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Search - "ue4"
This is the day guys.
Finally decided to move entirely to Linux.
Just swaped my old dual-booted Ubuntu/Windows HDD with an SSD and installed the lastest version of Ubuntu and all the software I needed.
I fucking love this feeling 😄😄11
I have been creating mods for Skyrim and Fallout for a few years now. One day another modder wanted to make his own game using Unreal Engine 4. I wanted to learn UE4 anyway and the other members have made many mods before, so I joined in.
Well, it turned out I was the only one with a professional programming background (this is where I should have run). The others were all modders who somehow got their shit working. "It works, so it's good enough right?" On top of that UE4 has a visual scripting system called Blueprint. Instead of writing code you connect function blocks with execution lines. Needles to say that spaghetti code gets a whole new meening.
There was no issue board, no concept, no plan what the game should look like. Everyone was just doing whatever he wants and adding tons of gameplay mechanics. Gameplay mechanics that I had to redo because they where not reusable, not maintainable or/and poorly performing.
Coming from a modding background, they wanted to make the game moddable. This was the #1 priority. The game can only load "cooked" assets when it got packaged. So to make modding possible, we needed to include the unpacked project files in the download. This made the download size grow to 20+ GB. 20 GB for a fucking sidescroller. Now, 1 year after release we have one mod online: Our own test mod.
Well we "finished" the game eventually and it got released on Steam. A 20 GB sidescroller for $6.99. It's more like a $2.99 game in my opinion. But instead of lowering the price they increased it to $9.99, because we have spent so much time creating the game. Since that we selled less than 5 more copies. And now they want to make it work on mobile. Guess who will definetly NOT help them.
I have spent ~6 month of my freetime for this project, my rev share is < 100€ and they got me a lot of headaches with all their dumb decisions. Lesson learned. But hey, I am pretty good with UE4 now.4
I came first in a 48 hour 4x person gamejam with a game idea in 6 hours with 3x people.
Some info: I had an idea as soon as the topic went live, told the team this is the idea (button masher), we are going to do it in unity (at the time I was working at a studio that used UE4.x), and I'll also make a custom controller using an old keyboard to make it more fun. Ended up coming first place and won a nice bottle of champagne each, and at no point did we over stretch. Nice clean project with a good night's sleep in-between. The team was me (dev), an artist and a technical designer.
That was my first start to finish use of unity and C#, and now I exclusively use unity and make games for Xbox One and Steam.3
So im a programming student at university, tasked with a small group project to make a simple 3d platformer in ue4.
End up with 3 games design students where I'm doing all of the technical stuff while they do sound, graphics and design.
So I make a simpe all purpose ai that can do everything they need and hand it over. The next day I get a call saying it doesn't work. Takes me an hour to realise they don't have a navmesh. Now, that wasn't too unreasonable mistake as they didn't know what one was but a few hours later they call me again saying it doesn't deal any damage.
I'm going through the blueprints and can't find out what isn't working until an idea pops into my head.
Me "Click the damage variable for me"
Them "What's a variable?"
Me "That thing on the bottom left that says damage. Then the world value should pop up on the right with a number, tell me that number."
So apparently they fucked with the variable and set damage dealt to 0. Dunno why, they didn't even know what it was nor what it did.
This is my life at the moment. I hope a real job ain't this bad :(2
Just spent entire fucking day building UE4 just to see a error message that my GPU isn't supported.
To fix this I need UE 4.17 and you know what fuck that.
I'm installing Unity3D but I really don't want to but I fucking need to. Reason is that I hate C# Ahhhhhhhhhhhh.8
I got core count shamed by a client today. He has a 64 Core ryzen and I have a quad core I7.
I want to upgrade I do! But the new tech coming out this year is just too good to not wait for! Plus I waited 8 years, I can wait a few more months. Right????10
I'd love to learn unity or UE4 properly and write a little 3D indie game. Written a few in 2 dimensions but the step up to 3 is daunting. Plus I don't know blender or Maya...yet4
Missed launch of Advent of code yesterday and so no score for me but.
I have started 1 hour ago and all 2 days finished in that 1 hour in fucking C.
And yes i will try to finish entire AoC in C. Crazy ? Possibly, Dont know yet.
But if the inputs dont go crazy and i dont have to parse them in some weird method then i think it will be fine.
Also just look at the sub reddit. The languages people solve this in is crazy. Rockstar. Thats language where you write a fucking poem as code. Jeeez. One guy did it in UE4.
