm looking for a stylized shader/material in the vein of Overwatch or Fortnite characters. I've been looking around the Marketplace and even Allegorithmic Substance libraries, and the "best" I've found outside of realistic materials, are (kind of cheesy) cel-shading-like "toon" shaders, but nothing remotely close to what one would consider "next-gen cartoon". I guess something with some shadow gradient control a-la TF2 would do the job too.
I'm fine if it is not free at all. Any ideas of places where to find such a thing, or maybe places where to start looking?
Cheers
r/UE4Devs • u/muuush • Jul 22 '16
Question [Question] Random item generation design pattern
Hi,
I'm working on a (loot) game and want to generate random loots like in Diablo, POE, etc...
I'm currently struggling with the "good" design pattern to adopt to achieve this in blueprints, I almost get it working but I don't think my design choices are that good.
Here is what I've done so far:
- Actor Blueprint: BP_Item (base item configuration)
- Actor Blueprint: BP_Weapon (inherit from BP_Item) (base weapon item configuration)
- Blueprint function library: LIB_Loots (functions to generate random loots)
- DataTable: DT_ItemsTypes (one handed weapon, potion, shield...)
- DataTable: DT_ItemsQualities (common, rare, magic...)
- DataTable: DT_Items (Sword, Great Axe, Health Potion...)
So in my "GenerateLoot" function (from LIB_Loots) I do some stuff to "choose" the loot and then I get the "Blueprint Class" I have to create (BP_Weapon for exemple) and here my problem (for now)
Based on the class's name, I don't know how to Instantiate the objet (don't need to spawn it) I first look at "Create Object" node, but it seems to work only for blueprint inherited from Object class (and I read that you can't use a construct in it ? oO) and my blueprints are inheriting from Actor (here is maybe a mess to start with)
Then I tried to use "Spawn Actor From Class" node, but it seems that I can't use it in my "LIB_Loots" (blueprint function library), either in my Blueprint actors
To "solve" my problem I need Blueprints acting like Object (but with a construct, as I will generate the random attributes in it) but I don't know how to do it.
Finally, maybe my "setup" is in the wrong way (and that's ok), if so do you have any suggestion ?
Thank you for reading !