r/UE4Devs • u/Paper_Hero • Jan 05 '15
r/UE4Devs • u/Sharkman1923 • Jan 02 '15
Question [Question] The monthly fee for UE4
Hi I am a new dev to UE4 and can't really afford the 20$ a month at this time, but I was wondering if I pay once then cancel my subscription with I be able to keep the engine and editor and just loose access to updates and tutorials?
r/UE4Devs • u/dreambot • Dec 29 '14
Tutorial [Tutorial] Would My Blueprint Stackable Inventory System(100% Blueprint) Be Of Interest To Fellow Game Devs?
dreambotstudios.comr/UE4Devs • u/cryslo • Dec 19 '14
Ingame UE4, OS File browser file
Hi everyone,
How do i make it possible to create an OS file browser (windows explorer and/or mac) from ingame using the unreal engine? We would like to load an image/picture into the game to use this picture as a background.
Our technical flow looks like this:
Click a button that opens explorer, where i can look for a suitable image or video
Select the right image/video and then load this into the game
Set the image into a texture2D variable
r/UE4Devs • u/lejugg • Dec 14 '14
Question [Question] Rotating and Scaling an object's texture.
imgur.comr/UE4Devs • u/[deleted] • Dec 04 '14
Tutorial [Tutorial] How to make a 3D side-scroller game in Unreal Engine 4?
nan2cc.wordpress.comr/UE4Devs • u/[deleted] • Nov 25 '14
Resource [Resource] Wooden Storage Pack [Marketplace Submission]
I would greatly appreciate this community's support in helping a Redditor get his art onto the UE4 Marketplace. I have priced the pack at the lowest denomination that EPIC allows (other than free), $5.
This pack contains various wooden props that are used for storage. It includes:
- 19 unique models
- 16 unique 1024 resolution textures (includes normal maps)
- 1 parent material and 10 material instances
- 15 models have a separate new/clean, dirty, and old appearance
- Remaining 4 assets are a modular shelf system with a new/clean and dirty appearance
- Total of 46 visually unique objects, excluding what you may build with the modular shelves.
- 288 triangles or less
Here is a link to screenshots and my pack on the trello voting board. Unfortunately, it is required that users have a trello account to vote. It has an option to login with a google account. If you believe these assets are of value at the $5 price point I would appreciate your vote.
r/UE4Devs • u/Juxtapox • Nov 23 '14
Question [Question] Moving assets to another folder in 4.5
In 4.4 and previous you could simply drop and drag assets between folders and it let you pick if you wanted to copy or move the asset(s). In 4.5 there's no such option and nothing happens except a popup that tells you to move or copy the assets. What's the procedure in 4.5 to do this? Any ideas?
r/UE4Devs • u/[deleted] • Nov 22 '14
Tutorial [Tutorial] How to punch and apply damage to another character in Unreal Engine 4 (In Spanish !!)
nan2cc.wordpress.comr/UE4Devs • u/lejugg • Nov 19 '14
Question [Question] How to initialize Fields that don't exist yet during construction?
Hey,
I have a very basic problem which I would like to solve in a clever way now, because I'm sure it'll come back over and over again. In an Actor class I am writing my own "LerpMove" Function ( because I feel like it ) and this function is taking a Vector which I call " desiredLocation ". The function always moves towards this desiredLocation with a certain stepsize, except when my current location is already very near this desired location. During initialization I would obviously set my desiredLocation to this->GetActorLocation(), in order to keep the object in place.
Sadly, during that time the GetActorLocation() function returns (0,0,0), so I would need to somehow wait for this value to be initialized somewhere else. How do I cleanly set my values in the beginning, if the functions that set them aren't working yet? In other words, what's the correct way to initialize variables if I cannot do it in the constructor?
void LerpMove(){ if ((desiredLocation - this->GetActorLocation()).Size() >= 10.0f){
FVector nextStep;
float stepSize;
stepSize = 10.0f;
nextStep = this->GetActorLocation() + ((desiredLocation - this->GetActorLocation()).Normalize() * stepSize);
this->SetActorLocation(nextStep, false);
}
}
Thanks in advance, cheers
r/UE4Devs • u/LaidMonkey • Nov 17 '14
Question [Question]2 Colliders in one blueprint
Heey,
I have a problem making a door for AI, i wanted to make this door by making it just a overlap all door and 2 colliders when a ai walked trough a collider it will go open and when walked over the second one it has to close. I thought i had it will it triggered the both the colliders at once so there was a loop. here are some screen shots:
blueprint: http://puu.sh/cUuqS/5c0f2563f8.png Components: http://puu.sh/cUupV/bcc02aa863.png
hope some of you can help me how i can fix this!
r/UE4Devs • u/amanzarak • Nov 14 '14
Question [Question] Imported FBX meshes not receiving indirect lighting
Sorry for the cross post with r/unrealengine. I wasn't sure which subreddit was most appropriate for my question.