My classmates say im crazy. This is beyond me.8
Unreal Engine fun continues...
so I need to set limits to rotations within a skeletal mesh. So in other programms, like blender, you can specify a limit per axis, setting max and min angle. Makes sense, right?
1. Let's call rotations sometimes xyz, sometimes roll pitch yaw, and sometimes swing1 swing2 and twist so that nobody knows what it is anymore.
2. IK node 1: limits? what are limits?
3. IK node 2: ok, you can set angular limits but they are all symmetrical to god knows what and to all axis apperently.
4. Physics: yeah you can define joint constraints but we give you only symmetrical constraints also
WHY. Were does this make any sense? One node is not like the other, and they talk rotations but use 100 different terms for them, since, hey, why the f not. And let's limit everything symmetricly so you can only set one value or have to fiddle with offsets to achive the range of movement you want.
I mean, one could just stick to xyz (or even roll/pitch/yaw, whatever) and min/max but hey, that's one extra field and then it would be easy to use. Who would want that? ....10
I am an Indie game developer. I've been working solo for two or three years now and teaching myself. I can work in 3D modeling applications as well as program in c++ and do blueprint in unreal engine. I know most of the pipeline and the suite.
I'd like to transition to doing game Dev full time or at the very least do programming as my job. I have no degree.
I'm looking for contracts or whatever I can get and I'd like to get suggestions on how I should go about quitting my shity night shift job at a factory and finally work in tech.
I've got a couple contracts going on right now that I am not sure if they are going to last. I would like to know how I should go about finding more and or what things I should do in order to get residual income so I can focus on my own projects.
I have several of my own games in the works and I'm developing some tools for the marketplace. Advice?28
the fking piece of technology which is unreal engine... you spend a lot of time on rigging and preparing a beautiful skeleton in blender, you are finally done, and you want to export it as fbx. But nooooo here are like 100 hoops you have to jump through and another more 100 blender settings to set so that the mighty unreal "might" accept your humble offering of an fbx and break it 10 times in the process....
this is rediculous.
The error messages are useless. "mimimi you have multiple roots" "mimimi same named objects". Ya sure, and when I use the older fbx 6.1 library for the export suddently these are fine? hmmmmmmm
Worst documentation? Unreal Engine 4's documentation on editor customization (custom panels/windows and whatnot). It might have improved in the last two years, but the last time I made a custom editor there was almost zero documentation on the matter and on their Slate UI framework. The little documentation that existed was very vague and had awful examples.
I don't remember very well, but I think it took me close to two weeks to get something very basic working. I had to read a LOT of C++ code filled with generics and macros to figure everything out, but after I did I enjoyed a lot working with that stuff.
I just don't know how I was able to do that, working with UE4 was a pain the butt every. single. day. Runtime error on the gameplay code? Too bad, the whole editor will crash and then take ~40s to reopen. It was crash after crash, ~1min of compilation time for any little change to the code, so so so so much frustration.
I do miss a those times a bit though, because even though it was hard, it felt good to feel competent, to know something complex reasonably well to the point I could help people on forums. Today I always feel I don't know enough about the languages/frameworks I use. It's kinda depressing, it takes a huge toll on my self confidence. But whatever, let's keep going, one day I'll get there :)
I am .NET dev for a while now and web development was mostly my area of expertise. Lately, i got a bit bored with all this and as a passionate gamer, i wanted to try out game development in unreal engine. Naturally i had big plans and went for big PC game but soon realized what enormous task that is. That's why I decided to test myself with mobile games first. Here is the link to my first game created :) https://play.google.com/store/apps/...
If anyone is interested in checking this out i would like to hear your comments and remarks.1
Do you think it's possible to get enough of a following on YouTube and twitch to fund your living expenses and use the rest of your free time to work on your own studio projects?
For example I'm a VR and AR game developer. I do the whole shebang for game development and design on my own. I could stream play throughs of the current game I'm working on as a weekly thing and create tutorial videos for other developers and students for more content on my channel, but to also stimulate growth in the VR and AR industry. I'd in a way be creating my own market. I could also stream the development of the art assets and whatnot.
Could possibly make some money from the ads at first. Maybe even within the game?
Idk I'm trying to avoid having to get a job anywhere else if I can float my own success as an indie start up. So thoughts on this rant please?5
Unreal Engine 4 Documentation sucks. Before my exposure to Unreal Engine 4, I have experienced different API reference/documentation in my life. Every one of them was elaborate- every parameter and return value was described (sometimes with example code), even though I didn't understand everything. But the UE4 C++ API reference is the worst fucking thing out there. Code excerpt is a luxury, even the parameters of complicated functions are not detailed. Look at the image, how the fuck am I going to understand what these parameters do! I checked it on the visual studio; some of the parameters have default values, which were not mentioned in the reference either. Looks like, they want to make money by selling their books and courses. I hate my fucking life! I hate this world!6
Beginner tutorials are great.
Personal project UE4 (Unreal Engine Game Dev)
I'm having this bug where I dynamically draw every tick into a Uncanvas. (C++) First I call .ClearChildern and after I create UserWidgets by calling blueprint to fill text.
Text is Invisible when drawn in native tick
I works. If I don't do it in the NativeTick
Search Online: "UE4 UMG text dissappears"
Result: How to create a Button in UMG
Me: No I'm creating a complex UI system
Search Online: UE4 Issue with UMG Text disappears when drawn in native tick
Result: How to create textfield UMG with blueprints
Me: No I have a weird bug and trying to figure out why that is!
50 Searches later
have seen 50 tutorials on how to do the basics.
My problem with certain applications that there are so many tutorials out there that Sirius shit is hidden behind a cloud of beginners content.2
god building ue4 for Linux takes quite a while and I'm not even up to compiling. the dependencies are 6GiBs large and my internet is only 2MiB/s1
I started down my career path to make games. I have never really made anything good. I think I am finally fed up with not doing this. So I am going to be working on selecting a game engine. I want 3D, I want to experiment with voxels, I want a permissive license, I don't want something huge, I want to contribute back in a meaningful way, it needs to support 3D. So after looking around I found Godot. Another programmer who lives near me uses this as well.
Does anyone else have some good positive experience with game engines for smaller projects? I have played with UE4 and Torque3D/2D. I don't like the bloated feel of UE4 even though its a very cool engine. I didn't like their install system at all. T3D is old and not up to date.4
Well here's a story for you. I can't work on my game till the developer of a package I use updates his package. I can't research how to add the newer features I want to add till I know what the base code is gunna look like. I can't work on my second game idea because unreal engine has a major bug since version 4.15 that is crippling the performance of what I want to do. I can't work any assets for that game till I know what performance is gunna be like after the fix is implemented. It's now version 4.17 almost 4.18 and it might get pushed till version 4.19. I need to work on something like right now because my game studio is otherwise just sitting. It is a VR / AR only studio and there is no real direction to move in at the moment till somebody other than me gets their collective shit together.
I need something fairly "quick" but still fun to play to work on so I can sell sell sell. No idea wtf it's gunna be though. The steam market place is so full of garbage that I really don't want to contribute to that with more garbage. I also don't know anyone I can collaborate with to make something interesting.
WHAT DO I DO?1
Yanno, would be awesome if everything wasn't tied to one main thread. Why is it so much effort to have your ai just run in a separate thread huh4
A few months ago, I was saying that I preferred UE4 to Unity5 (Un5). At the time I really meant it.
Now I've used Un5 more, I realise that UE4 is asking you to build a hadron collider to make a cake, whilst Un5 just gets you to bake it in an oven.
Simply put, goodbye forever UE4!
Finally made the time to chase my passion for game development. Tried with UE4 in the past but didn't have the time to evolve. Heard that Unity is easier for mobile game development so, Unity, here we go! My journey starts with an Android game project. I'm equipped with a book (of guidance) and a keyboard/mouse (of fantasy and adventure). Wish me luck!
When you build off of someone else's base code and there are unnecessarily complex levels of inheritance 🤔2
Hoping this is the right place to ask such a question: Do we have any GameDevs here? Especially UE4 users.1
I love #ue4 but God there's so many things you have to solve yourself even though there are provided systems in place for that stuff???1
Character setup and animations done. Now time to flesh out players, AI and maps. But need more coffee first. Loving UE4 engine.1
I don't, I just try to ignore it :/
Having only one finished, complete, project being in Firebase, node and Vue doesn't give me much confidence... Even though I have quite a bit of experience in UE4 and Unity I have never finished a game. So I know my shit, but I can't prove it ._.1
Any UE4/Blender/Krita people have suggestions for a drawing tablet. So far intuos pro large feels too big. Considering a mobile studio or cintique still because drawing on the go.7