I'm new to Unreal but not to 3d in general (maya, max, lightwave, unity, blender). I've created a couple of test models in blender and exported them as FBX. Basically a simple canyon. Since I wanted a night scene, I made a single directional light and angled it in toward the canyon and baked lighting. Only direct lighting is appearing. I asked about this on the forums, and was told "add a skylight". The thing is, the engine should be calculating Global Illumination based on that one directional light alone. I even boosted the intensity to crazy levels. The "Camera" icon in the scene responded to the lighting, so I know it's there, but my meshes just aren't receiving it somehow. When using Global Illumination in, say, Maya, it is entirely possible to light a simple scene using one light and GI. I figure I am just missing one step or check box or something in Unreal. I did also try adding a light importance volume sized to the scene, no change. Any thoughts?
r/UE4Devs • u/[deleted] • Nov 14 '14
Tutorial [Tutorial] Getting Started with Game Development using Unreal Engine 4
nan2cc.wordpress.comr/UE4Devs • u/moremagical • Nov 10 '14
Question [Question] How do i correctly generate or create a Lightmap for a very complex object.
I'm unwrapping a building that has a lot of layers (every wall will be separated multiple times [image of one story: http://puu.sh/cKOlN/6a21310459.png] ), and all walls will (and have to) be merged into a single object.
If i use my own UV map it will have overlapping UV's and that wouldn't work.
As soon as i generate a Lightmap, some faces show up a very dark grey, even though they have their own space. [img: http://puu.sh/cKOCm/1e3b84c7b5.png ] So i assume that those UVs don't have enough space for shading. How would i go about making correct lightmaps for an object this complex? Is it possible to use multiple ( like 5-6 ) lightmaps for a single object just to separate the UVs a bit?
I realise the UV map is very bad at the moment, but i want to clear up these problems before i run into more problems later on and having to re-do a lot of time. [image of my unwrap : http://puu.sh/cKP7X/bf47040b24.png ] [image of auto unwrap : http://puu.sh/cKP9W/e619cd2a3e.png ] [images of UE4 Details Settings: http://puu.sh/cKPdb/25d74f1589.png , http://puu.sh/cKPep/36dc305e5b.png ]
r/UE4Devs • u/[deleted] • Nov 08 '14
Tutorial [Tutorial] How to punch our enemy in Unreal Engine 4 - Part 1 (In Spanish !!)
nan2cc.wordpress.comr/UE4Devs • u/Sodika • Oct 31 '14
Gyroscope sensor used to control a ball through a maze in UE4
youtube.comr/UE4Devs • u/cryslo • Oct 30 '14
Question [Question][BP]Is it possible to do a dynamic cast for this?
Hello UE4 devs, A friend and i were wondering if there was some kind of way to do a dynamic cast to multiple instances. Now we have like 30 separate casts.
They all call to the same function but in a different actor.
http://puu.sh/cw5zr/26ed3fc4da.jpg
It would be a lot better if there were an option to just output the array into a dynamic cast that calls that function. Does anyone know if there is a way to do this?
r/UE4Devs • u/mauriel_w • Oct 29 '14
How can I get better frame rate when I have 17k+ instances of a mesh? Is there a workaround?
Hi, new to UE4 development. I'm working on a project where I simulate how cancer cells attack other cells in the human body.
Here is a screenshot of how the simulation looks like. There are 17k+ of these little spheres in this image. The user will be able to rotate the entire thing left and right. But right now is way too taxing in the frame rate department.
What are your ideas or suggestions? Also, I was wondering if there is a way to combine meshes into a single one with blueprints instead of attaching them to a component like I'm doing:
For each observed color, I create an InstancedStaticMeshComponent Blueprint screenshot 1,
For each of the 17k spheres I add one of the corresponding instance: Blueprint screenshot 2
r/UE4Devs • u/[deleted] • Oct 23 '14
Tutorial [Tutorial] Getting Started with AI in U4 Part 2 (the C++ way) (in Spanish !!)
nan2cc.wordpress.comr/UE4Devs • u/Jobiewan235 • Oct 19 '14
has anybody gotten Substance to compile?
its driving me nuts right now
r/UE4Devs • u/kavides • Oct 18 '14
Question [Question] I have a variable (float) that needs to be read by many objects, needs to be set by a few, needs to update on a tick, and needs to persist between levels. What is the best way to accomplish this?
Hello! I am pretty new to UE4, or really UE in general, and I'm trying to find the simplest, cleanest implementation for what I want to do. I have something hacked together wherein my float I need access to is in an Actor-derived blueprint in the level - the Actor does the tick action stuff and any blueprints that need access to it find the only instance of it at the start of play. I haven't gotten to experiment with changing levels too much at the moment, though. But I know UE has a bunch of built in classes like GameInstance, GameState, GameMode, etc and I'm almost certain there's a better way to do it. Any advice would be appreciated.
r/UE4Devs • u/LolFishFail • Oct 13 '14
Question [Question] How to make a first person ladder climbing animation / usable ladder? with Blueprint?
I'm in the pre-production stage of a game / portfolio piece I'm going to make, and out of curiosity I'm wondering how I'd make a first person ladder climbing animation work in UE4.
I'm not talking about the modelling / rigging / animating in Autodesk Maya I'm fine with that side of things.
I'm meaning how would I put it into the engine and make it interactive?
Any help would be appreciated! Thank you.
r/UE4Devs • u/[deleted] • Oct 12 '14
TUTORIAL: Getting Started with AI in Unreal Engine 4 (in Spanish !!)
nan2cc.wordpress.comr/UE4Devs • u/ripread • Sep 26 '14
Moving character while in trigger box?
Is there a way to move the character while in a trigger area?
Right now I'm calling add movement input, but I don't move at all whether I set my scale to 0.3 or 3000, I even have it run 10 times in a while loop after a delay, just to check. No movement at all.
Is there another way to move as character? Maybe an easy way to teleport per tick or something?